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Post by Sky on May 6, 2016 2:00:42 GMT
Title says it all. I'll be adding mine later.
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Post by cookiecrispp on May 6, 2016 2:29:35 GMT
Phase 1, the name of the game is control. There appears to be two prevailing strategies for P1, crowd controlling the adds or killing them outright.
Crowd Control The former strategy is fairly difficult, as it requires ensuring that a stun will be up to keep one (or two) of the adds stun-locked permanently, as if they get out of stun they may taunt or assist off of the captain's attack. I recommend killing at least one of the two adds (I prefer to kill the one on the left, the Guard, as his retribution can be a problem if he ever resists a stun. I then proceed to stun the second add, the brute, with both Daka and RG. This is very character intensive, and requires constant baby sitting, as you have to weigh the probability of stun chances to damage on the captain.
Burn strategy The most reliable strategy that I've started using involves just killing both adds and then focusing on the captain. I'll cover more of this in the second half of this, as I'll address captain specific effects in more depth.
The Captain Regardless of which of the two above strategies is used, I've found that dispelling offense up off the captain is immensely valuable. It prevents damage spikes, and helps preserve HP/protection for future fights.The exception for this is if the Brute taunts in his first turn, and you find it necessary to dispel his taunt. I find that hitting the captain with both slow (this will be difficult to apply), and turn meter down (also difficult for anyone not named Qui Gon Jinn). However, I reached a decent 440k damage attack by completely locking the captain in place and burning him down. I must emphasize the importance of turn meter reduction is so high that I actually prefer using QGJ's primary (if omega'd) over his Harmonious Assault (assist call).
Escapes Before I start any fight, I personally establish in my head which toons are essential and have to make it out alive. For my first 1-3 attacks in each day, I usually make this priority my leader (Ackbar), my primary dps (Leia), and my dispel/TM (QGJ). All the others are expendable, however all three of those must survive the first three attacks for me. For my last 2 attacks, I usually give up on Ackbar (he is gear 8, therefore he can get killed), and only save Leia/QGJ.
When to escape I cannot stress enough, but because ability cool downs persist, wait until the captain summons guards, and then kill them. There is nothing worse than starting a fight with 3 gamorreans at 75+% TM because you escaped or died at a bad time. Wait until you are <5 turns until enrage, and the captain summons guards. Burn them aggressively, and then attempt to escape. If done correctly, you should have a captain with no death mark or guards for 3 turns the next time you walk into the fight. This will cause a snowball effect for damage.
-Cookie.
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Post by genkillyou on May 6, 2016 2:50:08 GMT
Thanks for this CC, it's some really good info to help the guild beat this raid quicker. The faster we can do this, the more rewards for everyone
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Post by Sky on May 6, 2016 3:24:00 GMT
Cookie, for those who don't have Leia at 6* which is most of us, do you recommend their top dps or another dispeller like mace or teebo? I'm going to do some testing on this so I'll post my results as well.
I have been running either qgj (L) ackbar, RG, daka, Rey or Teebo (L), ackbar, RG, daka, QGJ. I'm not sure which works better but I haven't had enough time to test enough either. This weekend I should.
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