Game Guides Archive
Thread: The Complete Guide To Death Watch Bunker By Wengel *MOVIES ADDED!*
Norlanthale wrote:
RenKesson wrote:
Great stuff! Thank you!
One question: What is this Entertainer "buff storing" you speak of?
yea QFE here. As a Master in all of the entertainer professions, what is buff storing? I have never heard of it before.
Great guide too!
Get both a music and a dance buff.
If you wanna bring along an "extra" or "stored" dance buff, watch the dancer again, even though u already got a dancebuff.
After like 6 minutes, tell the dancer to STOP dancing
don't do anything then.
Once your first dancerbuff runs out, just write /stopwatch in chat.
And woila... you get a new 2-hour dancerbuff instantly. You can only store 1 buff. so decide weather you need dance or music the most.
Tremk_Stryder wrote:i still dont see how u do single attacks instead of area and still survive... the trick is to down all enemies at the same time not to kill 1 by 1...specially sbds that spawn 2-3 minutes after death and take twice that time to kill../shrug
Instead of killing the SBDs, what we do if there are more than one (which there frequently is) is get them down to low mind (enough that we can take in 10 seconds or so) and hold it while we accomplish our objective (like spawning and killing the DW guys and keyholder in the second key room), then finish them off all at once so we do not have to deal with respawns.
Tremk_Stryder wrote:
i still dont see how u do single attacks instead of area and still survive... the trick is to down all enemies at the same time not to kill 1 by 1...specially sbds that spawn 2-3 minutes after death and take twice that time to kill../shrug
JeCy wrote:
Great guide,
i ran through this place on my old server many times. I thought i might add just a bit to it.
Sqaudleader is a huge helper in here. there are a few rest spots where you can use the Sqaudleader rally skill and spread wounds. Have all your TKA's meditate. You can heal up all wounds in about 5 mins and keep your Cm's Fresh. There is one or 2 safe zones that nothing will spawn in.
Droids can be helpfull in here. Have a couple R3 Bombs taggin along and used in key spots can be a great help.
Commando's, Rockets and cyro's? i think thats the one, or is it glop? can be a big help from time to time in certain spots.
You can save time by skipping the part where you get the venitlation system going. As long as you havent died your buffs more than out weigh the damage they do to you. get here before your buffs start running out.
Electric layer comp that is effective sliced is the best stuff you can use in here. You can make electirc layer comp lighter than kin layer and get 90% suits which does help. A crate of Psg's can be a big help.
If your HAM bars start getting below half and you are not a person a doc is specifically watching to make sure you dont drop stop using speicals.
Warning shot can be usefull from time to time even if its just to make the agro stop attacking for just a second, many times thats long enough for a healer to get to them.
Great job on the guide though there were a few tips in there i didnt know. Like the whole spatial thing..Awsome post though, this thing should be stickied somewhere thats for sure : )
Je'Cy
Sure, your right about the squad leader could be nice down there.... but with working tanks (they got meditation, allmost a must down there) and 2+jedi (1 or more of them master force healer) you don't need him, non of the other group members but the CM and the tanks will get wounds, or the tanks aren't doing their job right!!!... and meditation and jedi healing makes that go away... . so unless you drag 4+ riflemen or lack the jedis there is no need of a SL down there!!!....
and well once again, what is the reason for the commando, if you got the jedi, they do the dmg you need... and if you haven't got em... go find some, there surely are enough of the galaxy servers!!!....
jedi464 wrote:
Are those supposed ot be links?
Or are they not added yet, I used ot use a free easy downlaod server, but cant remember name, you could host up to like 20mb instantly without approval, and like 100mb with
well the links are missing in action at the moment if it's the video's you are talking about.... and well a free 20mb download server aren't gonna help us, not even 100mb, when the videos are from 150 to 313mb!!.... but we are looking in to it... and they will be online soon we hope!!...
