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my bad I thought the rule was 12 hours so when i see the raid clock at 1 day and 12 hours I assumed it was good to go, won't happen again
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# ? Dec 2, 2016 14:33 |
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# ? May 19, 2024 16:28 |
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I used raid han in the tourney, he was super useful on my wiggs team to stun STH for people that didn't have shoretrooper.
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# ? Dec 2, 2016 14:36 |
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DotyManX posted:my bad I thought the rule was 12 hours so when i see the raid clock at 1 day and 12 hours I assumed it was good to go, won't happen again It's cool. Sometimes we start it late. I understand the confusion that may have caused.
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# ? Dec 2, 2016 14:39 |
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I stayed awake until midnight so I could get some sweet, sweet P1 damage in. Apology accepted... Captain Needa.
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# ? Dec 2, 2016 15:18 |
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So my ships are fairly mediocre at this point. They range from 1 to 3 star and from levels 50 to 68. However, I just had the kind of run I hoped to have and see hope for my strategy even more as my ships improve. I'm currently running: Endurance Biggs Wedge JC Resistance Imperial TIE Reinforcements: Poe Ahsoka On this last battle, I managed to get two Target Locks up consistently for extended periods of time. Each time the TL is refreshed, Biggs taunts and gets Protection. I can fire the Endurance's Fortune Favors the Bold shot to hit three ships (main target + 2 TL targets) which reduces its CD by 3 on a 4 CD ability. That means that effectively Biggs taunts and gets Protections constantly, everyone has Valor constantly (which increases Endurance's TM per attack), and I can fire off that AOE every turn. Except for the FOUR TIMES I used Endurance's ultimate to grant everyone immunity to damage. So we've got Biggs gaining taunt and protection and then becoming immune to damage. Most teams have 1-2 ships that reduce TM, so he only gets his turn slowly. So he is taunting and invulnerable for longer. It's stupid broken against anyone not running a ship to wipe buffs off. Karzon fucked around with this message at 15:30 on Dec 2, 2016 |
# ? Dec 2, 2016 15:28 |
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Quick question: what's the conventional wisdom regarding which node to farm a particular piece of gear from? I assume the earlier it's listed, the higher the drop rate, but what about differences in energy cost? Is a node that costs 10 energy going to have a higher drop rate than one that costs 8? Higher enough that it's worth the extra energy to farm it there instead?
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# ? Dec 2, 2016 15:38 |
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Energy has no impact on drop rate except that hard modes may have a higher likelihood of drops. Basically go for the cheapest node that has the most things you want. If you jump from 8 energy to 10 but gain the chance at 2 or 3 needed items its worth the cost. For equal energy nodes i just go with the one that awards the most credits / droids.
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# ? Dec 2, 2016 16:54 |
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fishtobaskets posted:Quick question: what's the conventional wisdom regarding which node to farm a particular piece of gear from? I assume the earlier it's listed, the higher the drop rate, but what about differences in energy cost? Is a node that costs 10 energy going to have a higher drop rate than one that costs 8? Higher enough that it's worth the extra energy to farm it there instead? Gear (supposedly) has the same drop rate across nodes, so you will get more items farming at 6 energy than 8 or 10. However, sometimes the node costing 8 or 10 will be preferable because it can drop other items that you need.
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# ? Dec 2, 2016 17:49 |
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I'm getting ready to work on a new PVP team. Should I go for some kind of Palpatine, Shoretrooper, Tie Pilot team or Wiggs+Lando?
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# ? Dec 3, 2016 00:31 |
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Jibo posted:I'm getting ready to work on a new PVP team. One of the best combos right now is EP, Shore, TFP, Wiggs. Another good option is to run RG and Lando instead of Wiggs. If you're ridiculously wealthy and have Baze and Chirrut, you can run them and never lose.
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# ? Dec 3, 2016 00:57 |
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Jibo posted:I'm getting ready to work on a new PVP team. I'm still working on TFP so I have yet to test him in my team, but I am currently running Wedge(L), Biggs, Lando, STHan, Shore. It is absolutely amazing and I can vouch for its efficacy.
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# ? Dec 3, 2016 03:13 |
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My current arena team is a core of wedge, Biggs, and lando, with the other two spots filled with two of: Sthan, raid han, shoretrooper, and b2, depending on what I'm facing.
