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#41
Player Help/Guides / Re: Not so secret guide to Sec...
Last post by Zed - Feb 22, 2025, 10:54 AM
# **Rob Oto SM - Villain Corruptor**

### *Build plan made with Mids' Reborn v3.7.4 rev. 8*


----

- **Primary powerset: Beam Rifle**
- **Secondary powerset: Force Field**
- **Pool powerset (#1): Gadgetry**
- **Pool powerset (#2): Speed**
- **Pool powerset (#3): Concealment**
- **Pool powerset (#4): Leadership**
- **Ancillary powerset: Mu Mastery**



----


# **Powers taken:**


**Level 1: Charged Shot**
- A: Imperial Might: Knockback/Accuracy
- 3: Imperial Might: Knockback/Endurance
- 3: Imperial Might: Knockback/Recharge
- 5: Imperial Might: Recharge/Endurance
- 5: Imperial Might: Knockback/Accuracy/Endurance
- 7: Imperial Might: Recharge/Chance for Knockdown/Knockback to Knockdown


**Level 1: Personal Force Field**
- A: Invention: Defense Buff
- 27: Invention: Recharge Reduction
- 27: Invention: Recharge Reduction
- 50: Invention: Recharge Reduction


**Level 2: Deflection Shield**
- A: Invention: Defense Buff
- 21: Invention: Defense Buff
- 21: Invention: Defense Buff


**Level 4: Jetpack**
- A: Synapse's Agility: Run Speed, Jump, Flight Speed, Range
- 40: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Recharge
- 40: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Recharge/Endurance
- 40: Synapse's Agility: Recharge/Endurance
- 43: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Endurance
- 45: Synapse's Agility: Endurance Drain Resistance (20%)


**Level 6: Disintegrate**
- A: Nucleolus Exposure
- 7: Nucleolus Exposure
- 9: Devastation: Damage/Endurance
- 11: Invention: Endurance Reduction
- 11: Gladiator's Javelin: Chance of Damage(Toxic)
- 13: Entropic Chaos: Chance of Heal Self


**Level 8: Hasten**
- A: Invention: Recharge Reduction
- 9: Invention: Recharge Reduction
- 48: Invention: Recharge Reduction


**Level 10: Insulation Shield**
- A: Invention: Defense Buff
- 19: Invention: Defense Buff
- 19: Invention: Defense Buff


**Level 12: Lancer Shot**
- A: Nucleolus Exposure
- 13: Nucleolus Exposure
- 15: Apocalypse: Damage/Endurance
- 15: Invention: Endurance Reduction
- 17: Apocalypse: Chance of Damage(Negative)
- 17: Gladiator's Javelin: Chance of Damage(Toxic)


**Level 14: Aim**
- A: Invention: Recharge Reduction


**Level 16: Barrier Field**
- A: Invention: Healing
- 29: Invention: Healing
- 29: Invention: Healing
- 48: Invention: Recharge Reduction
- 50: Invention: Recharge Reduction
- 50: Invention: Recharge Reduction


**Level 18: Penetrating Ray**
- A: Centriole Exposure
- 36: Centriole Exposure
- 37: Nucleolus Exposure
- 37: Invention: Endurance Reduction
- 37: Sting of the Manticore: Chance of Damage(Toxic)
- 39: Gladiator's Javelin: Chance of Damage(Toxic)


**Level 20: Dispersion Bubble**
- A: Cytoskeleton Exposure
- 39: Cytoskeleton Exposure
- 39: Cytoskeleton Exposure


**Level 22: Stealth**
- A: Cytoskeleton Exposure
- 23: Cytoskeleton Exposure
- 23: Cytoskeleton Exposure


**Level 24: Maneuvers**
- A: Cytoskeleton Exposure
- 25: Cytoskeleton Exposure
- 25: Cytoskeleton Exposure


**Level 26: Piercing Beam**
- A: Nucleolus Exposure
- 31: Nucleolus Exposure
- 31: Ragnarok: Damage/Endurance
- 34: Invention: Endurance Reduction
- 36: Annihilation: Chance for Res Debuff
- 36: Positron's Blast: Chance of Damage(Energy)


**Level 28: Containment Shell**
- A: Forced Indoctrination: Control Duration/Damage
- 45: Forced Indoctrination: Accuracy/Control Duration/Damage
- 45: Forced Indoctrination: Control Duration/Damage/Recharge
- 46: Forced Indoctrination: Accuracy/Recharge/Endurance
- 46: Forced Indoctrination: Accuracy/Control Duration/Damage/Recharge
- 46: Forced Indoctrination: Chance of Damage(Psionic)


**Level 30: Tactics**
- A: Cytoskeleton Exposure
- 31: Cytoskeleton Exposure
- 48: Cytoskeleton Exposure


**Level 32: Overcharge**
- A: Nucleolus Exposure
- 33: Nucleolus Exposure
- 33: Ragnarok: Damage/Recharge
- 33: Invention: Endurance Reduction
- 34: Positron's Blast: Chance of Damage(Energy)
- 34: Superior Witchcraft: Chance for Res Debuff


**Level 35: Victory Rush**
- A: Invention: Endurance Modification


**Level 38: Assault**
- A: Invention: Endurance Reduction


**Level 41: Charged Armor**
- A: Liberty's Belt: Resistance/Endurance
- 42: Liberty's Belt: Resistance/Recharge
- 42: Liberty's Belt: Endurance/Recharge
- 42: Liberty's Belt: Resistance/Endurance/Recharge
- 43: Liberty's Belt: Resistance
- 43: Liberty's Belt: Resistance/Global Damage Bonus


**Level 44: Conserve Power**
- A: Invention: Recharge Reduction


**Level 47: Grant Invisibility**
- A: Invention: Endurance Reduction


**Level 49: Phase Shift**
- A: Invention: Recharge Reduction




----


# **Inherents:**


**Level 1: Scourge**


**Level 1: Brawl**
- (Empty)


**Level 1: Sprint**
- A: Microfilament Exposure


**Level 2: Rest**
- A: Inexhaustibility: Inexhaustibility: Out of Combat +Hit Points/Endurance


**Level 2: Swift**
- A: Invention: Run Speed


**Level 2: Hurdle**
- A: Invention: Jumping


**Level 2: Health**
- A: Invention: Healing
- 8: Invention: Healing
- 16: Panacea: +Hit Points/Endurance


**Level 2: Stamina**
- A: Invention: Endurance Modification
- 12: Invention: Endurance Modification
- 22: Performance Shifter: Chance for +End


**Level 1: Disintegrating**


**Level 4: Turbo Boost**




#42
Player Help/Guides / Re: Not so secret guide to Sec...
Last post by Zed - Feb 22, 2025, 10:51 AM
# **Glacian SM - Hero Tanker**

### *Build plan made with Mids' Reborn v3.7.4 rev. 8*


----

- **Primary powerset: Ice Armor**
- **Secondary powerset: Ice Melee**
- **Pool powerset (#1): Gadgetry**
- **Pool powerset (#2): Speed**
- **Pool powerset (#3): Fighting**
- **Pool powerset (#4): Leaping**
- **Epic powerset: Earth Mastery**



----


# **Powers taken:**


**Level 1: Frozen Armor**
- A: Cytoskeleton Exposure
- 3: Cytoskeleton Exposure
- 3: Cytoskeleton Exposure


**Level 1: Frozen Fists**
- A: Nucleolus Exposure
- 37: Nucleolus Exposure
- 37: Invention: Endurance Reduction
- 37: Mako's Bite: Damage/Endurance
- 42: Hecatomb: Chance of Damage(Negative)
- 43: Perfect Zinger: Chance for Psi Damage


**Level 2: Ice Sword**
- A: Nucleolus Exposure
- 39: Nucleolus Exposure
- 40: Invention: Endurance Reduction
- 40: Mako's Bite: Damage/Endurance
- 40: Superior Winter Storm: Recharge/Chance for Cold Damage
- 42: Perfect Zinger: Chance for Psi Damage


