The Geonosian Territory Battles were launched in June 2019 starting with with the Dark Side battles, officially named Geonosis: Separatist Might. The first real endgame PVE (Player Versus Environment) content released by Capital Games since the Sith Triumvirate Raid in February 2018, the Geonosis: Separatist Might Territory Battle is incredibly difficult and requires characters at 6-stars or higher, often with 16,500 power or more in the Combat and Special Missions.
The Geonosis: Separatist Might Territory Battle features four Phases which, at least at the start, last 36 hours each. Up to 33 stars can be obtained with significant reward thresholds at 22, 29, and 33 stars. After the first Phase’s 2 territories to fight in on the ground, Phases 2, 3 and 4 all have 3 territories each with 2 ground and one ship territory.
The following is a Walkthrough of my experiences in Phase 2 that may be updated over time. Phase 2’s Combat Mission with Count Dooku and Asajj Ventress was a success for me and now I am fighting the Acklay Special Mission for just the second time (first time I have logged the results). The Acklay Special Mission is notably very difficult and has a reward of 20 Mk II Guild Event Tokens as the prize for beating it.
Phase 2 Special Mission Requirements:
- Minimum 6-star Geonosian characters
- 16,500 minimum power requirement for characters
My Roster of Geonosians:
- Poggle The Lesser – 18,282 power – 7-stars – Gear 12 +3 – 6 gold, 5-dot mods (Speed & Potency sets) – all abilities maxed, 249 speed
- Sun Fac – 18,537 power – 7-stars – Gear 12 +4 – 1 6-dot mod, 5 gold, 5-dot mods (2 Health sets & 1 Defense set) – all abilities maxed, 183 speed
- Geonosian Soldier – 17,752 power – 7-stars – Gear 12 +4 – 1 6-dot mod, 5 gold, 5-dot mods (Speed & CC sets) – all abilities maxed, 259 speed
- Geonosian Brood Alpha – 24,963 power – 7-star – Gear 13 – 2 6-dot mods, 4 gold, 5-dot mods (3 health sets) – all abilities maxed, 268 speed
- Geonosian Spy – 18,912 power – 7-stars – Gear 13 – 6 gold, 5-dot mods (CC & CD sets) – all abilities maxed, 227 speed
Phase 2 Acklay Special Mission Battle Notes:
08.28.19 – Let me start by thanking my buddy Warrior for his video on the Acklay Special Mission. I was not about to go into this and make a fool of myself, and I want to see my guild gain the extra 20 Mk II Guild Event Tokens since only a couple of our members have defeated this mission in the past. The one thing that I worry about is that while I do have my Geonosians well geared, I do not have those Mk 12 ArmaTek Fusion Furnaces on Poggle or the Geo Soldier which is 6,500 health apiece that I am missing out on.
Battle time, and unlike the other Combat and Special Missions, this one has just one battle/phase/tier/encounter. Facing the Acklay I also have to deal with a Jedi Vanguard (JV) and Jedi Sentinel (JS) on the left and a Jedi Consular (JC) and Ima-Gun Di (IGD) on the right. I start with GBA up first and, while targeting the JV I remove the Acklay’s enrage which calls my Geos to attack JV and applies the much-needed Ability Block. Per Warior’s video mentioned and linked above, getting the Ability Block debuff is the preferred method of dealing with the JV and the JS because of their fierce AoE attacks. Next up is Geo Soldier and he targets the JS and the assists get the Ability Block on him as well which is a perfect start to the battle. At this point I start attacking the Acklay and keep the debuffs, Daze in particular, off of my Geonosians. When Poggle’s turn comes up I have no debuffs and JV’s Ability Block has worn off, so I use the basic and reapply like sunscreen on a sunny day. After a few attacks both ways I use Sun Fac’s special to add a Blind debuff to the Acklay and I have him at about 35% Protection remaining. After removing the Acklay’s Protection I screw up and allow a JV AoE attack which kills my Geo Spy and I am feeling rather stupid.
After a few more attacks the Acklay is enraged and brings a JS and JC for the left side to replace the ones I killed, but GBA removes the enrage with the Acklay at about 85% health. I am able to Ability Block the JS and my bugs are hanging in there… Just as I get the Acklay to 50% health he kills the JS, which is great RNG for me since the Ability Block had worn off and his Turn Meter was worrying me, but all of my Geos are out of Protection.
The Acklay is again Enraged, and I am able to remove it just in time and apply another Ability Block on the newest JS to join the party. The Acklay now has about 40% health and 10% Bonus Protection while my Geos have all health and have recovered about 10% Protection of their own. Poggle helps remove debuffs, but the Acklay reapplies, then the same dance with the JS who is Ability Blocked again.
Now the Acklay is in red health and my Geos are stronger than before. The JS is in stealth, but Ability Blocked, and after a few more attacks the Acklay is again Enraged despite maybe 10% health, and kills my Poggle. Now GBA is up with no ability to remove the Enrage and I am in trouble. I somehow survive a round of attacks and the Jedi attack and weaken the Acklay more before Geo Soldier lands the kills shot and I (somehow) get the win. Wow.
My takeaway from this is that I definitely need those Mk 12 ArmaTek Fusion Furnaces on Poggle and Geo Soldier if I want to make this battle more of a sure bet in the future.
Phase 2 Acklay Special Mission Battle Notes (Take 2):
Now even stronger than before, I am looking to ensure this battle is a win every time. Here are the changes to my roster since the first time I fought the Acklay successfully (above):
- Geo Brood Alpha – no change
- Geonosian Spy – no change
- Geonosian Soldier – now 17,962 power – Gear 12 +5, 265 speed
- Poggle The Lesser – now 18,537 power – Gear 12 +4 – 1 6-dot mod & 5 gold, 5-dot mods, 256 speed
- Sun Fan – no change
09.11.19 – Now battling with slightly strong Geonosians, I have added two Mk 12 ArmaTek Fusion Furnaces (Poggle & Geo Soldier) which is 6,500 health apiece, so I am hopeful that this battle will start to get easier…
Battle time and I have a JS and JC on the left, JV and Kit Fisto on the right. AoE attacks are my enemy and Kit Fisto makes a 3rd enemy with a AoE so this may be as tough as it gets… I get a block on the JS and decide to just kill the Jedi on the right side to make this more manageable. I have half the protection off the Acklay and kill off the JS on the left leaving just the JC for now, all of which allows me to focus on the Acklay. Geo Spy is awesome and gets two of his big hits in and I am already onto the Acklay’s health seemingly fast. I have the Acklya to about 75% health when he calls the Jedi back and gains bonus protection.
Now facing two JCs on the left and a JS and JV on the right, all of my Geos have about 30% protection left. I land blocks on the two on the right and have the Acklay below 50% health, thanks again to Geo Spy, before they take turns. I now have 50% protection on all Geos, ability block on both the JS and JV and the Acklay at about 40% health and this is heading in the right direction…for now. I kill off both Jedi on the right attempting to block them again and then land an Expose on the Acklay with Geo Spy up with his special ready. Another massive hit has the Acklay at about 10% health. Two more swarms of hits and my goal has been accomplished – win the battle and not sweat while doing so. 20 Mk II Guild Event Tokens for DotE.