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Malgrin
Mar 16, 2010


Don't buy Chromiums



Don't buy Chromiums





Star Wars: Galaxy of Heroes Mobile Turn Based Fighting Simulator of Frustration

Quickstart/tldr guide:
Level yourself by running missions (light side, dark side, and cantina) and finishing daily quests, which lets you level your heroes. Earn shards to level the stars of your heroes from LS/DS Hard modes, Cantina battles (unlocks at level 8), cantina credits, daily arena rewards (unlocks at 28), and GW rewards (unlocks at 40). See a list of priority heroes below. The first heroes you should work on are Lando (cantina energy), Boba (cantina credit), STH (arena credit), and RG (hard nodes). Spend 100 crystals per day on energy refreshes, 100 per day on cantina energy refreshes to level fast, and 50 (or 150) per day on arena. You start out with a small buffer of crystals, and you should be able to make top 50 arena within a couple days if you follow the longer form guide. While you shouldn't generally purchase Chromium packs (they have a 1/4 chance of getting hero, the other 3 will be shards), your first one is guaranteed to be a hero. This is sometimes (but not always) worth it.


If you're level 50 or below, read this
Thereís a starting exploit in the game now, for about the past year, and a lot of people have caught on. If youíve just gotten started, or want to start an alt, you should do this, but itís annoying and takes a month to really even start playing. That said, youíll reap the benefits for the rest of the game. Also, Iíd recommend changing the time zone on your phone so that you have an arena payout thatís useful for you. You get 6PM current, local time wherever you are. This means that if you do it in the winter, youíll have 6PM in the winter, 7PM in the summer, and if you do it in the summer, itíll be 6PM in the summer, 5PM in the winter. Yay DST. Figure out a time that works well for you, and pick a timezone based on that. Want arena payouts at lunchtime? Pick 6 hours to the east of you. Want midnight? Pick 6 hours west. Also, if youíre in a heavy populated time zone (EST, CST, PST, London, etc.), Iíd highly recommend you shift to a better time zone (Mountain time, the ocean, Alaska, etc.). Youíll have less competition at payout.
Ok, exploit guide.
Step 1: Start 2-4 new heroes.
Step 2: For the first one, level normally up to 24. Join a lowbie guild, participate in raids if possible.
Step 3: Donít spend energy from this point on, or do anything to gain xp, with one exception: train one hero each day (for the 25 sim tickets ó youíll need these later).. Login 2x per day to claim 90 regular and 45 cantina energy. Do your challenges. Collect free bronziums. From collecting daily energy, you max out at 1999 regular, and 999 cantina energy. This takes 23 days. Itís equivalent to about a 2k crystal bonus. Youíll save up about 600 sim tickets from doing the training quest ó as long as this is the only xp generating thing you do, youíll get really close to level 28 around that same time, make sure you donít accidentally pop over. Also, those three (25, 26, 27) will take off a few days from the grind because you gain energy from leveling.
Step 4: In the meantime, level your other guys to 27, just login once a day, hit some easy, fast quests, then log off ó youíve got 22 days to do this. This should only take you 2-3 minutes per account per day, and youíll hit 27 really fast because quests give a lot of xp.
Step 5: Ok, so, youíre now level 27, sitting on 600 sim tickets, 1999 energy, and 999 cantina. You also have other accounts at level 27, the more the better. Jump one ó NOT YOUR GOOD ONE ó up to level 28. Check your arena ranking. If itís less than 2k, youíre probably not going to get a better opportunity than right now to jump in. If youíre 3k-5k, consider how patient you want to be. If you can wait another 3-4 days (more challenge gear and daily login rewardsÖ), you can run your alts out one at a time, until you find a brand new shard, or you can jump in and go to work. IMO youíve put a month of work into this account, you can wait another 4ish days. However, if youíre in that 3k-5k range, you might want to make another alt or two, just to be safe. If youíre over 5k, itís definitely worth waiting. Iím fairly certain an arena shard holds 20k accounts. Depending on how many people are joining at once, this can take anywhere from a day to 4 days (unless theyíre running some kind of huge promotion, expect closer to 4 days). So, about every 24 hours, you want to jump an alt into the game, and see where it is. If, after 24 hours, itís only jumped 5k (e.g. 5k to 10k), you might want to consider waiting closer to 36 hours. If itís jumped 10k, then you might want to check back in 8 hours later. Anyways, the more alts you have, the more frequently you can check the current arena rank. Note: If you can get 3-4 buddies to do this with you, itís easier, because you can take turns checking and do it more frequently, and then all get in on the ground floor of an arena time.
Step 6: Ok, you just got 5th rank on your alt. Immediately jump in with your alt. Depending on the route you take (Phoenix or First OrderÖsee below), you either want to start doing cantina sims right away, or level to 35 (you have enough energy to do this), and then start simming Kylo Ren Unmasked/Matt. By the time youíve spent all your energy, you should be at least level 40, the same day you started. Also, you just spent all your sim ticketsÖprobably.

