Heroic AAT Phase 3 - Chirpa EP and Triple Tank Strategy

Prev1345
Josh_K
1150 posts Member
edited November 2016
So I thought I'd share the details of this strategy to land some high damage numbers in arguably the most difficult phase of the AAT raid, p3. Credit to @Maraxus and Trillizo Y Uno for the initial brainstorm on this amazing strat.

The line up is Chirpa (L) EP and 3 tanks. I recommend ST Han, RG and SF. SF can easily be replaced by any other tank for those that don't have him.

Chirpa Lead allows EP 10% TM every time he uses his basic. EP also gains 15% TM per Shocked enemy each time he uses his basic. EP needs to shock all the adds to gain 100% TM per basic hit. At this point, no one else gains turn meter naturally. TM still can be generated by unique abilities:
  • The boss B2 will gain 5% TM per hit and has a 35% chance to counter, gaining 25% TM when he does so. This prevents truly unlimited turn meter, which will trivialize the phase.
  • RG will also gain TM when anyone in your team gets hit.
  • If ST Han is taunting and alive, he will also grant TM to your team.

Ideally, ST Han should have a lot of speed to move before the droids, who move at 232 speed. This gives you a big advantage as EP can shock 2 droids before the enemy even moves (Chirpa RNG is required to call EP on assist). If your ST Han cannot move that fast, this is not a deal breaker, but your ultimate damage will be slightly lower.

General Strategy
  1. At the start of the encounter St Han should taunt and ideally grant enough TM to EP and Chirpa.
  2. EP should start shocking the adds one by one.
  3. Use Chirpa's assist, best case it should call EP for a 2nd shock.
  4. Use RG to stun the adds, especially the one with the green triangle.
  5. Do not use Chirpa's retribution. This will cause unwanted hits on the boss raising his TM and can also grant Chirpa TM (this is undesired).
  6. While the adds still have hp left, unload the off-hits onto them to minimise the B2 counters. DO NOT KILL ANY OF THE ADDS.
  7. When ST Han's protection is depleted, get SF to taunt (he will still gain TM from ST Han getting hits). If you go too early, SF could potentially have his taunt fall off near the end of the encounter, since he also gains 10% TM from counters. If you go too late, SF will not get a chance to taunt once TM is frozen.
  8. Once all adds are shocked, spam EP's basic on the boss.
  9. Do not kill any adds.

Please see the below video for a sample run. Note the RNG wasn't the greatest here and I also apologize for the choppy animations. Had to run this on power save during a live zerg raid.

https://youtu.be/uNvRNj6LlEo

This is an indication of good rng potential with this team:

fQhvixz.jpg
Post edited by Josh_K on

Replies

  • Options
    @Maraxus first showed me this strat (He and @trillizo_y_uno came up with it) on Oct 24- Def a Game changer! Thx for the video now that it's "gotten out" ;)
  • Options
    I think the required ST Han speed is only 232. You then want at least Palp to be at 70% of that to ensure his taunt deliver full TM to Palp.
  • Options
    Offense mods for palp? Or crit?
    Leader and co-founder of BHG
  • Josh_K
    1150 posts Member
    Options
    Also, if you don't have a fast ST Han, you can run poe as your 3rd tank. He's naturally faster and easier to hit the required speed to move first. He should reduce the number of adds that move before St Han (you can restart until you get perfect RNG where no resists on TMR).
  • Josh_K
    1150 posts Member
    Options
    Offense mods for palp? Or crit?

    CC & CD worked better for me. I had 57% CC and 216% CD in this video. If you can't hit ~40% crit at 216 CD, those numbers, offense is a decent 2nd place option.
  • V1p3rdyn4sty
    2674 posts Member
    edited November 2016
    Options
    Nice to see someone give proper credit for this strategy. Thanks for breaking it down. Damage porn :p
  • Options
    Josh_K wrote: »
    Offense mods for palp? Or crit?

    CC & CD worked better for me. I had 57% CC and 216% CD in this video. If you can't hit ~40% crit at 216 CD, those numbers, offense is a decent 2nd place option.


    Thanks bro

    Leader and co-founder of BHG
  • Options
    Josh_K wrote: »
    Offense mods for palp? Or crit?

    CC & CD worked better for me. I had 57% CC and 216% CD in this video. If you can't hit ~40% crit at 216 CD, those numbers, offense is a decent 2nd place option.

    What were the speeds for these characters?
  • Josh_K
    1150 posts Member
    Options
    Josh_K wrote: »
    Offense mods for palp? Or crit?

    CC & CD worked better for me. I had 57% CC and 216% CD in this video. If you can't hit ~40% crit at 216 CD, those numbers, offense is a decent 2nd place option.

    What were the speeds for these characters?

