|
I started an alt (well, short story, several, but finally landed on a new-ish arena shard). I'm attempting to test Unmasked Kylo + FO as an early arena team, and could use your help because low level missions suck. Ally code is 189-969-347
|
# ¿ Feb 13, 2018 19:44 |
|
|
# ¿ May 9, 2024 04:23 |
|
FYIMalgrin posted:If you're level 50 or below, read this
|
# ¿ Feb 19, 2018 18:42 |
|
thrawn527 posted:Wait, what does this actually accomplish? Being high up in your arena for your alt? I mean, if you're starting out, and don't do this, you're starting way behind the curve against other people that aren't spending money. It usually takes about 50 levels or so before people really start whaling, and if you've just spent the past 10 levels in top 10 payouts, you'll be able to keep even with them until they've spent a lot of money (because they probably started around 10k and have been climbing up since level 28, while you've been sitting on top). Also, if you're thinking about starting an alt, you can make an account that you login to twice a day for 5 minutes, and get a huge jump on your shard. I'm not saying you should do this, I'm saying it's an option worth about $20...and $20 on day one is a lot more like $200 2 weeks later. Getting that initial jump earns you daily crystals which stack up. Vulpes posted:Yeah, I don't really see it as an exploit. It's barely an advantage unless you can reliable get top 10, and if you aren't planning on whaling you will quickly be overtaken by those who are. This is the point. If you follow all the steps, you will make top 10. e: I think it's easy to gloss over that and go whatever, that's hardly an advantage, but I think a bunch of things are being overlooked. Before I get into that, yeah, I know, not really playing a game for a month to play a game is poo poo, and sucks. However, imagine you had made it to top 10 in your first week of actual playing, instead of what, a year? Never? Think of the difference that would make over 1-2 years. If someone does spend money to catch up to you, fine, but they're going to have to spend a lot. You get 3,000 xp starting at level 28 (see the xp chart below). Additionally, when you level, you get something like 30 cantina and 60 regular energy. Plus, you can have all your quests ready to go, which is another 1k xp? A lot of people use their quests to hit levels at that point, so there's a decent chance your opponents are behind you by that xp too. It's 4550 cumulative xp to get from 28 to 38. With 3000 energy, plus ~90/level (maybe more, don't remember), plus quests, you're at least getting that far. So, now you're 10 levels up on them, and your arena team has a pretty good GL advantage (because you just spent 2700 regular energy on mostly gear, and you have a months' worth of challenge gear saved up -- which is important in those early GLs). For someone spending money to catch up with you, they would have to do 25 refreshes in a single day, which I don't think you can do. I think it's 50, 50, 50, 100, 100, 200, 200, 400, 400, 800, 800 for regular and then 100, 100, 100, 200, 200, 400, 400, 800, 800, 1600, 1600. That's 22 refreshes. There might not be that many, it might stop at 400/800. Anyways, you're looking at like 4.5k crystals to catch up with you stopping at 400/800 per refresh, plus another 500-700 the second day. That's just to keep up with you on xp. Additionally, you get about 200ish crystals from daily logins during that time (if you start at the start of the month -- if you start mid-month and have to restart your dailies it's lame). This will let you do double arena refreshes for a couple days until you are on top. You also get a free hero for whatever the daily is...and Sith Assassin is not bad. You can also participate in any marquees and unlock those heroes as well. Also, you know how you're always low on purple mats and credits? Well, you'll still be low, but I think you unlock the second tier of those challenges around level 25, which means you get to save up some purple mats and credits. It's like, 500k credits, and probably 9 purple mats a week. I know, that's not insane or anything, but all these little gains add up to actually give you a chance against whales. xp chart: Malgrin fucked around with this message at 22:51 on Feb 19, 2018 |
# ¿ Feb 19, 2018 22:09 |
|