Two Paths: Phoenix and First Order
Phoenix:

fishtobaskets posted:

The shorthand newbie guide is:
1. Focus on getting good scoundrels for credit heist. Money is a huge bottleneck so the sooner you can do tier 3, the better. Lando/Captain Han, Boba, and ST Han are good choices. I expect when the veteran bros (han/chewie) become farmable they will also be desirable targets
2. Phoenix is a great 1st synergy team to shoot for. They are required to unlock thrawn, they work as rebels to unlock EP, and they get you 40% of the way to unlocking GM Yoda. Plus they are servicable in young arena, they are required for 2 TB nodes, and they do great in GW.

1. Cantina energy - Hera
2. Cantina store - Chopper
3. GW store - Zeb
4. Arena store - Kanan
5. Hard nodes/guild store - Sabine

First Order:
With Kylo Ren (Unmasked) aka Matt in an early Cantina node, this opens up a new starting option. I did a little bit of testing, and it is viable. Overall, this will be a more difficult route than going Phoenix, but itís fun and has a lot of benefits. You will get Palpatine and Thrawn later in the game, but youíll unlock BB8 sooner. Also, the First Order are cool and Phoenix are dumb (this is the real reason to do this level guide). Unfortunately, you donít really get access to many FO dudes early. If you used the exploit above, you will immediately have Matt, and you can start working on Phasma (3 days of GW). Also, GW is really easy because Matt canít die starting at G6 (with 2000 energy, heíd better be G6 at level 42), unless Kylo Ren (masked) puts heal immunity on him. What I want to suggest you do: Get FOO from Cantina store, Phasma from GW, FOST from hard nodes. What you probably should do: unlock boba from the cantina store so that you can do credit heists, then get FOO. Once you hit late 40s, you can also start working on FOTP, and the crew really starts to shine. With Matt (L), Phasma, FOST, the comp is already pretty solid. Iíd recommend a couple DPS to join in there, Boba is a solid choice until you can get FOO and FOTP in there. I also like running Talia early because sheís not terrible, and FOST does not self heal. Also, I did this run without the above exploit, and landed in the top 200s around level 45. I don't see myself climbing much higher for a bit because I've only just unlocked FOTP's node at level 46, and have only just started on FOO's node. That said, I'm still very optimistic about the phoenix match moving into the 50s, but I'm not there yet.


Play with other goons!
There are currently two guilds: Something Maulful (formerly Ima Goon Di) and Qui Goon Jinn. Post in the thread to ask if any of these have space.
We have a goon spreadsheet that we once used for guild organization (but not really anymore because ), but it still has a lot of useful information in there (including our discord link): follow this link to add yourself to the spreadsheet (has useful raid stuff mostly these days).
You have to leave your current guild (if you're in one) before we can add you, and you need to post your Ally code -- seen under your allies tab -- just 9 numbers.
Being in a Guild allows you to earn more shards and gear through daily activities and raids (discussed more below).



For end game content, see the second post




P.S. DON'T loving BUY CHROMIUMS

Q: What is Star Wars: Galaxy of Heroes?
A: Star Wars: Galaxy of Heroes is a mobile "game" by Electronic Arts. The game was first announced on June 15, 2015 in EA's press conference during the 2015 Electronic Entertainment Expo. The game revolves around collecting different characters in the Star Wars universe, leveling them up through mission based activities, and acquiring items to gear them.
Basically, the game is Pokemon a skinner box for Star Wars.

