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Post by mathblaster on Jun 4, 2016 17:27:19 GMT
Here are my general Raid strategies for P1, though there are definitely people in this guild who do considerably more damage than I do. Important party attributes: The key things to keep in mind for P1 are: Condition Removal, Buff removal, and TM reduction (in that order to start, in my opinion. Once your dps is high enough, you don't need to remove buffs since you'll kill the 2 chump piggies before they can buff themselves with taunt, defense, and counter). You need Condition Removal to clear the Captain's Deathmark condition, or else he'll insta-kill whomever he marks. You need Buff Removal to clear taunts, counters, defense ups, and attach ups. As noted above, once your dps is high enough, you probably won't need this You need TM reduction to keep the Captain from taking his turns for a few reasons. The obvious reason is that the more turns he takes, the more he hurts you. The less obvious reason is that once he hits his 15th turn, he becomes Enraged, and he and his chump piggies will one-shot-kill anybody they strike. The more TM you can remove from him, the more of your own turns you'll get to take before he starts bringing the pain. Here's a link to all the characters that can clear conditions or remove buffs: swgoh.gg/characters/f/dispel/Strategy: So, the general strategy I follow is to deal as much damage as I can to the Captain until he spawns the chump piggies. When he does that, I clear them ASAP. If you don't they'll start alternating taunts and the Captain will heal / buff them. One wrinkle to this is if you can't kill both chumps before the Captain takes his next turn, he will heal for a sizeable amount (30%). If I know I can only kill one, I'll kill it and then attack the captain until he burns his heal. I never use my condition removal unless deathmark is out. If you use it on a non-deathmark condition, your cooldown will likely not be ready for when he deathmarks somebody. My current party is Ackbar (L), Stormtrooper Han, Qui-Gon Jinn, Luminara, and Rey. Ackbar is crucial for me because he clears deathmark, grants himself a lot of extra TM, and allows characters like Rey or Qui-Gon to strike twice in succession. Next most important for me is Qui-Gon, since he can clear enemy buffs (usually attack-up for me since I kill the chump piggies before they taunt). I have also Omega'd his basic attack so it has a strong chance to remove TM. Next most important for me is Stormtrooper Han, though any rebel will do. This is because Ackbar's leader ability makes it so any time a character uses a non-attack ability, they call a Rebel to assist. Ackbar has 2 non-attack abilities and I use both frequently, so I need another Rebel for him to call for assist. I'm considering using Biggs instead for the time being, maybe Luke once I level him up a little higher. If I had Leia, man that'd be sweet. Next most important for me is Rey because she is a mammoth for DPS. Once I Omega her abilities, she'll be just ridiculous. Lastly we have Luminara. She used to be important but I actually don't really need her heal, since Ackbar's condition removal also heals a little bit. I keep her because she does decent DPS for me, but I could swap her for somebody more important. NOTE: I'll probably need her heals for tier6 Going forward I'll be looking to get characters with more TM reduction. I have Teebo at 5* now who has the best TM reduction (100% on his basic attack while stealthed, 75% if you haven't omega'd it), but there's also Cad Bane, Rex, Clone Trooper, and others swgoh.gg/characters/f/remove-turn-meter/TM reduction is good to pursue because it is also really helpful in P2-P4 with the Rancor. Anyways, sound off if I'm out to lunch or if you have improvements or alternatives that work well!
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Post by Guttz on Jun 4, 2016 23:43:15 GMT
To add to this discussion here is a strategy posted on the SWGOH forums by a player named Shelflicker.
Given the dearth of raid strategy material out there, especially written guides with specifics, I wanted to share some insights.
Special thanks to Medetec, GL of Hera's Cell, both for being a great guild leader and for pointing the way to the key pieces to this plan.
Let's begin --
Plan: Party Time! Or, Teebo steals all the Turn Meter
Summary: This is a team designed to maximize score in Phase 1 of a T6 (or easier) raid vs. the Gamorrean Captain. The team is built to maximize the chances of a “Party Time!” (stealthed Teebo hitting the Captain and stealing 75% TM.) This means the Captain is taking far fewer turns than your team, which allows you to maximize damage. I’ve scored a high of 1.86 million in one battle in T6 with this strategy and eclipsing 1 million is common.
Note the strategies here do apply to Tier 6 and below, but do not necessarily apply to Heroic, where Turn Meter strategies are far less effective.
Also note that all the characters here are reasonably farmed through shipments of one type or another...you do not need a strict Ewok team to accomplish great results.