**Level 4: Hoarfrost**
- A: Invention: Healing
- 5: Invention: Healing
- 5: Invention: Healing
- 7: Invention: Recharge Reduction
- 7: Invention: Recharge Reduction
- 9: Invention: Recharge Reduction


**Level 6: Jetpack**
- A: Synapse's Agility: Run Speed, Jump, Flight Speed, Range
- 9: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Recharge
- 11: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Recharge/Endurance
- 11: Synapse's Agility: Recharge/Endurance
- 21: Synapse's Agility: Run Speed, Jump, Flight Speed, Range/Endurance
- 29: Synapse's Agility: Endurance Drain Resistance (20%)


**Level 8: Chilling Embrace**
- A: Invention: Endurance Reduction
- 50: Pacing of the Turtle: Endurance/Recharge/Slow


**Level 10: Taunt**
- A: Perfect Zinger: Taunt/Recharge/Range


**Level 12: Hasten**
- A: Invention: Recharge Reduction
- 13: Invention: Recharge Reduction
- 13: Invention: Recharge Reduction


**Level 14: Wet Ice**
- A: Golgi Exposure
- 15: Golgi Exposure
- 15: Golgi Exposure


**Level 16: Permafrost**
- A: Liberty's Belt: Resistance/Endurance
- 17: Liberty's Belt: Resistance/Recharge
- 17: Liberty's Belt: Endurance/Recharge
- 19: Liberty's Belt: Resistance/Endurance/Recharge
- 19: Liberty's Belt: Resistance
- 21: Liberty's Belt: Resistance/Global Damage Bonus


**Level 18: Icicles**
- A: Invention: Accuracy
- 34: Invention: Endurance Reduction
- 34: Eradication: Chance for Energy Damage
- 36: Armageddon: Damage/Endurance
- 36: Armageddon: Chance for Fire Damage
- 36: Fury of the Gladiator: Chance for Res Debuff


**Level 20: Energy Gauntlet**
- A: Invention: Accuracy


**Level 22: Force Barrier**
- A: Invention: Healing
- 23: Invention: Healing
- 23: Invention: Healing
- 25: Invention: Recharge Reduction
- 25: Invention: Recharge Reduction
- 27: Invention: Recharge Reduction


**Level 24: Ice Patch**
- A: Invention: Recharge Reduction
- 46: Invention: Recharge Reduction
- 50: Invention: Recharge Reduction


**Level 26: Glacial Armor**
- A: Cytoskeleton Exposure
- 27: Cytoskeleton Exposure
- 29: Cytoskeleton Exposure


**Level 28: Boxing**
- (Empty)


**Level 30: Tough**
- A: Liberty's Belt: Resistance/Endurance
- 31: Liberty's Belt: Resistance/Recharge
- 31: Liberty's Belt: Endurance/Recharge
- 31: Liberty's Belt: Resistance/Endurance/Recharge
- 33: Liberty's Belt: Resistance
- 33: Liberty's Belt: Resistance/Global Damage Bonus


**Level 32: Weave**
- A: Cytoskeleton Exposure
- 33: Cytoskeleton Exposure
- 34: Cytoskeleton Exposure


**Level 35: Freezing Touch**
- A: Nucleolus Exposure
- 43: Nucleolus Exposure
- 43: Invention: Endurance Reduction
- 45: Ghost Widow's Embrace: Chance of Damage(Psionic)
- 46: Perfect Zinger: Chance for Psi Damage
- 46: Superior Vampire's Bite: Recharge/Chance to Heal


**Level 38: Salt Crystals**
- A: Endoplasm Exposure
- 39: Endoplasm Exposure
- 39: Superior Endless Nightmare: Recharge/Chance for Fear, Psionic Damage If Woke Early


**Level 41: Quick Sand**
- A: Invention: Recharge Reduction
- 42: Invention: Recharge Reduction
- 48: Invention: Recharge Reduction
- 50: Superior Witchcraft: Chance for Res Debuff


**Level 44: Combat Jumping**
- A: Cytoskeleton Exposure
- 45: Cytoskeleton Exposure
- 45: Cytoskeleton Exposure


**Level 47: Energy Absorption**
- A: Invention: Recharge Reduction
- 48: Invention: Recharge Reduction
- 48: Invention: Endurance Modification


**Level 49: Hibernate**
- A: Invention: Recharge Reduction




----


# **Inherents:**


**Level 1: Gauntlet**


**Level 1: Brawl**
- (Empty)


**Level 1: Sprint**
- A: Microfilament Exposure


**Level 2: Rest**
- A: Inexhaustibility: Inexhaustibility: Out of Combat +Hit Points/Endurance


**Level 2: Swift**
- A: Invention: Run Speed


**Level 2: Hurdle**
- A: Invention: Jumping


**Level 2: Health**
- A: Invention: Healing
- 8: Invention: Healing
- 16: Panacea: +Hit Points/Endurance


**Level 2: Stamina**
- A: Invention: Endurance Modification
- 12: Invention: Endurance Modification
- 22: Performance Shifter: Chance for +End


**Level 6: Turbo Boost**






#43
Player Help/Guides / Re: Not so secret guide to Sec...
Last post by Zed - Feb 22, 2025, 10:50 AM
# **Invictus SM - Hero Guardian**

### *Build plan made with Mids' Reborn v3.7.4 rev. 8*


----

- **Primary powerset: Luminous Assault**
- **Secondary powerset: Temporal Composition**
- **Pool powerset (#1): Teleportation**
- **Pool powerset (#2): Speed**
- **Pool powerset (#3): Fighting**
- **Pool powerset (#4): Flight**
- **Epic powerset: Primal Forces Mastery**



----


# **Powers taken:**


**Level 1: Luminous Smite**
- A: Nucleolus Exposure
- 3: Nucleolus Exposure
- 3: Mako's Bite: Damage/Endurance
- 5: Invention: Endurance Reduction
- 5: Touch of Lady Grey: Chance for Negative Damage
- 7: Touch of Death: Chance of Damage(Negative)


**Level 1: Focused Fighter**
- A: Cytoskeleton Exposure
- 23: Cytoskeleton Exposure
- 36: Cytoskeleton Exposure


**Level 2: Time Crawl**
- A: Invention: Accuracy


**Level 4: Blink**
- A: Nucleolus Exposure
- 7: Nucleolus Exposure
- 9: Reactive Defenses: Defense/RechargeTime
- 9: Invention: Endurance Reduction
- 11: Touch of Death: Chance of Damage(Negative)
- 11: Superior Vampire's Bite: Recharge/Chance to Heal


**Level 6: Radiant Strike**
- A: Nucleolus Exposure
- 13: Nucleolus Exposure
- 13: Mako's Bite: Damage/Endurance
- 15: Invention: Endurance Reduction
- 15: Touch of Lady Grey: Chance for Negative Damage
- 17: Touch of Death: Chance of Damage(Negative)


**Level 8: Teleport**
- A: Invention: Range


**Level 10: Hasten**
- A: Invention: Recharge Reduction
- 17: Invention: Recharge Reduction
- 43: Invention: Recharge Reduction


**Level 12: Agile**
- A: Invention: Defense Buff
- 36: Invention: Defense Buff
- 36: Invention: Defense Buff


**Level 14: Practiced Brawler**
- A: Golgi Exposure
- 37: Golgi Exposure
- 37: Golgi Exposure


**Level 16: Inner Light**
- A: Invention: Recharge Reduction


**Level 18: Blink Blitz**
- A: Nucleolus Exposure
- 19: Nucleolus Exposure
- 19: Reactive Defenses: Defense/RechargeTime
- 21: Invention: Endurance Reduction
- 21: Armageddon: Chance for Fire Damage
- 23: Superior Avalanche: Recharge/Chance for Knockdown


**Level 20: Time's Juncture**
- A: Lysosome Exposure
- 37: Lysosome Exposure
- 39: Superior Witchcraft: Chance for Res Debuff
- 39: Invention: Endurance Reduction
- 42: Invention: Endurance Reduction
- 42: Invention: Endurance Reduction