Q: Should I ever spend crystals on Chromium packs, other than to buy one single pack for the guaranteed character?
A: DO NOT BUY CHROMIUM PACKS

Feel free to post ally codes in this thread so that you can add each other and use other peoples heroes and poo poo. It's very handy when you get into the area of the game where you can summon an ally. http://forums.somethingawful.com/sh...hreadid=3771211


Priority Heroes (Roughly in order):
Cantina* = Lando -> Hera + Ezra / Matt -> Wedge -> TFP -> Farm Luke -> Old Ben -> Finn
Cantina Shop = Boba -> Chopper -> Stormtrooper -> Poe -> QGJ
Arena = STH unlock -> Kanaan -> STH finish -> Tarkin -> Leia
GW = Garazeb -> Biggs -> Magmatrooper -> Teebo/Phasma/Resistance Pilot?
Hard Modes = Royal Guard/Resistance Trooper/So many things but don't do too many at once
Guild = Jyn/Rey/Rex/Maul/Sun Fac
Fleet** = Wedge/Chirrut/Rex/Vader/Maul/Sun Fac
Ships from GW credits: FOTP, TFP, Biggs, Fives, JC, GS, SF...basically anything but GSpy is decent
Ships from Fleet Shipments: Adv. Tie, Slave 1 and Scimitar. If you're still working on unlocking the Zeta challenge, FOTP, TFP, Fives, Biggs are all worth focusing on.

*Wedge + Biggs is the core of level 70-80ish arena, but you don't unlock Wedge until late 60s in Cantina -- start farming him as soon as he's available
**I would recommend farming ships with fleet shipments. so that you can unlock the zeta challenge. To farm zetas we we will need to acquire, in this order: five 4* Dark Side ships to unlock a 5* Executrix and then eight 5* ships of ANY faction.. After that farm these heroes.

Scoundrels for Credit Heist (THIS IS SUPER IMPORTANT): STH (Arena), IG-88 (Arena), Lando (Cantina), Boba Fett (Hard, Cantina Tokens), 1 more of whatever crap you feel like farming. You really just need a couple of those first ones at high power to get through it, and STH and Lando double as rebels, so worth it.

Legendary Heroes
There are now several legendary heroes in this game -- they are acquired by starring and leveling 5 either faction or specific heroes. The current ones are Yoda, Palpatine, R2D2, Thrawn, and Luke, and you should aim for getting Palpatine/Thrawn -> R2 -> Luke -> Yoda
Easiest Jedi for Yoda event: Lumi (GW), JC (Cantina Battles/Hard), Mace Windu (Arena), QGJ (Cantina), Barriss (Cantina Battles, Hard)
Best Rebels for Palp event: AA (Arena), STH (Arena), Lando (Cantina), Wedge (Cantina), Biggs (GW). Alternates: HRScout (Cantina Credits), Leia (Arena).
Phoenix Squad for Thrawn: Pick 5 Phoenix, Hera is essential, Zeb is important and the easiest farm, and Ezra is pretty drat important. You then have to choose between Sabine (takes forever) and Chopper (easy farm).
OG Rebels for Luke: Leia, Old Ben, R2, ST Han, and Farmboy Luke.


Hero farm locations:
https://docs.google.com/spreadsheet...RVXg/edit#gid=0


Common Abbreviations



Game Guide:
Unless you plan to spend a lot of money on this game ($250 or more), don't buy Chromium packs (except for your first, it's a guaranteed hero). If you think you might spend your hard-earned money on this game, the starter bundles you see are generally the best deals around. You will get more value With the $10, $20, $50, and $100 packs than you will with chromium packs. Also, the starter bundles disappear after about a week, so make up your mind. We recommend that if you spend money, you do so on crystals, and turn those into energy. It sounds lame, but you level up faster, earn gear faster, and earn characters faster.
All that said, if you really want to roll the dice, you can get some really sweet heroes out of Chromium packs. Each pack will either contain a character or character shards. The problem with buying chromium packs is that some heroes can ONLY be obtained by packs. So, if you unlock a chromium only here in a chromium pack, unless you buy more packs, you will never get them above their current star level, and they will be much weaker in a couple weeks than the heroes that are free to play. Additionally, you have about a 3/4 chance of getting 10-15 hero shards, and a 1/4 chance of getting a hero.
However, the best heroes in the game right now our Chirrut and Baze, who can be obtained from shipments for crystals. So, if you really want to spend money on the game, this is the best way to do it. Buy these two heroes for Crystals (get them to 3-4 star), and you will not regret it.


