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Kivoku's avatar
9 years ago

First-time T7 AAT raid guild strategy?

Relatively young guild here with a bunch of lvl 75-80's and a core of around 15 lvl 85's with semi-deep rosters. We've been running T7 Rancor for months without issue, but were absolutely annihilated on our first foray into T7 AAT territory. Wondering if anyone can hearken back to their first T7 AAT raid and give us some pointers on how to overcome it.

On our initial attempt P1 was the devil. Splitting heavy hitters relatively evenly by phase didn't dent Grievous, but after consideration on reallocating people to help with P1 it didn't seem like the rest was viable. I was wondering how established guilds handle P1 in particular, as P2/P4 mesh well with our rosters and P3 is doable.

If it doesn't seem like we're at that level yet let me know. I've gotta inform the guild either way and set new goals if we're not there yet. Thanks!

26 Replies

  • "Maegor;851246" wrote:
    Pretty similar experience to Indominable_J. One thing I would add, is that doing a spreadsheet with teams is necessary, but a great way to see if your guys care is to do it as a google doc (each phase is a tab). If they update it, they care.

    To add for p3, teebo L, ep, tfp, 2 taunters has put up better numbers for me than ep, tfp, 3 taunters.


    Interesting. I'll give this a shot in our next run tomorrow to see how it works. I got about 5.5% in my first attempt with the EP/TFP/3 tank team, so if I can get better numbers I'd love it!

    "TommySitt;851235" wrote:
    At the end of p2, go in with OG Han and hit the main to go into p3, then you can AOE with rebels, and OG Han gets that initial hit again as well. Chirpatine comps roll well into p3.

    You could use OG Han at the end of p3, and use the rebels to start hitting p4 with good tm, whatever works


    We don't have enough rebel teams to use any in p3, but doing this from p3 to p4 would be great. Also could make sense for our droid and clone teams going from p1 to p2! Thanks for the tip (and you never know, I may be in touch again on our next run or two)!
  • HAAT is easy and - even though my guild failed our first 3 times - we ALWAYS had the rosters for it.

    Step 1: Make sure you have the rosters for it. Generally (and this is a very general basis), you want people with Jedis for P1, Droids/Clones for P2, Chirpatine, Teebotine, of Jawas/TFP for P3, and Rebels for P4. Obviouisly there are other squads that can work - but that's the general basis of the free to play model.

    Set up a raid time and be organized. Unless you're packing some serious heat - you need everyone to participate (which was our initial problem). So Open up P1, and have everyone hit it with their Jedi teams for 2% damage or more (looking at the bar before you log). Make sure everyone is on board with this and have someone who is constantly monitoring the raid (probably doing this more than actually playing) so they can call back attacks, etc when needed.

    Repeat for all four phases.

    Basically, you'll need a couple of people who can do more than their 2% and you should be fine.

    Once you do one - the raid gets easier and easier as people get stronger.

    We dropped the last one we did in under an hour.
  • Figured I would post an update, since we have now just completed our second tank raid, and I can say the second time is smoother, but still nerve-wracking!

    We made several adjustments for this go around, which definitely helped out:
    1) Phase 1 was basically the same thing as the first time. Anyone with a jedi team could attack. Once it got under 10%, it was one at a time. On average, we did more damage this go around -- experience helps. Phase 1 went pretty fast -- maybe around 4 hours by the time everyone was able to get in their attacks.

    2) Phase 2 was the big adjustment. The first time, we went droids, clones, a bunch of our rebel teams, and then a few other teams. This time, we went droids, clones, and everything that wasn't a palpatine team or a rebel team. After our experience in phase 4 the first time, we felt that this was a better way to use the kitchen sink -- preserve rebels for the stretch run as much as possible. Again, on average, the teams we used did more damage than the first time. This also took some patience. We had the phase under 20% about 12 hours after raid launch. We had one member with a strong droid team and strong jedi who was moving, so he wasn't really available during the first day. As much as we really wanted to push through the rest of phase 2, we stepped back and decided to give it until the morning. Other small teams went, and then our member was able to hit this morning. He gave us 5% with his droids and over 2.5% with his jedi. It put us under 2% remaining in the phase. We ended up using 1 rebel team (and we selected one that would get us pretty close to exactly what was needed based on the damage we had last time).

    3) Phase 3 flew by. With almost exclusively Palpatine teams (I think one or two people sent a jawa team that had originally been designated a phase 3 team the first go through), we crushed that phase, taking it down to under 10% in about 2 hours. At that point, it was team-by-team until the phase was done.

    4) Phase 4 was where we hit slowdowns last time. This time, we destroyed it. Saving all the rebel teams for phase 4 was the right move. We had so much firepower that at least two of our 5% teams from the first raid didn't really go (one didn't at all, I managed to get mine in for the last 0.67%, and there were two other people in when I got in there).

    Now, there was still a lot of stress up until the last third of phase 4. Every score that came in lower than last time made us wonder if we would stall. I started wondering at what point I would need to contact Tommy. Then, we had one amazing run (a 12% rebel team!) and all of a sudden the updates on our kik chat started coming in that we were under 10%, then under 5%, then under 3%. Then it was over.

    Now that we've beaten it twice, and this time with firepower to spare, we can ease up a little more. Each time it definitely gets easier.

    "Maegor;851246" wrote:
    Pretty similar experience to Indominable_J. One thing I would add, is that doing a spreadsheet with teams is necessary, but a great way to see if your guys care is to do it as a google doc (each phase is a tab). If they update it, they care.

    To add for p3, teebo L, ep, tfp, 2 taunters has put up better numbers for me than ep, tfp, 3 taunters.


    We did a spreadsheet as well, but just among the officers. Our members will (95% of the time) follow the strategy we set up, and they're willing to try and do airplane mode, and mod swap. It was far faster and easier for us to check the rosters, set up the strategy, and then share it with everyone. Also, we used the spreadsheet to track damage throughout the first raid, and for our second, to be able to compare it to the first time. That kind of information is really important to have, to be able to make adjustments to your strategy going forward, and also in case you lose a member, knowing what you need to make up.
  • "Broxxor;851918" wrote:
    ....so they can call back attacks, etc when needed.....

    We never did an hAAT, but I always wondered why you would pull out a team. I understand that you would want to split rewards evenly but what is the reason on a first try, which usually is a close call?
  • "hilikus;919933" wrote:
    "Broxxor;851918" wrote:
    ....so they can call back attacks, etc when needed.....

    We never did an hAAT, but I always wondered why you would pull out a team. I understand that you would want to split rewards evenly but what is the reason on a first try, which usually is a close call?


    Let's say phase 1 is down to 2% health remaining (about 86k health). You have 3 people with Jedi teams left. Those 3 people go in. Each one does 100k damage. That means that each one did the 86k required to clear the phase, and 14k in phase 2. So the total damage actually dealt to the raid is 86k + (14k*3), or 128k. Instead, you tell two of those people to back out and hold their teams. Person A does 100k. You've now saved 2 Jedi teams, at the expense of 28k damage. Those teams will be capable of doing significantly more than 28k damage combined in any phase, and therefore you've preserved additional damage that could be necessary if completion is a close call. Even if those teams are only capable of 50k a piece in phase 2, that's 100k in phase 2 compared to 28k.
  • https://forums.galaxy-of-heroes.starwars.ea.com/discussion/83431/legendary-order-downed-heroic-aat-twice-now-top-contributors-are-f2p#latest

    I have this link saved from when my guild managed to beat it for the first time. It has some helpful links and information others posted that we utilized. Hopefully you find some of it pertinent.

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