**Level 22: Lucky**
- A: Invention: Defense Buff
- 39: Invention: Defense Buff
- 40: Invention: Defense Buff


**Level 24: Gleaming Blast**
- A: Nucleolus Exposure
- 25: Nucleolus Exposure
- 25: Apocalypse: Damage/Endurance
- 31: Invention: Endurance Reduction
- 31: Apocalypse: Chance of Damage(Negative)
- 33: Gladiator's Javelin: Chance of Damage(Toxic)


**Level 26: Incandescent Strike**
- A: Nucleolus Exposure
- 27: Nucleolus Exposure
- 27: Hecatomb: Damage/Endurance
- 29: Invention: Endurance Reduction
- 29: Hecatomb: Chance of Damage(Negative)
- 31: Touch of Lady Grey: Chance for Negative Damage


**Level 28: Farsight**
- A: Cytoskeleton Exposure
- 42: Cytoskeleton Exposure
- 43: Invention: Recharge Reduction
- 45: Invention: Recharge Reduction


**Level 30: Boxing**
- (Empty)


**Level 32: Solar Flare**
- A: Nucleolus Exposure
- 33: Nucleolus Exposure
- 33: Armageddon: Damage/Endurance
- 34: Invention: Endurance Reduction
- 34: Fury of the Gladiator: Chance for Res Debuff
- 34: Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown


**Level 35: Tough**
- A: Liberty's Belt: Resistance/Endurance
- 40: Liberty's Belt: Resistance/Recharge
- 40: Liberty's Belt: Endurance/Recharge
- 43: Liberty's Belt: Resistance/Endurance/Recharge
- 45: Liberty's Belt: Resistance
- 46: Liberty's Belt: Resistance/Global Damage Bonus


**Level 38: Chrono Shift**
- A: Invention: Recharge Reduction
- 45: Invention: Recharge Reduction
- 46: Invention: Recharge Reduction


**Level 41: Energy Transfer**
- (Empty)


**Level 44: Focused Accuracy**
- A: Cytoskeleton Exposure
- 46: Cytoskeleton Exposure


**Level 47: Physical Perfection**
- A: Invention: Healing
- 48: Invention: Healing
- 48: Invention: Healing
- 48: Invention: Endurance Modification
- 50: Invention: Endurance Modification
- 50: Performance Shifter: Chance for +End


**Level 49: Slowed Response**
- A: Achilles' Heel: Chance for Res Debuff
- 50: Lysosome Exposure




----


# **Inherents:**


**Level 1: Resolve**


**Level 1: Brawl**
- (Empty)


**Level 1: Sprint**
- A: Microfilament Exposure


**Level 2: Rest**
- A: Inexhaustibility: Inexhaustibility: Out of Combat +Hit Points/Endurance


**Level 2: Swift**
- A: Invention: Run Speed


**Level 2: Hurdle**
- A: Invention: Jumping


**Level 2: Health**
- A: Invention: Healing
- 8: Invention: Healing
- 16: Panacea: +Hit Points/Endurance


**Level 2: Stamina**
- A: Invention: Endurance Modification
- 12: Invention: Endurance Modification
- 22: Performance Shifter: Chance for +End


**Level 18: Team Teleport**




#44
Player Help/Guides / Not so secret guide to Secret ...
Last post by Zed - Feb 22, 2025, 10:49 AM
So, as a follow up to our Guide to Secret Master Task/Strike Forces I've decided to share a bit about builds that we've found to help the success of SMo's. These builds are not a requirement but being the hardest thing in the game to do currently, it's best to be as prepared as possible. The rationale behind the builds comes down to maximizing performance with no set bonuses outside of the sets acquired through the SMo Task/Strike Forces, and the exception of Synapse IO's. The setting of No Set Bonuses makes it more ideal to use primarily Invention Origin and Hamidon Origin Enhancements. The reason I like to use HO's is the stats are equivalent to a Very Rare Enhancement, which you can only use one VR IO from each set once in your build. I do take advantage of those as well as Procs from various sets to enhance damage output, damage mitigation, de-buffing etc. Archetype Origin Enhancements have completely been disabled under the SMo settings so those are no go. Global IO's are also disabled e.g. Numina's Convalesence +Regeneration/+Recovery, Luck of the Gambler Defense/Global Recharge, Steadfast Protection: Resistance/+Def 3%, etc. General rule of thumb is if the IO has a PPM (Procs Per Minute) it will most likely work, however there is a quite a few that don't. So, I've made a list of Procs that DO work and will include them below. Also, I will give a few example builds to show what I've found to work well, and hopefully paint a clearer picture of how I build for SMo's. When it comes to power choices, survivability is key and having good defenses/resistances and a good "Oh Shoot Button" can make all the difference between failure and success. Hope this helps and good luck out there!


                                 
Available Procs for Secret Master Content

Ranged Procs:

Entropic Chaos: Chance to Heal Self(%5)
Devastation: Chance of Hold
Apocalypse: Chance of Damage(Negative)
Gladiators' Javelin: Chance of Damage(Toxic)
Winter's Bite: Recharge/Chance for -Speed & -Recharge

Targeted AoE Procs:

Positron's Blast: Chance of Damage(Energy)
Ragnarok: Chance for Knockdown
Javelin Volley: Chance of Damage(Lethal)
Annihilation: Chance for Res Debuff
Frozen Blast: Recharge/Chance for Immobilize

Melee Procs:

Kinetic Combat: Knockdown Bonus
Touch of Death: Chance of Damage(Negative)
Mako's Bite: Chance of Damage(Lethal)
Hecatomb: Chance of Damage(Negative)
Gladiator's Strike: Chance for Smashing Damage
Blistering Cold: Recharge/Chance for Hold
Vampire's Bite: Recharge/Chance to Heal

PBAoE Procs:

Eradication: Chance for Energy Damage
Scirocco's Dervish: Chance of Damage(Lethal)
Obliteration: Chance for Smashing Damage
Armageddon: Chance for Fire Damage
Fury of the Gladiator: Chance for Res Debuff
Acalanche: Recharge/Chance for Knockdown

Snipe Procs:

Executioner's Contract: Disorient Bonus
Sting of the Manticore: Chance of Damage(Toxic)

Universal Damage:

Overwhelming Force: Damage/Chance for Knockdown/Knockback to Knockdown

Debuff/ToHit Debuff Procs:

Achilles' Heel: Chance for Res Debuff
Touch of Lady Grey: Chance for Negative Damage
Shield Breaker: Chance for Lethal Damage
Cloud Senses: Chance for Negative Energy Damage
Witchcraft: Chance for Res Debuff

Slow, Immobilize, Hold, Stun, Confused, & Terrorized Procs:

Impeded Swiftness: Chance of Damage(Smashing)
Pacing of the Turtle: Chance of -Recharge
Winter Storm: Recharge/Chance for Cold Damage
Debilitative Action: Disorient Bonus
Trap of the Hunter: Chance of Damage(Lethal)
Gravitational Anchor: Chance for Hold
Neuronic Shutdown: Chance of Damage(Psionic)
Ghost Widow's Embrace: Chance of Damage(Psionic)
Lockdown: Chance for +2 Mag Hold
Unbreakable Constraint: Chance for Smashing Damage
Gladiator's Net: Chance of Damage(Lethal)
Forced Indoctrination: Chance of Damage(Psionic) Note: This entire set works in Secret Master
Razzle Dazzle: Chance of Immobilize
Absolute Amazement: Chance for ToHit Debuff
Unspeakable Terror: Disorient Bonus
Glimpse of the Abyss: Chance of Damage(Psionic)
Cacophany: Chance of Damage(Energy)
Malaise's Illusions: Chance of Damage(Psionic)
Cercive Persuasion: Contagious Confusion

Knockback Procs:

Explosive Strike: Chance for Smashing Damage

Pet Procs:

Soulbound Allegiance: Chance for Build Up
Haunting: Recharge/Chance to Summon Ghosts

Taunt Procs:

Triumphant Insult: Chance to Disorient
Perfect Zinger: Chance for Psi Damage

Healing/Accurate Healing Procs:

Panacea: +Hit Points/Endurance
Touch of the Nictus: Chance for Negative Energy Damage
Theft of Essence: Chance for +Endurance

Endurance Procs:

Performance Shifter: Chance for +End
Energy Manipulator: Chance to Stun 
#45
So, RTTC as I have been told has a weak taunt ability. It allows taunt enhancements, and mids seems to think it allows taunt sets too (but the game does not allow taunt sets to be used on Rise to the Challenge.

