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Found 5 results

  1. So, the Last Wish Raid was officially the hardest raid to launch yet. According to most, the difficulty centered around the fact that the minimum power level was 520, but by the end of the raid there were enemies listed at 580. Even the recommended 550 was a pretty low number to go in at. The first fireteam to clear it took nearly 19 hours. Only one other fireteam made it through before the 24 hour mark. Datto's team (MATH) finished it 2 minutes late and missed getting the 24 hour special reward. With a raid this tough, guides and helpful hints seem like a must. Anyone that has found some good info, please feel free to add it.
  2. SlyGambit

    SWGOH: Sith Triumvarant Raid

    New Raid! So new post. This post is to catalog teams that are viable in the Sith Triumverant Raid. I will likely spell Triumvarent at least 6 different ways in this post but I refuse to spell check. Here is a generic strategy guide on day 1 of the release. Likely will be updated. T6 Teams Phase 1 (6s Toons Required, 150m HP Teams capable of 2mil+ on P1: JTR, R2, BB8, OG Rey, RTr/GK - This is a team capable of doing 11mil in P1 on the first day of the raid and may make it over 10% of P1. Thrawn, MagmaTrooper, Death Trooper, Shore Trooper, zVeers - This team is based on two things. First DeathMark from DT does 45k per hit in T6. Second Magma gets TM from resisting. Under a THrawn lead and modified for high tenacity Magma chains attacks. With Death mark on DN that enables Magma, even at low gear, to do a signficant amount of damage. Gar Saxon, DT, ShT, Raid Han, Thrawn: This team is based on applying DeathMark and then counter attacking. No screenshots yet. Teams capable of 1mil+ on p1 Chief Nebit, JE, Jawa Scavenger, +2 Boba, Jawa Engineer, Zam, Greedo, GM Yoda - This is mainly a thermal detonator team with Yoda providing tenacity up. May work with other tenacity up toons as well. DN, EP, Vader, +2 attacking Sith (Savage, Sid, Dooku, Sith Assasin) - these toons utilize Nihilius lead health steal to prevent death and can make it to enrage. CLS, Raid Han, Thrawn, GK, R2 - Leia can be subbed in as well and Chaze may help with health restoration.
  3. SlyGambit

