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The Battle for Echo Base (Rebel) 1.1

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The Battle for Echo Base (Rebel) 1.1 Empty The Battle for Echo Base (Rebel) 1.1

Post  Q'in Sat Nov 22, 2008 5:38 am

The Battle of Echo Base Guide
Compiled with info from the SoE boards. Main post

The Battle for Echo Base (Rebel) 1.1 Top_right

Phase 1: The North Ridge

It would be wise to wait for everyone to get ready before you talk to the Rebel NPC in the Aurilia Guildhall. Once ready, talk to the NPC to enter Echo Base. You will find yourself in the hanger featured in The Empire Strikes Back, and will witness Princess Leia giving her speech to the pilots before the battle. She leaves as pilots rush to their positions. From here the objective is to stop as many AT-ATs as possible from advancing to Echo base. Awaiting outside the hanger doors are Rebel Snowspeeders. Only 1 person per snowspeeder apparantly. Proceed to the right onto the North Ridge. You will see advancing AT-ATs, AT-STs, and a ground force of Snowtroopers. Have everyone coordinate their attacks on the same AT-AT, then when it is destroyed, move on to the next. Head behind the AT-ATs strafing the back few. Try and keep behind the AT-ATs to avoid being in their line of fire. If your speeder is low on health, move back to the launching point to grab another speeder, as crashing on the North Ridge is likely death if you are out there on foot. Keep this up until you recieve a mission update telling you if you succeeded/failed.


Phase 2: Inside Echo Base

Next you will be instructed regarding Imperial forces who are invading the base. This is under my speculation, but the objective is to hold off Imperial forces, while you aid the Rebel NPCs to begin evacuation. Eventually Darth Vader will appear in the main hanger, so if you are cloning at the hanger, as you exit the cloning area beware as he is level 300 and can kill you by basically looking at you.

Input from Caragula:

When you enter Echo Base: Sweep forward killing all Imperial NPCs until you reach the elevator. Keep clearing the Imperial NPCs making your way to the cantina (forget the grotto). Clear the cantina, then split the group into a 3 man DPS squad and a 5 man "clear the equipment room" squad. Have 3 man run to beginning and defend against onslaught of gold elite Imperial Commandos, have the rest clear the equipment room, leaving a good tank there. Clear the medical area then have the everyone join the main squad at the entrance who should be defending against the Imperial Commandos. If the squad defending the entrance needs help, send them help accordingly, then have a 3 man squad run to clear the grotto, then head to the Command Center and clear it as well. Then everyone make a last stand at the entrance together, backing up to the Grotto if necessary. Keep defending till the NPCs are away.

Input from Ukvayat:

I would add that the first push is to get to the lower hangar through the med center otherwise it is guaranteed death for those Rebel NPCs in the lower hangar. Perhaps have some work on clearing the med center while half goes up and clears the hangar. As for the Assassins spawning, there was only one that kept on popping up so only one person might really need watch for that.

After that first walkway to the lower hangar is cleared, the group that just finished clearing the med center head back to the Grotto while the other group head up to the Command Center. About this time Imperial troops start pouring into the base.

Hoth Map


Phase 3: Evacuation Point

The Battle for Echo Base (Rebel) 1.1 Transports


The Final Phase is protecting the transports so they can take off. To access this point from the main hanger (the one where Darth Vader will be standing in) go to the hanger elevator and go UP (Note: the UP choice will not be there until Phase 2 is finished). You travel out onto the field where the transports are preparing to take off. There will Imperial Snowtroopers/Probe Droids attempting to take down the ships. Hold them off so the transports can make it offplanet safely.

Focus all DPS on Imperial Commandos who spawn on the left side of the battle field. After they are dead, clean up remaining AT-STs and Imps till the transports are away.


Wampa Valley

The Battle for Echo Base (Rebel) 1.1 Wampa


A side quest of sorts is Wampa Valley. In a side room in Echo Base you will find an elite Wampa (cl95 boss). Take him down, and when he is dead, move out into the valley which you get to by exiting the room where you found the wampa through a dark hallway. Once outside you will see rampid wampas, along with some taun tauns running around. These drop junk loot such as human skulls and taun taun bones and skeletons. Kill everything possible in the area. After killing all the wampas in the valley there will be an elite Wampa called Unkajo (a wampa skullcrusher). NOTE: Before anyone attacks him, make sure all your group is together up in the area by the wampa, which is also by a deserted structure and get up by the Wampa's food bowl. As soon as someone attacks him a barrier comes up, trapping you in with the wampa, and keeping anyone from getting in, so it is important to keep your group together so no one gets locked out. The elite wampa isn't terribly hard, until a few smaller elite wampa's come running to aid him.

Level 95 (or 96?) Gold Elite with ~850k health.