    EP was roughly at 175 speed. St Han at 236 speed. Chirpa 180 speed. RG and SF were slow.
  • Poxx
    2288 posts Member
    edited November 2016
    Options
    Poe self-heals when resisting a debuff from Rocket B2. He is a must imo. RG will gain tm and lose taunt long b4 he dies...i dont agree with running him. For those of u lucky enough to have a 7* Shoretrooper, the crit immunity buff...since the enemy cant dispel in this phase, lets u run 4 prot primaries on all 3 tanks as well.

    Poe, ST Han and Shore ftw. All w/ 3 health mod sets and EP with as much offense and crit as u can give him along w/ 4 crit dmg mods and 2 crit chance mods. Don't forget the crit dmg. triangle.
  • Josh_K
    1150 posts Member
    edited November 2016
    Options
    Poxx wrote: »
    Poe self-heals when resisting a debuff from Rocket B2. He is a must imo. RG will gain tm and lose taunt long b4 he dies...i dont agree with running him. For those of u lucky enough to have a 7* Shoretrooper, the crit immunity buff...since the enemy cant dispel in this phase, lets u run 4 prot primaries on all 3 tanks as well.

    Poe, ST Han and Shore ftw. All w/ 3 health mod sets and EP with as much offense and crit as u can give him along w/ 4 crit dmg mods and 2 crit chance mods. Don't forget the crit dmg. triangle.

    RG will gain taunt back as soon as anyone drops below 50%. Usually this is SF since RG's taunt will fall off quickly. The damage just bounces around between your tanks. RG's superior EHP makes him the obvious choice here. EP will only stay alive as long as your tanks can survive.

    ShoreT may look like a winner but he really screws up your turn meter. Firstly you need him to taunt before ST Han dies, otherwise he will get TM locked. As soon as he taunts, ST Han takes significantly less damage and gets healed as well. Your team starts gaining a lot of TM now and other taunts are very hard to time and can fall off very quickly.

    The tiny heal on Poe is almost inconsequential to the outcome. 90% of the damage to tanks will be in the form of counters which have nothing to resist.
  • Options
    Poxx wrote: »
    Poe self-heals when resisting a debuff from Rocket B2. He is a must imo. RG will gain tm and lose taunt long b4 he dies...i dont agree with running him. For those of u lucky enough to have a 7* Shoretrooper, the crit immunity buff...since the enemy cant dispel in this phase, lets u run 4 prot primaries on all 3 tanks as well.

    Poe, ST Han and Shore ftw. All w/ 3 health mod sets and EP with as much offense and crit as u can give him along w/ 4 crit dmg mods and 2 crit chance mods. Don't forget the crit dmg. triangle.

    Having been running this strat since the raid is out, I think I have tested almost all combinations,

    SF sthan and RG is the best one when u consider tankiness, usefulness and I fact that shore and Poe can have much better use at other phase
  • Options
    @Josh_K @Maraxus

    Thank you for this

    Can you tell me how much this does in comparison to other top teams on their best phases?

    And also if you could possibly try this with teebo lead and get good RNG and see how the damage compares? I think you need to stop your tanks stealthing and losing taunt and idk how well it can work but it should be reasonably effective... farming chirpa from cantina to 7 is loooong
  • scuba
    14068 posts Member
    Options
    @Josh_K @Maraxus

    Thank you for this

    Can you tell me how much this does in comparison to other top teams on their best phases?

    And also if you could possibly try this with teebo lead and get good RNG and see how the damage compares? I think you need to stop your tanks stealthing and losing taunt and idk how well it can work but it should be reasonably effective... farming chirpa from cantina to 7 is loooong

    50% vs 100% chance for 100% TM you will need some really really good rng to get it to work.
  • Options
    scuba wrote: »
    @Josh_K @Maraxus

    Thank you for this

    Can you tell me how much this does in comparison to other top teams on their best phases?

    And also if you could possibly try this with teebo lead and get good RNG and see how the damage compares? I think you need to stop your tanks stealthing and losing taunt and idk how well it can work but it should be reasonably effective... farming chirpa from cantina to 7 is loooong

    50% vs 100% chance for 100% TM you will need some really really good rng to get it to work.

    Rocket trooper can't counter a stealth Palpatine, so that can also be beneficial. So Teebo lead works as well. Everyone will gain TM slowly though, including the main canon. But you will hit enrage before Palpatine falls if you play it right.
  • scuba
    14068 posts Member
    Options
    scuba wrote: »
    @Josh_K @Maraxus

    Thank you for this

    Can you tell me how much this does in comparison to other top teams on their best phases?

    And also if you could possibly try this with teebo lead and get good RNG and see how the damage compares? I think you need to stop your tanks stealthing and losing taunt and idk how well it can work but it should be reasonably effective... farming chirpa from cantina to 7 is loooong

    50% vs 100% chance for 100% TM you will need some really really good rng to get it to work.

    Rocket trooper can't counter a stealth Palpatine, so that can also be beneficial. So Teebo lead works as well. Everyone will gain TM slowly though, including the main canon. But you will hit enrage before Palpatine falls if you play it right.