tadashi posted:The fact that Marauder can ignore armor on raid bosses has to come into play at some point. I'm just not sure if that was just the devs playing madlibs with his characteristics or if they had a specific idea for him. It's reasonable to assume there will be some very high armor raid bosses coming up
|
# ¿ Feb 27, 2018 18:38 |
|
Burning_Monk posted:Well I just updated the client on my android phone and now it crashes on startup. I've heard something about disconnecting from wifi, let it try to download, then switch back to wifi or something? The files that download once you open your game are having some issues I guess
|
# ¿ Feb 27, 2018 18:58 |
|
Vulpes posted:So this new Empire/Sith meta appears to have taken us all the way back to 'whoever has the best speed mods wins', which is a disappointing backwards step. I can keep up with the resident whales on my shard in terms of character gear, but not mods. Yeah. I'm actually having this issue some too, which is saying something cause I've got pretty drat good mods. The best solution to climbing I've found is: Rex (L), Talzin, Palp, GK, +1 (Han, CLS, DN, etc)
|
# ¿ Feb 27, 2018 23:11 |
|
Chilichimp posted:Since the introduction of mods. when was this ever not the meta? During the CLS, JTR, and NS eras, if you were beat by 10 speed, you were fine. We're moving into a meta where if your Vader is faster than my Vader by 5, and you also have a Thrawn that will go immediately after Vader culls 2-3+ dots, then I might be completely doa
|
# ¿ Feb 28, 2018 00:11 |
|
fishtobaskets posted:My shard whale is faster than all my guys in the mirror match and i beat him cuz he cullung blades and i dont. I had a mirror match where my EP got to go twice. Here's what happened: Their DV goes first, force crush, followed by culling blade (likely on my GK). This dispels 3 buffs, which gives their Thrawn an immediate turn. He now has a debuff because of DN, so he gives his EP TM up, who then aoe stuns my team. His Thrawn fractures GK. DN adds cooldowns to all the people. By the time my EP has gotten his first turn, he still has CD up, DN has annihilated ST, and Thrawn is on his second fracture against GK. I shock their ST. Their EP goes, stunning everyone but my EP (miraculously). My EP gets to use his stun, stunning SiT. They kill everyone else on my team. Was there bad RNG? Sure. The stun hosed me over, but even at 3/5 stuns from EP, followed by CD up from DN, you're just hosed. P.S. I think I might have gotten 1 or 2 basics in aside from EP's 2 turns, but otherwise I made no actions. through all of this. I just sat there and watched my team get demolished.
|
# ¿ Feb 28, 2018 00:53 |
|
CaptainPsyko posted:The flip side of this is that sufficiently narrow speed advantages don’t actually cut it. At which point every mirror match is literally just an RNG shitshow. Because that’s better. Not entirely...in the Thrawn -> CLS -> NS -> JTR metas, it was about playing the comp right...unless you were NS, and then you just hit auto.
|
# ¿ Feb 28, 2018 08:51 |
|
CaptainPsyko posted:Right. I’m talking about the new Palp meta. If your speed advantage isn’t sufficiently overwhelming, you might as well not have one, because both Vader’s will get turns, and then both teams will have 100% turn meter, and then it is 100% random who’s Palpatine or DN gets to go first and completely decide who wins. Chilichimp posted:this As long as they have a sufficiently faster Vader (+5-+10 -- in my case it was +10), and a Thrawn who can go at 85% of Vader's speed (253 Vader -- 264 Thrawn), there's a chance you won't get to do anything. It'll be rng-ish, but if it goes Thrawn -> EP -> stun lands on your vader, you're just stuck sitting there, not generating TM. I tried three times and got wrecked all three times. I tried with my standard comp with GK, replacing GK with Thrawn, and then the standard comp again. Yeah, with Thrawn's TM swap (because he cleanses DN's debuff), there's a chance your Vader will go next instead, but it becomes 50/50 at that point. If you lose that roll, you're just hosed. Then, you need to roll again to see if Vader goes again or EP gets his turn, and if EP lands a stun right then, you're still way behind, especially if DN can then follow up with CD up. Yeah, it's not 100% cut and dry, but three losses in a row where I was just smashed and he only had a small speed advantage...I don't know what else to say about it.
