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  Sector 42 Raid Guide & Raid Leader Guide
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    PostPosted: Wed Nov 27, 2013 2:06 pm 
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Thanks to Navian, ATC, for invaluable help with the raid guide.
Disclaimer: some or possibly all of the information may be borrowed from other guides.
First version posted on Alliance forums http://www.aoalliance.org/forums/viewto ... =29&t=1084 (private)


The Raid Leader Guide is after the Raids Guides


SECTOR 42
Image
Artillery Commander of S42 (picture AO-Universe)


First, you need to have Decrypted Kyr'Ozch Data Core, Unicorn Access Supervisor won't let you inside the sector without it. Now if you dont have that core, dont despair, you can still get it. To get it you will need 1 item from each of the main alien playfields (sector 13-28-35), its called a Kyr'Ozch Data Core. Now incase you have some cores already i will post here now the description on them from each of the sectors, perhaps that will help.

    Image Sector 13
      A smooth blue sphere which is said to contain unknown data. This example was recovered from Master Genesplicer - Cha'Khaz.
    Image Sector 28
      A smooth blue sphere which is said to contain unknown data. This example was recovered from Embalmer - Cha'Khaz.
    Image Sector 35
      A smooth blue sphere which is said to contain unknown data. This example was recovered from Field Marshal - Cha'Khaz.


ImageOk now we move on to actually getting the Decrypted Kyr'Ozch Data Core itself.
You need to speak with the Unicorn Access Supervisor outside the gates to Sector 42. (/waypoint 241.2 343.8 4364)
Here is the dialog you will follow to get the Decrypted Kyr'Ozch Data Core.

Unicorn Access Supervisor: Greetings civilian.
Navian: I would like authorization to enter sector 42 please.
Unicorn Access Supervisor: Please show me your Decrypted Kyr'Ozch Data Core.
Navian: I don't have one.
Unicorn Access Supervisor: Really.
The Unicorn Sentry sighs to himself and you get the feeling he's had to explain this thousands of times.
Unicorn Access Supervisor: I can't let you in then.
he continues as if reading from a well rehearsed script
Unicorn Access Supervisor: To obtain access, and to prove you are not just some pointless cannon fodder we will need to rescue later, you need to bring me three Data Cores or the three Encrypted Keys...one from each of the other alien sectors.
Bring me those...and I'll give you access. But not under any circumstances before.
Do you have the Data Cores or Encrypted Keys from the other three sectors?

Navian: Of course I do.
Unicorn Access Supervisor: Give them here then.
Trade him the 3 cores and you will get the Decrypted Kyr'Ozch Data Core. Looks like this Image


This Key allows you to enter the Playfield and has also the feature that you do not need to wait for the Ship in ICC anymore. Instead you can now right-click the key when you are in the ICC HQ and warp directly into the Alien playfield.


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  Re: Sector 42 Guide, rewritten
    PostPosted: Wed Nov 27, 2013 2:07 pm 
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This guide is aimed at raiding Sector 42 with the alliance, so some parts of the guide will be specific to that purpose.

NOTE: DO NOT talk to the Unicorn Access Supervisor unless you are told to, and when you do you MUST make sure that you complete the dialogue as below!!
Conversation with Unicorn Access Supervisor
Unicorn Access Supervisor: Greetings civilian.
Mireiawen: I would like authorization to enter sector 42 please.
Unicorn Access Supervisor: Please show me your Decrypted Kyr'Ozch Data Core.
Mireiawen: Here you are.
Unicorn Access Supervisor: Give it here.
Give the core to him.
Unicorn Access Supervisor: Accept the mission, then I will grant you access.
Mireiawen: Ok. I accepted the mission. Please give me access to Sector 42.
Unicorn Access Supervisor: Good luck citizen!
Mireiawen: Goodbye


The organization info bit



Ok so we MAY assign orgs to lead the different sectors, now hold on a minute.. this does not mean that if your org isn't assigned to lead that you are not welcome to join, not at all!
For the sake of this guide we will assign 3 different orgs to lead.

Org1, Org2 and Org3.
Sectors will rotate so no org should lead same sector 2 weeks in a row if possible.

Org1 will lead north sector, Org2 will lead west sector and Org3 will lead east sector.



The 42 bit


http://www.ao-universe.com/files/_upload/knowledge/481/apf-42.jpg
Click map to see full size version with legends
(Source: AO-universe.com)


Each org leading will use a separate bot for this raid and anyone joining for that sector will join them in that bot. That also where all rolls will take place.