He has two debuff attacks that are preceded by a yellow text system message:


[Wampa scoops up ice and flings at (groupmember)] . This is nasty. It imprisons group members in a block of ice, like the crystals in Axkva Min. Unlike the AM crystals, you cannot execute ANY heals or combat actions while imprisoned. You can use stims while imprisoned. You cannot be freed from the ice prison, you simply have to wait out the debuff.

[Wampa picks up a rotting taun taun corpse and flings at (groupmember)]. This debuff takes all core stats to -200 for the duration of the buff. It's 40 or 45 seconds long. This debuff is 40 or 45 seconds long as well and will also hit any groupmembers within a 5 meter range.

Ok easy tip, Ukajo will gather up ice and throw it at a person named in a Yellow system message, after that he will pick a Taunton up and hurl that at somebody else also named in a system message (similar to phase 1 ISD ), you have about 10 seconds to move the toon getting the Taunton thrown at them near to the Toon encased in Ice, the warmth of the Taunton will Melt the ice and break the trap...!!

This is the deal breaker, you'll have to make sure people are aware of the coming ice debuff and have them run 10 meters away from the rest of the group.

The good news is both debuffs appear to work as a random aggro table, so if each player uses a Com NPC, pet, or combat droid, the wampa can debuff them instead of the players. All 8 players should have a 'pet' to help soak up these nasty debuffs. Buy a droideka if you don't have BM or a factional comlink.

In addition to the debuffs and punishing blows, he will sometimes call for 3 smaller gold elite wampas with less health, ~300k health. They will aggro members encased in ice, so make sure you pull aggro from your helpless groupmates.

You can exit and reenter the instance without fail (unlike other heroics), so our group finished the 3 objectives of the primary instance, exited to rebuff, and came back in fresh with a full kinetic buff. You'll need it.

The Battle for Echo Base (Rebel) 1.1 Wampadna1
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---------------------------------------
Version history:
1.0 - Initial release
1.1 - Debuff info for Wampa Boss added


Last edited by Q'in on Fri Nov 28, 2008 11:23 am; edited 2 times in total (Reason for editing : 1.1 - Debuff info for Wampa Boss added)
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The Battle for Echo Base (Rebel) 1.1 Empty DEFEATING ECHO BASE...!!!

Post  Q'in Fri Dec 05, 2008 4:10 pm

Essential

2 good LS Jedi, 2 good Medics (full support) with stasis. (this will be revealed later on) Vent / TS / Voicechat, Your team needs to know its job and do it no questions asked, If you dont have that then you will never get 9 tokens in this instance, SOMEONE has to call the shots and you need players that will listen to those calls...Also someone needs to have a good understanding of this map, getting lost can lose you valuable time, learn the map and know your role...

Phase 1.

Make sure whatever you do, you enter the instance at a time when server activity is at a low, The biggest flaw with the Instance at the moment is login delays causing players to start 2-3 mins to late, or massive lag effecting the Instance.

Im sure everyone knows how to do this phase by now. Start with the rear 3 AT-AT and fly along the back of them performing a figure of 8 untill the first one drops which should be the middle one if performed correctly, DO'NOT take your finger off the trigger, we have all 8 group members constantly firing from start to finish, thats 100k DPS per shot in the team taking out At-St and Imp Npc spawns as we go. Try to apply fire on the front 3 while moving the formation up the field towards the shield Geneartor to avoid the the Newly spawning AT-AT at the back, dont get to close to the front of the AT-AT, this whole section is about getting your barings and knowing what is around you.

If you do this when the instance is relativly lag free then you should do this phase comfortably.

Remeber there are about 12 speeders, you can go back for a new one so keep an eye on your health, you dont want to get shot down in amongst the Imps.

Phase 2.

MAP

Part.1

Ok this is how we do it..

Soon as the doors open we head straight for the Medical bay, killing any Npcs along the way, dont stop to fight these, they will be killed by the Rebs that guard the Hallway, so dont delay get your shots off but ultimatly keep moving., take down the Golds but dont worry to much about elites. Once at the med bay we split into 3 teams.

Team 1 + 2

3 DPS and 1 Jedi, head for the cantina and clear it.... The Jedi then breaks away and uses the Lift to travel to the room above and take on the 4 Golds in there, with the help of the Reb Npcs. Then exits out of the room either way, heading back to the cross roads near the grotto.

The 3 DPS proceed to the lower hanger and Equipment room, Using baracades and Npc to clear these areas out. Then head back out the way they came in to meet Team 3 in the Crossroads near the grotto.

Part 2.

Team 3.

Which will be 2 Meds, 1 Jed and a Dps, break off in the Medical bay to the Command center, clear that, then they leave via an elevator located opposite to where you entered, this takes you to the Ion capacitor room, Clear this and proceed upto the grotto, Clear this carefully trying not to agro the tauntons, they will actually help you if the Imps throw AOE's and agro them.

Part 3.

