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Fury of Exar Kun: Discussion Thread
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General

Joined: Aug 29, 2008
Messages: 462
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This might turn into a guide more like the one I created for Tusken Heroic, but until that time, I thought I'd create this thread as a stomping ground for people to discuss their Exar Kun ideas!

I haven't explored this instance too much yet, but I do have some immediate observations. 

  • The board begins with two guys that penalize avatars when they take damage in combat and two guys that penalize avatars when they take damage outside of combat.  The board also begins with two 2-quests that deal two damage to opposing units - make sure to direct this damage at the guys that can safely take damage outside of combat and deal with the guys that penalize for outside of combat damage with raids and offensive tactics.
  • Durable is a new keyword that prevents units from leaving play without being reduced to zero health.  This prevents complete Sith Shadow Executioner domination.  However, don't rid your decks of the Exec because after this first wave of durable units, most of the played units I saw did not have the "durable" trait, including the +18 bonus damage guy ... he's an Exec kill away!
  • Exar Kun plays an item that nullifies your item's text.  Therefore, my initial recommendation would be to not rely on items with special text as much as you're used to.  I hopped in the instance with three previously used heroic sith decks and one previously created heroic imp deck and found instantly that things like Vader's TIE, the Firespray, Krayt Pearls, etc. were worthless once he plays this item.  So either have item destruction to destroy it.  Or build your deck around special text items.
  • Get the "Exar Kun is invulnerable" 4-quest that begins on the board in the middle out of the way as fast as you can.  One of your centers MUST complete this quest quickly.  Exar Kun uses a lot of damage-himself to jump abilities (like Makashi and Cho Sun) and you'll want that damage to translate instead of becoming nullified.
  • This boss's unit control is pretty pathetic.  Nothing like the 'nades and flamethrowers in IG.  Therefore add to your hordes at any chance you get.
  • How much to quest?  Well, I went in there with old instance decks that didn't have more than 10 abilities each.  I know the +18 bonus damage guy is supposed to be scary, but seriously, if you control the units, and save your abilities instead of discarding them, he should be easily taken care of.  Especially to dark side decks given his vulnerability to Sith Shadow Executioners (pack offensive tactics like cho mok and expansive trickery in these decks).  In the dark side run I did successfully, our group completed the first round of three quests then went unit crazy.  Additionally, keep in mind that once the two right quests complete you see the 8-pt "Exar Kun wins when this is completed" quests.  So, have enough abilities to complete the first round - one center MUST have enough to grab that middle four quest in the first two turns, then save one ability in your hand to discard in case the +18 bonus damage guy comes around.  Otherwise, abilities are only useful if they help you during the game - itho avatar + abilities to block his jump attacks, incise+killing his units to gain power, hermetic touch to play units faster, etc.
  • I think the key is grabbing the first round of quests, grabbing unit control, and then pushing your advantage.  With these units you make sure he's only damaging you with his jumps (if that) and protects your avatars from his unit raids.  Additionally, they allow you to more easily kill his played units in successive turns without extra buildup.  And once his units are cleared, and the invulnerable quest is gone, he's attackable - so either use offensive tactics to break through his ability defense or use a left position to tap him out then a right position to go for big damage.  Most of your units will likely survive into multiple turns once the hordes start coming, so get them played, and then react to how he plays.

I'll definitely be adding more thoughts as I explore this instance.  Just wanted to get my thoughts from my first run posted when they were fresh in my head.  My first attempt was a success using old decks (two of which are purely from free packs) so this instance is doable if you're paying attention to the cards he plays.  Not as easy as Tusken, but definitely not as difficult as IG using previous heroic strategies.

Good luck all!  I'm looking forward to hearing your thoughts!


Message edited by Treksin on 06/02/2009 14:45:19.



General

Joined: Aug 26, 2008
Messages: 190
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The questing pattern that we figured out to probably be best would be...

turn 1 - abilities by everybody

turn 2 - left completes the left 2 quest, kills unit in mid.

             left-center applies ability at left 4 quest

             right center applies ability at mid

             right applies ability at right quest, killing unit in mid.

turn 3 - left-center completes left quest

 

this is the quickest way to get out of the quests and be down to just the throne rooms, while giving everyone equal power distribution.




General

Joined: Aug 23, 2008
Messages: 552
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Nice thread.

I think the key here is control.  EK has the potential to wipe out your units (Wordbearer deals 1 damage to units each round), wound your avatar, and can spawn units as well (Vin Rith).

