I tested the post-hoftix exploit (the one with the "stairway to heaven") and it indeed works. I did not use the exploit though as I am not going to sticky-bomb something for 30 minutes. I went back and did the dailies, then hopped into the DZ (moved from DZ53 to DZ55) and then tried Incursion on hard. We got to the 9th wave (I found that staying at the right behind the generators works better than being run-over by shot-gunners in the pit) and then one player died and we could not revive him. Then another player died and then I got stuck in the wall and we tried one more time (got to wave 6 and had the same non-revive issue) and threw the game.
Our incursion strat, no min stats/sets required;
Before you start
While these setups are ranked on skillpower, and naturally the more the better, we've successfully completed runs with the highest team member only having 15k before
Highest skillpower - Pulse (Tact Scanner) + First Aid (Overdose)
2nd highest - Pulse (Tact Scanner) + Support Station (Immunizer)
3rd highest - First Aid (Overdose) + Support Station (Immunizer)
4th highest - First Aid (Overdose) + Support Station (Immunizer)
3 Support Stations, 3 First Aids, 2 Pulses in total
Everyone runs Survivor Link.
Mandatory talents; Combat Medic (Medkits heal the group for +40%) and Triage (Healing reduces skill cooldowns)
Inside the arena
Everyone heads to the "pit" and stacks up near either one of the restocks
You'll want to get into a habit of permanently spamming your abilities the second they come off cooldown (triage actually only triggers when you
gain health) - keep at least 3 support stations always running, this is a ((1-2k heal per second) x 3) constant effect. First Aid (overdose) allows you to maintain the overheal health bar for extra survivability, this also needs to be used as much as possible
The "pit" is a pretty bad spot for dealing with the shotgunners (and I highly doubt it'll be as effective for Challenge as it currently works well on Hard), but with co-ordination, you would generally only use one Survivor Link if necessary to deal with the rushers
Waves 4, 8, 11 and 15 have the bomb carriers spawn, for waves 4, 8 and 11 you want to keep at least 3 purple enemies alive while you burn down said bomb carrier, collect the bomb move back to the "pit" and wait for the reinforcements to move in.
Rinse repeat, clear down to 2-3 purples and either; split into 2 teams (2 members left, 2 members right) disable turrents, place the bomb and run back to the "pit"
Or you can rambo the APC with enough health + mitigation, I've got 70K hp 65% Armor and when I use Survivor Link I can easily get from the "Pit" to the APC, plant the bomb and I can safely get into the left room before the buff ends
Despite the various glitches/bugs, it is still more enjoyable than Destiny, but I do think that Massive/Ubi needs to do something urgently to fix all the cheating and make the game more playable. Upgrading matts takes now 15 instead of 5 and my matts are completely unbalanced (I have no electronics, but 500 fabric / 300 tools / 200 weapon). The whole credits should be interchangable - I sit with 2,3m credits, 450 PcX and a meager 30K DZ credits. I have a ton of DZ matts and absolutely nothing to use it for.
Agreed, I got fed up with my lack of Electronics that I spent 1.5mil normal credits on blue gear mods to convert into parts
Spent a lot of Phoenix credits this weekend... across both characters are now GS191;
4/6 Striker geared (2x crafted 2x looted)
4/6 Sentry geared (2x crafted 2x looted)