Himmy's guide to TD4: OP Laser Edition

TL;Dr: Split 12 people into 3 parties that defend the three bases. Force/techer players take out anything corrupted with light. One single player plays as the collector/scout, calling out location of corrupted AIS/Towers while taking crystals. 2 AIS max for waves 3-4, 3 AIS max for wave 5 and use all AIS left for wave 6. Communication is the only walkthrough your MPA ever needs. Apprentice Laser = DPS check.

Roles:

1.) Collector. We will usually designate a collector, like only one. This guy's job is to collect all the crystals.

It is his job to make the call when to help out the MPA and when to collect. This role will prioritize Reviving dead players as well, as it is the only "Roaming" role. The Collector is comparable to the "Scout" of the MPA. Therefore, knowing how to dash or having access to movement skills is a plus.

2.) Force or Techer. We need at least one force per MPA, or it's GG. The Force(es) of the MPA are to look out for corrupted AIS, and use Light techs on them. It is the Collector's Job to call out the location of any corrupted AIS's, (e.g AIS Exodia at A-3!) The Force has to be aware of where and when the corrupted AIS will spawn. More on that below. When the Force is not taking down AIS's, his role is a Base Defender.

3. Base Defenders. This is where you will be assigned to, if you aren't a force or Collector. Each MPA is made up for 3 parties. Each Party will take care of one of the 3 bases. Stay near and defend the tower, disengaging from the area ONLY during specific circumstances. More on that below. E.G Party 1 - Purple Base , Party 2 - Blue Base , Party 3 - Green Base

General TD Information for the less informed (please tell me you already know all this) :

1.) Every Tower has a terminal. Look for it and press E. This is where you can activate a Heal or Burst Barrier. VERY IMPORTANT.

2.) The floor is littered with Hexagonal platforms. There are called sockets. Press E at these platforms to open up the support Menu. Here, you can call the AIS or Turrets. If you didn't already know this, move out from that rock you live under. Now.

3. Defend priority is in this order: Corrupted Sockets/Towers/AIS > Mobs endangering a tower > Boss

TD4 Wave information (Pretty similar to the other TDs, depending on how well-planned your MPA is):

Wave 1: Vibrace wave

It's wave one and Vibrace is already out. You're fucked. Just kidding. Let One player from the party it spawned nearest to aggro the Vibrace. Every other player should defend the base from the Mobs, while vibrace is distracted. If your base is well-handled for the moment, rush to the other bases that need help, but NEVER FORGET TO DEFEND YOUR DESIGNATED BASE. You should be fine and need no AIS yet.

Wave 2: Radical Mosquito Extremists

You'll start to notice that it's harder to deal with the mosquito darkers now. Take note that they can blow themselves up, so take care to Zondeel or draw them away from the bases. This wave tempts you to use AIS, but hold off using it if you can. Take note of the Darker suicide explosions towards the end of the wave and from now on - all remaining darkers that have access to a suicide explosion will blow up at a base, ending a good run.

From Wave 2 onwards, Corrupted Aircraft will begin to bombard the area. Always watch the skies and look out for missile explosions. When a Corrupted Aircraft is present, either call up a turret at the nearest socket, or shooting it down with ranged attacks. Don't forget to warm the MPA in areachat of the impending missile diarrhea.

Wavevangelion 3.0: You are (probably) screwed.

Here, it becomes more apparent that you'll need to actively hunt down and destroy the Corrupted AIS's. Call out on the Areachat the location of a wave of corrupt AIS that people in your vicinity will have trouble taking down. This should also be the collector's Job. The Force(es) of the MPA should be aware of these calls, and take down any and all things corrupted with Light Techs. 2 AISes are recommended for wave 3, but no more than that.

The AISes from wave 3 onwards MUST focus on exterminating the Dark Falz family and Darker Boss spawns. If you're in AIS, you're expected to be aware of when and where to go (Defend your assigned base or help other bases?) . Call out in Chat if you're using AIS. Once you see 2 players AIS, try to keep it at that limit for Rounds 3 and 4.

Wave 4: AIS Exodia Jumpscares

Thought corrupted AISes in wave 3 were hell? From Wave 4 on, they'll spawn in more frequent waves. Most notable run killer is the sudden AIS spawn at B-4 towards the final minute of the wave. Therefore, always be on the lookout to prioritize taking down Corrupted AISes and Towers.

Again, 2 AIS should be fine and kept as the Limit. The AIS users in this round have to again take care of the Falz Family and Darker Bosses, utilizing their ranged arsenal for when they can't make it to a threat in time. As you push through the round, look out for anything that resembles a red laser charging up. This is a no-no. Use everything you have to shoot whatever's doing the laser lightshow down. Frequently update your party on what's going on in your area, if you're in a preplanned MPA.

Wave 5: 2 more waves to go!

Immediately call out and confirm that up to 3 player's AISes roam the map. This is where most runs end for a reason. The AISes should move and take care of the Falz Family and friends, while the rest of the players stick to the original plans above. You should start using up the Turrets and Photon Cannons at the sockets if you haven't already. If there's still more than 1 base up, good on you. Call out whenever a Boss spawns near the base you're defending or is attacking it. The AIS users should be fighting near these areas. If you're a collector, at this point the map will start to screw with you and lock crystals behind darker walls.

If nobody's helping to take down these walls, move on, go get other crystals first. The force players should start to roam away from his/her designated base and light-tech corrupted things, no longer going only when called out.

If there is a need for it, a fourth AIS should be called and used during the middle to near-end of the wave. Limit the AIS to no more than 4 this round.

Wave 6: 5mins to death by laser

Use up all your AISes, the collector should judge on when to collect and when to help more than ever now. Keep updating the MPA on how much more till AIS 2 is unlocked. That's at 6000 points. Once the MPA reaches 6000 points, everyone should suit up, except for 1 -2 players that leave their 2nd AIS usage for emergencies.

IF YOU TAKE TOO LONG, APPRENTICE WILL FIRE A MAP-CLEARNING BEAM. This is a DPS check, ATTACK APPRENTICE OR LOSE THE RUN. This thing kills.

Take out the mobs while paying attention to when apprentice opens its weak spot. When that happens, notify the area and all AIS users should bombard that part.