Every sector has 1 raid leader, what he says should be followed. On the way in make sure to stay with your raidgroup, following the enforcer closely is the safest place.

Keep an eye out for laser fences, you will need to cross 2 of them on your way, When you get to fences, you will see a small device, Biological Transceiver, on the ground. It casts protection nano, Alien Bio-Transmission Encoder (yellow shield icon), to your NCU. The nano is short, so make sure you use the device when raidleader tells you to.

Now, after a while, your raidforce should get to your Tower. Do not shoot it, poke it, or in any other way make it attack anyone, as when it starts attacking, it starts a timer to the airstrike. Airstrike will warp everyone outside, so you don't want to get that too early. You will be told when to take the tower down, so don't worry about it. You shouldn't go close to tower, as it brings adds. If you are melee, you can mech up to get some damage from range, or just wait.

Once the first tower is killed, you will get a alien general. Each one got their own tricks, so follow what you are told to do. General loot is rolled on the bot, do not loot them without permission and please don't hold loot open, only raidleader should open corpse and do the rolls as the bodies can rot. To join the roll, just click on the Join link in the roll list.

The Alien tower should have been rebuilt, by a Signal Hacker, during the fight with General.
Please make sure not to agg the Signal Hacker, how ever if you do aggro him.. KILL HIM and another spawns in his place to rebuild the tower. Second towers need to be killed at the same time to get Artillery Commander, so do not go afk when you are killing second one, and listen to raid leader when you are told to stop doing damage on the tower. Second tower is usually brought down to 2 or 3 blobs of its HP.

When all raidforces got their second tower to low HP, everyone is issued to kill their tower at the same time. If everything went well, Artillery Commander comes there, and you best to be ready for him.


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  Re: Sector 42 Guide, rewritten
    PostPosted: Wed Nov 27, 2013 2:23 pm 
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Information about the separate sectors
of Sector 42



Note: The bossmobs at each towersite are upgraded versions of the bosses from the first three APF sectors

East Sector
Image

This sector has the same bosses as in Sector 35 (2 generals), Field Marshal - Cha'Khaz & Field Support - Cha'Khaz.

Field Support - Cha'Khaz is the one to kill first, the faster he dies, the less likely the Field Marshal is from getting a reflect shield. East generals are the easiest ones at the Sector 42, with just 2 bosses without any real tricks.
General Loot is like at Sector 35, no nanocube parts or cores though:

North Sector (lacked screenie of s13 boss)
Image

Here you find the same Boss as you know from Sector 13, Master Genesplicer - Cha'Khaz.

North is a raidforce that could use 2 enforcers (not a must but safer), its not rare to see tanks drop in case of massive add spawns there. North is good place for pet professions and melee, since there usually is enough ranged and pet damage for towers, and pets and melee are not problem with the general like at West.

This one has a trick, he borrows reflects so nobody should be running any reflects.
General Loot is like at Sector 13, no nanocube parts or cores though:

West Sector
Image

General isn't of easy sort, spawning aliens to cocoon people as well as drain the nano. General is also known to Cocoon people close to him, which is reason nobody, melee or ranged, or pets should be close to him. Tactic with general is to keep raidforce some way from the general while tank and only keeps general a bit away, and beat cocoon as soon as they come.

General Loot is like at Sector 28:



Ok now for the main thing of the raid..
He spawns in every sector now btw.

Artillery Commander
Image

This guy on his own isnt too bad to be honest but he has this tendency to spawn nasty little minions called Alien Seeker. Those damn things drain nanos and AOE nuke, they can kill you in 1-3 hits (depending on your max hp).
The enforcer should be the only one doing full damage to the AC, everyone else should attack, but save all specials for the seekers. The enforcer needs to keep Rage up at all times, and use mostly single-target taunts.
The enforcer should start tanking the AC to one side of the canyon area. When seekers pop, any fixers or crats should AoE snare (the root doesn't land) and the enforcer should take a few steps backwards, to move the AC away from the seekers.
sometimes the snares are more effective than others, so they should be spammed. Callers should then target 1 or 2 AT MOST seekers at a time, and the raid force should alpha them. Melee need to be careful. It is possible to rush the seekers, alpha, and run before an explosion, but you can't just go stand next to them for normal hits.
Even people who don't normally assist need to assist here, because 2 seekers is doable for the raid to kill quickly before they get close to everyone, but 5 or 6 isn't.
Repeat this until the seekers are all dead, then go back to the AC. The seekers spawn in increasing waves, so as he gets low, get ready!!