    I know he can't counter. The problem is everytime EP doesn't get the 25% TM from teebo lead everyone will gain TM including the turrent in the back ground.

    All it will take is one of the adds hitting SF, SF counters and kills the add now it is all out of whack. Or taunters losing taunt.

    With the perfect rng sure it could work but I don't see you getting that lucky and putting up really good numbers with it. Always worth a try but I don't have high hopes of it.
  • Options
    @scuba good to see you dude

    I think you can still do a good job with teebo so would be interesting to see the difference as cantina energy is such a bottle neck

    @IrwinTheGreat I hit enrage in normal. Are you talking heroic? If you can do it in heroic, I'd guess damage could be pretty similar with these setups due to rocket trooper getting there slower by not countering stealth and gaining TM, but faster due to gaining some TM 50% of the time
  • Options
    @scuba what becomes the problem as you slowly lose TM?
  • Josh_K
    1150 posts Member
    Options
    I'm not sure how you would deal with the adds with the kill order (green triangle) since hitting them would kill them.
  • Returnofthen00b13
    108 posts Member
    edited November 2016
    Options
    @scuba

    You could use others over SF? Shoretrooper when he is farmable could be a good option. With timing taunts I think, with zero experience of this, that it could be possible to hit enrage.

    Sth always first. He won't take 3 turns. Shoretrooper or any two turn taunt goes next, I guess that could be difficult to do between Han taunting and RG getting triggered then Han dying. But you can reset and try again. Or maybe use his taunt after Han is dead. Maybe you just won't use all his health. When rg is pulled you could be good til he's dead, he won't gain too much TM and will get triggered again by teebo and EP, or shoretrooper. Maybe you can make it to enrage which should give similar damage

    Super speed EP and some of the problems will be mitigated as well. How much damage does that background turret do in heroic?

    Either way I think you could do good damage for heroic and I can't be farming chirpa from cantina
  • Returnofthen00b13
    108 posts Member
    edited November 2016
    Options
    @Josh_K teebo dispel before he is critical? I think generally you would need some good rng to set it up and several attempts to get it right but it could be done effectively without farming chirpa's a$$
  • scuba
    14068 posts Member
    edited November 2016
    Options
    You can't dispel the triangle.

    If one of the adds goes and loses shock you won't be able to restock him with out killing him.

    If your taunters get turns they run the chance of losing taunt.

    Definitely worth a try but don't think it will be as effective. I plan on testing in normal tank raid when we get to p3. I will let you know.

    I am pretty sure the turrent can ohko in heroic same as in normal if you have charater without debuff.
  • Options
    @scuba Ah ok. I guess you just have to reduce TM with teebo and then maybe he's a ticking time bomb.. I don't know what their abilities do in heroic.

    yeah go ahead and lemme know. I hit enrage with 400k in normal first try which obviously isn't great for normal, but would be solid in heroic. RG, Han, EE and EP with 206 speed
  • Options
    Many thanks, Josh et al.
  • Options
    Josh_K wrote: »
    Offense mods for palp? Or crit?

    CC & CD worked better for me. I had 57% CC and 216% CD in this video. If you can't hit ~40% crit at 216 CD, those numbers, offense is a decent 2nd place option.

    If you get chance to show (sshot) each mod that would be great please.
  • scuba
    14068 posts Member
    edited November 2016
    Options
    @Returnofthen00b13
    I ran a couple of test runs today in P3 normal. My 3 tanks were RG, STH, Sun Fac.
    My mods are not optimized and I am not spending to move to many around
    Chirpa lead 1%+
    Teebo lead less than 0.5%

    What happened was what I expected
    EP didn't get that 25% TM gain from teebo enough so:
    -Tanks STH and SF got a turn and steathed thus loosing taunt.
    -Add with the arrow buff got a turn and wrecked havoc
    -other adds got turns and lost shock

    So if the C3PO is shining down upon you it may work.
  • Options
    Is srp good for this phase?i think that the o down will help
    where is darth jar jar?
  • Daezl
    177 posts Member
    Options
    How about Gamorean Guard for that sweet retribution + DOT action?
  • Maegor
    1217 posts Member
    Options
    Daezl wrote: »
    How about Gamorean Guard for that sweet retribution + DOT action?

    That is who I would guess would be the fill in for SF for f2p players.
  • Options
    My lightly modded Teebo-palp team did 666k damage in normal. The team consisted of Teebo, Palpatine, Poe , STH and RG. From what I've seen, Chirpa teams can do 800k+ In normal. I'm not sure how that'll play out in heroic as I haven't tried it. But Teebo-Palp teams are effective in Normal as well. Maybe less effective than Chirpa lead but it can still work. I'll try later on when my guild reaches P3 again so I can mod my taunters and Palpatine appropriately this time around. It would be cool if someone doing heroics could try out the Teebo-Palp team and see how well they can do.
Sign In or Register to comment.