SWGoH Resources
SWGoH GG: Character info (including datamined stats)
SWGOH SubReddit: Come here to complain about the Devs

SWGoH.GG has added a new feature that lets you sync your character collection, for example:
http://swgoh.gg/u/mal/
Go here if you want to sync your characters. Once you've done this, if you need help on characters or progressing, you can then link us your account and we can see what your characters are, as well as your mods and other useful stuff.



Currencies

There are several types of currencies in this game. The first is crystals, which can be purchased with $$. The second is credits, which you spend on your heroes (leveling them, increasing stars, and gear level all cost credits). After that, there are squad arena points, earned by playing arena, spent on character shards in arena shipments; squad cantina points, earned by playing cantina, spent on character shards in cantina shipments; galactic war (GW) points, earned by playing GW, spent on character shards in GW shipments; and Fleet points, earned by participating in fleet arena (starts at level 60) and spent on ships and rare heroes. There are also two things that sort of work as currency: ability mats and training droids, used for leveling hero abilities and hero levels.


Heroes

You unlock heroes by collecting hero shards, through a variety of methods. A new hero starts somewhere between 1 and 5 stars, which determines the number of shards you need to collect to unlock them. You need a total of 330 shards to take a hero to 7 stars (from 0). There are two other important ways to level your hero: level and gear level. Each hero's level max is equal to your level, and you level a hero by spending training droids and credits on them. For each gear level, there are 6 equipment slots for each hero, once you've filled all of those, you can upgrade to the next level. The primary way to earn gear level is to repeatedly sim missions. Also, you're going to need a lot of laptops, just fyi. At gear level 7, you unlock Protection, which is a second health bar -- that doesn't get healed.



Ability Materials

These are really important, and tier 3 ability mats are fairly rare (and Omegas are super rare). At first, tier 1 and 2 will seem precious, but eventually you won't really worry about spending those. However, make sure to plan ahead before spending tier 3 or omega ability mats. Don't spend these on starter heroes like Chewie that are good early, but drop off pretty hard. You will regret spending tier 3 ability mats on heroes you don't use anymore. Additionally, you don't need to level very many leader abilities -- see the leader section for more info on that.
Omega materials have been added to the game -- these are for skills at level 8, and are usually quite good. You only get them from special events, and from the daily quest AT LEVEL 80, once per day.
Zeta materials are also new to the game. You need to work on ships to get them -- need a bunch of 5*s to get them from the Tarkin Challenge, and after that, it's worth buying them from the ship shop.


Energy

Now that you get the basics, it's time to start playing the game. Use your starting crystals to grind missions (instead of on Chromium packs). Energy costs 50, 50, 100, 100, and goes up from there, while Cantina energy costs 100, 100, 200, 400, and up from there. I would recommend at the very least spending 100 on each mode every day. This will increase your level rapidly, which will then generate more energy, and you can progress really fast the first couple days, which will help you move to the top of arena (which will then net you even more crystals). You also get free 45 regular energy 3x per day, login between 1-3 PM, 7-9 PM, and 10-12 PM local time (DST shifts this by an hour, so it could be noon to 2pm, etc. for you) for a total of 135 energy. You also now get 45 Cantina energy once per day at the noon or 1 PM time slot. You get regular and cantina energy every time you level.


Leveling
Level your main squad as soon as you level. Also don't use the assign all button when assigning training droids, it will waste xp and credits. Each training droid is worth a certain amount of xp, and costs a certain amount of gold for training. If a training droid is worth more xp than what your hero needs for the next level (and that level is max), it will overlevel that hero, wasting both xp and gold. When assigning training droids, always use one less than necessary of the highest level available, and work your way down until you finish the level with tier 1 training droids. While you are leveling from about 50 to 70, you will only have enough credits/droids to level about 6-7 heroes, so choose wisely. Pick 5 arena worthy heroes (ask us, it changes).


