Force Sensitive Archive

Thread: Oh My God... Sith Thugs

yanini
Sun Jan 23, 2005 11:11 pm
#27

Adoraz wrote :


Well, lets start from the beggining

Me and my friend needed to do the Phase 3 combat quest (you can see where this is going)... we had heard some horror stories so we formed a group of four people and set out.

When we arrived, firstly, the base said the shields were already down (this means only one of us will get the reward), right before a hoard of 30-40 sith thugs come charging at us. We try to engage, two people die instantly, I die a few seconds later, my friend tries to draw the thugs away from our sitting AV-21s.

Now, dont get me wrong, I like SOE, I like the game... but...

Dont you think 40 50k HAM Mobs with 80% resists is a teenie weenie bit extreme? I wouldnt mind fixing the broken shields atleast - so we can actually finish the mission (im talking about the shield already being down when we get there).

Wait - theres more.

After this incident, we try again... but with more than 30 guild members together (It was one of our weekly guild raids). 4 of us upfront again, with two large groups waiting as backup for when we spawn the 10 thugs (which is all that is meant to spawn) spawn. But noooo.... the shield is already down - again. Suddenly, out of NOWHERE, another hoard of 10-20 thugs spawn BEHIND the two larger groups, half our bikes get destroyed, 10 people die. The entire guild scatters, several Jedi and a few Rifleman/Pikemen (including myself) stay back to try and fend them off, but every time we kill one, another replaces it almost instantly.

All of this for 2 people wanting to do the meelee accuracy quest...

The part I dont understand is, why is this mission so impossibly difficult, when the Phase 1 combat quest can be done unbuffed and unarmoured hmmm?

Thanks for any replies, dont flame if you can help it...







i wrote a guide on how to do it. i have done it a few times, on a couple of occasions only myself and the 2 ppl who needed the quest done.


its not hard once u know what ur doing.



Yanini Avalixious

Jedi Sentinel

RSF
Ceramik
Mon Jan 24, 2005 9:39 am
#28

This quest is not difficult. You just need to be a little sneaky. I did this on the first trygrouped with a Fencer/Medic. I was BH/Pistoleer. What we did was pull out the sith one at a time, and the fencer tanked while I applied fire and bleed DoTs on the Sith's health (2.5k ticks when all DoTs combined). After killing 5, the commander spawned. The fencer ran into the base, and destroyed the gates and such. I then swooped in, captured the commander, and the fencer went out first, agroing all of the sith, who he then lead away. I ran out of the base in the other direction with the commander. Easy fo' sheezie.



=Grinch Shingle=
-Home Sweet Ahazi-


bitfade
Mon Jan 24, 2005 10:07 am
#29

/agree with everyone who's said strategy is everything in this quest.


I soloed it with a MSwords/MBrawler/TKM/novice medic template. Pulling the sith thugs out one at a time was a bit tricky for me, with no ranged skills .... you can try driving through them on your swoop and kiting one or two away from the group. It helps if you've got a PSG with 60% energy resistance for when you're kiting the away, as you'll take a lot of blaster fire.


As previously mentioned, one of this forum's stickies has a link to thug fighting tips. The tip about thugs with stun batons is particularly important :-)


Eseec.

vizakohmen
Mon Jan 24, 2005 11:26 am
#30

>I die a few seconds later, my friend tries to draw the thugs away from our sitting AV-21s.
Mistake 1. What on god's green earth are you doing with your AV-21's deployed on Dathomir? Just about everything on that planet will agro your vehicle. I sort of learned that after my 20th swoop got wrecked by a Nightsister Protector. Then again, I spend 1/4 of my game time killing nightsisters for DOT lances and I have watched more than one idiot get their AV-21s destroyed. Maybe you guys just don't know any better.

>After this incident, we try again... but with more than 30 guild members together
Mistake 2. Very few quests will be successfully completed with that many people involved. Someone is going to screw it up. A guildie and I did ours with 6 additional people, then 3 had to go, so we were left with 5 total to walk the guy back.

