Jailbreak! Jailbreak! Jailbreak!
In a stunning display of backwards thinking, it's time to PREVENT people from escaping from the Behavioral Adjustment Center. Because the jailbreak is a Praetorian plot!
Welcome to the...
Behavioral Adjustment Facility Trial
(Group Size: 12-24 players)
So, the story goes that brainwashed Resistance are being let out to cause terror attacks that will reinforce the populace's dependence on Emperor Cole. As a result, you get to stop it before they escape, and possibly bring evidence of this perfidy out to the masses. But standing in your way are some of the nastiest forces Mother Mayhem can bring to bear, including the robotic duo of Siege and Nightstar. Are you a bad enough dude to shut down the BAF? Let's see.
First up, a map of the grounds you'll be working with:
Phase 1: If WWK=ALV, Then RAID.TASK = WWK.BRK
(Failure Condition: Full League Wipe)
This is an easy phase, much like the version in Lambda before it. Destroy 40 Warworks of various models, then prepare for the ramp up to the next.
Phase 2: Have You Ever Danced With The Devil In BAF Spotlights?
(Failure Condition: Timer, ??? Minutes)
After Phase 1 completes, Nightstar will spawn, along with a cadre of Mk. VI "Victoria" assassin Warworks. Every 15 seconds, Nightstar summons more reinforcements, which will charge you. These do not appear instantly, but rather run towards Nightstar from her spawn point. A potential strategy is dragging her away from it to the tennis courts, making them run further and increasing the space between mobs. Also Nightstar has a new power called Sequestration. This is a single target attack that she must stack on a player 3 times. Each time, the player in question is given a visible warning, but if they don't break aggro in time, the third Sequester will hold them and everyone around them regardless of mez protect. If you get a second Sequester warning, it is advised you move away from everyone else, so as to avoid holding the entire group.
Also in this phase, the Sentry Turrets activate. These can kill an exposed player very quickly if you wander into the field of fire of more than one. Around them are control consoles which deactivate the turrets for a set period of time, at which point they will reactivate and resume fire. However, the tennis courts are completely out of the turret line of fire, so kiting Nightstar to this location has its benefits.
The reinforcements should be eliminated as quickly as possible, though some will, naturally, still focus on Nightstar to keep her regen down. But it's possible for the Vickies to build up a sufficient critical mass that they can't be killed before the Trial's timer runs out, so be wary.
After defeating Nightstar, her corpse will remain static at its current location. Depending on your strategy, it's possible it'd be a good idea to leave her at the tennis courts so you can find her later...
Phase 3: Breakout, The REVENGE!
(Failure Condition: 20 Resistance Escapees escape the BAF, no timer)
After a brief pause, Mindwashed Resistance begin charging out of their holding areas, making a break for the outside world. They will ignore any aggro, but will not attack. Also, the towers will deactivate for this phase. Resistance Minions and LTs are mezzable by any normal means, but the Boss-con Hardened Commandos are not immune to mez. During this phase, DPS types should hunt commandos while Controllers and Dominators are best served locking down the rest of the escapees and taking them out.
The escapees follow a set path, which makes this very similar to "tower defense" games if you're familiar with them. The route is outlined here:
As you can see, there are several areas were given routes overlap, that would make good station points for heavy hitters. The spawn points can generally be locked down by a few AoE immob/holds with decent ease, and wiped out.
So, you prevented the breakout. But now, the prison's warden is heading out to take you on. Better hold on, you're about to be...
Phase 4: Under Siege
(Failure Condition: Timer, ??? Minutes)
Siege is, essentially, an AV class, downsized War Walker, with all the powers that entails. His reinforcements are 9CUs, custom ACU/BCUs that have a unique Defiance protocol. The longer a given 9CU survives, the more damaging and accurate its attacks become. Like before, it is best to kill these as quickly as they spawn. Similar to Nightstar, the towers will be activated during this phase, but the Tennis courts are free of targeting. Siege also has the Sequester power, which works identically to Nightstar's.
Bring down Siege, and the failsafe trips. You've fought the rest, now fight the best.
Phase 5: Both of You! Dance Like You Want To Win!
(Failure Condition: TImer, ??? Minutes)
Siege and Nightstar spontaneously re-activate at their location of death. If you've been kiting them this entire time, this means they'll reactivate right next to each other on the Tennis Courts. They both get their mobs of reinforcements every 15 seconds, and both have Sequester. To defeat them, you must play DDR-er.....kill both of them within ten seconds of each other. If you kill one but not the other, the defeated AV will auto-rez after the ten seconds have expired.
HP monitors are available for both AVs, similar to Neuron and Bobcat in Tin Mage. Pay attention to your raid leader, as it may be necessary to shift DPS from one AV to the other to keep them balanced. As before, wipe out ambushes as quickly as possible, lest the Vickie/9CU build up render the area a killzone.
Once you've defeated both AVs and they're staying down, you've completed the BAF trial, and prevented mass terror attacks on Praetoria. Congratulations!
---
"Oh, silver blade, forged in the depths of the beyond. Heed my summons and purge those who stand in my way. Lay
waste."