|
# ¿ Feb 28, 2018 17:21 |
|
It's been requested that I communicate on here. Specifically regarding raid comps that are working. tldr: JTR, BB8, RT, Scav, +1 (R2) Veers, Shore, DT, +2 (Thrawn, Snow, Starck) CLS, Han, Chaze, +1 AV, Daka, Aco, Talzin, Zombie (can sub for MT/Zombie) Nebit, JScav, Datcha/Jawa, JE, Ewok Elder The primary good comp is zJTR, BB8, RT, Scav, R2. With one zeta and g11s (I still have G10 Scav), you can consistently put down 5 million per day in T6 (yes, even after Expose nerf). Running this one comp daily will do the most for helping us get through this raid quickly (SM will have more than 20 after this round of JTR, which is over 100mil per day). The next comp that is consistent across phases is some mashup of troopers and DT. A very popular comp is Thrawn (L), Veers, DT, Snow, Shore. I often run Veers (L), DT, Starck, Shore, Snow. You can run other variations of this, but you get the idea. Veers, Shore, and DT are usually in every comp because Veers and Shore generate TM, Shore heals, and DT applies deathmark, which is most of your damage. Thrawn is great in here because each hit of fracture triggers DM. Similarly, Veers' aoe/assist call triggers a bunch of DMs. This is particularly good on P3 where you can topple her and even apply two stacks. CLS (L) rebels can pretty consistently put out 1-2 mil in a phase. You want Chirrut and/or Rex for Tenacity up in p1 to prevent Defense down and stop DN's CD Up ability. In P1and P2, you can run a variety of comps that capitalize on JE's detonators. One runs Jyn (L), Cassian, Bodhi, Hera, JE. Expose dmg + Detonator dmg. The other (easier) comp is Nebit, Jscav, JE, Jawa or Dathcha, and a healer (preferably Ewok Elder). With the first comp, you want to use debuffs (including Bodhi and Hera assist-calling JE onto DN) to trigger expose. Combo of Expose and Detonators makes for a lot of damage. With the second comp, just completely avoid damaging DN, and have JE always basic DN. This way DN doesn't stack tenacity at all, and when he damages your jawas, he gets detonators from JScav. In P2, it's harder to do as much dmg as P1 (2-3mil), but you need to run someone who can dispel Sion's taunt. DN or Sun Fac work well for their dispel on basic. Same concept though, try not to increase Sion's tenacity so that JE can land detonators. I landed almost 1.5mil with Chirpa (L), FOO, DN, JE, EE in P2 using this strat, with only 4 annihilates from DN. It's possible to hit 3mil in P1 with the Jyn comp, and 2-2.5mil with the Jawa strat, with relatively ungeared people. Nightsisters are a consistent comp, do best with Zombie to charge AV up, but since most people don't have stars for her or MT, it's still fine with AV (L), Daka, Talia, Init, Aco. For P3, a lot of the above strats work with small variations. You generally need a little bit more healing. I've actually theorized a comp using zLumi, Chaze, Han, R2, because zLumi spreads hots, and Chirrut's unique will keep up with Traya for quite awhile, especially if you stack everyone with some extra health. R2 is there for buffs and his zeta. P4 is just everything all over again.
|
# ¿ Mar 17, 2018 00:57 |
|
Ineptitude posted:So i asked a little while back what to get for my next zeta and was told rHan. I didn't get around to doing it (because honestly thats a boring zeta since it just gives you a bit more rHan instead of a gameplay change) and shortly afterwards they released the Vader and Palpie zetas as well as all the new sith stuff. Bit late, but 100% recommend EzPz. You'll add a bit of damage to the raid, but nothing monumental. However, that could boost you by 100 ranks in arena. It's incredibly good.