Light/Dark Missions

There are Light Side and Dark Side missions, and you can only use your light side heroes for light side missions, and same for dark side heroes. In order to progress in the game, you need to balance leveling hero stars/gear/level between those. Additionally, when you clear all of the missions for one side's level, you unlock hard missions. You can complete a hard mission 3 times per day, and have a chance to earn shards from most hard missions. Do these every day for the heroes you want/are using.
See recommendations above or ask in thread. That said, Ewok Elder is great in end game content and will take you 6+ months to farm. The more you play this game, the better sense you'll get of which heroes you want to play with and unlock. Additionally, you have to balance your energy between farming shards, progressing in missions, and farming gear. Gear level is really important in this game, so make sure to farm your equipment. When you need a specific piece of gear, you can go to your character screen, select the piece of gear, and then there will be a find button.


Cantina

At level 8, you will unlock Cantina, which is a great way to farm hero shards. There are two methods of grinding shards here. The first is by completing missions. Some missions reward character shards about 33% of the time, and this is a fairly consistent method of promoting characters. Lando is the best level 1 Cantina mission hero, and is found in the best Arena teams. Additionally, you earn cantina points, which can be spent on other heroes. See recommendations above.


Challenges

After squad arena, you will unlock challenges. There are two types available each day (except Sundays, when you can do all 6), and they rotate over 3 days. The first type rotates between credits, training droids, and ability materials. You can use any heroes you want for this mission. The second type rotates between equipment challenges. There's a healer/support challenge, rewarding AGI gear, an attacker challenge (STR gear), and a tank challenge (INT gear). Most of these missions are pretty easy once you've figured it out, but most of them have some kind of trick to them:
Healing/Support challenge: Opress has an attack that reduces all your heroes to 1 health. In earlier levels, you can generally keep up by just using JC's heals. If this isn't enough, kill a support droid. A debuff on Opress will make him take extra damage (by a lot), so use Talia's DOT every chance you get. At the second tier, the droids also shoot, so be ready for that.
Attacker Challenge: Shoot the droids to get a giant damage buff. Easy mode.
Tank Challenge: This is the hardest, until you have a few levels on it or unlock more tanks (Teebo lead makes this a breeze because of his TM). Mace Windu puts a debuff on a hero that will significantly weaken them. I think there's some strategy involving attacking the droids (something to do with resetting his attack), but I couldn't figure that out, so I just shoot Windu until he dies.
Training Droids: One bot does some debuff stuff, the other heals. kill the healing bot (it's labeled when you click on it), then kill Boba.
Credits: Cad's bots buff him to do pretty ridiculous damage. I think you can prevent that from happening (or debuff him with the right heroes), but really just focus and kill Cad asap. Save your high damage abilities for him.
Ability Mats: Darth Vader applies a lot of DoTs. Then his lightsaber throw will instantly kill anyone with debuffs (not always, but frequently). If he gets a kill with lightsaber throw, his turn meter refills 100%. Also, his droids add additional debuffs. Just focus down Vader.


Arena

I've been doing some testing on this, and there are some things you should know if you are just getting started. Arena shards reset roughly once or twice a week. It seems to be based on how many people have joined a shard so far, and then it resets. When you start your account, you can get to level 28 that day, and see where you are (point of interest - you don't get put into an arena shard until you hit level 8, so if you sit on a level 7 account for 6 months, you'll still join a brand new arena shard). If you are somewhere better than 2-3k, you're doing pretty well and can climb from there alright -- only a slight disadvantage. However, if you start worse than 5k on your arena shard, you are days behind the people at the start. Check the rankings -- some of them could be 30-40 levels ahead of you, and you will basically never catch up. Granted, some of those people are spending a fortune on this game, and you'll never catch up anyways, but if you start on a newer arena shard, you at least have a chance to catch up with the other F2P people.
When you gain access to squad arena, I would highly recommend spending 50 (or even 150) crystals per day on an extra 5 attacks until you reach equilibrium in power to those around you. The sooner you reach top 100, the faster you'll be able to farm arena heroes. At 6:00 PM local time, you earn rewards based on your level. You should spend all your arena points on one hero. Shipments reset after 6 hours, so you can unlock 3-4 shipments per day, depending on your sleep schedule. When you start your account, you are grouped into a server of people who started at the same time, so it isn't impossible to climb to the top of the ladder. Following this guide, you should be able to make top 10 unless you are on a very competitive server.
Arena is the best way to get free crystals, at top 50 you get an extra 150 per day. You also get about 50 per day from quests, so you'll be able to spend 100 crystals on regular energy and 100 crystals on cantina energy.