Message Edited by DayZERO on 12-11-2004 07:58 AM
Death Watch Bunker - The Complete Guide – By Wengel
The death watch bunker itself is the newest added dungeon to SWG. Thought by many to be “impossible” due to the amount of super battle droids and such. The bunker itself is a huge complex on Endor, aprox. 5 km away from the smugglers outpost. I’m writing this guide because after a month of dedicated work, my guild and I have finally conquered the bunker. SarDuKar on Chimaera has now crafted a Jetpack and a Mandalorian Armor Helmet. After reading several guides on this forum, I got annoyed by how much false info many of these had. And different guides often contradict each other on crucial key points.
Anyway, let’s get to it.
Preparations:
This place is not the Geonosian Cave. Here you need to prepare yourself and your team. Select a team that are willing to work towards the end goal of the bunker – crafting an item. Make sure the team understands that it will take time, work and dedication to conquer this dungeon. Many hours will be spent within the bunker. And you need a leader and a co-leader that are willing to spend a lot of time on preprations, and to lead the group inside the bunker.
Let’s start with the professions your team should be based on. Despite what many people think, this dungeon does NOT require a 20 man group.
Core Group:
Tanks: This means Melee chars and defense stackers. TKM’s with Fencer skills and so on. These guys will be the players who will take a lot of hits.
Combat Medic(s): A Combat medic with Area stimpacks and Mindheal ability is essential for the success of the group. There’s no way even the best doctor can keep up with a skilled combat medic using area stimpacks, and basically plays the role of the CM as it’s supposed to be played.
Jedi: Yes, despite their lack of armor and protection, Jedi will be the players that will do the main potion of the damage in the bunker. Knights are preferable, due to their ability to wield high damage sabers, and they won’t care about the XP loss upon death. And death for a Jedi in the bunker is a very real possibility.
Add-ons to the Core group:
Riflemen: Their ability to damage both droids and humanoids with T21 and DXR6b Disrupter rifles will without a doubt speed up the trip thru the bunker. And they are one of the only professions that can actually do decent damage to a SBD.
Pikemen: SBD’s have quite low electricity resist, and that’s where the Pikeman enters the scene. The Vibrolance and PolearmHit3 will do decent damage to these droids.
Bounty Hunters: Either equipped with a Scatter Pistol (Acid) or a Light Lightning Cannon (Electrictity) will also help speed up the process of the SBD-killing within the bunker.
Professions Required for the actual crafting of a Jetpack/Mandalorian Armor Part:
Master Droid Engineer: The MDE is responsible for opening the door to the Droid Engineer’s Crafting Room. MDE is required to craft the following Mandalorian Armor Parts: Helmet and Bracers.
Master Armorsmith: The MAS is responsible for opening the door to the Armorsmith’s Crafting Room. MA is required to craft the following Mandalorian Armor Parts: Chestplate, Biceps and Boots.
Master Tailor: The MT is responsible for opening the door to the Tailors Crafting Room. MT is required to craft the following Mandalorian Armor Parts: Leggings, Gloves and Belt.
Master Artisan: The M-Art is only required for the crafting of the Jetpack.
What to bring:
Armor: At least 80% kinetic/energy armor for everyone. Tanks should further more bring an extra set of armor. AT LEAST a spare chestplate.
Foods: Brandy, Ahrisa, Canape, Vercupti, Synthsteak/Exo-Protein, Citros Snow Cake/Crispic, Air-Cake/Pikatta Pie, Vegeparsine and so on. Spiced Tea can also be usefull for emergencies.
Spices: Moun Gold and Neutron Pixie can be very handy for emergencies. But watch for the downers.
Stimpacks: Everyone with medic/doc skills should bring a fair amount of these. The CM should bring A LOT of area heals. They will be needed!
Buffs: Of course everyone will bring a buff, but duration is the key here. 3:30 duration buffs will be needed on several occations. Musician and Dancer buffs is required. And use the ability to “store” a dancer or music buff as well. You will spend more than 2 hours at a time in the bunker.