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# ? Dec 3, 2016 06:25 |
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Is there any place that has Ideal Mod setups for characters? Also, SHIPS ARE SO MUCH FUN OH MY.
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# ? Dec 3, 2016 18:37 |
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Jibo posted:Speaking of which, this is directed at the actual goons of QGJ: I would like it to be known that I think we should attempt another T7 Rancor soon to see how do. I feel like we should be able to beat it but we're really just kind of spinning tires by doing the T6 over and over. I agree on T7. We lost a lot of our heavy hitters to IGD, but I'd like a shot, since I have over twice as many seven stars as I did the last time we tried.
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# ? Dec 3, 2016 19:12 |
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MichiganCubbie posted:I agree on T7. We lost a lot of our heavy hitters to IGD, but I'd like a shot, since I have over twice as many seven stars as I did the last time we tried. I would recommend getting some IGDs that are willing to jump over. Since CG overhauled raid reward stuff, they shouldnt get hit with a penalty for double dipping.
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# ? Dec 3, 2016 21:35 |
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The man called M posted:Is there any place that has Ideal Mod setups for characters? Mods are actually pretty straightforward. The HP set is good for everyone starting out and the defense set is good for tanks, but the best sets are: Speed (hard to get because of the character requirements), crit damage, and crit chance. Put crit chance and crit damage on your damage dealers and keep the HP/defense sets on your tanks. As for specific primary stats on the mods themselves: Speed arrow top right slot (for everyone), crit damage (crit chance is a solid placeholder) or protection in the middle right slot (DPS/tank), and offense/potency/protection for the bottom right (depends on the character and what you have at your disposal). You can also look at what fellow goons have on their arena teams. You'll quickly notice a pattern. There isn't much variety there.
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# ? Dec 3, 2016 22:01 |
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Dr. Venture posted:You can also look at what fellow goons have on their arena teams. You'll quickly notice a pattern. There isn't much variety there. Yeah, mostly this. Swgoh.gg/u/mal Check out my arena team. It's not ideal because I still need to farm better mods, but it's a pretty good guide. On slow tanks (RG, Shoretrooper), I run protection arrow too. Speed secondary is really important. The speed meta is real and completely determined by secondaries. Speed set is much worse on a 100 speed hero than a 150 because it's 10%. Flat offense secondary is really good on TM gain heroes like Ani/B2. You can get 100-150, fine without speed. Offense set is as much damage as crit damage set at 75% cc. So, most of the time, offense is better.
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# ? Dec 3, 2016 23:00 |
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I think IGD should try a heroic tank next. There is a pretty good guide posted on the official forums: https://forums.galaxy-of-heroes.sta...r-team-strategyquote:Hello SWGOH community, I'm the GM of Alpha Squad, an independent guild that has managed to clear heroic AAT and currently has it on farm status. When AAT first came out, we cleared regular AAT in 6 refreshes but we knew we were light-years away from a heroic kill. We also took that time to read up on the heroic strategies published by TI / Team Skunk. In general, there was a consensus that you needed 50 players that had the ability to do "2 % per phase." The reality is that Alpha Squad has 2-3 whales, some dolphins, some guppies, and lots of F2P. We had under 10 players that can clear 2% per phase so our chances of clearing heroic AAT with the generally published strats were slim to none. We persevered and did some research and discovered that great teams can do 5 to 10% in a single phase with the right gear, mods, strategies, player skill, AND of course RNG. With this in mind, we formulated the "Super Team" strategy. This strategy has been deployed by Alpha Squad as well as other underpowered guilds that we've shared it with - with good success. If you're in a guild struggling with getting your players to build 4 viable heroic AAT teams, perhaps you start asking your guild to build one or two "Super Teams" and give this strategy a shot. I think nearly everyone in IGD should have at least one of these teams, right?