I was going to drop a [perfect zinger: chance for psi damage.50] on it to make it deal some minor damage to enhance the Threat it makes enemies think I am. Mids says it'd add 2.2 psionic damage, so, not much but enough to be annoying to mobs to make them consider me a greater threat and stay agroed better.

However, when taunt sets are not allowed it kinda disables this approach.

so I would like to kindly ask if perhaps Taunt Sets could be enabled for RTTC?
#46
Financial Status / SPRING/SUMMER 2025 - Funding D...
Last post by retched - Feb 21, 2025, 02:16 PM
It's now the spring and once again the server's bills are now due.

Once again, no new charges and we're fortunate that there are no price increases this time around. (Everything from the last Fall/Winter bill is coming over to this bill.) Hell, the data center even gave us two new hard drives to store more stuff on (for free)!

As a reminder as to what the payments are going towards, here is an itemized list:

Planned Bills (for six months)

  • 2x $456.00 : These are rented baremetal servers that hold the Main Live server and the public PTS server. (as well as some web components, like our manifests)
  • $240.00 : This is the staff's internal PTS server (Beta). This server pretty much lets the staff make changes to the code and test internally before we push it to the public PTS. We tried to run two servers on one box by toggling which one you log in to but that caused issues when people consistently tried to log in on the PTS server outside of the test times. So this server was bought to accommodate a change.
  • $30.00 : This is currently being used to host the web forums, wiki, main website and the beta ground for the new web page.
  • $120.00: This is the new Alpha shard, hosting the new game world for internal testing to not disturb the PTS with our changes. Additionally, this server hosts all of the git repositories that we use to power, code, and make changes the game in a collaborative manner.
  • Grand Total: $1302.00

How to Donate:
Currently PayPal is being used to collect donations via "PayPal Pools". Additionally, a few people have reached out to donate via Wise (f/k/a TransferWise) and while that is possible, will need to be handled privately. If you are an international player and wish to donate in Euro or GBP, you can reach out to me (retched) via Discord and I'll provide details on how you can donate should you choose not to use PayPal. Same goes with other funding sources (PayPal direct, CashApp, etc.) Additionally, a new PayPal account has been made to hold the funds as well. (@retchedcoh)

FUNDING GOAL REACHED, see next post for proof of payment
THANKS TO EVERYONE WHO FUNDED!!!

I also, cannot stress this enough:
!!!PLEASE DONATE ONLY IF YOU ARE FISCALLY ABLE TO!!!
Most times we always end up with a bit of overflow. If you miss the cut, do not stress it. We still enjoy you and thank you for the time that you spend playing on COH: Rebirth!

The bill is due on September 1, 2024. Any extra funds will be used to prepay the next six months in March 2024. Feel free to reach out on Discord in DM or Forums in DM.

Please remember that donating does NOT grant any additional benefits or rewards in the game and any donations received are final, and not subject to a refund.

As always thank you for your consideration and donations!

- retched

#47
Barracuda

All missions apart from mission 4 will be accessed via the helicopter on the north beach of Grandville's south island. Mission 4 is accessed via the portal inside the main Arachnos building in Grandville. Several portions will require the party leader to go and talk to someone, but the rest of the group can stay by the helicopter/go to the portal as is applicable, and simply teleport the team lead when it is time. Unless you are feeling particularly villainous then you can make them walk. An ideal team composition would be tank, damage/debuffs, healer, and a controller/dom. In order to defeat Reichsman a defender/guardian/mastermind must be on the team. More Power info at the bottom of the guide.

Mission 1: Things Thought Forgotten

The first mission starts in the Southwest corner of the map with the team looking towards the south of the Atlas statue plaza. The objective here is to enter city hall so it is easiest to move straight forward then turn towards the statue, go up and over the platform it stands on then straight up the stairs to the door. Engage mobs as you find them but like all SMo content try to engage them one at a time, and as you will be facing PPD mobs there WILL be resurrecting bosses, so be sure to deal with them before moving on to the next mob to avoid any unpleasant surprises for the squishies in the back. Also be careful when pulling mobs around the entrance to city hall as poor positioning can easily pull in extra mobs creating problems for the team.

Once inside city hall you will want to go immediately to the right and down the stairs, be careful as there are multiple mobs in close proximity here so chaining them is possible, especially with the mob hiding out in the MAGI section. You will be heading to a non-descript door in the back of the GIFT room, making sure the team is together and ready before going through as it leads to a tight corridor with multiple mobs.

Once the mobs in the corridor are dealt with, get everyone together again and proceed through the next door into the Hero 1 memorial, this room can be painful for squishier groups as it contains an Elite Boss: Holoman, and multiple mobs packed together making separating them tricky. Also, three ambushes will spawn in the room with no set location, so there is a chance of them appearing on top of the squishier party members.

Once all ambush waves have been dealt with, interact with the glowy in the centre and then proceed to the exit to city hall, the journey to the exit will be trouble free as no mobs respawn inside the building. Ms Liberty and her goon squad will be waiting at the base of the stairs outside of city hall, so have everyone together and ready by the door before exiting, and be careful not to spread out outside and risk attracting mobs.

Once Ms Liberty is defeated you can safely retrace your steps and exit via the helicopter.

Mission 2: Wrong Place, Reichs Time

Mission two begins inside of a typical Freedom Phalanx base with an NPC waiting through the first door. Herr Muller will engage in dialogue then begin to follow you, the first move will be through the doors to your immediate left, but BE WARNED, once Muller moves towards the doors an ambush will spawn along the corridor behind where he started. Deal with them before progressing onwards.
The base is fairly easy to handle, just take mobs one at a time while watching out for the occasional resurrecting Spines/Regen Scrapper longbow boss.
On the third level of the base the endpoint will be a room which has several tightly packed mobs and the Hero 'Numina', the best way to approach the room is to have the tank pull mobs and then hide behind the door frame to pull them away from each other a little. When engaging Numina the group should take care to stay away from her if they are squishy as she possesses a highly potent PbAoE psychic wail (good time for Elusive Mind).
Once the room is cleared and Numina is down, bring Muller to the console in the centre and prepare for inevitable Nazi betrayal.

In the second section of mission 2 you will be trapped in cells inside of a 5th Column cave base.  Have everyone break free of their captivity and regroup outside of the cellblock.
The path is easy to follow, simply take every left, be extremely careful when moving into larger caves as enemies can and will aggro from high catwalks that you might move under or next to.



Care should be taken when moving into larger rooms as several higher levels can contain mobs that will aggro behind you and attack your vulnerable nether regions.
The final boss is the Arch Villain "Schadenfreude".

Mission 3: Foil the 5th Column in Boomtown

Mission 3 is fairly simple on the face of it, but can easily become the first failure point of the SMo. The area is wide open with 5th Column units, after killing two mobs an ambush will spawn (CAUTION: Ambush waves can be delayed!), then another after two more mobs are killed (not including the previous ambush), this is the point where preparations need to be made.
In place of a third ambush Reichsman will appear, in this mission he is completely invulnerable and can easily wipe the party, the objective is not to defeat him, instead when he appears you need to exit the map and wait, the mission will complete then proceed onto the next mission, the problems here arises with the exit door, the helicopter's door is notorious for being difficult to click and often only allows one person to exit at a time. To remedy this follow this tactic:
After the second ambush defeat one more group, engage a second group but leave one or two enemies alive, then everyone other than the tank should exit the mission via the door (villains and rogues can exit via Ouroboros portal, but Vigilantes using Ouro will be forced out of the Strike Force by the game so be careful!) The tank should then defeat the final enemies and exit the mission as soon as Reichsman appears, sometimes a third mob has to be engaged before Reichsman appears, but once he does simply bail and wait for the mission to complete.

