Forum Discussion
7 years ago
It's like getting caught in the waves and beaten down repeatedly until it finally puts you out of your misery.
HAAT had 4 distinct phases that offered something different, not just for the main toon but surrounding toons involved in that phase.
P1 - Greivous and his mega debuffs but controlling b2 and magnaguard counters/taunts gave it a real strategic element.
P2 - The tank has multiple attacks, three canons to cause topple, another that can instakill etc.
P3 - Rocketman and his minions, a cannon that requires buffs at the right time, a minion buff that can cause almost instant death if left unchecked.
P4 - an extension of p2 with battledroids and a risk/reward element in tegards to topple.
What does the Sith Raid give us?
P1 - grind what you can before veing destroyed
P2 - see above
P3 - see above
P4 - see above
The minions don't even add anything of significance to the phases, they're just there for the sake of it (no those meh phase abilities don't justify them)
The only teams of any use are ones who are meant to be together with high synergy. Doesn't that take half the fun out of theory crafting? Set teams for this phase, set teams for this phase, set teams...etc
And that means if you want to do anything in this raid you have to grind whole teams who are otherwise not useful - for each phase.
I find the idea of preparing and participating in this raid mentally exhausting and that's only t5.
Hard pass. I'll just scrape what I can on auto and that will do. Not like it will make any difference to my score.
HAAT had 4 distinct phases that offered something different, not just for the main toon but surrounding toons involved in that phase.
P1 - Greivous and his mega debuffs but controlling b2 and magnaguard counters/taunts gave it a real strategic element.
P2 - The tank has multiple attacks, three canons to cause topple, another that can instakill etc.
P3 - Rocketman and his minions, a cannon that requires buffs at the right time, a minion buff that can cause almost instant death if left unchecked.
P4 - an extension of p2 with battledroids and a risk/reward element in tegards to topple.
What does the Sith Raid give us?
P1 - grind what you can before veing destroyed
P2 - see above
P3 - see above
P4 - see above
The minions don't even add anything of significance to the phases, they're just there for the sake of it (no those meh phase abilities don't justify them)
The only teams of any use are ones who are meant to be together with high synergy. Doesn't that take half the fun out of theory crafting? Set teams for this phase, set teams for this phase, set teams...etc
And that means if you want to do anything in this raid you have to grind whole teams who are otherwise not useful - for each phase.
I find the idea of preparing and participating in this raid mentally exhausting and that's only t5.
Hard pass. I'll just scrape what I can on auto and that will do. Not like it will make any difference to my score.
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