Bit late now, I know, but just for reference, from my observation and experience with the event, this seems to be the simplest, easiest strategy: 2 groups of 2, each group covering one side of the station, 1 Floater to protect station from the ones the get through. Doesn't matter who's what career or ship wise.
From the ding of the bell, each pair tag-teams rift closing and rift aggro on its side of the station:-
1) A grabs aggro, B closes rift
2) While A is finishing off his mobs, B scoots off to next rift, grabs aggro.
3) A finishes off his initial bunch of mobs, sneaks up to B's rift where B now has the aggro, A closes rift.
4) A now scoots off to next rift, grabs aggro while B is finishing off his mobs.
All along, whenever possible power up station, but this is second priority.
This is ideal; of course it won't always work out as smoothly. Everyone has to be alert. Later on, at worst, if you see someone near a rift with aggro, sneak in and close the rift, even if it's not on your "side".
This will thin the mobs that arrive at the station to a trickle, easily enough for the Floater to tank/kill.
This works even with the recent changes.
If this is done right from the beginning, Typhoon spam doesn't get a chance to build up. By Dreadnaught time, there should only be two or three Typhoons and a handful of other mobs on the map left for the station to "disappear", if that.
An Elite Mirror should be netting you at least 60-70 marks, if done well around 80. Normal should be netting around 40-50, if done well around 60.
Agreed, when I've had better runs this is what was typically happening. The ones that have gone south seem to be when this sort of approach gets messed up.
The event is too difficult for weaker players and the level of coordination required to get high marks from an "average" team is too high. I kind of like that (this is actually challenging in a pug of non-uber players). But its true. In normal, it is not uncommon for 2/5 players to have low dps and durability, and inevitably these players either die (and their area becomes overwhelmed) or they get into long battles with 2 or 3 rifts spamming trash and more, and more, and more open while they duke it out, and their area becomes overwhelmed. If 0/5 are super strong players an 2/5 are weak, its going to be a 35-40 mark run tops. Its possible to maybe coordinate by having the weak players close and someone defending them, but when the game first starts, you have just a few moments to figure out who is strong, who is weak, and set it all up.
Its a fine strategy if all the players are decently strong, but my point is you can't flip roles this way if one of the players can't tank 6 or so ships without dying. It will work in elite, because hopefully the elite players are not going to be killed easily, but I don't see this happening in normal.
One thing that needs to be tried is work outside in. Players zip to middle rifts, start to close, and a wave from the rift behind comes along headed toward the base.... got to do the outermost rifts first.
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Its a fine strategy if all the players are decently strong, but my point is you can't flip roles this way if one of the players can't tank 6 or so ships without dying. It will work in elite, because hopefully the elite players are not going to be killed easily, but I don't see this happening in normal.
One thing that needs to be tried is work outside in. Players zip to middle rifts, start to close, and a wave from the rift behind comes along headed toward the base.... got to do the outermost rifts first.