Mission 4: Find the Source of Reichman's Power

Mission 4 is very straightforward. You will enter into a city block on Axis Earth, simply fight your way straight forward towards a pit in the ground leading to a bunker door, the objective of gaining information from Axis troops will always require a mob that spawns around this pit, so feel free to ignore any mobs on the streets.  Defeat mobs around/in the pit one at a time until you obtain the information, then enter the bunker.

Inside the bunker things are still pretty standard but be careful in the close confines of the tunnels as Axis grenade and missile troops can deal a lot of AoE damage in such tight confines.



Slaughter your way through the corridors making note of any out of place looking computer consoles, as once the boss in the base is defeated five consoles will become clickable, one of them is the right one, once clicked everyone is free to exit the mission.

Mission 5: Defeat Reichsman

Here it is, the dreaded final mission of Reichsman, this is where the most coordination is needed and where the importance of team makeup comes into play.
The team will enter on a high platform above a room, the room contains a mob with an AV, this mob can be completely bypassed, simply fly high and land on the far side of the room by some doors, or teleport your team down there.
Enter through the door on the far side of the room and fight your way through the corridors to the first junction.



The map is laid out as a rounded square loop with an extra loop attached on the north side and a big room in the center accessed from the top of the big loop. Your first objective will be to locate the four Arachnos patrons, they will spawn one at a time in one of three places: The South West corner where you first enter the loop, the northern smaller loop, and the South East inside of a smaller room off of the corner of the loop. BE WARNED an ambush will spawn once you free each patron, this can come from any direction so navigate carefully so that no one gets sniped too far ahead of the group or lagging too far behind.

Each patron needs to be taken to the central room, specifically to the front of the machine with the large glowing upside down dome. When the patron is brought here they will become hostile and must be defeated, BE WARNED any buffs applied to the team prior to the patron becoming hostile will affect the patron and remain in effect when they turn hostile, so avoid buffing the team either until the patron is made hostile, or have the group other than the escort assemble off to one side for buffs.
Black Scorpion is the least troublesome having only a lot of health and a taunt to his name.  Cap'n Mako is fairly squishy but can unleash a few nasty cone attacks, so the tank should face him away from the group.
Scirocco can drain endurance, stun, and unleash dust devils which can deal some nasty damage to squishies, so ranged engagement is advised.
Ghost Widow is the trickiest of the patrons, she has a PbAoE draining heal, so the more people in melee the more she will heal. She has a high magnitude hold and is also capable of using Black Hole to isolate the tank and cause her aggro to recalculate onto other players.

BE WARNED  prior to defeating the final patron make your preparations for the final fight as when the final patron is defeated a 1-2 minute timer will begin, at the end of which Reichsman will spawn. Every player should enter the machine in front of which they just fought, it will give each player a set of passive temp powers and one active temp power (this won't enter your bar automatically, so you will have to find it in the power menu), sometimes flying toons will have to toggle off flying inside the machine for it to work, and sometimes jumping around in it is required. In your chat window it should indicate when you get the various temp powers if you've not removed that from the tab.
Once you have your powers all players should retreat to the metal doorway at the entrance to the room, this is your safety marker, do not move further into the room than the door frame.
The tank will be engaging Reichsman at the bottom of the stairs at the end of the red carpet.



The final room explained
The room is on two tiers, the upper tier is composed of the machine that empowers the team (and Reichsman), two sets of cloning vats on either side, and two rooms guarded by insta-kill laser grids. These two rooms are completely ignored for the tactic we will be using. The lower tier has another two sets of cloning vats, one on either side, and an ambush spawn point (unmarked) at the end of the red carpet. The main mistake groups make in this final fight is that they engage Reichsman as if burning him down before the group can be overwhelmed by the reinforcement waves is the objective, this simply cannot be done, Reichsman has a monstrous amount of health making even a well slotted group take 15 minutes of dedicated pummeling to bring him down, so instead we approach it differently. The waves are numerous but WILL run out, the tank should keep Reichsman's attention while grabbing the various reinforcement waves, the rest of the group should ignore Reichsman completely and concentrate on slaughtering the cloned troops. After roughly twenty minutes of fighting all waves apart from the one from the carpet will stop spawning, this final group WILL constantly appear but as it is just one group it is easy to handle alongside Reichsman.

The key to success with the reinforcements is control. Attract puddles, holds, immobilises, confuses, all these tools should be used to stop the press of bodies from over running the squishies.

The temp powers gained by Controllers/Dominators and Blasters/Corruptors can really make a difference here. Controllers/Dominators' power will hold all 5th Column mobs (other than Reichsman) in a wide area, then Blasters/Corruptors' power will unleash dust devils that deal extreme damage to any held mobs. Together these powers can obliterate the reinforcements.

The temp powers will eventually run out, this takes around twenty minutes, the time left can be seen by right clicking your temp power and looking at its info.
When they run out you will need to replenish them by reentering the machine. When doing this wait until he uses his lightning and stomp so you have enough time to get to the machine and back without running into them.

When the reinforcements have stopped coming (apart from the carpet group) you will be ready to take on Reichsman. Reichsman is potent but simple, his main threat comes from a combo of powers both of which have identical animations and very little telegraphing. He will briefly raise his right hand and strike with lightning, this will inflict a high magnitude stun on anyone in the AoE (It is highly recommended that Mez protection be stacked on the tank for this), he will then follow up with another raised hand and an extremely damaging AoE ground punch. If squishies get caught in the stun they are almost guaranteed to die to the follow up ground punch. If the tank holds Reichsman on the carpet then everyone else should be out of range of these powers if they remain behind the door frame.

After taking a certain amount of damage (roughly 75%, 50%, and 25%) Reichsman will begin to regenerate his health.
CAUTION: THIS PART IS BUGGY
Reichsman SHOULD teleport back to the machine for this part, then teleport back when he is done regenerating or forced out, but quite often he simply starts regenerating in place on the carpet. Look out for your damage numbers dropping to single digits, this will let you know when he has entered his regen cycle. This is the part where party makeup is most essential, to break Reichsman out of his regen you need the temp power given to Defenders, Masterminds, and Guardians. Once he begins to regenerate one of these archetypes will need to use their power forcing him into a vulnerable state again (if he retreats to the machine as he should, you may need to go into the room a little ways for it to work).
Other than this the fight is simply a case of hacking away at his horrific HP pool.

Once defeated, exit the mission but DO NOT QUIT THE TEAM YET, the leader will have to go talk to Lord Recluse to finish off the taskforce and award the badges.

