Post by Darth Cension on Apr 27, 2016 6:51:51 GMT -5
Source: youtu.be/YchcXlycbDc?t=3000
Tier VI version here: impswgoh.boards.net/thread/56/tier-vi-guide-mandatory-reading
(Outdated- check the Tier VI version for the latest info)
Key takeaways:
Stage I
1. Debuffs are useless on the Captain, stuns, etc. apply normally to the adds. You can use TM reduction on the captain.
2. Always kill the adds because Captain can Deathmark which is basically a permanent expose and call for assist on the deathmarked target.
Always kill the Brute first because of his healing immunity.
Try to keep Guard stun-locked.
You want to kill at least one so the captain will use his Revive instead of his deathmark
BUT DO NOT GO FOR THE KILL IF THE CAPTAIN'S REVIVE IS UP
3. Kill order: 1. Brute 2. Captain, Guard if you can't stun him
Killing the adds is a waste of time because they are revived basically as fast as you can kill them
Better to keep them stunned, but if you can't keep both stunned, I would suggest to kill the Brute.
Again, you want to kill at least one so the captain will use his Revive instead of his deathmark
4. DO NOT TAUNT right off the bat. WAIT UNTIL SOMEONE IS DEATHMARKED AND USE TAUNT TO SAVE THEM
5. Try to use "ESCAPE" when someone is deathmarked if you have no way to save them. This way you have a 50% chance to reuse the character
6. Foresight does not work if the target is deathmarked
Stages II-IV (Numbers will be added when we reach this stage)
1. Always keep buffs on your team
2. Don't kill the door switch until Devour is off cooldown. This gives you an extra turn to get damage in.
Valuable abilities: Stun, Offense Up, Dispel buffs, Heal, Dispel debuffs, TM reduction
Valuable utility characters:
Plo Koon, Sun Fac, QGJ, Asajj Ventress - Can Dispel Offense Up and Taunts from the adds
RG, Old Daka - Can keep adds stun-locked
Barriss Offee - Equalizing + % heal. Regular heals = 1 attack
Clones, Ewoks - TM reducing abilities are readily accessible
Details:
Gamorrean Captain
4 Million HP
2k dmg plus his % dmg on lightly armored targets
Gamorrean Guard
3.7k dmg to lightly armored targets (Lumi) with Offense Up
~2.5k dmg without Offense Up
15k-17k HP
Hits for 1.4k dmg to ST Han
SAVE DISPELS FOR HIS TAUNT
Because it also gives him retribution
Gamorrean Brute
13-15k HP
Doesn't seem to be too heavily armored
2.9k crit on lightly armored targets (Lumi)
Healing immunity (this is very bad)
BURN HIM DOWN
Stage 2
Rancor
~7 Million HP
5.5k crit on a heavily armored target (Mace Windu)
Attacks twice
Door switch is a non-attacking killable target
Killing it stuns the Rancor for 1 turn and gives a team wide buff
SAVE IT FOR WHEN DEVOUR IS OFF COOLDOWN BUT KEEP IN MIND IT DOES DOWN BY 2 PER TURN
If anyone knows the people from swgoh.gg, please tell them to feel free to put this info on their site. Will be more readable when formatted properly
Tier VI version here: impswgoh.boards.net/thread/56/tier-vi-guide-mandatory-reading
(Outdated- check the Tier VI version for the latest info)
Key takeaways:
Stage I
1. Debuffs are useless on the Captain, stuns, etc. apply normally to the adds. You can use TM reduction on the captain.
2. Always kill the adds because Captain can Deathmark which is basically a permanent expose and call for assist on the deathmarked target.
Always kill the Brute first because of his healing immunity.
Try to keep Guard stun-locked.
You want to kill at least one so the captain will use his Revive instead of his deathmark
BUT DO NOT GO FOR THE KILL IF THE CAPTAIN'S REVIVE IS UP
3. Kill order: 1. Brute 2. Captain, Guard if you can't stun him
Killing the adds is a waste of time because they are revived basically as fast as you can kill them
Better to keep them stunned, but if you can't keep both stunned, I would suggest to kill the Brute.
Again, you want to kill at least one so the captain will use his Revive instead of his deathmark
4. DO NOT TAUNT right off the bat. WAIT UNTIL SOMEONE IS DEATHMARKED AND USE TAUNT TO SAVE THEM
5. Try to use "ESCAPE" when someone is deathmarked if you have no way to save them. This way you have a 50% chance to reuse the character
6. Foresight does not work if the target is deathmarked
Stages II-IV (Numbers will be added when we reach this stage)
1. Always keep buffs on your team
2. Don't kill the door switch until Devour is off cooldown. This gives you an extra turn to get damage in.
Valuable abilities: Stun, Offense Up, Dispel buffs, Heal, Dispel debuffs, TM reduction
Valuable utility characters:
Plo Koon, Sun Fac, QGJ, Asajj Ventress - Can Dispel Offense Up and Taunts from the adds
RG, Old Daka - Can keep adds stun-locked
Barriss Offee - Equalizing + % heal. Regular heals = 1 attack
Clones, Ewoks - TM reducing abilities are readily accessible
Details:
Gamorrean Captain
4 Million HP
2k dmg plus his % dmg on lightly armored targets
Gamorrean Guard
3.7k dmg to lightly armored targets (Lumi) with Offense Up
~2.5k dmg without Offense Up
15k-17k HP
Hits for 1.4k dmg to ST Han
SAVE DISPELS FOR HIS TAUNT
Because it also gives him retribution
Gamorrean Brute
13-15k HP
Doesn't seem to be too heavily armored
2.9k crit on lightly armored targets (Lumi)
Healing immunity (this is very bad)
BURN HIM DOWN
Stage 2
Rancor
~7 Million HP
5.5k crit on a heavily armored target (Mace Windu)
Attacks twice
Door switch is a non-attacking killable target
Killing it stuns the Rancor for 1 turn and gives a team wide buff
SAVE IT FOR WHEN DEVOUR IS OFF COOLDOWN BUT KEEP IN MIND IT DOES DOWN BY 2 PER TURN
If anyone knows the people from swgoh.gg, please tell them to feel free to put this info on their site. Will be more readable when formatted properly