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# ? Dec 4, 2016 00:32 |
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two_step posted:I think nearly everyone in IGD should have at least one of these teams, right? I think it's worth a shot. Don't forget, P1 Rancor TM squad works well in P1 aat, but there's more RNG. You have to aim a big TM hit from Teebo for the 7th attack so that he doesn't get to go. My biggest hit so far is about 200k, which is about 5% running Terbo, Yoda, QGJ, Phasma, EE. You can run Chirpa if you don't have EP for P3. Also, organize the transition from P2 to P3 so that your chirpatine teams can start with about .03% P2 health or less, helps you get a good start in P3. Plan to give people 10 minutes to get multiple tries in before anyone locks. Also, for your first couple tank raids, moving mods is worth it. Moving them from team a -> b -> c -> a costs ~350-400k credits. If you have three of the above teams, you should be placing top 5 and earning about a mil. This can boost your damage by a lot...my droids with mediocre mods score maybe 200k in P2, but can get 750k-1 mil with my a team mods. e: 1st gets 1.1 mil, 10th gets 750k. If you can add 750k dmg by moving mods 2-3 times, it's worth it. Malgrin fucked around with this message at 02:52 on Dec 4, 2016 |
# ? Dec 4, 2016 02:46 |
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two_step posted:I think IGD should try a heroic tank next. There is a pretty good guide posted on the official forums: https://forums.galaxy-of-heroes.sta...r-team-strategy I am close to having three of those teams. My rebel team is my best(see: only g10/g11) so far but closing in on jedi + droid. I can throw some mediocre units at zerg phase3 as well.
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# ? Dec 4, 2016 02:55 |
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two_step posted:I think IGD should try a heroic tank next. There is a pretty good guide posted on the official forums: https://forums.galaxy-of-heroes.sta...r-team-strategy I'm down to try, though I'm not as optimistic since participation is still not 100%. I can field Jedi, Rebels and of course Droids and can throw 2 other reasonable teams, and 2-3 weaker teams that can dent a little. I think the question is how many people have good enough Jedi to get us through p1 as quickly as possible? And are enough of IGD reading this to allow us the coordination we need?
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# ? Dec 4, 2016 05:18 |
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We don't even have 50 people consistently participating and it takes us 2-3 days just to clear P1. I don't see how this is possible.
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# ? Dec 4, 2016 06:11 |
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is participation not 100% because some people are tired of doing a raid that takes more than a few days?
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# ? Dec 4, 2016 06:27 |
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Chilichimp posted:We don't even have 50 people consistently participating and it takes us 2-3 days just to clear P1. Heroic does have less than half the health, and I'd be surprised if you guys weren't suffering from normal fatigue. Also, I feel like I've gotten about as much as I will out of TI, so I have been considering moving back over, and I can field 4 solid squads (although they are nazis about 600/600, so raids are every other and every third day, so that's nice). That said, they are kinda nazis about basically everything and I'm a bit tired of it. I'm a tryhard, but I don't feel very tryhard in this guild. Also, my eyes have been opened about P2W mobile games. These people have some serious poor impulse control and/or lack of judgement. Or both.
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# ? Dec 4, 2016 06:37 |
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Malgrin posted:These people have some serious poor impulse control and/or lack of judgement. Or both. Do tell
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# ? Dec 4, 2016 06:45 |
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Jerkface posted:is participation not 100% because some people are tired of doing a raid that takes more than a few days? It's definitely tough to be motivated for a raid that takes a week and a half and rewards maybe 8/50 of one piece of gear for one person.
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# ? Dec 4, 2016 06:50 |
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Zone of Danger posted:It's definitely tough to be motivated for a raid that takes a week and a half and rewards maybe 8/50 of one piece of gear for one person. Pretty much this. The more I play the raid, the less I want to play the game. In the interest of continuing to play the game, I mostly stick to participating in phase 2, which sucks the least and is where I can do the most damage with the limited teams I have. I'm waiting to see what their plans for rebalancing the raid turn out to be.
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# ? Dec 4, 2016 06:57 |
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Spakstik posted:Do tell Some people have spent more than enough to buy a good car.
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# ? Dec 4, 2016 06:57 |
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Yeah, I dropped 60 bucks on ship packs that I'm not particularly proud of. And yes, I punched myself in the dick.