Artillery Commander loot:

I think this is a fair enough amount of information for everyone to feel less clueless about whats going on so I'm stopping now >:D

Things to remember
  • Once you have activated the Biological Transceiver you have 5 minutes to cross the two fences.
  • If you get snared by a mine, try walking (backspace) - it is sometimes faster than trying to run


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  Re: Sector 42 Guide, rewritten
    PostPosted: Wed Nov 27, 2013 2:29 pm 
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Thanks to Arrien

How to kill the Artillery Commander: snare tactics

Overall: The goal is to snare the seekers as they spawn and slowly walk the AC around the edge of the canyon so that you can kill him without being in danger from the seekers. Most of the time, the seekers spawn in waves, so the routine is kill AC, seekers spawn, snare seekers, back up a few steps (not too far!), AC follows, kill AC, repeat. However, when the AC gets down to 3-4 bubbles of HP, he starts spawning seekers 1 at a time until he dies. It's really important to hold specials as he gets close to that point, and when he starts the one at a time, alpha him with all you've got.

Everyone:
* Slow and steady DD on the AC is the trick
* Be ready to push DD as soon as single seekers start spawning near the end
* If you get patroller aggro, take it to the enforcer

Enforcer particulars:
* Always keep rage up
* Only use Mongo right after you move away from a group of seekers. Mongo can break the seeker snare
* Start the AC fight just to one side of the fence - far enough away that you wont' get cocoons, but close enough to give you the entire edge of the canyon to loop around.
* Don't move too far each time seekers spawn - just enough to get out of their range, and once you move stop, there's no need to keep moving, wait for the next wave.
* Don't worry if the AC gets snared, he'll come along eventually

Fixers:
* Be ready to snare the instant seekers show up. This is your #1 role in this stage of the raid. A great fixer can make the AC a breeze.

Crats:
* The two snares you need a Greater Enforced Sloth (AoE) and Shackles of Obedience (single target).
* Often there's no fixer, and you have to do double duty with snares and debuffs. Snares are always more important, even if some of the debuffs go down, trust the docs.
* 2 debuffs are usually enough: Malaise and nanite improved red tape
* Never use Workplace Depression: It has a much longer cooldown than the debuffs, and can make you miss a quick snare if seekers spawn.

Pet Users in general:
* Whenever the seekers spawn, put pets on /pet behind. Often the AC will get snared momentarily. He'll eventually get loose, and then you can send pets again, but if they're next to the AC while he's snared with the seekers, seekers can get loose.

If you need to clear out a few seekers after the AC is dead, use a crat with Shackles of Obedience and let the crat call. Shackles almost never breaks on damage, so you can kill a seeker while it's safely snared.


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  Re: Sector 42 Guide, rewritten
    PostPosted: Wed Nov 27, 2013 2:34 pm 
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West sector addition by Wubalien:

ac_wubalien wrote:
Getting TO west: Speed is vital between "the pipe towards the fences" and between the fences.

Once you get to the fence make sure the people follow blobbed on the tank and that the tank moves. (maybe have melee clear cocoons close and in front and ranged/pets behind.)

This is because this place ends up cocooning half the raidforce or more if you stop.

I have petitioned about this and got the question "was someone fighting a boss?" i take this as if east (generally a smaller raidforce) starts on towers early (like we did last time) west might have a rougher time getting cocooned while moving through the fences.

I did se some "stuck" whatsnames (the ones that cocoon) behind us when running to west and that was the reason for my petition. I dont know if they spawn once one starts on tower/boss or if their nano range just increases. Could be the reason.


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  Re: Sector 42 Guide, rewritten
    PostPosted: Sat Nov 30, 2013 7:17 pm 
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Sector 42 Guide for Raid Leader
ONLY for reference as this is poorly written !

using Open42 bots



Quote:
Copy paste from (the original) Docleanne on old Open42 forums :

Open42 Bot Commands list
GENERIC
!wish e/w/n (so player tells his wish)
!teamadmin (links to other team commands)
!teamexport (once done, send teams to side bots)
!com message (to speak to all other bots)
!caller add/rem player (to make assist)
!macro (to spam the assist macro)
!f !c !s !v !say (fence, coon, seek, vektor, alert)
!echo on/off (the bot echoes RL or not)
!ban add player (bans player from all bots)
!export (sends side raid back to main bot)