|
# ¿ Mar 23, 2018 19:46 |
|
Nipponophile posted:Players: "Please remove challenge rewards from the raid reward pool (by which we mean the things we already have thousands of)." Mystery boxes at Tier 4 & above have removed all challenge gear and other gear likely to be highly stockpiled by experienced L85 players from the Salvage rewards. A handful of extremely difficult challenge gear pieces (such as the Mk 3 Carbanti) remain in the chance for fully crafted pieces.
|
# ¿ Apr 3, 2018 19:24 |
|
I tend to post a lot of useful stuff in Discord, and every now and then realize I should share. As always, get your arena teams sorted first, but aside from that, here are the recommended, top 3 comps to work towards for Sith Raid and the game in general: 1) Nightsisters (pref zzAV, zTalzin, Daka, Aco, Talia -- sub Initiate for Talzin) 2) JTR (pref JTR - zL, zR2, BB8, SRey, RTrooper -- additional zetas on R2, BB8 and JTR are helpful but not necessary) 3) Chexmix -- zCLS (L), zHan, Chirrut, DT, Pao/JKA Here is what we will need for Heroic sith raid: P1: JTR P2: Phoenix + Ewoks + Wampa P3: Chexmix P4: Nightsisters, then just lots of gas recommended Wampa comp seems to be OB (L), Wampa, Sabine, Thrawn, GK. Can sub Rex (L) for OB. I think with either of these, you mostly ignore the side guys (until they get countered to death) as they are going to generate TM for your comp. Sabine applies lots of armor shred, GK adds survivability, counters, and a big assist call. Thrawn adds TM e: nvm...definitely run Pao or JKA in this comp. I didn't understand offense up properly. Han gains stats from each person, so offense up on everyone else increase's Han's offense through the whole stand alone. Here's why you don't want an under-geared Pao for this phase. First up, offense up isn't doing as much as you might think. In this scenario, you are getting 400% offense from your allies, and an additional 50% from offense up. This makes for 450% offense up. If you were to do 100 dmg, you're now doing 550 instead of 500. That's still a good chunk of damage, but that leads into number 2: You only get to double shot once with it. I've got the timings perfect for this comp, which means that Han does his cc/cd up, then Pao does off up, then Han has to stand alone. This uses a whole turn of buffs, so Han now only has 1 turn left with offense up, and it's immediately his turn again. So he gets two shots off with offense up, and then all his buffs (except tenacity up) expire. So, instead of doing 250k dmg for both shots, he's maybe doing 225k. Malgrin fucked around with this message at 01:00 on Apr 10, 2018 |
# ¿ Apr 9, 2018 18:19 |
|
Popete posted:Do we know if Bossk will require 7* Bounty Hunters only? My BH squad is in good shape except I don't have a 5th (Greedo) at 7* as I usually mixed in a scoundrel. I'm now panic rushing trying to get Greedo shards but he's only available in the store and Arena and I'm not sure I'll get him to 7* by the end of this month at this rate (currently 5*). Since we haven't had a marquee in a bit, I would assume we get a marquee thursday/friday for him.
|
# ¿ Apr 10, 2018 22:07 |
|
Chilichimp posted:Something like this Gspy can stay stealthed, and then hit people for 50k. I actually recommend him as a Zavage killer...using an undergeared Poggle, Rolo, and Gspy to kill him. You get a couple basics in on Zavage, use Poggle's offense up, then Rolo's special (10 hits), then hit him for 40-70k with GSpy's special. It's like Boba's execute except that it also dispels all affects on GSpy in addition to those hots on Zavage. Rolo isn't necessarily required for this comp...you can bring people like Tusken shaman and GamG that stack DoTs (which turn into hots)
|
# ¿ Apr 19, 2018 17:27 |
|
If anyone is new and somewhere in the new to level 84 range, and not doing very well in arena (or you just want a re-roll), hit me up. I have a level 68 alt I'd like to stop playing. For the first time, I broke top 5 in arena (haven't reached payout yet, but I think I'll be fine). Focused on NS, and it's paid off well, and with some focus on KRU, I've been able to make top 10 or so in fleet. I don't want to play this account forever though, so if anyone wants to take this over and make it their own, that's cool. I'm also linked in with some of the arena chat guys, so I could get you into that discord as well -- although they're missing most of the people that sit in top 5 (I'm guessing they have their own discord).
