Behavioral Adjustment Facility Trial: Difference between revisions
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All [[Issue 20]] [[Incarnate Component]]s will drop during this trial, and [[Incarnate Experience|Psychic Incarnate Experience]] is gained towards unlocking the Judgement and Lore Incarnate Slots. | All [[Issue 20]] [[Incarnate Component]]s will drop during this trial, and [[Incarnate Experience|Psychic Incarnate Experience]] is gained towards unlocking the Judgement and Lore Incarnate Slots. | ||
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== In Detail == | == In Detail == |
Revision as of 19:54, 30 November 2011
This article is about the Incarnate System Trial. For the Praetorian neighborhood/building, see Imperial City.
Overview
The Behavioral Adjustment Facility Trial | |
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Team Size | 12-24 players |
Badge | Behavior Adjuster |
Enemy Groups | |
The Behavioral Adjustment Facility Trial (B.A.F. or BAF) is one of the first two Incarnate Trials to be released with Issue 20 which takes place in Praetoria. As such, it is one of the first instances of gameplay that was designed with Leagues in mind. A minimum of 12 and a maximum of 24 players can raid the B.A.F.
During the mission, a voice will "radio in" information about your progress. While there is no specific contact (the trial is entered entirely through the LFG menu), it is possible that your unseen helper is meant to be Prometheus as he was added in Issue 20 to recruit Incarnate-capable players to wage a war against Emperor Cole and end his quest to become more in-tune with the Well of the Furies.
All Issue 20 Incarnate Components will drop during this trial, and Psychic Incarnate Experience is gained towards unlocking the Judgement and Lore Incarnate Slots.
In Detail
The B.A.F. Trial is an incarnate Trial that takes place in Praetoria. There is no contact for this trial, though it could be argued that Prometheus is your contact. However, rather than going to anyone for a mission, the players use the Team-Up Teleporter to find other interested players. The trial consists of a single mission, broken into five distinct phases. Each phase after the first has a timer and, with the exception of phase 3, the trial will be failed if the timer expires.
Phase 1
Players must defeat 40 Warworks which are scattered throughout the BAF yard. Once that goal is met, all remaining mobs will despawn and phase 2 will begin.
Phase 2
Nightstar will appear at the bivouacs on the east side of the map, along with reinforcements, consisting of Victoria Mk VIs. Additional reinforcements will spawn periodically at the helipad and move to her position. These spawns will continue indefinitely, so players should be careful not to get overwhelmed. When she is defeated, phase 3 will begin.
Phase 3
The players will have to stop escaping Resistance prisoners for 5 minutes. The phase countdown begins at 6 minutes, giving players 60 seconds to get into position. Prisoners will spawn from the green points on the minimap and will escape if they reach the red markers. Players should be aware that Hardened Commandos are immune to all forms of mezzing or slowing them down. The trial fails if, at any time before the countdown expires, 20 or more prisoners have escaped. If the countdown expires before this happens, then phase 4 will begin.
Phase 4
Phase 4 is similar to phase 2: Siege spawns at the admin building on the west side of the map with 9CUs as reinforcements. As with Nightstar, additional reinforcements will spawn periodically at the helipad and move to his position. The 9CUs are significantly more dangerous than Nightstar's Victorias, so players should be very cautious to continue to attack them as they arrive, and not to focus exclusively on Siege. Once Siege is defeated, the 5th and final phase begins.
Final Phase
Both Nightstar and Siege are revived, at the same locations where they were defeated, and both begin calling their respective reinforcements. They must be defeated within 10 seconds of each other, or the survivor will revive the downed enemy to full health. If this happens, there is usually sufficient time to make a second attempt. Attacking the reinforcements is especially critical at this stage, as they do not stop coming, and if allowed to build up to excess, it may become impossible to complete the trial.
Notable NPCs
Rewards
Badges
Behavior Adjuster | Complete the Behavioral Adjustment Facility Trial | |
Not On My Watch | Allow no Mindwashed Prisoners to escape during a Behavioral Adjustment Facility Trial. | |
Alarm Raiser | Never disable a Guard Tower using the controls at its base during a Behavioral Adjustment Facility Trial. | |
Gotta Keep 'Em Separated | Defeat Siege & Nightstar without moving them from their initial locations during a Behavioral Adjustment Facility Trial. | |
Strong & Pretty | Defeat Siege & Nightstar while none of their reinforcements are alive during a Behavioral Adjustment Facility Trial. | |
Master of the B.A.F. | Earn the Not On My Watch, Alarm Raiser, Gotta Keep 'Em Separated, and Strong and Pretty badges. |
Incarnate System
- Incarnate Threads drop instead of Incarnate Shards.
- Psychic Incarnate Experience, which unlocks the Alpha, Judgement and Lore Slots if any of those slots are locked.
- Once per 20 hour period, an Empyrean Merit will be awarded upon successful completion of the Trial.
- Any successive completion of the Trial within that 20 hour window will instead award an Astral Merit. This functionality is essentially the Incarnate Trial version of Merit Reward Diminishing Returns.
- The following actions during the Trial award an Astral Merit:
- Do not disable the Guard Towers using the computers.
- Defeat Nightstar during the second phase.
- Do not let more than 20 Mindwashed Resistance prisoners escape during the third phase.
- If no Mindwashed Resistance prisoners escape, an additional Astral Merit is awarded.
- Defeat Siege during the fourth phase.
- Defeat both Nightstar and Siege within 10 seconds of each other during the fifth and final phase.
- If Nightstar and Siege do not move too far from their spawn spots, an additional Astral Merit is awarded.
- If all reinforcement mobs are defeated before Nightstar and Siege are defeated (and no new ones spawn), an additional Astral Merit is awarded.
- Achieving all of the requirements for Master of the B.A.F. within one attempt will award an additional Astral Merit. (need to check this one)
- Random Uncommon Components can be awarded for the first time a badge is obtained. A random Rare Component can be awarded for the first time the Master of the B.A.F. badge is obtained. Bonus Astral Merits can be earned multiple times as long as the requirements for the badge is fulfilled, even if you already have the badge.