Items needed for crafting:
This is the part that many other guides have been quite unclear about. In the actual crafting process, these items are needed:
Jetpack: Jetpack Base, Ducted Fan, Fuel Dispersal Unit, Injector Tank, Jetpack Stabilizer and Alum Minerals (6 items)
Mandalorian Armor: Binary Liquid, Protective Liquid Coating, Alum Minerals and a part of the Bounty Hunter Armor (For helmet crafting, you bring a helmet and so on) (4 items)
Further more, if you plan on crafting a Jetpack, you need to gain access to the Droid Engineer’s Crafting Room. Even though you use a Master Artisan to craft the Jetpack, you cannot enter the crafting room. You need to bring along a Master Droid Engineer to unlock the door to the crafting room.
The MDE need to have 2 items in his inventory before he can unlock the door: Alum Minerals Bounty Hunter Helmet or Bracer
Without these items in the inventory of the MDE, you cannot unlock the door.
Rules of Engagement
In order for your group to even stand a chance of survival, there’s a few rules that must be followed without questions asked.
1) Follow the leader.
2) Do as you are told – Don’t do anything unless it’s verified with the leader.
3) Whatever happens, do NOT use Area or Cone attacks. None what so ever.
4) Don’t touch anything. That means don’t touch/target terminals, coal bins, containers - Nothing!
5) Assign one person to do ALL looting. Make sure it’s a leader/co-leader of the group.
6) NO emotes, NO spatial chat – as this will make extra SBD’s spawn on top of you.
The Group and their jobs
Before you start, you have to make sure that everyone in the group knows their job. Check your group and find out its strengths and weaknesses. Assign a HAM-bar to hit. If you got Jedi and Riflemen/Pistol BH’s, make sure everyone hits mind. If you got Jedi and Pikmen/LLC-BH’s, assign Action as the target. Of course not everyone have the ability to target the assigned HAM-bar, so the rest will have to make random HAM-bar hits. Again, NO area/cone attacks what so ever.
Tanks: The job of the Tanks is to use /taunt on ALL mobs that attacks the group. Tanks need to make sure that no mob attacks anyone else in the group. And as a tank you often have to /taunt several mobs at a time. You’re there to take the damage, not to do damage. Remember that. Once the tanks get a bit familiar with the Bunker, and the placement of the mobs, try to keep the mobs 6-7 meters ahead of the rest of the group.
Combat Medic: This job is also very demanding. You need to make sure that everyone is at good health. Don’t hesitate to throw an extra area stimpack. Unpack a lot of area stimpacks, and throw them like you were throwing candy at kids in a kindergarden. Always be ready to mindheal a team member if they take a mindhit. Stay in the center of the group, and stay clear of attacking anything. You’re not doing the fighting, but making sure the group can.
Jedi: The job of the Jedi is to do the main damage. Lightsabers will inflict 10 times the damage of any rifleman. Bring the saber that fits the HAM-bar that’s been assigned as the target. Polearm for Action, 1-hand for Mind and so on. Jedi is a double-edged sword. You can deal TONS of damage, but you’re as fragile as a glass. Make sure you ALWAYS have Brandy, Exo-Protein and Pikatta Pie in your stomach. These foods will save your neck. Despite what you are used to, do NOT heal yourself when you get hit. Use your self-healing abilities as a last resort only. The main issue you will have is your Forcebar. If you heal yourself, you’ll be out of force so fast. Remember, that you will need force to attack. And you will be attacking almost constantly for hours. If a Jedi has the ability to heal Mindwounds, this will also be of great help to your CM. Since Mindhealing will give your CM serious Mindwounds.
Channel Force is your best friend. Channel almost constantly. When fighting a SBD, channel once or twice. As those does not have area attacks. But don’t use it excessively – getting below 1500 mind is not adviceable. Be a bit more careful when around Humanoids and normal Battle Droids. These guys have area attacks, and they can hit VERY hard. Yes, they can kill you in 1 hit. I tried that on one occasion. So, don’t heal yourself. Let the CM do that. After all, that’s his/her job. Try to stay 6-7 meters away from the mob you are fighting, as all area attacks by enemies have a 6 meter range.