    SWGOH: Tank Raid

    The nice folks at CG/EA have acknowledged that the T6 Tank Raid was way too hard, too long, and just too terrible. As such they have nerfed the raid reducing speed and HP by 20% as well as buffing Jedi a little and probably tweeking some other things. As such it is now much more enjoyable to play and rather than taking a month+ to complete a single raid we can now complete it in a few days. Here are some tips. While this will focus on the T6 raid there are notes that should help people who want to prepare for the T7 raid. In additon you can check out this guide that has damage values but is mostly focused on the T7 raid: http://lordskunk.com/index.php/2016/10/23/aat-tank-takedown-raid-strategy-guide-walkthrough-best-team-mods/ Phase 1: Mr. Grievous Strategy: Grievous, a B2, and two other battle droids will spawn. Kill B2 first and then focus damage on Grievous and if you have buff blocks/stun characters use those on the two battle droids. When B2 respawns kill him then continue. Grievous will apply taunt to other droids which is why you need buff immunity rather than just ability block to prevent their taunts. Grievous will also hit through foresight. T6 Squads: Droids and Rebels are the most effective here however any squad with good DPS, good speed, and stuns/blocks will work well here. T7 Squads: This is the phase where Jedi are at their most effective. The best comps include increased tenacity. Currently the highest damage (11%+) is being achieved by Aayla Zeta lead Jedi. The increased tenacity allows them to heal as Grievous applies his negative affects which allow them to last until his enrage.. Aayla, Ashoka, Anakin, QGJ, and Ima Gun is the best comp currently. If you have Aayla but not Zeta'd then Ima becomes a better lead however with either non-Zeta Aayla or Ima you will want Bariss (remove negative status effects) or Yoda (Tenacity up) to help extend the battle. Example results of a T6 P1 Jedi w/o Aayla, all toons with 5* mods but only Anakin with arena caliber mods and QGJ with potency mods: Phase 2: Da Tank Strategy: Phase two consists of a tank with 2 side guns and 1 main cannon. Your strategy here is simple but is very much related to TM and speed. You want toons that are fast enough to take out the two side cannons first and then the top, main cannon. If you are able to take all 3 cannons out without the tank itself firing you will get two buffs - one of which is a speed buff. With droids/JE the strategy should be have HK use his AoE whenever the main tank does not have speed down applied. If possible save JE's special TM boost until the tank has been toppled to maximize your damage however using it to bring down the cannons before the tank gets a turn will net a bigger gain than letting the tank fire and only receiving one buff. Use 88s AoE when the tank cannons are all up. Focus the side cannons first since they are faster then focus the top cannon last. Note that having a speed down character like Fives, Phasma, Jawa, Resistance Trooper can all help here. Ideally having speed down on the tank and getting the two buffs, including a 25% increase to your toons' speed, will maximize your damage. Saving Nebit for P3 and replacing him with Fives can be very effective here. T6 Squads: Droid/Jawa combo (HK/88/86/Nebit/JE) are an ideal squad here regardless of raid tier but any fast (180+ speed) toons or toons with significant TM gain are very effective. Rebels with a Wedge lead with a focus on damage dealers will be able to take down the guns quickly and Wedges lead provides continuous health. Jedi are also effective typically with a QGJ speed lead or possibly a Ashoka TM boost/dodge or even Old Ben lead. If possible characters that can slow the tank are also helpful so Phasma, Fives, etc. work well. Jawa can also work reasonably well although because they lack effective damage dealing they are b;etter split with droids than as a Jawa group. T7 Squads: Droids are clearly the choice here. Mod for crit chance/crit damage and speed. If you have Palpatine use Nebit as your 5th (HK/88/86/JE/Nebit) however if you do not have Nebit consider using B2, Phasma, etc. as a 5th to save Nebit for P3. Example of a T6 droid comp with 5* mods slightly worse than arena caliber (204 speed JE): Phase 3: Rocket Man Droid Strategy: The general strategy here is to stun/block the support droids and focus damage and TMR on the main rocket droid. Emperor Palpatine, Jawa, Datcha, and Ugnaught all have AoE stuns and excel here. The rocket droid will grant a special buff to a droid (green triangle) who you should prioritize as a target as they will be able to one shot your characters if allowed to fire. Chirpa/Palpatine Strategy: There is a specific squad that can produce significant damage in this phase. The squad is ideally Chirpa lead, Palpatine, StHan, Sun Fac, and Royal Guard. The strategy here is to have Palpatine shock all of the battle droids. Once he shocks them all he will have 100% TM gain on every attack which will cause the droids and large cannon in the back from being able to fire. Only the main rocket droid will attack which is why you need multiple tanks to protect Palpatine until the rocket droid is enraged. Sun Fac can be replaced by other tanks that have 2+ turn taunts (Chewbacca can work with 1 turn but not reliably so best to Omega his taunt). With the HP reduction at T6 Palpatine can one-shot-crit-kill any droid so its actually easier to get to the 'infinite' attack phase in T7 than T6. Note that Chirpa is a liability in this battle. In a T7 battle you can use his assist call on a battle droid in the hope of getting Palpatine called (some people will restart this battle until that happens to maximize damage). In a T6 you should never use any of his