Difference between revisions of "Behavioral Adjustment Facility Trial"
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| [[File:Badge it baf achievement.png|54px]] | | [[File:Badge it baf achievement.png|54px]] | ||
| {{BadgeLink|Gotta Keep 'Em Separated}} | | {{BadgeLink|Gotta Keep 'Em Separated}} | ||
− | | Defeat | + | | Defeat Siege & Nightstar without moving them from their initial locations during a Behavioral Adjustment Facility Trial. |
|- | |- | ||
| [[File:Badge it baf achievement.png|54px]] | | [[File:Badge it baf achievement.png|54px]] | ||
| {{BadgeLink|Strong & Pretty}} | | {{BadgeLink|Strong & Pretty}} | ||
− | | Defeat | + | | Defeat Siege & Nightstar while none of their reinforcements are alive during a Behavioral Adjustment Facility Trial. |
|- | |- | ||
| {{center|[[File:Badge it baf master.png|20px]]}} | | {{center|[[File:Badge it baf master.png|20px]]}} | ||
| {{BadgeLink|Master of the B.A.F.}} | | {{BadgeLink|Master of the B.A.F.}} | ||
− | | Earn the Not On My Watch, Alarm Raiser, Gotta Keep 'Em Separated, and Strong | + | | Earn the Not On My Watch, Alarm Raiser, Gotta Keep 'Em Separated, and Strong & Pretty badges. |
|} | |} | ||
− | === | + | === Experience === |
− | + | * [[Incarnate Experience|Psychic Incarnate Experience]] is earned, which unlocks the [[Alpha Slot|Alpha]], [[Judgement Slot|Judgement]] and [[Lore Slot]]s, if any of those slots are locked. | |
− | * [[Incarnate Experience|Psychic Incarnate Experience]], which unlocks the [[Alpha Slot|Alpha]], [[Judgement Slot|Judgement]] and [[Lore Slot]]s if any of those slots are locked | + | |
− | + | ||
− | + | ||
− | + | === Salvage === | |
− | * | + | * [[Incarnate Thread Component|Incarnate Threads]] drop instead of [[Incarnate Shard Component|Incarnate Shards]]. |
− | + | * Upon successful completion of this trial, each character is presented with a reward table allowing them to choose one reward from several options. There is a participation threshold that must be met in order to receive an [[Incarnate Component]] table instead of a 10 Threads or one Super-level [[inspiration]] "consolation prize". | |
− | * | + | ** If a character surpasses this threshold, the rarity of the component reward is a random roll. The options available will either be a choice of: one '''Common''' component or two Super-level inspirations, one '''{{Yellow|Uncommon}}''' component or three Super-level inspirations, one '''{{Orange|Rare}}''' component or four Super-level inspirations, or one '''{{Purple|Very Rare}}''' component or five Super-level inspirations. |
− | + | * A random '''{{Yellow|Uncommon}}''' Incarnate Component is awarded the first time each achievement badge is qualified for. | |
− | + | * A random '''{{Orange|Rare}}''' Incarnate Component is awarded the first time the Master of the B.A.F. badge is qualified for. | |
− | + | ||
− | + | ||
− | + | ||
− | * | + | |
− | * | + | === Merits === |
+ | * One [[Empyrean Merit]] will be awarded upon successful completion of the Trial once per 20 hour period. | ||
+ | ** Any successive completion of the Trial within that 20 hour window will instead award one [[Astral Merit]]. This functionality is essentially the Incarnate Trial version of [[Merit Reward#Diminishing Returns|Merit Reward Diminishing Returns]]. | ||
+ | * An Astral Merit will be awarded immediately when Nightstar is defeated during phase 2. | ||
+ | * An Astral Merit will be awarded immediately when fewer than 20 Mindwashed Resistance prisoners escape during phase 3. | ||
+ | * An Astral Merit will be awarded immediately when Seige is defeated during phase 4. | ||
+ | * An additional Astral Merit can be rewarded at the end of the trial for running as an [[Open League]]. | ||
+ | * An additional Astral Merit can be earned if the requirements for the Not On My Watch badge are fulfilled, even if you already have the badge. It is awarded at the end of phase 3. | ||
+ | * An additional Astral Merit can be earned if the requirements for the Alarm Raiser badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial. | ||
+ | * An additional Astral Merit can be earned if the requirements for the Gotta Keep 'Em Separated badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial. | ||
+ | * An additional Astral Merit can be earned if the requirements for the Strong & Pretty badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial. | ||
== Strategy == | == Strategy == |
Revision as of 13:26, 17 April 2012
- This article is about the Incarnate System Trial. For the Praetorian neighborhood/building, see Imperial City.
Overview
The Behavioral Adjustment Facility Trial | |
---|---|
Team Size | 12-24 players |
Badge | Behavior Adjuster |
Enemy Groups |
Imperial Defense Force Praetorians |
Incarnate XP | Psychic |
Requires a VIP subscription. | |
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 & Pretty badges. |
Experience
- Psychic Incarnate Experience is earned, which unlocks the Alpha, Judgement and Lore Slots, if any of those slots are locked.
Salvage
- Incarnate Threads drop instead of Incarnate Shards.
- Upon successful completion of this trial, each character is presented with a reward table allowing them to choose one reward from several options. There is a participation threshold that must be met in order to receive an Incarnate Component table instead of a 10 Threads or one Super-level inspiration "consolation prize".
- If a character surpasses this threshold, the rarity of the component reward is a random roll. The options available will either be a choice of: one Common component or two Super-level inspirations, one Uncommon component or three Super-level inspirations, one Rare component or four Super-level inspirations, or one Very Rare component or five Super-level inspirations.
- A random Uncommon Incarnate Component is awarded the first time each achievement badge is qualified for.
- A random Rare Incarnate Component is awarded the first time the Master of the B.A.F. badge is qualified for.
Merits
- One Empyrean Merit will be awarded upon successful completion of the Trial once per 20 hour period.
- Any successive completion of the Trial within that 20 hour window will instead award one Astral Merit. This functionality is essentially the Incarnate Trial version of Merit Reward Diminishing Returns.
- An Astral Merit will be awarded immediately when Nightstar is defeated during phase 2.
- An Astral Merit will be awarded immediately when fewer than 20 Mindwashed Resistance prisoners escape during phase 3.
- An Astral Merit will be awarded immediately when Seige is defeated during phase 4.
- An additional Astral Merit can be rewarded at the end of the trial for running as an Open League.
- An additional Astral Merit can be earned if the requirements for the Not On My Watch badge are fulfilled, even if you already have the badge. It is awarded at the end of phase 3.
- An additional Astral Merit can be earned if the requirements for the Alarm Raiser badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
- An additional Astral Merit can be earned if the requirements for the Gotta Keep 'Em Separated badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.
- An additional Astral Merit can be earned if the requirements for the Strong & Pretty badge are fulfilled, even if you already have the badge. It is awarded at the end of the trial.