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  1. Today at 5pm Eastern time. Going forward, they will be Saturdays at 5pm Eastern, and the next official run is tentatively scheduled for 5pm Saturday, August 15.
  2. Came to the forums looking for info about the MoM incarnate trial today. Did not see a guide so here are my notes and my burning question. Burning question first! Does any part of the MoM NOT scale down for smaller leagues? Guide now! This guide is designed for leading casual runs with PuG groups who are unfamiliar with the trial. For specific information about the story and content of MoM, Paragon Wiki has a trial summary. https://archive.paragonwiki.com/wiki/Minds_of_Mayhem_Trial League formation is key. Form a league of 53s who are ready to focus and read and follow instructions for 40 minutes. Somewhere on the league there should be heals, a taunting tank, and plenty of DPS. Having everyone at lvl 53 is not required to succeed but it sure helps. Warn the league in advance about not accepting Des's rez. Accepting her rez takes time off the clock and can lead to a failed trial. I've started to kick for accepting Des's rez, to weed out folks who don't/won't follow instructions. ROUND 1: Defeat Malaise (twice) and three nightmares. This is a basic battle. The only parts to watch out for are the groups of psychics and the pink circles. It's good if players who have adequate dps and status defense/resistance clear out the psychic mobs occasionally. It's also good if the tank keeps moving the AV/nightmare out of the pink circles. When Malaise comes up again after the 3 nightmares, he will have a jade spider with him. The spider can be ignored. ROUND 2: Defeat Penelope Mayhem. This one is difficult mainly because everyone in the league has to know all about all of their powers. Can't use any uncontrollable pets, knockback, knockdown, aoe, cones, or damaging auras. Everything has to be single-target. If someone has a pet with KB or if someone has a KB proc in a power, that can cause failure here. A smooth run involves the entire league huggling Penny constantly. A tank using a single nondamaging taunt pulls a storm void to Penny. Once the void is at Penny (melee range), the league defeats that void and then Penny will take damage. If the storm voids will not come to her at all, someone in the league is probably using a kb aura or power on Penny. If the storm voids come but then leave, it could be a proc or a kb power that someone is using only occasionally, OR I discovered today it can be a tempest gyro that is too close to Penny. If it's a tempest gyro, defeat it to get rid of the KB. ROUND 3: Defeat Mother Mayhem without letting Aurora die. For this, send a team of 2 or 3 to help Aurora. Masterminds are great, just circle her with pets. A kin can stand at Aurora, turn on repel, and use transfusion to heal her while killing clones. An emp defender is great but likely will need a friend with dps to help defeat the clones. The rest of the league should huggle Mother Mayhem constantly so you don't have to call out the blue circles. If anyone on the league gets a red circle, that one person should leave. Focusing only on the red is nice to reduce instructions and yelling. ROUND 4: Stop Shalice from getting to the center of the map. Confusion can be a big problem in this battle, so clarion is helpful. Taunt the nightmares to Shalice and defeat them at melee range to stop her. Each nightmare stops her for a period of time. If you need more time, you can also stop/slow her with a high-mag hold, or by standing between her and the center and using repel or a kb power to push her back toward her starting point. ROUND 5: If the league is new to MoM, get everyone ready for this in advance. The entire league needs their destinies and tier 9 powers fully charged. As soon as the league zones into Mother Malaise's mind, drop lore pets and buff. Warn squishies to stay out of melee range to avoid the worst damage. I've seen people call for lore pets at the end of the last Malaise battle in Round 4, but I think the game allows enough time for dropping pets after zoning into Mother Malaise's mind. Personally I would worry about losing pets to the World of Anguish (pink circles) that happen in Round 4.
  3. Thanks! That explains what was happening today on our MoM. Does anyone know -- does any part of MoM fail to scale down for smaller leagues?
  4. Thanks to everyone who came today on both successful runs! Currently planning to do weekly practice runs and monthly signups. If you prefer a particular time/date for a scheduled run or just want to be on the next one, send me a tell! Great leagues today, thanks again to @Ukase for the great tips, contributions, and leadership.
  5. Yes! We got the RHW badge in a practice run today and our league had a lot more melee than the league makeup I was planning for the badge run. I think we had 3 tanks on a 12-player league. Therefore, the restrictions on archetypes are lifted and all are welcome. Please still send me a tell to sign up.
  6. We are a liiiiiiiiiiittle short on corruptors right now. I've just rolled a fresh sonic/kin corr and will do my best to get her up to 53/T4 by 7/11, to add debuffs. Other corr sets that would be incredibly helpful: Radiation has great -def and accelerate metabolism. Dark is all -tohit, all the time, and Howling Twilight can be helpful. Apparently Ice has great single-target DPS. Most importantly, every Corruptor gets Scourge. Scourge will be our best weapon against Tyrant, who gains regen as he drops HP, so every 53 corruptor will be welcome regardless of powersets.
  7. This Saturday (6/28) at 4pm, will do a RHW practice run with anyone interested. Will run with a PuG league and will ask everyone to have 2-4 ultimate insps in case we get close enough to succeed.
  8. UPDATE: Due to ongoing success, Magisterium Really Hard Way badge runs will continue on a weekly basis at 5pm Eastern (NY time) each Saturday. If that time is always bad for you and you'd like to arrange another run at a particular time/date, send me a message. These runs will be PuG leagues and we haven't been filling to 24 so no need to sign up in advance but you can send me a tell if you want to reserve a spot. We will run with any league size 12 or higher, and I start forming at 4:45pm. REQUIREMENTS: All toons must be 53, please have your incarnate powers fully at T4. Please also bring 2 ultimate inspirations, at least 2 team dual red/yellow large insps, and any other team insps that will help keep you alive. NOTES about league makeup: Initially I was looking for a specific league makeup with an exceptional amount of DPS, specifically corrs and kins. However, we have gotten the badge with leagues that had plenty of melee, so the league is now open to all. It was smoothest/easiest when we had 3 kins. We did fine with 2 kins. Today with 1 kin we got the badge but needed to use a lot more team inspirations to get there. Original plan for league makeup: 1 tank, 16 high DPS, especially *Corrupters*, 3 kins. That leaves 4 open spots for any archetype, no more than 2 tanks total. Everyone on the league should have 3 or 4 powers that debuff Tyrant's regen, debuff his to-hit, buff the league's to-hit, damage, and accuracy, heal the league, or rez multiple players. Leadership powers, link minds, Soul Mastery Widow, you know what I'm talking about. For anyone looking to run this, here's what we're seeing: multiple kins can keep league damage capped so we don't necessarily need a full tray of red team insps. 3 kins were ideal, 2 were fine. Insps to promote survival might be more helpful than a tray full of reds in some leagues. Melee archetypes are fine and do not cause failure. @ukase suggested that if the league can take down Black Swan before she spawns portals a second time, it has the DPS to succeed. We have had several runs now where she spawned twice, even three times, and we still succeeded so as he mentioned himself, that's not absolute, but it's a nice confidence booster. On the 3-kin league, the damage empowerment buff from the p2w vendors did not make a significant difference in DPS because we were at or near damage cap most of the time anyway. It would have been nice on our 1-kin league though. The p2w defense buff likely helps in all cases.
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