Ok so all this is going on at the same time and using this method should see all the Team's finish at around about the same time, Your task now is to all meet up at the cross roads just past the Grotto and Head back towards the elevator you came in at the start to hold off the advancing NPC's, once at the crossroads you cant miss them, the first few spawns will be elites, then its all Golds coming 5-6 at a time. DONOT panic, you have plenty of time to get there, the Reb Npcs put up a good fight and you just need to hold them off, Remember you are defending not attacking at this point...

One guy in the team keeps an eye on the Grotto for the evacuating Rebel Npcs (The Grotto is the last area to evacuate ) Once the last one is visable start to retreat back to the grotto, let the Npcs in the room before the tunnel to the grotto deal with the Imp Npcs and have your team follow the Evacuating (orange) Rebels out towards the Evac elevator. There are about 10 Rebs moving along this corridor, once you see an update for 1 you should be able to run straight to the Evac elevator without any hassle or following npc's, use the Up button and proceed to phase 3.

I absolutly guarantee that as long as your group follows the basics of these steps, with slight variations, you will ace this everytime.

Phase 3.

Ok now this is where your Jeds and Meds are vital....

Split into 2 teams, 2 Good Dps on the right hand side facing the Hangar, the rest on the left.

Head towards the first set of baricades and then onto the second,Turn and face the Hanger, you are now positioned as the second line of defence, Let the Rebel Npcs deal with the oncoming wave at the first set of baricades, dont get sucked into helping them, hold your ground and use droids if you want and place them to guard...also dont forget COMMS, they dont do much but activated all at once they can help delay NPC's for valuable seconds...again team work and a strong lead is necassary so this option doesnt go wasted...

If you start fighting at the First set of barricades, you will more than likely attract more agro than you want, this causes panic and players start to run back dragging more than is necasary towards vital areas, subsequently you will probably lose 2-3 of your team aswell...If this happens Game Over, Stay at the second barricades.

Ok so the Imps break through, the Right hand side Dps have it relativly easy, they only need to deal with the Assasins that spawn that side, and are basically a diversion, ITS VITAL THAT EVERYONE HOLDS THERE GROUND for at least 1 min to 2 mins....

Your Jeds are the Key. Have the medics pick up 1 jed each, there job is to hold the advancing wave down the Left hand side, and central npcs.

Think EK PH4 but alot harder, you need to support the tanks no matter what, Meds only heal Jeds, Its as simple as that, DO'NOT waste BACTA'S on expendable DPS, unless you are confident your Jed is ok, Ie SB,SR are up and hes 3/4 health minimum....otherwise let area heals do the job to help your dps, they are essentialy on there own here..

With the Jeds forming a defencive wall, the DPS need to pick off all the Assasins down the left side and central columns, use the baricades, if you die get back asap, all the time slowly retreating to the last set of NPC's and the final set of Turrets..

This is your STRONGHOLD and final blocking point, you cannot let anything get past here at all.

As long as your meds have Evasion they shouldnt ever get into combat, which means they can stasis, bacta and heal the Jeds till the cows come home, This is essential, if the meds drop bleeds or shoot and get themselves into combat you will fail this section....

So the Jeds and Meds form a defencive wall down the left, By the time this has happened your right side DPS will have probably DIED...hopefully not, depends how good they are.

Do'not worry about the right hand side to much at this point, there is another set of REBEL npcs just to the rear and they will comfortable pick off any straglers, although keep an eye on it, the Rebs that side move faster than the left and spawn earlier, have one DPS keep an eye to see where they are, The left is the key now, Once you are at the Third set of baricades they should rejoin the main group, pulling npcs away from the Jeds (there will be alot by now) back to the right and using any available Reb npcs and Barracades they can find...

>EXCEPT THE EVAC PILOTS< (these are the guys you are protecting), DO'NOT PULL IMP NPCS TOWARDS THE TRANSPORTS, if you have to, sacrifice yourself to let them move freely, never run them into the Evac pilots.

The JEDI are priority, keep them healed, stasised and blocking the waves of golds and you will FLAWLESS this section.

It takes a bit of practice but is the only sure fire way i know of that you can flawless this phase. Do everything you can to get back down the left side and support the Jeds. this phase is about Defence, not attack, if it helps, pretend you are the 300 of the spartan Army, that is your role here and nothing is breaking that wall.

Key Words here are....

DO NOT PANIC....!!!!!

Hint: If you have a DS jed and an Officer put them down the Right, they will be awesome there, but your Key is 2 GOOD LS Jedi, without them you will struggle to hold the line.
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The Battle for Echo Base (Rebel) 1.1 Empty Re: The Battle for Echo Base (Rebel) 1.1

Post  Q'in Mon Dec 15, 2008 12:55 pm

Video of flawless phase 1
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Post  Q'in Mon Jan 12, 2009 7:04 pm

Video of flawless phase 3
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The Battle for Echo Base (Rebel) 1.1 Empty Re: The Battle for Echo Base (Rebel) 1.1

Post  noticen24 Thu Jul 22, 2010 9:10 am

thanks

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