Essentials: 1.Teebo as leader with omega in leadership skill. 2.QGJ with omega in basic. 3.Fives for slow on basic. RG is potentially an ok substitute though mine is G8 and his slow is very unreliable on captain. 4.1 High DPS – I use Rey, but a high 86 or GS will probably also work (and might even be better, see below) 5.This assumes every char is at least G9, G8 will struggle more to land effects (generally).
My team: 1.Teebo, G9, 80, 7 stars, omega leadership 2.QGJ, G10, 80, 7 stars, omega in basic 3.Fives, G9, 80, 6 stars, no omegas 4.Rey, G9, 80, 6 stars, omega in basic 5.Phasma, G8, 7 stars, no omega
General Description:
The plan is to maximize Teebo’s ability on his basic to remove 75% TM when stealthed…most other pieces of this team – QGJ, Fives, Phasma – are there to increase the number of times Teebo can do his basic attack. I’ll break up the description into a number of sub-sections –
1. Getting to the Captain alone –
The first hurdle is to kill the Guard and the Brute leaving you alone with the Captain. This is a part where if it doesn’t go smoothly you absolutely should reset and try again. You shouldn’t lose anyone here, and if you do, start over. One key concept here is while you are focused on killing the guards, you have two goals with the captain – •Get speed down on the captain either through Fives or Phasma. This must happen as soon as possible. The difference between speed down on captain throughout and not is the difference between a failed run and a successful one. •If you have an opportunity to reduce TM on captain through QGJ or Teebo, take it…the less TM the Captain has the better your run will be.
But outside of those two things, you want to kill both adds as soon as possible, which then gets you to the captain alone. Now it’s Party Time.
2. Party Time –
Party time is when a stealthed Teebo hits the captain stealing virtually all of his TM. It’s basically the equivalent of a stun, which is really, really powerful (there’s a reason stun doesn’t work on captain). QGJ’s basic attack having a 65% chance of removing 30% TM is nice, but what it’s really there for is to set up another Teebo attack. The first time you see Teebo land a stealth basic and remove all TM from Captain, you’ll understand how simple and powerful this strategy is. That said, let’s walk through each character a bit --
QGJ
Normally it’s correct to use QGJ’s Harmonious Assault every time it’s open – QGJ’s assist attack is one of the very best in the game. That is not true here. Much of the time it’s better to use his basic attack. There are a few exceptions to this – •When the captain has no TM. •When Teebo is stealthed, and will already act before the captain…you have a 25% chance of triggering a Teebo attack with Harmonious Assault – take it, since you’re getting another free opportunity with Teebo’s turn.
Outside of those considerations, basic attack away! Dispel is almost never called for, and only use it when necessary (yes, offense up for two turns is good, but captain not taking turns is better)
Teebo
With Teebo you want to maximize his chances of being stealthed so that you can enjoy the longest Party Time you can. This means never using his stealth ability if he auto-grants it to himself, but when he doesn’t auto-grant it, and if the captain has TM, then use his stealth ability and then basic attack. Note that when the Captain has no TM I will save stealth.
Also note that there can be a visual display bug where Teebo is shadowed out, but does not have the stealth icon over his head. He is not stealthed! This mistake can be fatal so watch out for it.
Fives
Fives’s main job is to apply speed down to captain (which is an essential piece, as mentioned above). I don’t have his basic omegaed…it’s nice to have but it’s not essential. His assist attack is nice, in that it usually triggers either more Rey damage or QGJ TM reduction or even more Party Time with Teebo!
Rey
Press buttons -- do damage. No, really, do lots and lots and lots of damage. Plus more damage. OMG, the damage.
Phasma
I think Phasma is the most expendable character here, though it may be she’s more essential than it appears at first glance. Phasma’s main use is to do a well-timed Victory March to jump QGJ and Teebo ahead of captain to allow Teebo another chance at Party Time. Yes, the other characters going again and the guaranteed criticals aren’t bad, but they’re just cherries on top of the Teebo Sundae. A few times I’ve had Phasma Victory March into QGJ who hit’s with his basic allowing Teebo to reduce Captain’s TM to zero. It’s a magical feeling.
So that means you don’t want to use Victory March every time it’s open. It’s often correct to save it to maximize the possibility of having Teebo fire.
She has some secondary use to apply defense down, and some tertiary use to apply speed down if for some reason Fives hasn’t done it yet. Remember, you want Captain always having speed down.
3. Other Issues
Dealing with Deathmark – but how do you deal with deathmark, you say? You don’t. When the plan is executed well, the deathmark fades before the captain ever gets a chance to hit you. When the plan is working really well, you *love* when he applies deathmark because he didn’t apply any other pressure.
