Its not too hard. If you have trouble staying alive you can always run nomad. Also, don´t forget to spec towards damage to elites and enemy armor damage where possible. The vendors sell every now and then a purple mods that give +4% damage to elites. Get all 5 for all your playable characters, if you find them on sale. Flame turret is a good way to incapacitate some of the enemies, especially at narrow doorways and such. Makes them easy targets for you also. I also like using predatory and destructive on my PvE build weapons, but predatory is not that useful in this mission as you do not kill that many targets that often. Most important is to stay back and fight them from distance, especially because missions like that tend to send some shotgun rushes towards you. Why are there no commendations for new legendary missions though?
I can remember those days! Dragon's Nest was quite tough then, but at least a real challenge. The new legendaries are hard, but far from impossible with the adequate team and skills. I was a bit disappointed - no new commendation or something like that. Do you remember how hard it was to play Stolen Signal or Clear Sky flawless or without getting hit by a grenade. Good old times!![]()
By what you say it seems like your squads builds is not optimized enough.
Just finnished the Mission ( like right now ) with me as classy reclaimer, 1 classy Sentry, 1 with Lonestar and 1 Striker. All classy apart from Lonestar.
We wiped once do to stupidity, we all were bunched up together and 1 agent 1 shotted us with melee. After that it was a cake walk.
Yep.Originally Posted by TCs_LCD_Dave Go to original post
That Helo literally lasted seconds for my group of randoms - the LMB outside did not even spawn properly and the Helo was down.
I enjoyed Madison but GA was a big disappointment by Massive.
Really? I cleared it on the first try with randoms the night after it dropped. I think the team was Classified D3 (me), Reclaimer, FireCrest, Striker. The NPCs put up a very good fight but it wasn't any harder than Legendary GCS. Then tried it again with 2 randoms and my bro. we were D3 (me again), 2 Strikers, and a LoneStar. Still beat it.
The trick to getting past the start is to flashbang the rushers and start chasing them back with superior firepower. In our case I was tanking the shotgunners while flame turrets cc'd them. This made any rushers that didn't die from being shot point blank in the head or focused by the team fall way back. They then hunkered down with machine gunners and tried to suppress us. That didn't work since my shield stayed up and someone kept tossing Airbursts and Flashbang Stickies at them, forcing out of cover and making them either get stunlocked or running into more exposed positions.
Threat is weird in this game. It seems that increased threat gets generated by the shield, muzzle attachments, being a medic, or putting out a lot of damage. NPCs will either run away and hide, blind fire to suppress you, charge you directly, or run past you to kill your teammates then pivot to shoot you in the back. Having so many possible responses to threat means you need to intercept the more aggressive NPCs fast. The LMB shotgunners tend to try to run straight into your ranks while their shield guys and First Wave Agents will happily engage a D3 or anyone up front generating threat directly and terminally.Originally Posted by psycomad81 Go to original post
Run D3. They can't smash you when you have 40% damage resilience and a 2m HP shield that you're bashing their heads in with.
D3 gets boring really fast. Im loud with mg's, stability mods.Originally Posted by Elevenfingerfrk Go to original post