>But noooo.... the shield is already down - again.
Mistake 3. Find a base that isn't half done by people that all got killed. If I were the guy who was supposed to take the sheilds down, and I was about to get screwed out of my crystals, I'd put the brakes on and insist that another base be taken. I would not risk life, limb and armor, for nothing, because my partner was impatient and wanted to take the first base he found. It's not his crystals being forfeited... Of course, I would have spelled all that out up front.

Personally, between you and me, if I were your sheild man, I'd go do an easy quest or find some people that thought about other things besides theirselves and their own loot.

>The part I dont understand is, why is this mission so impossibly difficult, when the Phase 1 combat quest can be done unbuffed and unarmoured hmmm?

This is a cerebral quest, despite the way it looks on the surface. Straight brawn won't get it. You need to come up with a strategy and *think*. I know it's really hard to do that, but if we can do it with 8 people (all non-jedis), you can. I suggest you surf the forums for advice, learn a little about the quest, and try it again with a strategy other than "kill them all". You can't kill them all. For every one you kill, two more will spawn to replace him (or at least that's what it seems like). You could have 2 high level jedi's and 50 people, and you aren't taking that base head on, well maybe if everyone is a master combat something or other and you have some medics. You still aren't going to keep up with the spawn rate.

You'll need:
1. a doc
2. a combat medic
3. 3 brawlers(fencers are really good for tanking these guys)
4. 2 rifleman (in case one gets killed and decides to clone)
5. an extra of anything above or other profession, creature handler comes to mind, we had a MBH who was doing the quest with my alt.

Simple strategy that worked for us:
Sheild man and escorter group up together and take mission at village. For sake of argument, this is the escort group.
Find base, any base you have a shield remote for will work. I suggest getting 2 sheild remotes for each base as a preparatory measure, prior to getting everyone together.
Call in reinforcements
Sheild man takes sheilds down
Rifleman take out door and turrets.
do(5 times){
Someone else runs up close to spawn, so they unbunch. If the whole spawn agros, they burst run *away* from party and base. If gopher dies, he will be far enough away for the doc to safely move in in a minute and rez them and rebuff, as long as he burstran. Ideally the gopher will be able to stim himself and keep himself alive long enough to break agro.
Rifleman shoots one of the unbunched sith and draws him out from max range. One rifleman shoots, one only.
3 brawlers standing between rifleman and his target intercept sith and tank/kill him while both rifleman shoot him. Sheild man should also be hitting sith, so he gets credit for the mission.
If rifleman draws more than 2 sith, the whole party scatters in different directions and burst runs until they break agro. At that point the sith will be walking back, rifleman chooses a target and re-agros him before he rejoins his fellows at mouth of base.
}
Anyone with a dual elite brawler professions, and good armor, should be able to tank one sith thug indefinitely. That's why I suggest three brawlers and scatter if more than 2 sith agro. Bad things have a way of happening on this mission, if you have 2 really good brawlers, and a backup, you should be able to handle 2 sith.

Once 5 sith are dead, sheild man's mission is complete. One guy sneaks around to back of base (pointy side) and waits for sith spawn to become thin (it despawns and respawns) This guy should be a dual master combat profession with exploration IV, and NOT one of the mission holders. When it thins out he runs around to front of base, into the entrance, and into back corner of base.
He then knocks inner door down.

Person who is supposed to capture commander, now pops his bike, waits for spawn to thin, bikes in, clicks commander and chooses capture from dial, then bikes out and keeps moving until sith break agro. You must stay close to base until commander comes out and stops. Don't lose the commander, don't get killed.

Once commander stops break all agros then go up to commander and click him. Choose "follow me" from radial, put your bike away, and lead him to the aurelian village. You have one hour from the time you do the capture in the base.

We failed the first mission, got the second one right. Walked the guy back 6900m through nightsisters, and every other nasty you can think of on dath. Avoid and keep walking; you only have an hour. Exploration IV really helps (mask scent) If you get agro'd let the members of your party who aren't in commander escort group fight them while you keep walking. Avoid all agros at all costs. Sheild man must be with commander escort guy when he returns to village. I suggest sheild man simply stay with commander escort the whole time.

Hopefully this strategy will work for you too. My alt is the proud owner of 2 crystals from this mission so I know we did something right. Since we did it last night, nothing has changed yet on this mission from patches.

l8,
Viza



swg is GREAT
(my other sig got me banned)
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