Lady GreyThe main considerations for this taskforce are the Pylons around RWZ and team composition. While not as restrictive as Barracuda you WILL need Melee damage (with mez protection), Ranged damage, and single target Hold. The Pylons should be marked on the RWZ map but to be extra safe fly really high and come down on each mission door from above.
The Melee, Ranged, and Hold are necessary for the 4th mission against a weakened Hamidon. It is highly advisable to have the hold powers being used slotted with a Lockdown proc to aid in the process.
Mission 1: The SeerGo left in the first large room after opening the doors, then through the elevators.

The path towards your destination is pretty simple so it is unnecessary to give every single direction, but there are several locations where you can go either left or right and the path will look around to join back up, just be sure to talk to your team so you don't split.

The first point of interest (marked here as 1) is a room of rather tightly packed mobs, to be safe you will want to disassemble the room mob by mob, pulling them back into the corridor in the west to avoid chaining.

The room consists of an outer ring, and inner ring around a pillar, and then a pit ring between the two. Be cautious when moving near the edge of the runs during the pull as the mobs beneath are likely to aggro.
Once the path to the left has been cleared enough go ahead and progress forwards to point 2.
The last room (point 2) is positioned rather awkwardly. There will be a high balcony to the left with mobs, a lower main area with pillars holding Penny in place, and a balcony around the back of it containing mobs.
TARGET THE PILLARS LAST.Disassemble the room mob by mob by pulling them back around the kinked corner into the previous corridor, then when all mobs are cleared prepare to free Penny.
When her towers go down a cut scene will play showing the Clockwork King who is now back at the start of the mission. When the cutscene ends an infinite spawn of reinforcements will begin in Penny's room. While pulling Penny back the way you came, fight off the reinforcements, though if you keep a good pace moving back the reinforcements will eventually lose you.
Pull Penny back to the first level via the elevators, then group up and prepare to take on the Clockwork King.
Be careful of getting too close as he is prone to dealing heavy Psychic AOE damage, meaning Elusive Mind can be very handy.
Defeat him and exit the mission.
Mission 2: Repulse the Rikti Riders
This mission is generally one big corridor with more wide open rooms that have a single exit. An important note to remember is that whenever a room lies ahead it is ALWAYS best to carefully check the corners immediately after the entrance, and any little side nooks as mobs love to hide in them.
At point 1 you will encounter the first rider, Famine, he will induce a heavy endurance drain so it is best to focus him down quickly.
At point 2 will be Famine AND Pestilence, focus on them in that order.
At point 3 there WILL be mobs hiding around corners made all the more difficult by a strange graphical glitch that gives the room a dense fog.

In here will be Famine, Pestilence, and War, focus them in that order.
At point 4 there will be the final room. You will enter on a raised platform with the rest of the room being a lower rocky area.

Enter the lower area on the right, deal with the mobs on that side towards the back, then prepare for battle and cross over to where all four riders await a pummelling.
Famine, Pestilence, Death, War. Annoyed that you're defeating them in the wrong order? Let them know.
Mission 3: Save the Captured PsychicsThe easiest and safest approach to this mission is to actually "fail" it by allowing Infernia and Glacia to be defeated by the ambushes that come after they are rescued. Failing this mission just continues the task force and has no effect on SMo outcomes. Make sure to have the tank get Infernia and Glacia by standing near them when their captors are defeated, then pull the ambush onto them. For Glacia it is even advisable to have the rest of the team exit the mission (together) after the tank has aggro so as to not risk a death to an ambush. The tank will automatically be removed from the mission upon failure.
Mission 4: Stop Rikti Hamidon RaidThis mission is accessed via the helicopter atop the Vanguard base entrance. You can also enter via the little bunker door in front of the helicopter.

This can be smooth if done carefully and slowly. Firstly, all pets should be de-summoned until fighting the Hamidon nucleus, as there is just too much risk of one accidentally catching Hami's attention. Clear the Rikti & pylons all around first, give the tank time to herd the mobs around each pylon as they tend to be fairly spread out.
Once all pylons are down the next step is to tackle Hami himself. The objective is to take down the glowing blobs inside the giant blue ooze, each colour requires a different approach but it is important that between each individual blob you will want to back out of the giant ooze, move around the outside until near the next target then move in to attack. If you move between the blobs inside the ooze there is a high chance that Hami's nucleus will target and kill you.
IF HAMI DOES TARGET YOU RUN ALL THE WAY TO THE ROCK PILLARS AND BREAK LINE OF SIGHT.
Have your melee fighters all target through the tank and start removing the yellow mitochondria. Next all the ranged fighters will target through one person to take out the blue mitochondria at max range. Finally the green mitochondria will require a controller or dominator to apply holds till the green mito is vulnerable, you will know if its vulnerable when the bubble shield around it falls, or if you're having difficulty seeing it just keep peppering it with attacks, you will know when it is vulnerable when your damage starts to land. Once vulnerable your ranged fighters will take out each green mito. Do not fly close to them to use a big hit power as it can put you on the wrong side of the mito, and hami will aggro on you.
Once you are ready to take on the nucleus, regroup, summon pets and buff. You will want to send the tank in to get aggro on one side, followed immediately by the team attacking from Hami's opposite side to try to burn him down as fast as possible. If the tank gets to half health or less, it's usually wise to call an immediate retreat to heal up behind stone pillars. Note that Hami ignores absorb shields entirely, regular heals will lose effectiveness after repeated hits from the Hamidon and only regenerative heals will work on the tank during this phase.
Mission 5: Stop the Rikti:
The first floor of this mission has no enemies, just Vanguard complaining while having a nap. Navigate through and head to level two.
The second level is rather standard, it is mostly just a single path with Rikti all along it, there are a few turn offs but they can be avoided, follow the map above and you will be fine.
Take care when entering rooms to check corners for any hiding nasties.
The final room is a large room with a portal in its centre. There are two side bridges and a middle raised area with the portal, and a lower rocky area.
Two AV level bosses will be up for grabs in the centre, Hro'Dtoz and Hero 1.
The objective here is to take down the four pillars along the side bridges and defeat the two AVs. It is best to aim for the AVs first, the easiest way to achieve this is to have the team wait around the corner just outside the big room then have the tank pull mobs from the centre and either side back around, defeat them, then pull the AVs one at a time. Only the mobs on the platform or walkways need to be pulled. Mobs on the ground or in the water will respawn so don't aggro those groups.
Once both AVs are down, clear the bridges if you didn't during the earlier pulls, but
DO NOT DESTROY THE PILLARS YET.
When a pillar is destroyed reinforcements will begin to spawn, so you can either wear each one down to within a single hit's worth of health then pop them all, or go around as a team burning them down in rapid succession.
Once down quickly leave the mission to avoid being killed by the reinforcements.
DO NOT LEAVE THE TEAM UNTIL THE LEADER HAS TURNED IN THE MISSION