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# ? Dec 4, 2016 07:08 |
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Chilichimp posted:Yeah, I dropped 60 bucks on ship packs that I'm not particularly proud of. I spent gifted google play money...that doesn't count, right? Also, I just ran my brand new Arena team, and I'm loving it. EP (L): 30k EHP, 205 Speed, 74% Potency JKA: 53k EHP, 50% CC, 186% CD, 2900 Phys Dmg. RG: 77k EHP, Shoretrooper (3* G8): 40k EHP TFP: 18k EHP, 255 Speed, 59% Potency, 49% Crit I'm really close to G9 Shoretrooper, but then I'll need to farm a bajillionty MK3 carbantis to get him to G10/11. It's nice that I can get those from challenges, but it'll still take awhile. I'm working on his G8->G9 MK5 Stun Gun, then he needs a Scanner and a Caller, and I've got the salvage for both, an Mk5 detonator, an mk3 carbanti, and a couple other easy things. Then, at G10, ne needs another 150 carbantis (from two stun guns and a detonator), a Scanner, and a couple AAT raid items. Once I hit G10 I'll probably put him on the backburner until I have all the carbantis though -- still need to farm gear for Boba. In order to get to G11, you need 450 Mk3 Carbanti salvage, with one extra in G11 for funsies. On the plus side, that means he has an insane amount of HP.
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# ? Dec 4, 2016 07:21 |
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two_step posted:I think IGD should try a heroic tank next. There is a pretty good guide posted on the official forums: https://forums.galaxy-of-heroes.sta...r-team-strategy I'd be down for trying it if everyone else is. I have no idea what to expect since it's been difficult to gauge our capability because Malgrin posted:Some people have spent more than enough to buy a good car. I knew it. I said exactly this in guild chat during the last tournament. I came across a whale with 7* Baze, Chirrut, Shore, etc. maxed out with the best mods I have ever seen (speed sets with 15+ speed per mod on every character). It was the kind of dream team only a dev could build for himself. Malgrin posted:Also, I just ran my brand new Arena team, and I'm loving it... I'm really close to G9 Shoretrooper Trust me, it only gets better. My G11 Shoretrooper says hello
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# ? Dec 4, 2016 11:15 |
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I'm down for trying it, I have a team for every phase and my Rebels are all G10/11 with full crit damage mods. We don't have full participation but maybe we can entice some of the people who don't do the normal with the possibility of Kenobi shards.
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# ? Dec 4, 2016 11:33 |
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Karzon posted:On this last battle, I managed to get two Target Locks up consistently for extended periods of time. Each time the TL is refreshed, Biggs taunts and gets Protection. I can fire the Endurance's Fortune Favors the Bold shot to hit three ships (main target + 2 TL targets) which reduces its CD by 3 on a 4 CD ability. That means that effectively Biggs taunts and gets Protections constantly, everyone has Valor constantly (which increases Endurance's TM per attack), and I can fire off that AOE every turn. Except for the FOUR TIMES I used Endurance's ultimate to grant everyone immunity to damage. How the hell do you get it land so often? Target Lock just never seems to work for me, otherwise I'd be using the same tactic. At the moment I'm using Plo and Mace to juggle taunts and it's working pretty well. The longer fights last the more damage I can do with JC and Ahsoka.
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# ? Dec 4, 2016 16:41 |
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There's a dude in my arena running a 19k power sun fac/wiggs/baze/chirrut and it's the stupidest poo poo I've ever seen.