specials and should just attack the main droid. His special that provides counter attacks will end up killing a shocked droid if they AoE or target Chirpa. That is not good. Ideally he dies early since his only contribution is as leader and his minimal damage to the boss provides more TM than damage. Managing the taunts: Taunt first with Han. In a T7 you need a speed of 223 to be able to have Han move before the droids. In T6 it is closer to 200. Save your other taunts. You want Han to be the focus and he gives TM to the other taunters/Palpatine. At some point when Han is closer to death you want to taunt with your 3rd taunter (SUn Face/Chewy/etc) who you want taunting when Han dies. Once Han dies they will no longer get TM so they won't be able to protect our benevolant Emperor (RG will kick in automatically). T6 Squads: Again droids and Rebels can shine here due to good AoE damage and excellent DPS. Jedi can also be useful here as well as most other synergy squads. Jawa are at their most effective as a group here in the entire raid although if you have droids then JE should fight with them while someone like Ugnaught or Phasma can work with the other 4 Jawa. Ewoks can also have some impact here if you have Ewoks but do not have the Emperor. T7 Squads: Chirpatine (Chirpa(L), Palpatine, Sun Fac, STHan, Royal Guard) is the best squad for this as STHan is replaceable on a rebel squad and the rest are not generally useful in the rest of the raid. Alternatively using Jawa is effective here to get 2%+ in P3 with a Dathcha (L), Nebit, Jawa, and Scavenger and including another tank or Ugnaught to provide a near continuous AoE stun on the droids. P3 Examples: Phase 4: Da Tank (now with Da Plane!) Strategy: There are two strategies in P4. The simplest strategy is a No Topple strategy. The goal here is to knock out the two B2 guards, knock out the top main cannon, and knock out one side cannon. Do NOT topple the tank by taking out the third gun. After you have gotten rid of two of the three cannons simply attack the main tank with single-DPS characters. Ideally those characters continously heal as they attack. During the strategy you will never see Da Plane and you will just need to kill the guns as the respawn (the B2s will never respawn). This strategy works well with droids and with Wedge led Rebels. Note that when the tank is near enraging or your toons are nearly dead you can knock out the final gun and get an extra round or two of damage in. Alternative Strategy: The more complicated strategy is to knock the tank down repeatedly. This allows for more damage in theory if your toons are fast enough. However after the tank is topple you will get your shots in and when he rises back up Da Plane will make its appearance. This tactical bomber will strafe your forces and will kill anyone who does NOT have an active buff. This means that in order to live through a toppling you have to have everyone buffed. Characters with squad buffs that apply on basic attacks including Leia are useful but not dependeable. Toons with squad buffs that last multiple turns like Akbar's tactical genius are more reliable but require management. Continuous buffs like Boba Fetts or Ashoka (when JKA is present) do work as well as taunts. T6 Squads: Rebels are perfect here at maximizing the damage in either strategy. Droids are very effective with the first strategy but are dificult to reliably buff on the alternative strategy. Jedi can work with the second strategy with some toons like Luminara who can apply a multi-turn heal buff. T7 Squads: Rebels should be used here. If STHan has been utilized in P3 then Wedge/Biggs/Akbar/Lando/Leia can work here with the alternative strategy or any DPS toon in palce of Leia for the main strategy. Example:
  4. So there is a new Exotic Pulse Rifle that can only be collected from finishing a quest... the toughest and longest Weapon Quest to date... which can only be received once solving the hardest Destiny raid puzzle to date. Understanding binary will come in handy apparently... It involves finding all the monitors in the raid and to unlock the 4th one requires a lot of team work and communication. The steps for finding the 4th monitor are here. Information regarding the Pulse Rifle (Outbreak Prime) can be found here. It is a damage over time gun much like Thorn. Unlike Thorn however, the damage spreads to other nearby enemies. The gun drops at 390 light level. https://gamerant.com/destiny-rise-iron-unlock-exotic-raid-pulse-rifle/ Full Titan Raid Gear with the Pulse Rifle
  5. Hey anyone up for a normal raid on XB1 tonight - I want to try the new challenge mode on the warpriest round (details below) to get one of the 3 missing fragments, and gear. ill be on around 8:30 pm Hope to see you then! quoted from..... http://www.inquisitr.com/2601771/destiny-weekly-reset-for-december-1-first-kings-fall-challenge-mode-appears/ King’s Fall Raid Challenge Mode — WarpriestThe first challenge for the King’s Fall Raid Challenge should be a snap for those experienced with the encounter already. The fireteam must ensure that no one player holds the aura during the damage phase more than once. Since it typically takes three to five phases to take out the Warpriest, the fireteam just needs to have the players that last held the aura not step on a plate. Expert teams that can take the Destiny boss down in two phases shouldn’t have any trouble. Possible rewards for the challenge on Normal include a 310 Light level Artifact and weapon, along with a “Worm God’s Servant” emblem and one of the missing Calcified Fragments. The rewards on Hard mode are the same, but at 320. You can get the Normal mode rewards in Hard mode in addition to the 320 level rewards.
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