MAIN BOT What To Do
1. wait for east/north/west sides to join the bot
2.!raid start once they in bot
3.!raidaddall
4.!vbloot drop leadbot here x4 or how many there was do same for other bots
5.once all bots are added do !timer 2m rolling
6.!vblist brings list for raids to bid
7.!vbadd (slot number here) (bid amount here) exmaple !vbadd 1 5 adds 5 points slot 1
8.once timer gone off !vbresult shows winners
9.!vbreroll adds any not won bots repeat last few steps
10.once all bots sorted we do !loot and add bio types then flatroll them !timer 30s rolling
11. !result
12. !raid end

RAID
!raid start (to begin side/main raid)
!raidaddall (get all channel into raid)
!raid add player (get one player in raid)
!raid lock/unlock (for raid control)
!raid reward 1 (to reward at each step)
!raid punish 1 (removes point to all raid)
!raid check (to see who's alive/near)
!raid notinkick (not in raid = out of bot)
!raid kick player (kicks player from raid)
!raid end (to finish any raid)
!kick player (kicks from bot)
!point rem player 1 reason (same on a player)
!point logs player (to see player account)

LOOTS
!loots (helps flat roll and point bid)
!loot bio (start flat roll on bio)
!list !clear !result !reroll
!vbloot item (start point roll)
!vblist !vbclear !vbresult !vbreroll
!timer 120 Roll (to start 2min timer)



GENERIC
1. !raid start
2. !raidaddall
3. !teamadmin
4. put people in sides (!teamadmin box)
5. find raid leaders for these sides if none on
6. any new people join bot !raidaddall
7. once sides set and enough people to start !teamexport
8.teams are exported if leader needs to be set in a side bot join side bot and set them as leader !leader Docleanne example
9. make sure raidleaders know commands
10.wait for all sides to be rdy then give order to go inside

East Side What To Do
1. !f fence spam when fence incoming
2. once past fences get to tower spot do not agro or shoot it
3. !all we at tower waiting inform other sides you at tower waiting
4. !raid check check if you lost anyone from your side if so ask them where they are
5. !raid kick anyone who is not with rest of raid (example if died) or (went different side)
6. !raid reward 1 add 1 point for reaching tower
7. once all sides rdy we kill tower
8. gen comes we kill it away from tower (do not agro signal hacker)
9. raid leader does !loots (brings loot table up)he then clicks eru + vlrd from list
10. list pops up for raiders to bid slot 1 is eru slot 2 is vlrd
11. how to bid !vbadd 1 5 this will add 5 points bid to slot 1 (eru bid)
12. !vbadd 2 5 this will add 5 points to slot 2 (vlrd bid)
13. raid leader will set a 2minute timer !timer 2m rolling
14. raid leader will then !vbresult to show winners list !vbreroll if needed to re add some loot
15. once thats done he will then do !east which will bring flatroll loot he will add 1 ice (one winner for ice)
16. then he will set !timer 1m roll wait till timer has finished
17. !result when timer finished and show winners
18. raid leader will then give order to take second tower to 2 blobs only
19.raid leader then does !all tower at 2 blobs we waiting for further instructions
20.once all sides rdy to kill one side will say kill tower we all kill tower at same time
21.at this point we send tank to tower spot to wait for artillery commander raid leader clears tower
22.once artillery commander here we all start to atatck him once tank (enfo has agro)
23.seekers popping raid leader then does !s to spam seekers snare kill them all at this point all of gen and on seekers asap
24.once artillery commander dead we then do !loots here the raid leader will see kip (acdc) he clicks it and list pops up
25.raid leader will then set a 2m timer again !timer 2m rolling
26.!vblist shows list !vbadd 1 5 will add 5 points slot 1 u can change the 5 to how ever many points you like
27.once timer has gone off raid leader will do !vbresult shows winners/ winners loot raid leader does !all name one looted acdc so on
28.raid leader then does !center this adds loot from artillery commander for flatroll (nano boxes uds)
29.again you type !list for flatroll loots raid leader sets timer !timer 1m rolling
30.!result shows winner then !reroll if needed (if none needs FFA rest)
31.!raid reward 1 add last point for raid raid leader will loot all leadbots and bios for mainbot roll
32.!raid end
33.!export exports back to main bot for bot roll east side finished.