|
# ¿ Aug 2, 2018 01:29 |
|
I'm very disappointed they are removing mods from cantina energy. While it means we get slightly more free energy per day, we will have to choose between refreshing cantina and refreshing mods. Keep in mind that now, refreshing mods will not give you cantina tokens anymore, but will give you stuff you need to rank up mods.
|
# ¿ Aug 6, 2018 07:40 |
|
Well, looks like I kicked a hornet's nest with that comment. Yeah, I actually don't care about cantina currency, and don't need it -- I see it overall as a slight improvement for me as I'll spend 0 cantina refreshes and 3 mod refreshes. For people who are still working on unlocking dudes through cantina, and working on getting mods, and so on, this is both good and bad -- I don't think everyone has really thought this through. If you are able to afford 1-2 cantina refreshes, you still have to choose between improving mods and improving your cantina farm. I'm going to assume that you will get 120 mod energy per day, and that it will cost 100 per refresh. I could be wrong about these things, but given ship energy, I doubt it. Additionally, you will need to spend on mod energy if you ever want to be able to upgrade your mods. So, as a player who has decent mods but wants to improve your mods, and who also wants to unlock JTR, you STILL have to choose between better mods and JTR, only now, choosing to work on mods prevents you from finishing some longer term projects like ST and whatnot, because you're not longer getting cantina tokens. Meanwhile, the people spending money on this game have yet another avenue to get ahead of you for cheap, because for them, an additional 300 crystals per day on mod energy is cheap. e: Basically this is one more avenue for everyone to fall behind people spending money Malgrin fucked around with this message at 19:30 on Aug 6, 2018 |
# ¿ Aug 6, 2018 19:21 |
|
gently caress You And Diebold posted:Yeah, you'll have to choose which one you want to go faster with refreshes, but you'll still be getting both energy at once, which is a huge improvement over now where I havent spent cantina energy on mod challenges in months because I had to use it to unlock KRU for a FO team to unlock bb8, then death trooper for tie reaper (before ship rework), and now currently vets for RJT. I get the occasional mod from the mod store but those are super expensive and mean I essentially cant use ship material to upgrade ships. This is a massive improvement for me Over the past year, farming mods constantly, you would rarely get improved mods, so you barely got ahead by farming mods. Now, you will get the ability to merge mods and make better mods, and you need currency you get from farming mods to do this. Anyone spending money on this game, or getting top payouts, will be able to put that into actually getting insane mods, while you will not. I've heard that merging mods will be very expensive and require rare materials to get the top mods - they are adding an additional tier of mods with this. Those mods will be significantly better, and you can ONLY get those mods by farming those mats with mod energy, think of like stun cuffs for leveling mods. If the only thing they were doing was adding mod energy, and leaving everything else as is, this would be a spectacular change. I would've sent CG praise in their forums (well, probably not, I'm lazy). However, you can't take the addition of mod energy by itself because they are adding all of this other mod poo poo in at the same time. Malgrin fucked around with this message at 19:40 on Aug 6, 2018 |
# ¿ Aug 6, 2018 19:33 |
|
gently caress You And Diebold posted:Thats how the current system works now. Whales will always be able to improve faster than those who dont spend money. But my rate of new mods will increase, and Ill be able to specifically go for mod sets I want. I guess for super end game players that already have great mod sets and everything they want from the cantina this might be annoying? But I feel like thats a tiny % of the community Sorry, I think their original idea was that you would have to merge multiple mods together (I heard this from beta people). It looks like it's now 'slicing' and you won't need to merge mods. You know how much it takes to farm an mk6 stun gun? Imagine that but for a mod to get it from 5a to 6e. And all that stuff has to be farmed from mod energy. Also, on speed mods, it looks like speed primary goes from 30 to 32, while speed secondaries go up 3% (supposedly rounded up). This means that anywhere from 17 speed up will get +1 speed. Speed set is remaining 10%. Malgrin fucked around with this message at 19:47 on Aug 6, 2018 |
