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       #Post#: 689--------------------------------------------------
       Re: Raid Rules/Advice Quick Reference
       By: EdTostanoski Date: September 12, 2016, 6:48 pm
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       Use lucky TM to stretch a fight enough to Escape your key toons
       (Fives/Phasma first, then Teebo, followed by the rest).  The
       ability to reuse Teebo/Fives can double your damage totals.
       For example, in the last raid, I was lucky enough to escape the
       same five from the Guards, P2 Rancor, and all but Elder and
       Scout from P3.  I scored 3 million in four battles with 7 toons,
       leaving 12 in reserve.
       If instead you want to use weaker squads earlier and not try to
       escape, use your C team P2, B team P3, and Best and last toons
       P4.  That way your squad strength improves as the Rancor gets
       tougher.
       Finally, but most important, Retreat and try again if RNG goes
       against you.  You have unlimited battles in Heroic, but once
       your toons are dead, they're gone.  Use them to maximum effect.
       Plan to take extra time to get as much done as possible.
       Just my tactics learned from the previous tests.
       #Post#: 708--------------------------------------------------
       Re: Raid Rules/Advice Quick Reference
       By: EdTostanoski Date: September 16, 2016, 11:34 am
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       When it gets easier, we want to consider a rule set like this:
       OVERALL HEROIC RAID GAME PLAN:
       P1, P2, OR P3 - Each player can commit one squad in ONE of
       these three phases, at the prescribed commit time below.
       P4 - Open to everyone at the prescribed commit time, FFA -
       multiple squads are allowed in rapid succession.
       A squad is defined as one attempt with 5 toons (characters).
       To "commit" means to go ahead and finish (all toons dead or
       retreated) an individual raid attempt. This attempt should be
       started before the scheduled commit time. You can start an
       individual raid attempt and retreat as many times as you like
       BEFORE the commit time, but DO NOT complete/commit (all toons
       dead or retreated) until AFTER the commit time.
       The commit order will be given in discord “COMMIT!” at approx.
       the following times:
       P1 – Gold Squadron - Alternating commit time, see below; 25% or
       more damage required.
       P2 – Red squadron – ALWAYS at 4:30PM EDT (ish)
       P3 – Blue squadron – ALWAYS at 9:30 PM EDT (ish)
       P4 – EVERYONE - Alternating commit time, see below.(edited)
       ADDITIONAL RULES:
       Spillovers: It is not allowed to commit spillover damage
       exceeding 1% into other phases. If you do any damage at all in
       excess of 1% in the next phase, you are required to retreat. One
       exception: For Schedule C, P1 any amount of spillover damage may
       be committed with P2 at the P2 commit time.
       Accidental commits: Any accidental commit outside of the
       specified raid commit time will result in being relegated to P4
       ONLY for the next raid.
       Intentional disregard of raid rules: Intentionally disregarding
       raid rules will result in further disciplinary action and
       handled on a case by case basis.
       Raid Exceptions:
       Throw in a toon (to ensure participation in the prize pool):
       This can be done at any time, but if you do any damage, you
       cannot raid again until P4. For zero damage just throw in a weak
       toon to get squashed.
       #Post#: 716--------------------------------------------------
       Re: Raid Rules/Advice Quick Reference
       By: guest5 Date: September 16, 2016, 2:31 pm
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       I like that. It gives everyone a fair chance and shows who is
       not following directions.
       #Post#: 719--------------------------------------------------
       Re: Raid Rules/Advice Quick Reference
       By: Natewolfman Date: September 16, 2016, 2:46 pm
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       nice write up Skirata. I agree
       #Post#: 724--------------------------------------------------
       Re: Raid Rules/Advice Quick Reference
       By: EdTostanoski Date: September 16, 2016, 7:18 pm
       ---------------------------------------------------------
       I can't take the credit for T7 rules, I found it on the forum.
       But it should work.
       #Post#: 727--------------------------------------------------
       Re: Raid Rules/Advice Quick Reference
       By: alwayswannafly Date: September 16, 2016, 7:34 pm
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       Sounds good to me, seems like a clear concise plan.
       #Post#: 949--------------------------------------------------
       Re: Raid Rules/Advice Quick Reference
       By: EdTostanoski Date: December 2, 2016, 8:47 am
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       The Underpowered Guild's Guide to Clearing Heroic AAT - The
       "Super Team" Strategy.