North Side What To Do
1. !f fence spam when fence incoming
2. once past fences get to tower spot do not agro or shoot it
3. !all we at tower waiting inform other sides you at tower waiting
4. !raid check check if you lost anyone from your side if so ask them where they are
5. !raid kick anyone who is not with rest of raid (example if died) or (went different side)
6. !raid reward 1 add 1 point for reaching tower
7. once all sides rdy we kill tower and hug the rocks asap
8. gen comes (tank gets agro) start killing it near rocks
9. vektors and larvas come everyone stop attacking general and kill vektors asap
10.once adds dead resume on general until next lot of vektors come then repeat step 9
11. /team loot leader (once general is dead raid leader will do !north to add north loot
12. !list to see loot list he then does !timer 2m rolling
13. once timer gone off he does !result for winners !reroll if needed
14. he then tells all ranged/pet profs to start on tower take to 2 blobs (only) and wait
15. he then !all we set here tower at 2 blobs we waiting for further instructions
16. once all sides rdy we all kill tower at same time
17. !all tower is dead
18. he loots tower to clear it
19. !raid reward 1 for killing general
20. tank goes to tower spot and waits for artillery commander
21 tank gets agro and we all attack general
22. seekers popping raid leader does !s seekers snare kill spam
23. we all stop attacking general and kill seekers asap
24. after seekers dead we resume on general until next wave of seekers and repeat step 23
25. general dead !raid reward 1 for killing ac gen (3 points in total from all raid)
26. raid leader does !loots and clicks on kip (acdc) in the list this adds to a list for people to bid on
27. !timer 2m rolling
28.!vblist shows list !vbadd 1 5 will add 5 points slot 1 u can change the 5 to how ever many points you like
29.once timer has gone off raid leader will do !vbresult shows winners/ winners loot raid leader does !all name one looted acdc so on
30.raid leader then does !center this adds loot from artillery commander for flatroll (nano boxes uds)
31.again you type !list for flatroll loots raid leader sets timer !timer 1m rolling
32.!result shows winner then !reroll if needed (if none needs FFA rest)
33.raid leader will loot all leadbots and bios for mainbot roll
34.!raid end
35.!export exports back to main bot for bot roll



West Side What To Do
1. !f fence spam when fence incoming
2. once past fences get to tower spot do not agro or shoot it
3. !all we at tower waiting
4. !raid check check if you lost anyone from your side if so ask them where they are
5. !raid kick anyone who is not with rest of raid (example if died) or (went different side)
6. !raid reward 1 add 1 point for reaching tower
7. once all sides rdy we kill tower (Only Tank Near General) no others or pets
8. gen comes (tank gets agro and pulls it away from raid they will then kill from ranged (no pets on general)
9. adds will come everyone stop attacking general and kill adds asap
10.once adds dead resume on general until next lot of adds come then repeat step 9
11. raid leader can do !p pet spam remove pets away from general
12. /team loot leader (once general is dead raid leader will do !west to add west loot
13. !list to see loot list he then does !timer 2m rolling
14. once timer gone off he does !result for winners !reroll if needed
15. he then tells all ranged/pet profs to start on tower take to 2 blobs (only) and wait
16. he then !all we set here tower at 2 blobs we waiting for further instructions
17. once all sides rdy we all kill tower at same time
18. !all tower is dead
19. he loots tower to clear it
20. !raid reward 1 for killing general
21. tank goes to tower spot and waits for artillery commander
22 tank gets agro and we all attack general
23. seekers popping raid leader does !s seekers snare kill spam
24. we all stop attacking general and kill seekers asap
25. after seekers dead we resume on general until next wave of seekers and repeat step 23
26. general dead !raid reward 1 for killing ac gen (3 points in total from all raid)
27. raid leader does !loots and clicks on kip (acdc) in the list this adds to a list for people to bid on
28. !timer 2m rolling
29.!vblist shows list !vbadd 1 5 will add 5 points slot 1 u can change the 5 to how ever many points you like
30.once timer has gone off raid leader will do !vbresult shows winners/ winners loot raid leader does !all name one looted acdc so on
31.raid leader then does !center this adds loot from artillery commander for flatroll (nano boxes uds)
32.again you type !list for flatroll loots raid leader sets timer !timer 1m rolling
33.!result shows winner then !reroll if needed (if none needs FFA rest)
34.raid leader will loot all leadbots and bios for mainbot roll
35.!raid end
36.!export exports back to main bot for bot roll
MAIN BOT Wot To DO
1. wait for east/north/west sides to join the bot
2.!raid start once they in bot
3.!raidaddall
4.!vbloot drop leadbot here x4 or how many there was do same for other bots
5.once all bots are added do !timer 2m rolling
6.!vblist brings list for raids to bid
7.!vbadd (slot number here) (bid amount here) exmaple !vbadd 1 5 adds 5 points slot 1
8.once timer gone off !vbresult shows winners
9.!vbreroll adds any not won bots repeat last few steps
10.once all bots sorted we do !loot and add bio types then flatroll them !timer 30s rolling
11. !result
12. !raid end


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