Game Guides Archive
Thread: Death Watch Bunker Advice
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CoriStonerie
Fri Aug 06, 2004 9:38 am
#14
Dang Blue,
I wish i had a character on Gorath now, seems like you have some awesome ground rules and a great plan with an effective (and damn fun sounding) raid on the DWB. Little something to add though, (as a Master fencer) bring one or two along as pure tankers, they can't do any damage in there, but when CoB is on, they're almost unhittable by Mobs.
Maybe I'll create a character on Gorath when i get home from work. LOL
I wish i had a character on Gorath now, seems like you have some awesome ground rules and a great plan with an effective (and damn fun sounding) raid on the DWB. Little something to add though, (as a Master fencer) bring one or two along as pure tankers, they can't do any damage in there, but when CoB is on, they're almost unhittable by Mobs.
Maybe I'll create a character on Gorath when i get home from work. LOL
BigDan1728
Fri Aug 06, 2004 9:47 am
#15
Honestly if I were you I would take 1 group of 20 experienced players rather then 2. On corbantis we've crafted both a chestplate and a helmet and our group was never in danger of dying until our buffs ran out.
Also someone up there said melee AOE attacks were alright but they are not, they can still agro spawns you don't want and can easily aviod.
If you don't have all the right items, especially if you haven't done the miner foreman's quest don't expect to bring home any mando on your first try. It is not about fighting to the crafting room that's the hard part, in fact thats the easy part. The hard part is running back and forth through DWB completing the miner quest.
I would attack the mind pool simply because the proffesions that can do this are the strongest(rifleman and swordsman).
You are gonna need a bunch of riflemen, TKA(for meditate), a master squad leader(to distribute wounds), probably 2 combat medics(to heal mind), a doc or two, and swordsmen. Don't forget the artisan who can craft what ever type of armor you are trying to.
Blue-Quick
Fri Aug 06, 2004 10:15 am
#16
Thank you so much Big Dan.
SL...forgot about those guys. Would allow some mind healing from the CM's if we can distribute the wounds.
We have 2-3 full groups going in 2-3 times each. I'm hoping for success on the one night run. I'll be doing some small runs with 10-12 people to get some keys and a few items for crafting...MAYBE a miner quest or two done.
I would love for one group to have several Swordmen/CM's/Riflemen and even smugglers in it. But we'll have to see what he make up of the attendees are first before we change from health pool attacks
And about me bringing only 1 group of 20 people...
If I do a Sunday Group Hunt, I bring 10% of the server with me...It's kind of tradition
(Dr. Griggs brought 2/3 of the sever 2 weeks ago...something about 800 players in PvP battle crashing the server...) :-)
Blue-Quick
SL...forgot about those guys. Would allow some mind healing from the CM's if we can distribute the wounds.
We have 2-3 full groups going in 2-3 times each. I'm hoping for success on the one night run. I'll be doing some small runs with 10-12 people to get some keys and a few items for crafting...MAYBE a miner quest or two done.
I would love for one group to have several Swordmen/CM's/Riflemen and even smugglers in it. But we'll have to see what he make up of the attendees are first before we change from health pool attacks
And about me bringing only 1 group of 20 people...
If I do a Sunday Group Hunt, I bring 10% of the server with me...It's kind of tradition
(Dr. Griggs brought 2/3 of the sever 2 weeks ago...something about 800 players in PvP battle crashing the server...) :-)
Blue-Quick
Blue-Quick
Fri Aug 06, 2004 10:23 am
#17
Griggs...WOOT glad you can come. Bring a buddy, tell a friend. Forward those long arse emails I sent in-game to you to them.
I had a small fear that someone would run a Major PvP event at the same time as my run. With you there, no big PvP.
You'll notice I hid this in Game Guilds and not in Gorath Server message boards. I don't want 150 people there. I'm hoping for VERY few non-Master-elite Combat types too (perfer none). I don't want stragglers bringing trains onto the groups, so we're all going to try to get past fist key door asafp.
CAn't wait to see you there. Give me a hollar (or I'll give you one) if either of us do a a DWB run before 9 days is up.
Blue-Quick
I had a small fear that someone would run a Major PvP event at the same time as my run. With you there, no big PvP.
