I know there are guilds that do it. My question to you is this: how much of your ability to beat that raid is due to the power of your collective toons, and the amount of coordination/cooperation you have?
My guild whips the epic Rancor in no time; I mean, in less than 20 minutes most of the time. But we still take the best part of a day to beat the normal tank raid. My feeling is that's because we have no coordination. No one wants to do phase 1 or 3; so when the raid starts, a few of us (myself included) will do phase 1. That might take a few hours to do. Then phase two comes along and gets cleared in minutes. Phase 3? Hours again.
So for those guilds that win, how do you organize things, if at all?
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But when we first started it was more of a FFA plan, but as our members have gotten much stronger we had to initiate limits.
You just have to make participation mandatory, using phase appropriate toons (meaning you shouldn't bring in Rebels for each phase). If you want to do Heroic, people need to at least go through the motions in Normal, and should be willing to do some mod swapping to get their highest score possible. From the sounds of things, all your members are interested in is padding their scores to get better rewards - they are selfish. To complete Heroic (for the first few times), you need members to put in maximum effort - that requires mod swapping, and multiple restarts to get the best RNG possible. The great thing about Heroic Tank is that the rewards are no different from 10th to 50th, and vary very little in top 10, aside from the number of GK shards for T3.
Now that the guild has become even stronger, we have a limit of one hit per phase, which is way more than enough to drop the HAAT. In fact, the biggest complaint we get now is from members who missed phases because they ended too quickly.
https://swgoh.gg/u/bookert/
just don't waste teams in phases that aren't well suited for that specific team and you should be good. Obviously participation is key aswell. Having 10/20 members with jedi teams who quickly finish p1 is favourable, eventhough jedi probably do more dmg in any other phase than phase 1. It's called not being a d!ck
And you can't let them do that, unless you can complete the phase easily. It's a different ballgame when it comes to Heroic, and sitting out is just not going to work (when you first start).
A good strategy is to leave free time between each phase to allow players to practice (on airplane mode)
Here's what we really did as far as organization: my guild has a forum and uses kik to communicate. Myself and other officers studied up on the raid -- we read forum posts, watched videos, discussed strategy. We went through each player's roster, drew up team compositions, and created a detailed strategy post, broken down by phase, identifying the teams and the waves in which they would go (i.e., when we launched, top X teams attacked immediately. When they were done, we sent reserve teams in appropriate quantities based on what remained). We did our first attempt, failed horribly (didn't get past p2). We set a target date for our next run (iirc, about 3 weeks) and let everyone know. About a week before that run, we did the full roster review again, tweaked the strategy, and managed to run it successfully.
For normal, to combat the issue you have, what we did was a 24 hour registration period where you could send a full team at p1 (only one team though) to do damage. If the raid got to p2 before the 24 hour period was up, you could only send a single toon to register. At 24 hours, it went to FFA.
- Jedi
- Droids
- Anything you wanted to throw at it (Palpatine + taunts!)
- Wiggs Rebels
Once the raid was open, we were free to attack whenever, but save the listed teams for their phases. When a phase was reaching the end (<10%), we would coordinate to make sure nobody else was in a run before attacking to make sure we didn't waste damage. We finished HAAT in just under 48 hours. Teams continued to improve, more Aaylas and Anakins made their way into P1, more people got Palpatine up in P3 ... now we have teams that can hit 10% or more in each phase. Beating it just isn't an issue anymore. Now we have to impose time limits on when phases start, because each phase goes by so fast that some members could miss the whole raid if we didn't.Everybody must farm the four teams above (note: there are other teams as well, especially now with zetas!). If you must, split the guild into groups that concentrate on the teams for one particular phase, based on their particular roster strength to make superteams. Have them focus on getting their superteams up to g11 with speed mods. With 10 guildmates focusing on teams that can clear >7% each per phase, and 30-40 other guildmates cleaning up the rest, you will succeed.
Yes, it takes time to build up all those squads, but you should have been building multiple squads already for GW, mod challenges, and special events anyway!
Having a 1 attack per phase is a good rule. It might annoy the selfish members of your guild, but they can suck it up. You might have to replace said members. Find people who are willing to work as a team. It might set you back slightly now, but when your guild eventually reaches HAAT status, it will be much easier. (Also, if you're not already, get everyone on Discord or some other third-party app to communicate. Not only does this make coordinating raids a breeze, but you become a lot less selfish when you get to know your fellow guild-mates).
Basically, this. We gave our guild warning that these were the teams to be working on for heroic AAT and we even had each guild member assigned to an officer who would help advise them on what teams to build for each phase. That also meant that the officer would see their progress.
Once we got to the point where we could actually do heroic, we did some coordination. It was one phase per person, using the above teams. If they missed the phase, then they missed the opportunity to use that team. You can ask for screenshots of each phase to ensure compliance if needed.
But generally, if people know that saving their Jedi for a future phase won't help (as they can't use them), they realize pretty quickly that using them in phase 1 is to their benefit. Getting 100k out of them is still better than leaving them on the bench.
We kept that model for a little while, then slowly shortened the phases. Now we run a 12 hour - 0 damage registry, then FFA. Most of us (at least me!) still like the 1 team per phase thing. It's fun and different. I much prefer running HAAT than Rancor.
In game guild: TNR Uprising
I beat the REAL T7 Yoda (not the nerfed one) and did so before mods were there to help
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Don't let ppl get away with this type of behavior, this is not the type of person you want in your guild. Call them out, make them attack & take screen shots if need be, and boot them if they don't. Clearing heroic tank takes great teamwork at first, eventually it gets easier, but you still need to work as a team
Edit: rewrote to nullify pointless censorship
Our first 3 Heroic raids required the help of Mercs at phase 4, but they eventually became part of our guild which boosted our effectiveness of the guild. Just remember that guild swapping was recently changed and you are more likely to get Mercs to help on Friday - Sunday morning rather than the start of the week.
Everyone in the guild wants to contribute and get better in each phase. Some focus on 1 or two phases but everyone should be able to do a certain percentage in each phase.