Forum Discussion

Pogo_Olorin's avatar
8 years ago

Sith Triumvirate Raid: Phase (1,2,3) Abilities

Phase 1: Darth Nihilus


Phase Ability: Unbreakable Will
Gain Unbreakable Will for 1 turn. This unit may only use this ability once, but an additional use can be gained by defeating Menacing enemies. Unbreakable Will: Can't be reduced below 1 Health, must be targeted by enemy attacks, Speed -10%, Turn Meter can't be modified, lasts 1 turn

Phase 2: Darth Sion


Phase Ability: Soothe
Remove all stacks of Cycle of Pain* and Cycle of Suffering* from this unit.

*At the end of each unit's turn, that unit has a 50% chance to gain 1 stack of Cycle of Pain if they damaged any enemies during their turn (maximum 5 stacks.) Cycle of Pain becomes Cycle of Suffering at maximum stacks.

*Cycle of Pain: +20% Offense per stack, can't be Resisted, can only be Dispelled by Soothe (max 5 stacks); Sion also gains 5% Offense and 10% Counter Chance
*Cycle of Suffering: +150% Offense, can't be Resisted, can only be Dispelled by Soothe; Sion also gains 50% Offense and 60% Counter Chance

Phase 3: Darth Traya


Phase Ability: Stand Alone
Face Darth Traya without relying on the strength of others. For 3 turns, this unit takes 50% less damage, and all other allies become Suppressed for 3 turns. Suppressed allies grant this unit a portion of their stats based on their roles.

Tanks: +100% Tenacity
Attackers: +100% Offense
Supports or Healers: +100% Maximum Health

Activating Stand Alone removes all stacks of Bonds of Weakness from Traya. This ability has a global cooldown and can only be used by each unit once.

Phase 4: The Sith Triumvirate

Phase Ability: ???

48 Replies

  • braskme's avatar
    braskme
    Seasoned Ace
    8 years ago
    "Misogi1981;c-1497981" wrote:
    The protection mechanic is just... why? It's a massive road block that needs tweaked and toned down. Most teams are completely useless because of it. It's not forcing us to think about different team comps, it's literally narrowing the list of usable characters down to a handful.


    After mulling it over for a couple of weeks, it seems that the issue is that there are simply too many mechanics in the Sith raid, and some of them are just unavoidable. If it's supposed to be a puzzle, then it's like someone ran off with some of the pieces. That's not a challenge, it's just annoying. Some of the mechanics work quite well, rewarding the clever player (P2 especially), while others are impossible to avoid. For example:

    • Stacking tenacity on damage. Basically no way around this. They could have made it more interesting by such things as "whenever ___ takes physical damage, he gains 30 speed & 50% tenacity (stacking)". Then you can use heroes that deal special damage to work around that. Or, keep the bosses immune to Tenacity Down, but if Tenacity Down would have been applied, remove all stacking speed and tenacity, giving some use to heroes like TFP or Dengar. Instead we just have to wait for the next turn.

    It also feels like the design team brainstormed a lot of different ideas to make the Sith Raid so it can't be soloed (good!) but decided to keep them all (um, not so good). For example:

  • Nihilus' Annihilate is completely fine just destroying one hero and preventing them from reviving. But they decided to also have him absorb 30% of that units defense, speed, and offense - which quite frankly seems excessive and unnecessary.
  • Summoning minions: if any are still alive when he does this, it adds to Nihilus's protection.
  • He also starts the battle with "full" protection (whatever that might be)
  • Buffed heroes add 3% to his protection on his turn.
  • Basics inflict defense down on the hero, which in turn feed Annihilate via Drain Force and increase cooldowns on specials so that you're forced to use a basic again.
  • Heroes with defense down donate 25% of their protection to him when they hit him with a basic.
  • He bypasses protection entirely with all attacks.
  • He strips buffs on his basic, but not before using that buff to add to his protection.
  • The "impervious" buff is randomly assigned.

    If they had only used some of these, I think we'd have reasonable mechanics for P1. But taken all together, they make the experience of playing pretty frustrating. There's just too many things to juggle in your head (no to mention monitoring the Drain Force and Annihilate cooldowns). It seems strange that this phase punishes you for having high protection and buffs, especially since Tenacity Up seems like a natural counter to the Basic attack mechanic, and we don't have mod management yet to easily swap protection mods.
    In short, I think the devs could have achieved their goal of "Challenging and unsoloable" with fewer mechanics.
  • 145hp guild with 35 JTR(various stages) not even close on Heroic at this point....

    Wait for it...... 7* mods and lvl 90 coming in June to help the mid tier guild complete it and th top guild just have her unlocked. (My prediction)
  • I can't say how much I hate this new sith raid. it's just total bs. we're a 100gp guild and it takes several days to do tier V. every time sith raid is launched its feels like the fun in the game just goes away. **** it
  • How about you give Nihilus some CONSISTENCY with his "drain force" cooldowns for annihilate? This is regardless of whether the whole team gets a cooldown, or no one does (as if that ever happens. lol), his annihilate cooldown just goes RNG every. single. time. So, one time it does one less cooldown, the next time it does 3, the next time 4, the next time 2. What the heck is that? Seriously? Either it does one for each team member, or it only reduces cooldown 1 turn each time he does drain force.

    You think he is going to have it ready, pop a shield, and he doesn't get all the cooldowns. So, wasted shield and you're screwed if you don't have more than one. Then he uses it and you lose a character because you don't have a shield ready. Fix that please, it is very annoying.
  • "HereToPunish;c-1558714" wrote:
    Sorry guys, do u know on what (stat?) depends the position of the first shield at the beginning of phase one? Thx!


    Already answered in your stand alone question. It’s RNG
  • The worst part of Sith raid, none of our abilities work on them. Vader's leader zeta kind of works but then they just take a turn anyway. My whole guild hates the Sith raid and with good reason. Its BORING!

About SWGOH General Discussion

Discuss and share your feedback on Star Wars: Galaxy of Heroes with fellow players.80,094 PostsLatest Activity: 29 minutes ago