All that said, Teebo and Fives can both take a few DM hits from captain alone, so no worries.
More adds – at some point the captain will summon more adds, and you want to approach it the same way you did the first time, get rid of them as quickly as possible, while still trying to TM-manage the captain as much as possible.
Wearing down -- Sadly the captain will at some point take turns. Teebo might not have stealth up enough times or might get resisted too many times…at some point the engine breaks down L Note it doesn’t break down as quickly as you might think – Teebo and Fives both have a ton of hps, Rey’s foresight helps with the adds…even when you have most of your team below half-health you’ll be amazed how with a few lucky Party Times you can still get another 500k damage. Once the captain hits enrage, *and* he summons adds, it’s time to go. Try your escapes, and thank your wonderful team for all the beautiful party times you enjoyed together.
Other phases -- This team is a fine team to use in other phases, I got 500k in T6 phase 4, which I’ve never come close to with any other team, but where it shines is phase
4. Ways to Upgrade:
Obviously, continuing to gear/star/skill/level your people to their maximum ability is best, but here are some possible useful upgrades – •Put an omega in Teebo’s basic for 100% TM removal •Put an omega in Phasma’s Victory March for -1 cooldown to better enable it to be up when you need it. •Obviously having best Rey (or similar DPS) will maximize damage, including omegas in everything. •It’s possible that 86 or GS is slightly better than Rey because of their assist. Anything that increases chances of a stealthed Teebo hitting captain is a good thing. That said, Rey might very well be better because of her speed and damage, and you certainly can’t go wrong with her.
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Post by Guttz on Jun 4, 2016 23:58:41 GMT
I plan on using the above posted strategy and have all but Teebo at 7 stars and just farming him up hard now through GW. Also plan on subbing out Phasma for Dengar when I max him out assuming he is farmable at the end of this month. He will be key to using this Strategy in Heroic to help reduce Tenacity.
Guttz The Black Swordsman
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Post by shishno on Jun 5, 2016 16:28:56 GMT
I would say for P1 Teebo and Ackbar are two must haves. Especially if you are wanting to get the most damage out. I will be working on Ackbar and I suggest everyone else does as well because it is self beneficial in two areas. Raid and Event. With EA coming out with more and more events and omega battles it doesn't hurt to get more characters in every area up. This new imperial event seems it will be a re-accuring event so if you can not do it now you might as well be able to do it when it comes back.
As for the raid I run a straight High DPS team. My Team consists of: Hk 47 lead 7* Ig 100 7* Ig 88 7* Ig 86 7* Jawa eng 5*
The guards can be one-two shot by pretty much every character I use on the team. Yet I am always running out of turns do to the enrage. and my characters actually survive the first two-three death marks (depending on who he death marks). Two big things to note about ALL PARTS.
1) 15 turns until enrage. 2) 7 turns until flee. (fail attempt, cool down 7)
Now a few things to say about this. 15 turns to enrage is obviously the Captains turns. So Turn Meter Reduction and Speed down does help for this. It is a pretty small time frame of damage if your running no turn meter reduction like myself. So as a tip, get TM Reduction, it is VERY important to maximize your DMG. 7 turns until flee. THIS you can have 2-3 tries to flee before he gets to 15 turns depending on your TM control. Turn meter gain characters (phasma, jawa eng, rex, etc) will allow you more attempts to save your chars. This is where you have to decide if it is worth it. I always attempt to flee with the Characters I care about most. If they fail the first attempt, I will stay in the battle with all and try to survive until the next opportunity for them.
Say I am in a battle and I attempt with 86/88 and they fail, I will not flee with 100 (does offence down) hk (variety of debuffs) or my jawa eng (everything) for if I flee'd and left my 86/88 alone, they will not last nearly as long as with the whole team and I lost out on a large amount of DMG. You have to play with the flow of the group you have. That is the most important thing in Fleeing, know who your prized champs are for the next battle. If you could save certain ones to mesh with other groups, who would you save? and save those ones. don't sacrifice them if you want the most damage. That would the biggest thing I have figured out so far with a straight DPS team.
If I have teebo 7* or ackbar 7* Those will be your priority saves. For they can be used in multiple groups and teams as well as their overall effect in the battle. Where as hk and 100, I would sacrifice for they only work in droid teams. ig86 and ig88 work in multiple teams.
There will always be a high end team that no one can beat. Play what you enjoy, and have fun. Your team may not be the top 10, but with time they can be no matter what it is. These are just strategies but don't be afraid to make your own, test and share.
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