You'll notice I hid this in Game Guilds and not in Gorath Server message boards. I don't want 150 people there. I'm hoping for VERY few non-Master-elite Combat types too (perfer none). I don't want stragglers bringing trains onto the groups, so we're all going to try to get past fist key door asafp.
CAn't wait to see you there. Give me a hollar (or I'll give you one) if either of us do a a DWB run before 9 days is up.
Blue-Quick
Blue-Quick
Fri Aug 06, 2004 10:28 am
#18
Any advice on battle droids coming along? 10 or 20 of them might only be able to take a hit or 3 each, but it's another target other than me for Mobs to aim at?
Blue-Quick
Blue-Quick
ShaftDW
Fri Aug 06, 2004 11:02 am
#19
Blue-Quick wrote:
Any advice on battle droids coming along? 10 or 20 of them might only be able to take a hit or 3 each, but it's another target other than me for Mobs to aim at?
Blue-Quick
They'd be a temporary decoy at best. The only reason to take them is if you're short on PC tanks and if you did use them it would have to bein mass, 10-20 of them. Evenif you did have 20 of them,you'd only get so far before all of them were down.Of course if you're short PC tanks you shouldn't even beattempting DWBIMHO
DoctorGriggs
Fri Aug 06, 2004 11:23 am
#20
Blue-Quick wrote:
Griggs...WOOT glad you can come. Bring a buddy, tell a friend. Forward those long arse emails I sent in-game to you to them.
I had a small fear that someone would run a Major PvP event at the same time as my run. With you there, no big PvP.
You'll notice I hid this in Game Guilds and not in Gorath Server message boards. I don't want 150 people there. I'm hoping for VERY few non-Master-elite Combat types too (perfer none). I don't want stragglers bringing trains onto the groups, so we're all going to try to get past fist key door asafp.
CAn't wait to see you there. Give me a hollar (or I'll give you one) if either of us do a a DWB run before 9 days is up.
Blue-Quick
Yeah man I have a handful of folks in my guild that are eager to do another run. We found a cool trick too. Since CM's take wounds and BF healing mind, we bring a Jedi to heal the mind wounds and BF of the CM's
I will catch you when I am in game. Maybe we can get a team in there soon and jump on a vent or TS server to coordinate it.
ShadowTheory
Fri Aug 06, 2004 11:49 am
#21
I use my droid for the one time that I get an aggro from a sbd. It dies fast but gives the tanks enough time to draw the aggro away from me. Couple of other things that might help. 1. a master commandokeeping flame dots on everything helps in the damage area.No Cones!!!. Yesterday I had a -3900 flame tick on a SBD. 2. feign death helps in a pinch just be sure togive your group plenty of warning.3. all non-droids should be intimidated at all times. The feign death trick helps for those trips up and down during the formans quest. Good luck and please report back with how things went.
Etozae
Fri Aug 06, 2004 12:30 pm
#22
Couple of comments. Some of the stuff you're saying is slightly skewed, and some is outright wrong.
1. Looting. The spawn rate on the NPCs is the same regardless of whether or not you loot them. If you want to test this yourself, go into the first rooms and kill some Blacksunwith looting them and some without. You'll notice the spawn is still very similar. NPCs outside the dungeon (meatlumps etc) function the way you're describing, but unless I am very much mistaken, they don't here. Aside from that, you want people to loot, because you need 2 looted components to craft a piece of mandalorian.
2. Loot boxes. You didn't touch on this, but I will. In order to prevent camping of the lootboxes, every time a lootbox is opened (even if the loot is not removed from it), an SBD spawns. The exceptions to this are if an SBD has spawned in the room from a lootbox in the past 15 or so minutes, and if it has, whether or not it is still in the room. For example, say I touch a lootbox. SBD spawns, and as we're battling it in that same room, someone else goes up and opens it up once more. USUALLY it will not spawn another one. I have had them behave differently though, so don't take that as law. Your best bet is to not touch them, period.
3. Damage types. This is probably the thing that most groups fail on. I'm not going to give you the answer, because it will be much more rewarding to you if you figure it out by yourself, but let me tell you this: electrical damage is overrated. The only enemies you have to worry about what damage type you're doing (with minor exceptions) are SBDs, and those are AR3. I'll say no more.