The Powers gained from the machine after defeating the Patron Archvillains.
  • Power of Ghost Widow: +Res (End Drain) +Regen - Tankers, Brutes, Warshades, Peacebringers, Arachnos Soldiers & Widows
  • Power of Scirocco: Special (Summons dust devils that do extreme damage to held enemies) - Blasters & Corruptors
  • Power of Scirocco: Special (Very Wide PbAoE that holds all 5th column enemies) - Controllers & Dominators
  • Power of Black Scorpion: Special (removes dimensional phasing from Reichman allowing him to regenerate) - Defenders, Guardians, & Masterminds
  • Power of Captain Mako: Max Stealth (allows user to step through laser guarded doors to approach Fail Safe devices) - Scrappers & Stalkers
#48
Dr. Kahn

The majority of Dr. Khan's missions will require you to "Use Transit" to access the mission, the easiest way to do this is to interact with the tram line and select the top option

Mission 1: If I Could Save Time in a Capsule

You will begin in the South West corner of the map looking towards the Atlas Plaza, the first objective is to make your way into the town hall, the easiest route is to proceed straight forwards towards where Ms Liberty usually stands, then head up and over the Atlas statue platform, and up the stairs to the town hall doors. There are numerous groups of Arachnos goons in the area, be sure to cautiously clear the ones in your path and be especially careful when climbing the stairs towards the town hall as it is easy to pull additional groups from the sides by accident.
Gather together at the door before entering and allow the tank and healer to enter first as mob placement in the first hall can occasionally put you right into a fight.
Punch your way through the town hall being careful of the mob hiding inside of MAGI and proceed to the inconspicuous door at the back of the GIFT section, again allowing the tank and healer to go first. Defeat the mob in the inexplicably separate corridor and then take the same precautions transitioning into the Hero 1 memorial room. The group in the corridor and then Hero 1 room can be close enough to the door to immediately aggro. The Tank should go first, and call when in, as there is a transition window. Which means means if you click on the door at the same time the squishie might have front row seats to an angry mob with no Tank chaperone to guard their dignity.

Inside will be a portal device however before it can be used several waves of ambushes will need to be defeated.
The portal will lead to a 5th Column base, the room it places you in will be safe, the first group of enemies will be ahead and around a corner to the left, this group includes the Arch-Villain Schadenfreude, it is best to have the tank pull him and his cronies back around the corner where all squishy party members remaining as far back as possible.
Once Schadenfreude has been dealt with, proceed into the room he was in, defeating the mobs waiting there, then proceed through a corridor to the next room where there will be a portal (similar to the one that brought you here) that must be destroyed. While it IS surrounded by mobs they can be ignored if the party feels confident enough, and simply destroy the portal and quickly hit Exit.

Mission 2: A Boomtime in the Old Town

The mission begins in a wide open city in ruins, the objective is to destroy five portals, each one will only become available when its predecessor is destroyed. It is HIGHLY ADVISABLE to use flight powers and temps to fly high to avoid unnecessary fights.
The first and second portals are out in the open, but the third is inside of a south facing tunnel a little ways back from the second portal. Carefully navigate the tunnel defeating the mobs inside as flying over them isn't an option.
Portal four is again out in the open, and portal five will be back near the beginning.
!!!!BEFORE YOU DESTROY THE LAST PORTAL!!!!
Once the final portal is destroyed Reichsman will spawn and attack, on this map he is totally invincible, the way to complete the mission is for everyone to leave the map.
To avoid any panic or deaths it is best to defeat the group around the final portal then have everyone other than the tank leave the mission, the exit is a glowing red square which can give some people issues (hence the early exit for everyone else), if it won't let you out try disabling flying powers, also try jumping up and down inside the zone.
With everyone out, the tank destroys the portal and quickly exits the mission.


Mission 3: Infiltration

This mission is a cave. Such fun. The layout is randomised so no clear guide can be given to navigate it. The objective is to defeat the base leader and then find the information. When proceeding through the tunnels be sure to stick together and be careful of gangways above you as mobs up on these can easily aggro onto groups passing underneath them. You will notice several (not yet) clickable computers as you navigate the caves, make note of their location as once the leader is defeated you will need to go back and click these to find the information. One will contain the info you need but it is randomised as to which will be the correct one. The next mission begins in Portal Corps in Peregrine Island, so go ahead and head there while the leader turns the mission in.

Mission 4: Visiting the Old Country

Portal Corps will send you through to a city block in Axis America, the objective here is quite simple, close five portals, each portal will spawn an ambush so be careful and keep an eye out, especially on the first two as the ambushes from those two can be heavily delayed. The portals will always be in the same locations, from mission start head diagonally forward and right, this should easily bring you to the first three portals. The fourth will be at the back of the map on top of the pit area filled with 5th Column troops, then the final portal will be on a side street to the west heading back towards the start of the mission.

Mission 5: A Meeting of the Minds


IMPORTANT NOTE: If you have run this TF before and still have charges on the temp power, it will NOT be refreshed, so it is best to use up those charges prior to this mission so you get a power with full charges.



The Final mission will see you enter Reichsman's HQ in the South West corner high above a larger room. Directly below the balcony you begin on will be a group including an Elite Boss, this group can be entirely bypassed by flying along the ceiling of the room and coming down at the far end near the blast door.  Proceed through the blast door following the path until you reach the first branch.
This point is the Southwest corner of a large loop, the path to get to the central room is North, following the curve East ignoring the next branch that leads to a small additional loop on top of the larger loop, then taking the path South when it appears. This room has two tiers with Reichsman waiting at the top of the stairs. Reichsman will be invulnerable unless someone uses the Temp Power you gained. If you ever see your damage numbers fall off then go ahead and blast him with the beam again, you should be in no danger of running out.

While Reichsman is not as difficult as in the Barracuda taskforce you should NOT underestimate him. His wide area stun and AoS followup can instantly kill people and the telegraph of these attacks isn't very forgiving. Keep Mez protection stacked on the tank and any frontline fighters to mitigate the stun.
At 80%, 60%, 40%, and 20%, an Arch Villain will appear to help Reichsman, it is advisable that all effort should be immediately put onto killing the AV before returning the Reichsman. While the order will be random their spawn location will not.
Lord Nemesis and Gyrfalcon will appear on the upper platform to the left of the stairs, while Vanessa DeVore and Countess Crey will spawn on the upper platform to the right of the stairs.  The AoE capability of both Vanessa and Crey are big threats, so taking them down quickly should be your focus.
After all have been defeated, take down Reichsman and exit the mission.

BE SURE TO NOT LEAVE THE TEAM UNTIL THE MISSION HAS BEEN TURNED IN BY THE LEADER.


#49
Lord Recluse

Rewarding the same enhancement set as Ms Liberty Task Force despite the Heroes at the end it is the easier and shorter of these two.

Mission 1: Assault the Longbow Base

This mission launches from the submarine located near an island in the North West of Grandville. Once inside the map is composed of two main parts:  A landing strip with a bunker on the left and a tower on the right, and the base propper located up and along bridges at the back of the runway.



The initial objective sees you destroying the longbow forces on the runway, be careful of any Longbow Wardens wielding bubbles as they can use Containment Field to temporarily take out the tank and make aggro go crazy, and there are Longbow Wardens with Spines/Regen that WILL resurrect again after their first defeat, so be sure to deal with these before moving on to the next group as they are a potential threat for squishies in the back.
Be careful of the turrets around the edge as they can hurt the squishies as well.
The first group of Chaser flyers will patrol above the runway, send flyers or use long range to take them out.
In front of the bunker will be a group of Longbow with a captured Bane Spider, freeing him will result in an ambush coming out of the bunker door.
Upon taking out the last turret on the runway area another ambush will spawn on the runway itself in front of the bunker.
Once all forces on the runway have been dealt with enter the tower via a door at its base, the two towers on this mission are identical, consisting of a ramp down from the door to a double set of doors, moving through a corridor towards a wider open room containing several mobs of Longbow. Once you have cleared the tower look and listen for two placeable barrel bombs, the locations of which change with each instance of the taskforce.





Back out of the tower once the bombs are planted and head across the sloping bridges up towards the base proper, there will be several turrets along their length as well as several mobs.  Once you reach the top and pass under a large gate there will be a second set of Chasers that will need taking down by flyers/ranged. There are several mobs in a small courtyard to the left of the gate that can be safely ignored, your destination lies straight forward across another pair of twin bridges.



Once you have crossed the bridges and defeated the surrounding mobs a group of Longbow will appear out of the tiny hut at the end of the bridges as if it were a clown car.



Mop them up before defeating the turrets around the edge.
This platform will lead to further bridges but you won't need to cross them, however another ambush will come out of the furthest door on the main building as well as another clown explosion from another tiny hut.