# ¿ Aug 6, 2018 19:43 |
|
gently caress You And Diebold posted:Its garbage. I guess my point is that they are replacing a garbage system with a garbage system, and you shouldn't be that happy about it. On the lower end of this game, it puts pressure to farm mod crap to improve mods or you'll fall behind. On the high end, it puts pressure to farm mod crap to improve mods or you'll fall behind. Before this change, I had 0 concern of falling behind in mods -- while I don't have spectacular mods, I have good enough mods, but pretty soon, everyone will have spectacular mods. e: I get that the ability to farm mods now, where before you weren't able to, sounds good, but I'm trying to tell you that long term, this is still bad for you. Malgrin fucked around with this message at 19:52 on Aug 6, 2018 |
# ¿ Aug 6, 2018 19:49 |
|
gently caress You And Diebold posted:Why would you be more concerned about falling behind on mods now then before? Nothing has changed for whales that are able to farm/upgrade/refresh mod store to get good mods faster than everyone else already. I'm upset for a bunch of reasons. 1) There's a new thing I have to grind (mod slicing mats). This is dumb and lovely, and this game doesn't need to bloat more. 2) I know I look like a whale on here, but I'm competing with people on both arena and fleet that buy everything the second it hits marquee. They will be refreshing 10+ times per day, while I'm at 3. 3) These people already have the edge with 20+ speed mods, what happens when they get good upgrade rolls and have 3 characters with 150+ speed sets, while my best is still around 120? Also, there's been some talk about how specific factions will no longer be required for mods -- but they haven't really said how they are implementing it. I expect that the mod missions will get harder as you go along, so someone who could farm up lovely jawas and unlock CD mods might no longer be able to beat the mod mission because it's too hard (think when light side 9 hard missions where released) There's also just a ton we don't know about right now. As it stands, 5e mods have the same power level as 5a mods, what if that changes? 6e mods are all but guaranteed to have more power than 5 dot mods. How will that impact fleet arena?
|
# ¿ Aug 6, 2018 20:03 |
|
gently caress You And Diebold posted:The speed modifier going to 6 dot is 3%, and doesnt apply to primary. So if they take their current speed set and 6 dot everything itll be at most a 5 speed increase, which will make a difference but at least where I am in arena it isnt going to be make or break. I guess I get the point about this being something new to farm but they are adding in new energy to farm it with. If they had introduced 6 dot mods and kept them on cantina energy I wouldve been extremely pissed Also, got (beta) confirmation from a friend, 5e to 5a will change the power of a mod, so pilots with gold mods will be better than pilots with white mods. e: in the past, this has always been true, but gold vs. white was due to level, e.g. a level 15 originally white mod had the same power value as a level 15 originally gold mod. Now a mod that starts white will have less power than a mod that starts gold. Malgrin fucked around with this message at 20:25 on Aug 6, 2018 |
# ¿ Aug 6, 2018 20:17 |
|
gently caress You And Diebold posted:I know, thats what I said, but such a low % means that at most itll be 1 per mod, so 1 from each of the 5 non primary, and (I was wrong apparently, primary will change), 2 from arrow, 7 total speed from all 6 mods being 6 dotted, per character. I don't have amazing speed sets (best I can do is +109 including speed set bonus) so 1 each from the non primary will make a much smaller difference than an actual good speed secondary mod Yeah, my concern with suddenly faster mods is from people with purple mods (20+) upgrading to gold (25+) with a good roll.