4. Tactics. A group the size you're speaking of needs entirely different tactics than conventional groups. You're going to have to utilize zerg tactics to make this work. That's extremely difficult in here, though, due to gating by passkey holders (discussed later). I would have to suggest not attempting it with this large of a group due to disorganization, but that's your call.
5. AoE. Ranged AoE is a definite no, but melee AoE is fine and often extremely beneficial. Don't worry about your melee attackers, but make sure ranged people remove it from bars, as even one slip of the finger can train several unwanted SBDs onto your group.
6. ORGANIZATION! This is what's going to make or break your attempt. I can't stress this enough. Simply telling people to attack what's going to fall first isn't enough. You need either a reliable Teamspeak server to use to communicate plans or someone shouting out targets in spatial. It's real easy for your doctors to get aggrod and fall before anyone can even realize it if you don't have a stable communication source.
7. Keys. I'm not sure if you quite understand how the passkeys work in the Deathwatch Bunker. There's no "spawn rate" persay on the keyholder. I'll use the first keyroom as an example. The group enters the room, a big square room with 4 rooms shooting off from it; 2 leading to immediate deadends. The door on the same side as the one you came through has a datapad device next to it. The group leader walks up to it and activates it, and receives a message about an unauthorized entry. You have your group deal with the spawns in the key room (this one has only blacksun, although the adjoining rooms contain battledroids, wraiths, and bloodguards) while you wait by the door you originally got into that room from. Suddenly, a Deathwatch Bloodguard will spawn in that hallway. You target it and let off a shot that does damage (watch 100% resists) and he shouts that there are intruders. Regardless of whether or not you take him out, about 20 seconds later a second Bloodguard will spawn. Same deal with him. 20 or so seconds later, a third bloodguard will spawn in front of you, and behind you you'll notice a named NPC "Rageon Vart". This is the keyholder. You kill him and loot the Section A Passkey off him. This process needs to be repeated for each group that wishes to get through the door and for every locked door you need to go through (a total of 3 passkeys). The tactics and locations change, but the general idea does not. Of note, though, is that the second passkey holder spawns with Bloodguards initially and then Deathwatch Ghosts spawn as well. This is the second hardest room in the Dungeon, as you've got not only the dynamic key holder spawn, but that room naturally has 2 SBDs within it and the one following it has another. The third keyholder spawns with Ghosts and, at the end, 2 SBDs in addition to one SBD that spawns at the datapad and a Wraith that spawns shortly before it. They spawn way down the hallway you come through to get to the datapad, and only the SBDs run up to aggro you at melee. This is the hardest area in the dungeon, as it's extremely cramped and chaotic. Take extreme caution here.
8. Choose your kills wisely. It may seem like a good idea to blast away everything with low HAM first, but you can dig yourself into a hole that way. Example: You're at the second key spawn, and your team starts working on an SBD. As the keyholder spawns, the SBD is down to about 1/10 health. Sounds like a good idea to kill it, right? Wrong. Your first priority in all cases is to kill the dynamic spawns. Static spawns are just that; static. They'll just pop right back up again in 4 minutes if you kill them. This isn't a problem if you've got an amazing group dealing huge damage, but in normal sized groups, there's no way to take out an SBD, 2 Bloodguards, 2 Ghosts, and a keyholder in 4 minutes. In this situation, you'd want to take out the keyholder first, then work your way down in difficulty, doing the Ghosts next, then the Bloodguards, and finally killing the NPCs.
9. Realize your limitations. This goes hand in hand with the previous point. If you're capable of taking on the entire dungeon in 4 minutes, go for it. Odds are, that isn't going to be even close to a reality. If you're in a room that you think is going to be respawning soon and you don't think you can clear it in time, move on! You're going to get more aggros on you, but you can survive it. Make sure your tanks have the taunt command handy to pull any mobs off of non-tanks, but don't allow anything to respawn on you. Keep moving; your tanks can take care of themselves.
10. Stay together. You touched on this yourself. If a member falls behind, they're left behind. If you order your group to move into the next room, make sure the ENTIRE group moves into the next area. If even one person is left behind, then moving was futile, as they'll just draw the aggros over to you.
11. Don't fight at or near doorways. That's pretty self-explanatory, but basically, LoS calculations suck, and enemies can be pulled onto you through doorways, so make sure your group is always a fair distance away from doors at all times.