Once all jokers have been defeated head into the second tower opposite the un-crossed bridges and repeat your prior efforts, defeating the enemies within and planting two barrel bombs.
Exit and head to the double doors of the main building you moved past earlier.
Enter, progress through a corridor filled with human speed bumps and enter the elevators at the end.
This is where more care needs to be taken.
Ahead is a wide room with a small underpass in the centre and a balcony along the back.  A final bomb will need to be placed in the centre of the room which could aggro any mobs that might spawn in the underpass beneath it, so be careful. Two other mobs will be on this lower area, you could take them both out to choose a side and only clear those.
The upper balcony contains the real threat, a AV difficulty Hero accompanied by four Elite Bosses which may contain the power to Containment Field your tank and cause aggro to go crazy, it is probably best to eliminate these Longbow Ballista before dealing with the Hero. Once all have been defeated and the final bomb is placed, exit the mission.

Mission 2: Assault the Malta base

This mission is entered through the helicopter on the northern beach of the main Grandville island, you will spawn in at the end of a pier with a warehouse running down its centre.  While there are mobs on either side it is only the left side that concerns us.
The main threat along here is the inclusion of sneaky Malta Sappers that can easily detoggle the tank.
By using this macro: /macro SPR targetcustomnext alive sapper
You will be able to pick them out from amongst the crowd and deal with them quickly.

Kronos Titan

Generally, he has a sapper in the mob at his feet, the tank should taunt him and then fall back around the corner of the building near the dumpsters to break the line of sight. The goal is to draw him away from the mobs at the back.

Once he and the mob with him are dead the team should have the key. Enter the building being aware there is a mob in the room at the very top of the ramp. Deal with them, and the group in the corridors until you reach a large workshop. If your tank is still gearing up, dissemble this room by taunting things around the corner at the top of the ramp leading downwards.

You can avoid fighting some of this room by sticking to the left and slipping into the corridor. It's easy for snipes to grab extras accidentally. It happens often when queued powers decide to re-target when the original target dies.

Boss Area

There is an outer corridor that forms a reverse L, with two roller doors leading into an internal chamber. First, clear both sections of this outer corridor with mobs normally scattered on the platforms along the wall.

Once it's clear, open the first roller door, and the tank should taunt individual groups to dissemble the room. Using the corner to break the line of sight and draw the taunted mobs out for the team to kill them.

When you have only the boss and two groups around him left, repeat this with him. Be aware that when his health gets low a continual stream of bots will spawn from the right hand side of the long corridor. If the tank is positioned on the corner they can control the boss, what stranglers are left and the boss. If you have an off tank or an earth controller with quicksand they can help lock down the bots while the dps kill the boss.

As soon as he's dead the tank should rush for the safe in the back and grab the temp power from it. When the exit button shows up everyone should hit exit asap. The tank usually leaves last in case of anyone being stunned; they can grab aggro until they recover.

Mission 3: Defeat Future Phalanx

This mission will be accessed via the portal inside the main Arachnos tower in Grandville, there is a mechanic in this fight where the players will begin to phase out, rendering them unable to interact with the team or the enemies, we are uncertain what triggers this but it seems to intensify as time goes on, so the working theory is that a timer begins when the first person enters the map, so it is probably best to have the entire team group up outside the mission then enter together.

The map for this mission is a ruined Atlas Park, there are many mobs scattered around but 99% can be avoided by flying high and then having everyone meet up on top of the shattered globe on the Atlas statue.



Getting close to town hall will trigger a cutscene showing the remaining members of the Freedom Phalanx. Once it has ended you will be able to get ready for the fight.
There are four AV level Heroes here, Sister Psyche and Manticore on the roof, then Backalley Brawler and Numina down below.
Sister Psyche and Numina are capable of flight, so they will be the first to respond, Backalley Brawler WILL be able to get up on the globe but will take his time to find a path.
Have a ranged player snipe either Numina or Sister Psyche, whichever is closer to you, you will want to focus either one of them down, be sure to communicate clearly with one another as to which will be the primary target so damage isn't split.
Both Sister Psyche and Numina can do heavy psychic AOE damage, so non-tank characters stay far back. If the tank feels confident then they can pick up Backalley Brawler when he eventually makes it up there, or you can have an off-tank grab him until you have dealt with the ladies.
Once those three are down you can fly across to the roof of city hall to deal with Bruce Wayne from Wish.com.
Typically you will have to take out some of the Freedom Phalanx below Manticore as they will be counted as part of their "group", it isn't clear which ones are needed so just stick together and kill away until the mission completes.

Mission 4: Assault Vindicators Base

This mission is accessed via one of the south islands in Nerva Archipelago.

Inside the Vindicator's base the first level has a simple layout. Straight ahead from the entrance will be a fork, the right corridor can be ignored, and the left corridor will be easily navigable, though there will be mobs along the way. The first stop along the path will be a room featuring the ladies of the Vindicators. Swan, Luminary, Minx, and Valkyrie.

Have the squishies stand back from the doors that lead to their room, then have the tank taunt them and pull them around the edge of the door frame to group them up.

READ THIS BIT FULLY BEFORE EXECUTING

The order of defeat is Swan >> Luminary >> Minx then HOLD DAMAGE ON VALKYRIE.
Swan is another nasty Psychic AOE user, so stay back from her, and Luminary will unleash a nasty nuke when at low health, Minx however is less of a threat.
When it is down to just Valkyrie we will want to take her for a walk.
Usually upon defeating Valkyrie she will resurrect and become invulnerable for an utterly obnoxious amount of time, this however can be skipped.
Pull her all the way back to the room with the mission entrance. Have the rest of the team stand in the T junction and fire away at her. It is best to keep her in the doorway so they can easily see her.
Keep an eye on her health, when she goes down IMMEDIATELY run back to the room where the ladies spawned, if done right she will lose aggro upon resurrecting allowing you to move forward without having to fight her again.
If she DOES remain aggroed then simply keep each other alive for the five minutes of her power then take her down again.

Proceed through the room where the Vindicators were and into the next big room. Pick a side and head around to the elevators at the far end, be careful of aggroing any mobs on the upper balcony around the centre. Communicate if any aggro so that no one gets picked off.
From the elevators it is a straight shot towards another big room. You will clear a path to the corridor on the right. This corridor leads to a tight set of corridors that are not shown on the map.
Enter the small corridor and follow the right-hand wall around to a slightly bigger room.



You will enter the back left of the room, your objective is the far corner (upper right) of the room via the upper balcony, this next short corridor leads to a sort of conference room with a computer.



Use the computer then wait in this room as another meeting that could have been an email an ambush will be on its way. Defeat the ambush and then return to the large room and head through the door on the right, this will lead you towards Ms Liberty and a room full of mobs. To render Ms Liberty vulnerable the tank will need to use the Temp Power from the previous mission.
IMPORTANT NOTE
Do NOT use the temp power to aggro her, this will prevent it from actually stripping her protection, so you should either hit her with an attack or a taunt THEN use the power.
Remember the mantra:
Tap then Temp™

Take out Ms Liberty and her followers and exit the mission, then return to the northern helicopter in Grandville.

Mission 5: Defeat the Freedom Phalanx

Stealth or fly the team past the edge of the square.





You will want to apply stealth to a sniper with extended range to try to pull Numina. A non-damaging, single-target debuff can also be used if a snipe is not available.
Try to target through the tank and carefully peak just above the lip (see screenshot) so as few of the Heroes are visible as possible when you pull.
Have someone watch to see who is pulled while the puller drops below the ledge with the team. If Synapse is pulled with Numina you should be ok, but still focus her down first. If you pull more than that (or after defeating these two), have the team fly immediately up to the top of the globe. This will limit your exposure to only the fliers (Positron, Numina & Citadel) and Babs (after a delay as he jumps up there). The priorities are Positron & Numina. You can have an off-tank grab Citadel's aggro and fly him around the map, as his fly speed is too slow to catch up and therefore keeps his damage off the team until the larger threats are dealt with.