In a stunning display of backwards thinking, it's time to PREVENT people from escaping from the Behavioral Adjustment Center. Because the jailbreak is a Praetorian plot!
Welcome to the...
Behavioral Adjustment Facility Trial
(Group Size: 12-24 players)
So, the story goes that brainwashed Resistance are being let out to cause terror attacks that will reinforce the populace's dependence on Emperor Cole. As a result, you get to stop it before they escape, and possibly bring evidence of this perfidy out to the masses. But standing in your way are some of the nastiest forces Mother Mayhem can bring to bear, including the robotic duo of Siege and Nightstar. Are you a bad enough dude to shut down the BAF? Let's see.
First up, a map of the grounds you'll be working with:
Phase 1: If WWK=ALV, Then RAID.TASK = WWK.BRK
(Failure Condition: Full League Wipe)
This is an easy phase, much like the version in Lambda before it. Destroy 40 Warworks of various models, then prepare for the ramp up to the next.
Phase 2: Have You Ever Danced With The Devil In BAF Spotlights?
(Failure Condition: Timer, ??? Minutes)
After Phase 1 completes, Nightstar will spawn, along with a cadre of Mk. VI "Victoria" assassin Warworks. Every 15 seconds, Nightstar summons more reinforcements, which will charge you. These do not appear instantly, but rather run towards Nightstar from her spawn point. A potential strategy is dragging her away from it to the tennis courts, making them run further and increasing the space between mobs. Also Nightstar has a new power called Sequestration. This is a single target attack that she must stack on a player 3 times. Each time, the player in question is given a visible warning, but if they don't break aggro in time, the third Sequester will hold them and everyone around them regardless of mez protect. If you get a second Sequester warning, it is advised you move away from everyone else, so as to avoid holding the entire group.
Also in this phase, the Sentry Turrets activate. These can kill an exposed player very quickly if you wander into the field of fire of more than one. Around them are control consoles which deactivate the turrets for a set period of time, at which point they will reactivate and resume fire. However, the tennis courts are completely out of the turret line of fire, so kiting Nightstar to this location has its benefits.
The reinforcements should be eliminated as quickly as possible, though some will, naturally, still focus on Nightstar to keep her regen down. But it's possible for the Vickies to build up a sufficient critical mass that they can't be killed before the Trial's timer runs out, so be wary.
After defeating Nightstar, her corpse will remain static at its current location. Depending on your strategy, it's possible it'd be a good idea to leave her at the tennis courts so you can find her later...
Phase 3: Breakout, The REVENGE!
(Failure Condition: 20 Resistance Escapees escape the BAF, no timer)
After a brief pause, Mindwashed Resistance begin charging out of their holding areas, making a break for the outside world. They will ignore any aggro, but will not attack. Also, the towers will deactivate for this phase. Resistance Minions and LTs are mezzable by any normal means, but the Boss-con Hardened Commandos are not immune to mez. During this phase, DPS types should hunt commandos while Controllers and Dominators are best served locking down the rest of the escapees and taking them out.
The escapees follow a set path, which makes this very similar to "tower defense" games if you're familiar with them. The route is outlined here:
As you can see, there are several areas were given routes overlap, that would make good station points for heavy hitters. The spawn points can generally be locked down by a few AoE immob/holds with decent ease, and wiped out.
So, you prevented the breakout. But now, the prison's warden is heading out to take you on. Better hold on, you're about to be...
Phase 4: Under Siege
(Failure Condition: Timer, ??? Minutes)
Siege is, essentially, an AV class, downsized War Walker, with all the powers that entails. His reinforcements are 9CUs, custom ACU/BCUs that have a unique Defiance protocol. The longer a given 9CU survives, the more damaging and accurate its attacks become. Like before, it is best to kill these as quickly as they spawn. Similar to Nightstar, the towers will be activated during this phase, but the Tennis courts are free of targeting. Siege also has the Sequester power, which works identically to Nightstar's.
Bring down Siege, and the failsafe trips. You've fought the rest, now fight the best.
Phase 5: Both of You! Dance Like You Want To Win!
(Failure Condition: TImer, ??? Minutes)
Siege and Nightstar spontaneously re-activate at their location of death. If you've been kiting them this entire time, this means they'll reactivate right next to each other on the Tennis Courts. They both get their mobs of reinforcements every 15 seconds, and both have Sequester. To defeat them, you must play DDR-er.....kill both of them within ten seconds of each other. If you kill one but not the other, the defeated AV will auto-rez after the ten seconds have expired.
HP monitors are available for both AVs, similar to Neuron and Bobcat in Tin Mage. Pay attention to your raid leader, as it may be necessary to shift DPS from one AV to the other to keep them balanced. As before, wipe out ambushes as quickly as possible, lest the Vickie/9CU build up render the area a killzone.
Once you've defeated both AVs and they're staying down, you've completed the BAF trial, and prevented mass terror attacks on Praetoria. Congratulations!
---
"Oh, silver blade, forged in the depths of the beyond. Heed my summons and purge those who stand in my way. Lay
waste."