       
       Hovahdo
       Hovahdo
       299 posts• Member•
       December 1, 2016 3:18PM  edited 1:14AM
       Hello SWGOH community, I'm the GM of Alpha Squad, an independent
       guild that has managed to clear heroic AAT and currently has it
       on farm status. When AAT first came out, we cleared regular AAT
       in 6 refreshes but we knew we were light-years away from a
       heroic kill. We also took that time to read up on the heroic
       strategies published by TI / Team Skunk. In general, there was a
       consensus that you needed 50 players that had the ability to do
       "2 % per phase." The reality is that Alpha Squad has 2-3 whales,
       some dolphins, some guppies, and lots of F2P. We had under 10
       players that can clear 2% per phase so our chances of clearing
       heroic AAT with the generally published strats were slim to
       none. We persevered and did some research and discovered that
       great teams can do 5 to 10% in a single phase with the right
       gear, mods, strategies, player skill, AND of course RNG. With
       this in mind, we formulated the "Super Team" strategy. This
       strategy has been deployed by Alpha Squad as well as other
       underpowered guilds that we've shared it with - with good
       success. If you're in a guild struggling with getting your
       players to build 4 viable heroic AAT teams, perhaps you start
       asking your guild to build one or two "Super Teams" and give
       this strategy a shot.
       The general guild roster guidelines are as follows:
       1) Each player is responsible for building 1 to 2 amazing
       "Super Teams" that can do 5% or more in a phase. Given the Wiggs
       meta, many players already have a "Super Team" in hand - Rebels
       2) A core of 2 to 5 heavy hitters will be expected to
       contribute 5% or more in 3 to 4 phases
       3) Don't spread yourselves thin trying to build 4 teams to
       tackle heroic. Build 1 to 2 teams at G10/G11 with excellent mods
       and shoot for north of 5%. "G11 or Bust" is our guild motto.
       4) DO NOT throw away skilled players with thin rosters. As of
       now, we've killed heroic 4 times. We have 5 to 6 players that
       have a grand total of ONE (1) heroic AAT ready team (maxed
       rebels) and little of anything else. Other heroic guilds have
       rejected these players, but they find a home with Alpha Squad
       because we only ask for one amazing run (4 to 6%) and then they
       can do 1% in the other phases.
       5) DO NOT worry so much about escaping/retreating with your
       toons, just get the best attempt possible. If you can pull 5% in
       a phase with your Super Team, it doesn't matter that they all
       died in the process of pulling that amazing run.
       The Super Team Strategy by Phase:
       Phase 1 (20 to 30 good Jedi Teams)
       - Team: Jedis (IGD, Aayla, Anakin leads are all viable)
       - Damage Goal: 2 -3% for average Jedis, Superteam Jedis aim for
       5 to 7%
       - One attack only, if your Jedi can't do 2%, skip the phase and
       save Jedi for phase 3
       Phase 2 (All your Droid teams with a little help from Rebels)
       - Team: Droids (HK, 88, 86, Nebit, JE), if you do not have
       Nebit, you may substitute with GG or IG100
       - Damage Goal: 2 -3% for average to good Droids, Super Team
       Droids: 6 to 9%
       - One attack only per player
       - If your guild lacks the droid firepower to finish P2, send 5
       to 10 rebel squads after your droids go to complete phase 2
       Phase 3 (ZERG ZERG ZERG)
       - Teams: Chirpatine, Teebotine, Jawas, or Jawa Mix (3 Jaws + 2
       others)
       - Damage Goal: 2% for Teebotine and Jawas. Superteam
       Chirpaltines: 4 to 6%
       - SEND ALL TEAMS EXCEPT FOR REBELS (B, C, D Teams)
       - B, C, and D teams should aim for 50 to 100k in damage (0.5 to
       1%)
       Phase 4 (30 to 35 Rebel Super Teams Close it Out)
       - Team: Rebels - Wedge (L), Biggs, Lando, Leia (or Solo),
       Scarif Rebel Patfinder (or STH or AA)
       - Damage Goal: Regular Rebels: 2%, Superteam Rebels: 6 to 10%
       #Post#: 953--------------------------------------------------
       Re: TANK Raid Rules/Advice Quick Reference
       By: Natewolfman Date: December 2, 2016, 10:06 am
       ---------------------------------------------------------
       that is an interesting read, and I like the idea of superteams,
       only question is, how to spread this to the rest of the guild
       who doesn't frequent here? I suppose one way would to be to try
       and get a large portion of our members to have 4 'superteams'
       that do 5%+... we had a few who succeeded at this against
       grievous (I was at 2.5% myself, so my jedi team is not quite
       there, but it is in need of some gearing up for sure)
       #Post#: 954--------------------------------------------------
       Re: TANK Raid Rules/Advice Quick Reference
       By: vader85 Date: December 2, 2016, 5:23 pm
       ---------------------------------------------------------
       Nice!
       I really only have two decent teams. My rebel-mix team I think
       would be my "super team" and my Jawa's are all 7* G10 with
       mediocre mods, so they are above average, but not super.
       Other than that, I have a decent Phasma, FOTP, Rey team that is
       pretty great when RNG gives extra turns.
       #Post#: 981--------------------------------------------------
       Re: Raid Rules/Advice Quick Reference for Tank and Rancor
       By: Natewolfman Date: December 19, 2016, 2:30 pm
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       Updated the first post with the new Tank and Rancor rules
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