"Jarvind;c-1910967" wrote:
For Phase 3 you need to run zTalzin lead, zAV (unique), Zombie, Daka (zeta helpful but not 100% required), Initiate. Talzin/Initiate need to be at low-ish gear levels so they die off quickly. You want them dead, then they will constantly revive on basics, and the resists from the debuffs they try to apply will feed you tons of turn meter and AV's damage will skyrocket because of the repeated reviving-then-dying-again.
This is true. Also worth noting there is currently an infinite loop team.
zTalzin (zeta on leadership), zAsajj (unique), Jedi Knight Anakin, Old Daka, and Initiate
Strategy is mostly the same. Except you only want Initiate to die. JKA takes a bonus turn every time she dies, and then will basic applying two debuffs which keeps fueling turn meter to the team (5% TM to NS allies whenever a debuff is resisted).
With Daka getting 50% TM on every initiate death, and Asajj getting 35% TM, you can infinite loop if you have 6 debuffs resisted over two turns...
Essentially:
1. Daka basics calling Initiate from the grave (Initiate can do 1-2 debuffs)
-> Daka gains 50% TM from death, Asajj gains 35% TM from death
-> Daka, Asajj, and Talzin gain 0-10% TM from Initiate resisted DoTs
2. JKA takes a bonus turn and basics
-> Daka, Asajj, and Talzin gain 0-10% TM from JKA resisted Healing Immunity + Buff Immunity
3. Asajj basics calling Initiate from the grave (Initiate can do 1-2 debuffs)
-> Daka gains 50% TM from death, Asajj gains 35% TM from death
-> Daka, Asajj, and Talzin gain 0-10% TM from Initiate resisted DoTs
4. JKA takes a bonus turn and basics
-> Daka, Asajj, and Talzin gain 0-10% TM from JKA resisted Healing Immunity + Buff Immunity
Thats anywhere between 70-110% TM per cycle to Asajj and 100-140% for Old Daka. Old Daka will never break the loop. Asajj can slowly break the loop depending on how many resists you get. To help you, max your critical chance on initiate (better chance of applying DoTs) and minimize your potency on both characters. Raid bosses have naturally high tenacity in Heroic, so it is favorable that you get resisted.
Further, to help mitigate you can plan to do it in two cycles if you don't want to rely on infinite loop RNG. Traya takes two turns out of a topple, so you need to have Isolate on a 2 turn cooldown going into the loop... that way if she comes out of topple then she doesn't isolate anyone.
Helpful tips
- Throw in 4 level 1 toons at the start of P3. This will cause 3 lightsabers to attack killing 3 of them, and Traya will use isolate to kill the 4th. Saber Storm will still be available, which can help get Initiate killed if lucky.
- Start the match with the real team at this point. Each saber should get two turns and Traya gets 1 turn. During this time you need Initiate to die. If she doesn't, restart (if Traya takes two turns, isolate will be on a 1 turn CD during topple)
- Don't let Asajj or Daka get dazed. The counter attack lightsabers will daze. Don't hit them (though it's hard to control Daka)
- Always hit a lightsaber with counter attack buff with Initiate, this will help kill her. Also you can use JKA freely to attack these sabers, because daze doesn't stop bonus turns.
- Don't worry if Talzin is dazed... while she "helps" by guaranteeing one cycle to not "break", she only does this every 5 cycles, so it isn't all that helpful to have her in the loop.
- First turn with talzin use the mass call to assist on either a forsight saber or a couterattack buff saber, this ramps up bonds of weakness stacks on traya helping you kill initiate and also widdles down the troublesome lighsabers
- Save all other specials to kill sabers after initiate dies... if you kill a saber with a Nightsister basic, then Initiate revives (careful of Daka!!). JKA can still kill with a basic no problem.