|
# ¿ Aug 6, 2018 20:36 |
|
Ineptitude posted:So thats at BEST 30 mods you need to upgrade. For most of us it will be somewhere around ~120 mods. Now add TW.
|
# ¿ Aug 6, 2018 22:23 |
|
Rand Ecliptic posted:R2-D2. He is on my Arena team (Wiggs, Chaze, R2) which is also my strongest team (but I'm really only able to rank in the 201-500 rankings), so that would be a nice boost. Of the two, I'm leaning toward Number Crunch. There are a lot of dudes that gain a lot more from a zeta, or that create teams with just one zeta -- mostly leads. However, R2's number crunch is one of the best and most lasting zetas in the game. It helps your arena team now and will help raid teams later.
|
# ¿ Aug 6, 2018 22:45 |
|
SgtMongoose posted:DV was my first zeta and it was pivotal to me dragging my pubby guild across the heroic rancor finish line. From 5dot to 6dot, speed doesn't change much, but if you have a 15 speed blue or 20 speed purple, those can now jump to 25 speed mods. That is where I am concerned. Also +2 speed on primary may not sound like that much, but that + 10 speed for each hero is an insurmountable gain.
|
# ¿ Aug 7, 2018 03:27 |
|
CaptainPsyko posted:Only if you’ve been sitting on them at level 6/9 all this time. You can only slice a level 15 mod. My understanding is that a level 15 blue mod, when upgraded to purple, will have a chance to roll speed again (1/3 odds), and again when converted to gold (1/4). Then, it will increase by 3% when upgraded to 6E. If I understand things correctly, a green mod with +speed actually has the best chances of becoming a fast mod, although it will cost you to get it to gold.
|
# ¿ Aug 7, 2018 16:59 |
|
gently caress You And Diebold posted:A green mod has a better chance at high speed stats if upgraded now, because at level 3 or whatever it's guaranteed to boost speed since that's the only secondary stat there. Post mod patch every mod will always unlock all secondaries before boosting any. That'll be nice because you won't have to go all the way to 12 to see all secondary stats, but does give you less control with green mod secondaries. Post mod patch I'm unsure of how stat boost to existing level 15 mods will go but I did not get the impression from what I've read that you'll be able to take a 14 speed mod and make it 20 Yeah, I re-read all that stuff this morning. Part of why I am concerned is that I have spectacularly bad luck rolling mods. I have rolled more mods with speed than most (if not all) goons that play this game, and yet have a bad top end for mods compared to a few people in SM (some have more than 1 20+ speed mod). On the flip side, I have a very good middle end, super solid in the 13-15 speed range, so I'm hoping a lot of those mods are blue. Either way, I expect I will continue to roll very badly, while people around me roll well.
|
# ¿ Aug 7, 2018 19:37 |
|
Chilichimp posted:JTR core is JTR/R2/bb8 For TW O, Holdo is better paired with zFinn because she has an aoe daze, which fixes so many problems that comp has.
|
# ¿ Aug 20, 2018 18:07 |
|
Well, I'm getting bored with my level 54 alt, going to abandon it. Let me know if you want it, top arena payouts, has a pretty good Bastila jedi squad. Hit me up on here or discord if you're interested in getting a friend hooked on this game and giving them this account.
|
# ¿ Sep 28, 2018 19:50 |
|
We're in need of a new thread title (well, and new thread). The era of Thrawn is at its end
|
# ¿ Jul 28, 2021 04:19 |
|
somebody write a new OP. This thread is poo poo
|
# ¿ Feb 13, 2022 22:53 |
|
Malgrin posted:somebody write a new OP. This thread is poo poo I take it back. The OP is perfect now
|
# ¿ Feb 13, 2022 23:13 |
|
|
# ¿ May 9, 2024 04:23 |
|
fishtobaskets posted:why r we still ppsting in here lmao we need a frozen ppst that just says check the discord u gently caress. u im ecile. u open assman So that more people will look at the best loss meme
|
# ¿ May 1, 2022 22:37 |