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# ? Dec 4, 2016 19:23 |
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IGD Since you are considering an AAT, I figured I'd post some things to think about. Some of this you know because you've been doing normals for awhile, but there are some changes and some things do get harder in Heroic. If you have EP/Chirpa, your best P1 comp is probably going to look something like Teebo, Yoda, QGJ, EE, Phasma. Teebo needs at least 70% Potency for this to be any good. If you have Aayla and Jedis, that's better, but I really like the Teebo comp because QGJ and Yoda are the only heroes you might use in another phase, and they aren't really part of a supercomp (unless you have Aayla for P1). If you have Chirpa but not EP, I'd run Chirpa in place of Yoda. Rex, Chewie, and others with TM reduction work here too. If you miraculously have Zeta'd Vader, I think you could run a Vader lead Empire team here (something like Vader, Magmatrooper, Snowtrooper, TFP, and then your choice of like Tarkin, Stormtrooper, EE, or Rex). Ok, strategy here, burn down B2 first. If you're running Yoda, make him fast enough to go before GG so that he can put Tenacity up first turn. Once he's down, try to land a slow on GG, and hit him with TM down when it's almost his turn. Keep track of number of times you've hit GG. Burn down the tanks, and remember, they can't counter if you're stealthed. Try to time it so that you can kill them, and have Teebo attack for the 7th hit. This will take some time to figure out, especially with learning how fast your heroes are and what order they hit in and whatnot, but you can get fairly consistent in this. Anyways, for whatever reason, the TM reduction triggers after he gains TM, so he ends at no TM if Teebo isn't resisted. If either of them are up, GG will taunt them, which means you're risking giving GG a turn. If he gets a turn, he'll bring all the droids back. Try to remove his buff in case this happens (great with QGJ cause you get offense up, but if Teebo isn't stealthed, it removes TM). After this first hit, this is where having Yoda and QGJ (or Rex, Chewie, Chirpa, etc.) is really great, because they can remove his TM too and give you a chance to get a 3rd or 4th free round of attacking. Try to hold onto Phasma's TM up for situations like the 7th hit because he has no TM up, and similarly save EE's revive for this (it's honestly better to use his revive to not get a 7th hit than to try to save it for when someone dies). OK, P2, really recommend HK, 88, 86, Nebit, JE. Before I had HK geared up though, I was running 88 lead, Nebit, JE, Scav, Dathcha. If you have all these guys at a decent gear, give them good crit chance and potency and it's pretty great. If you don't, don't bother trying to get Dathcha/Scav. They really suck. With good mods, I was able to get two topples in P2 though, and somewhere around 500k damage. Hk et. al I'm doing 750k-1 mil with my best mods. CC/CD are really important, and just give JE as much speed as you can muster. Nebit I give whatever is leftover...he wants speed, but really, whatever is left over. P3 is really for Chirpa, EP, STH +2 tanks teams. Stormtrooper is surprisingly good here, but you probably don't have him geared so you probably shouldn't bother -- there are better heroes out there. SF is obviously amazeballs. RG is great, and his defense up lasts for a long time on tanks that are never getting a turn. I run Poe because I don't have other 7* tanks. The strat here is to get shock on everyone so that EP gets 100% TM every turn. I taunt STH right off the bat, and hold off on Poe so that everyone focus fires STH and EP gets his shock up faster. You'll have to taunt Poe before STH dies. For extra damage, try to get P2 down to .03% hp or less, and then have about 10 people enter at the same time. Make two tanks faster than Palp, so that they kill the tank and EP gets to go right off the bat in P3. If you don't have a chirpatine team, hold off until basically everyone with one has gone, and then try to throw something like rebels at it. You're going to need as many rebel teams as possible. P4 is for Rebels. I run Wedge, Biggs, AA, Leia, Lando.
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# ? Dec 4, 2016 19:35 |
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Saw this and thought people might be interested to see it. I don't know if everyone gets the same shipments.
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# ? Dec 5, 2016 01:29 |
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Rubicon posted:Saw this and thought people might be interested to see it. I don't know if everyone gets the same shipments. I didn't have any Vaders in there yesterday, so I don't think we get the same.
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# ? Dec 5, 2016 05:09 |
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swgoh.gg have finished their ships implementation, crew contribution is way more important than I thought it was. https://swgoh.gg/units/ships/ahsoka-tanos-jedi-starfighter/ On the right side, black number is total value while the blue number in ( ) is the crew contribution. HP, prot and damage come mostly from the pilot, plus a sizeable boost to speed. https://swgoh.gg/units/ships/imperial-tie-fighter/ ITF gets no protection but up to 42.67% extra dodge from TFP!
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# ? Dec 5, 2016 11:29 |
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Disco De Soto posted:How the hell do you get it land so often? Target Lock just never seems to work for me, otherwise I'd be using the same tactic. At this point it seems like it was mostly RNG, unfortunately. I haven't had such an amazing run since I posted that. Conceptually, it's stacking the team with ships that can apply Target Lock and trying to shred anyone on the enemy team who can clear taunt.
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# ? Dec 5, 2016 15:36 |
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# ? May 19, 2024 16:28 |
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Mo Betta Slave 1's.
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# ? Dec 5, 2016 15:39 |