What I've seen from EK so far:

Abilities:

  • Cho Sun
  • Crush
  • Force Choke
  • Enhanced Strength (+1 Attack)
  • Makashi
  • Mou Kei (+2 Damage)
  • Shock

Items:

  • Kun's Insight (+3 Attack or Defense when Avatar in combat, destroy to use)
  • Massassi Sword (3 Attack, +1 attack at the start of each round) [Note: Much cooler than the reward item version, can weild two at once, apparently legit]
  • Nightsister Force Crystal
  • Walter Emanus' Journal (All opposing Items lose their game text) [Note: Best item to date]

Tactics:

  • Brutality
  • Lethargy
  • Strangulation

Units:

  1. Caretaker of the Lost - Unique
  2. Exar Kun Cultist
  3. Executioner - Unique
  4. Gackle Bat
  5. Mother Luresh - Unique
  6. Prisoner of Exar Kun
  7. Vin Rith - Unique



General

Joined: Aug 23, 2008
Messages: 552
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"Must have unit" : Jabba

Once you've completed all the quests until the level 8 ones are up, at least one person needs to put down Jabba.  One Jabba alone can pretty much keep the quests from being completed (and for a Sith using Force Lightning - ha ha!).

I have to sleep and get ready for work, but tomorrow morning I'll post some optional ideas aside from overwhelming units.




General

Joined: Apr 11, 2007
Messages: 533
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Treksin wrote:

Good luck all!  I'm looking forward to hearing your thoughts!

I've got two words for you: "Power Droid".

Seriously, if you dont believe me, Ask Vapor.



General

Joined: Jan 16, 2009
Messages: 324
Location: []*[] canada
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Lol Power Droid is underrated. This guy can be a game-winnar



General

Joined: Aug 23, 2008
Messages: 552
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UltimateZing wrote:

The questing pattern that we figured out to probably be best would be...

turn 1 - abilities by everybody

turn 2 - left completes the left 2 quest, kills unit in mid.

             left-center applies ability at left 4 quest

             right center applies ability at mid

             right applies ability at right quest, killing unit in mid.

turn 3 - left-center completes left quest

 

this is the quickest way to get out of the quests and be down to just the throne rooms, while giving everyone equal power distribution.

I fully agree with this.  Also, if need be, LC and/or RC can defend with their abilities since they seem to be attacked the most.




General

Joined: Aug 23, 2008
Messages: 552
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TK-421 wrote:

UltimateZing wrote:

The questing pattern that we figured out to probably be best would be...

turn 1 - abilities by everybody

turn 2 - left completes the left 2 quest, kills unit in mid.

             left-center applies ability at left 4 quest

             right center applies ability at mid

             right applies ability at right quest, killing unit in mid.

turn 3 - left-center completes left quest

 

this is the quickest way to get out of the quests and be down to just the throne rooms, while giving everyone equal power distribution.

I fully agree with this.  Also, if need be, LC and/or RC can defend with their abilities since they seem to be attacked the most.

The left and right quests should be used to kill the middle units ONLY, if at all possible.  As an alternate to the above, Right Center may play a unit to the middle to start out with, so no avatars take damage either from losing to or from damaging the middle units.  Right Center quests their second turn.




General

Joined: Aug 14, 2008
Messages: 120
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One strategy I stumbled across is to have the left-center player play the ability to the left quest and then (using the four power now available) play a Rout to destroy the other mid unit.  This way, right-center can quest to middle without fear of extra damage and left-center has a 2-cube ability available to complete left quest on the following turn.

Rout can be very handy in dealing with some of the pesky units so it's worthy in it's own right but I think it is especially handy early.


Message edited by bunk72 on 06/09/2009 10:08:16.


General

Joined: Dec 29, 2008
Messages: 21
Location: San Antonio
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In my opinion, i don't care what Exar Kun uses. I've beaten him once, and Me, Kardkram, Apann, and Thrawn got him to 2 health on my first try. My opinion is don't take damage, but complete the first quests. Everyone should have a Scandal, Inside Info. and a Mabawri(please check spelling) steel chestplate.




General

Joined: Dec 29, 2008
Messages: 21
Location: San Antonio
Offline

In my opinion, i don't care what Exar Kun uses. I've beaten him once, and Me, Kardkram, Apann, and Thrawn got him to 2 health on my first try. My opinion is don't take damage, but complete the first quests. Everyone should have a Scandal, Inside Info. and a Mabawri(please check spelling) steel chestplate.


 
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