Riflemen/Pikemen/Bh/The remaining group: Stick to the group. Even if you are Rifleman, act like you were melee. That means up close and personal. Never go more than 10m away from the leader, unless you are specifically told to. Acid/Electricity damage vs Droids Energy vs Humanoids
The Group:
This is about Teamwork. If anyone goes rogue, it may very well kill the entire group. Use a Voice-Com program (i.e. Teamspeak). You will need to coordinate a group of 6-20 people and you need to react fast if/when something happens. Text based chat simply won’t do. Make the tanks assign targets. Coordination between the Tanks is a must. So they can plan ahead about who will /taunt which mob and so on. The co-leader should control the Tanks and be the guy who will do the looting. Since the guy that does the looting, will also loot the keys needed to unlock Locked door no. 2, 3 and 4. So it has to be someone who knows the map and the bunker. Knowledge of where the mobs are and what mobs you will be facing next will speed up the trip thru the bunker. The leader should be the guy that NOBODY goes more than 10m away from. Everyone goes where the leader goes. Unless told differently by the co-leader who controls the “frontline”. Again, good teamwork between the leader and the co-leader is a must.
CONTINUES IN NEXT REPLY:
Message Edited by Wengel on 12-13-2004 01:05 PM
Death
Watch Bunker Map
Message Edited by Wengel on 12-10-2004 10:19 PM
Message Edited by Wengel on 12-10-2004 10:21 PM
- Jetpack Stabilizer: Death Watch Overlord ONLY! – 100% dropchance.
- Ducted Fan: Random loot. Also obtainable from Coal-bins/containers.
- Fuel Dispersal Unit:Random loot. Also obtainable from Coal-bins/containers.
- Injector Tank: Random loot. Also obtainable from Coal-bins/containers.
- Jetpack Base: Randomly spawned Black Suns - loot. ONLY OUTSIDE the Bunker!
- Alum Minerals: Quest reward from The Foreman’s Quest.
- Binary Liquid: Random loot. Only lootable from Ghosts and Wraiths – 1% dropchance.
- Protective Liquid Coating: Random loot. Only lootable from Ghosts and Wraiths – 1% dropchance.
- Bounty Hunter Armor: Randomly spawned Black Suns - loot. ONLY OUTSIDE the Bunker!
- Alum Minerals: Quest reward from The Foreman’s Quest.
- Black Sun Thug: 15k HAM – Light Armor – Low resists.
- Black Sun Henchman: 15k HAM – Light Armor – Low resists
- Black Sun Guard: 22k HAM – Light Armor – Low resists.
- Black Sun Assassin: 40k HAM – Medium Armor – Medium resists.
- Death Watch Bloodguard: 50k HAM – Medium Armor – Low resists.
- Death Watch Wraith: 120k HAM – Medium Armor – High resists.
- Death Watch Ghost: 110k HAM – Medium Armor – High resists.
- Death Watch Overlord: 350k HAM – Heavy Armor – High resists.
- Battle Droid: 65k HAM – Medium Armor – High resists.
- Super Battle Droid: 230k HAM – Heavy Armor – High resists.
- Mine Rat: 30k HAM – Medium Armor – Low resists.
- Rageon Vart:(keyguy 1) 175k HAM – Medium Armor – Medium resists.
- Klin Nif:(keyguy 2) 200k HAM – Medium Armor – Medium resists.
- Fenri Dalso:(keyguy 3) 200k HAM – Medium Armor – Heavy resists.
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Message Edited by Wengel on 12-10-2004 10:15 PM
Message Edited by Wengel on 12-13-2004 01:04 PM
Message Edited by Wengel on 12-13-2004 01:08 PM
Message Edited by Wengel on 12-11-2004 10:47 AM