When all the fliers are taken care of, the team can drop back down to remove the remaining threats. Yin is the largest threat by far; be sure to kill her pet immediately whenever she summons it. Synapse is next, if you haven't already defeated him (mind his whirlwind which can suck in nearby squishies). Manticore should be your last target as the least dangerous.

An alternate, though risky and tedious approach, is to take two characters with non-damaging confusion powers and stealth, and have them continuously stack confuse on Yin from max range. She will eventually kill all her teammates, though this can take a very long time. Additionally, she or another AV can sometimes randomly aggro on you even with stealth and blow this strategy apart. Finally, if Numina ever aggros, you will not be able to continue this strategy without logging everyone off and back on (mission reset). When she aggros, she starts putting her buffs on her teammates, which will stop Yin from being able to take out the others.

DO NOT LEAVE THE TEAM UNTIL THE LEADER HAS TURNED IN THE MISSION!
#50

Mission 5: Stop Lord Recluse


This is the mission with the most moving parts and therefore the most points of failure.
The mission can be split into three distinct phases:  Patrons, Flyer, Lord Recluse.
The mobs leading from the boat to the main square can be ignored, or if you want peace of mind you can carefully clear your way forward.





Each Patron is a force to be reckoned with in this portion of the Strike Force so it is essential that we take them on one at a time, the problem being that they are stood very close together making individual pulls very difficult.
From left to right will be Ghost Widow, Scirocco, Black Scorpion, and Cap'n Mako, and this is the preferred order in which we want to take them out.
On the west side there will be a nook behind a short tower, this is where we want to pull them.  The mechanism for pulling them will require someone with a range-enhanced snipe and a way to make them invisible, either with their own power or having a team member do it. Other powers that lower your aggro radius are very handy too, such as Super Speed. We found the best result with a combination of super speed (even while jetpacking), stealth, plus grant invisibility and group invisibility on the sniper. The lower you can drop their aggro the better as it seems to stop the spread to Scirocco.

The sniper will be "Target Thru" sniping, this means having the Tank target Ghost Widow, then the Sniper targets the tank, the working theory being that this transfers a portion of the aggro generated by the attack onto the Tank, making it easier for them to gain initial aggro.
The sniper will want to carefully position themselves behind the short tower in such a way that ONLY Ghost Widow is visible when they begin the snipe, it seems that having line of sight on the other patrons can increase the chances of them linking.
If multiple Patrons aggro together they will then be linked no matter what, the only way to undo the link is to have everyone exit the mission via the boat, have everyone log out to Character Select, then once everyone is out log back in and enter the mission, the mission will be fully reset.

If all goes well only Ghost Widow will be pulled. Have the tank pull her into the nook. Everyone will want to keep their distance from her as she has several very nasty AoE attacks, you can position yourselves along the thin ledge that borders the square, but you MUST press yourselves against the glowing wall to minimise chances of additional aggro.
Have someone keep an eye on Scirocco and the others as there is a chance that that will aggro on a delay.

It is essential that Mez protection is stacked on the tank for this fight as Ghost Widow possesses one of the highest mag holds in the game and it can quickly ruin the tank if not resisted. She is a bad fight to bring Melee (including Mastermind pets) to as she can heal herself off of anyone or anything within melee range.
The Third threat is Black Hole, this will make the tank unable to interact with her causing her aggro to wander. A way to avoid this is to have an off-tank on standby standing out of melee range to avoid Black Hole and the AoE heal, and have all other players target through them to give them a portion of aggro.
If all goes well Ghost Widow will go down without aggroing the others, the next obstacle is Scirocco.

You will pull Scirocco the same way, and while he lacks the holds, the heals, or the black hole, he DOES summon Dust Devils that will demolish anyone they touch, the way to avoid them is to pull him into the air and have EVERYONE fly. The Dust Devils will always stick to the ground meaning that as long as you are sufficiently airborne you will be safe. Keep an eye on the tank's endurance as he has a few Endurance sapping moves, but he should be pretty straight forward.

There will be an identical nook on the east side of the square. Transfer over to this side for Mako and Scorpion.
These two are easier but can still hurt. Black Scoprion's trick is that he can taunt those around him, while Mako has a nasty cone attack and a PBAoE. Quite often both will be pulled together but it isn't as much of a problem as it is with Ghost Widow and Scirocco. If both come together then have the off-tank taunt Mako and move into the air. Mako will keep jumping up and down the towers to try and get to you but as long as you remain out of melee he will keep dancing. Just keep taunting him when he gets near to keep his eyes on the off-tank.
While a well kitted out Tank could hold both of them it seems that Black Scorpion's taunt erases all aggro you have with other mobs, meaning that Mako will start to target other people.
Keep them separated until Black Scorpion is down, then let the tank grab Mako from the off-tank and take him down next.
Once all four are down Daddy Stronglegs will appear and give you a cutscene.

The next target is the Arachnos Flyer. The flyer will periodically circle the statue of Lord Recluse making a stop at the North, East, South, then West. Around the base of the statue will be three mobs, one at the west, one north, and one east. Wait until the flyer has moved at least one position ahead of your target group then move in and take them out. Once those three mobs are down you are clear to take out the flyer.
BE AWARE.  THE FLYER CAN AND WILL RESPAWN, ONCE IT GOES DOWN A TIMER BEGINS, THIS MEANS IF YOU DON'T MOVE DIRECTLY ON TO THE NEXT SECTION YOU RUN THE RISK OF HAVING IT AGGRO ONTO YOU AGAIN.
Take the flyer on while it is either at the East, South or West, the North will be in range of Lord Recluse so avoid that.
Have the off-tank be the one to grab the Flyer's attention, after a short while it will deploy a squad of Bane Spiders, it is best to have the Tank aggro them. The team should take out the Banes before taking out the Flyer. Once it is down you have to immediately move on to the next part.

For the last section Lord Recluse will be empowered by four towers, these towers must be destroyed before you can take out Lord Recluse, the problem here is that it is nearly impossible to tank him conventionally as the towers boost his damage output to a ludicrous degree that he is able to two shot even a well slotted tank. Though in normal run some teams skip the blue tower in SMo runs its better to take them all out. Blue feeds his endurance and seems to cause him to spawn his followers faster once he's taken enough damage.
First, an explanation of the towers.



Think of the towers as the corners of a box, no one other than the Tank should ever go inside the box. We will be abusing the AI to keep Lord Recluse busy and being inside the box creates an opportunity for his aggro to recalculate onto someone other than the tank, so keep your backs to the glowing wall unless you're melee. Each tower will periodically summon two technicians to repair it, kill them QUICKLY as they will restore a LOT of health to the towers.
The order is Red (NE), Blue (SE), Orange (SW), Green (NW). Don't move away until you can no longer target the tower, repair technicians spawning at just the right time can recreate what should have been a downed tower.
Once all towers are down Lord Recluse will be as vulnerable as he ever will be.

Now the tricky bit: Keeping Lord Recluse busy while the towers are taken down.
Trying to tank him conventionally is a fool's errand, he has both massive damage output and the ability to bottom out your endurance in an instant, so what he wants is to play a game of keep-away.
Side view:



Tank View:



After the initial taunt the Tank will want to fly up and hover near one of the flag poles. The ideal position is difficult to properly convey as there are no reliable markers to go off of, but the idea is we want Recluse to jump up to the top of the flagpole but still be out of range for his ranged attack, you will also want him to be in range for you to taunt him whenever he gets to the top of the tower. If you have a dedicated healer, have them fly above you so that the Tank is always the closest target to Lord Recluse and be ready with any panic button powers such as Force Barrier in case he gets in range for a shot. This tactic relies on making the AI enter a loop, as such it is possible for the AI to occasionally freak out and change patterns. Be alert, be ready to adjust your position. This part in particular is worth maybe running a few non-SMo versions of Ms Liberty so that you can practice.

Once all the towers are down you can drop down and tank him normally, but be careful as he can still do a lot of damage.

DO NOT LEAVE THE MISSION UNTIL THE LEADER HAS TURNED IT IN!