12. Don't panic. This is extremely important. I've had times where we've gotten 8 SBDs on us at once and we managed to fight through it, not because we're uber, but because we stayed together and didn't panic. If you are truly feeling overwhelmed, make an announcement that you are going to retreat instead of just running. This minimizes how many people will have to take the cloner express.
13. Bring a dedicated healer for every group and a backup rezzer aside from the healer. The healer is the only person that can still be useful in the bunker unbuffed, so they're the people you most want to make sure can get a rez. A master doc/master CM as your healer and a combat person with the rez line is perfect. The more people who can rez, the better.
14. Watch your buffs. This applies to standard buffs and food buffs. I've seen a lot of people go down because they didn't realize their brandy ran out.
15. Don't die (AKA "duh" rule). If you die, you are almost entirely useless unless you're still near the entrance. I don't mean for that to sound harsh, but it's true. Like all the other dungeons, the DWB is a no-buff zone, so if you die, you're out of luck. The exceptions to this are healers, as you can still function more or less fine without buffs.
16. Expect multiple trips. Unless you have the most godly group with insane luck ever, you're going to have to go through the DWB a number of times. Firstly, the foreman's quest involves running up and down through the bunker 3 or 4 times, and more often than not, you can't be aggrod while you attempt to complete the quest (usually by talking to an NPC) so running like mad isn't always an option. Secondly, crafting mandalorian requires two very rare loot drops. In our 15+ runs, we never looted a single protective liquid coating, but looted 2 Binary Liquids. It wasn't until someone else looted one and I purchased it that we were able to craft a piece of armor.
17. Come prepared. This is an all-encompassing guideline, but it's the most important one. First and foremost, if you're human, have your stats migrated so you have 1000 focus. Do what you please with the rest of the points. Any other species, put as much into focus as you can (not surpassing 1000) and pump whatever else you can into willpower. Get Brandy and Ahrisawith the highest duration you can find. There's a bug in any highly NPC populated area where your stomach won't properly clear and will often take closer to an hour to clear than the normal 45 minutes. This is a HUGE problem in the DWB if you're non-human.
As a human at range: Pop two brandy as you enter and you'll be able to fire a special without using any mind. As your food wears out, if your stomach is bugged, pop one brandy and then an ahrisa. This won't give you the extra mind, but it will make it so you can still fire without penalty.
As a human in melee: Pop two brandy as you enter. As your food wears out, if your stomach is bugged, pop one brandy, a smuggler's delight, and a muon gold. This will make it so you can still attack perfectly fine and have enough mind to do whatever you want. Pop another brandy as soon as possible.
Non-human: You're just plain screwed. You're going to have to do a combination of the two things mentioned above. Not a lot that can be done about that, unfortunately.
Well, that's all I can think of at the moment. That turned into a huge rant, it seems, but the DWB is pretty complicated. All of this comes from leading15+ successful raids (successful being made it into the mines or accomplished another goal I had set for us) and crafting the first piece of mandalorian on Lowca and the first bracer period.
Edit: Minor spelling change here and there and expanded on point 16 because I never actually finished my thought.
Message Edited by Etozae on 08-06-2004 07:37 PM
Taelo
Fri Aug 06, 2004 3:58 pm
#23
heres some advice,...tell 50 of them people they can't go...pick the 10 best out of that 60. You want swordsman/pikeman, commandos, docs/cm Leave everyone else at home.
Etozae
Fri Aug 06, 2004 5:34 pm
#24
BigDan1728 wrote:
Also someone up there said melee AOE attacks were alright but they are not, they can still agro spawns you don't want and can easily aviod.
I can think of potentially 3 areas where melee AoE would be a problem, and in these areas, if you're attacking a large enough group to warrant AoE, then the stuff that you could pull through the AoE will already be on you. The areas I'm referring to are hallways, essentially. The only other places would be if you're standing next to a door, which goes against one of my other rules. Can you give any more insight on what you're referring to? Melee AoE in general is really not very productive, as it's 1) untargetted and 2) done by melee'rs, so the damage will generally be insignificant and not assigned to a specific pool. Of course, this is all based off of the strategy we used, so it's entirely possible that you'll find some way for melee to do massive damage. Generally speaking though, melee AoE is fine, but its only real use is as a distraction, so it doesn't matter if you pull a mob through a wall (which even then is somewhat easily avoidable).
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