Galactic War

At level 40, you unlock Galactic War. Each day, you can run through GW once, and you earn a variety of rewards for doing so (they improve with each successful GW mission). There is no energy cost associated with GW. GW starts with fairly easy teams (level-wise), and ratchets it up as you go along. Early on, you may not be able to finish this every day because it gets really hard (but with this guide, you stand a chance). GW is an endurance type of gauntlet. If a hero gets low on health in one mission, he'll still be low in the next. If you lose a hero, he's gone for the rest of the day (in GW only). After an opponent has attacked at least once in a battle, anytime during your turn you can click the options button, and retreat, to start over. This is a complete reset of GW, it will be like nothing happened. Additionally, you can send out a weak team with 2-3 heroes on it (it will warn you that you don't have a full squad - just hit ok and start it), and let the enemy team waste a couple specials or maybe a taunt. They will die, but this can help you progress a couple levels further. Sometimes you'll need to throw a mid-level hero at this to get them to use their specials. If they completely demolish your A-team, it's worth a shot. As you develop more heroes, you'll find this gets a little easier to do.
Another key point on retreat: if you start a battle, and your team gets wrecked and you retreat, you need to change up your roster or order. Unless you make changes to your roster, the enemy team's attacks/rolls are predetermined and will do exactly the same thing every time. You can use this to your advantage by changing your focus/try to get stuns on other characters, or you can swap out a character to change the RNG seed.



Mods



At first, mods were an absolute shitpile that ruined this game. A good set of mods more than doubled your heroes stats (up to 4x protection) They cut them down to about 10-30% of what they were, which is a good thing, except they hosed up a lot along the way.

Mods are pretty much like gear, but new and different. They unlock at level 50, and have their own menu over by cantina battles. Mods are super complicated to explain, but basically for each mod slot (there are 6 slots) has a set of stats it can grant you, like health and protection, or defense. Mods have a primary stat, determined by the slot, and 4 secondary stats, which are random (or predetermined with quality). Quality is determined when you get the mod, and higher quality tells you more of the secondary stats in advance. Mods also have tiers (stars or dots) which range from mk1 to mk7, and are the base multiplier for the primary stat. Where you acquire the mod determines this. Battles give out mk1-3, while challenges drop mk1-5. Then, each mod has a set bonus (like health, defense, or speed). Get enough mods of the same set bonus (2 or 4) and you get that bonus (e.g. +5% health). Also, set bonuses stack, so if you have 6 Health mods, you get +15% health (for level 15 mods). Finally, each mod has a level, which increases its primary stat (and unlocks secondary stats). This just costs credits. Lots and lots of credits.

To earn mods, fight in the battles (these use cantina energy) until you reach tier 3. Then you can move over to challenges. For each tier of battles you clear, you unlock an additional challenge. Battles (and the first challenge -- hp set) can be fought with any heroes. The other challenges require a set of heroes, like First Order, Jedi, or Empire. You use 5 heroes plus an ally for Battles, but Challenges are just fought with 3, no bring a friend option. Battles unlock mk1-2 mods, while challenges unlock mk1-5 mods. You need a pretty strong comp to clear past the second tier of any of these battles, so be careful not to waste too much energy. Each tier of battles and each challenge type drop a specific set of gear, like health or defense. The set you choose from has no impact on the primary or second stats -- they only determine the set bonuses you get.

Once you beat the 3rd challenge for Health (any hero) and Defense (Jedi), you'll unlock 5 pip mods in the Mod Store

Each mod has a set bonus, a primary stat, and secondary stats. <-- None of these things are connected in any way.

Primary stats
So, if you look at the mods, you've got Top Left, TR, ML, MR, BL, BR, generally referenced as 1-6. For primary stats, 1 is only offense. 2 can be a range of stats, but the only ones you should care about are protection (for tanks) and speed for everyone else. 3 can only be defense. 4 can be a range of stats, use crit damage for damage dealers, and probably protection for everyone else. 5 can be Health or Protection. 6 has a range of stats, you usually want protection, potency, or offense. At 5.88%, health and offense are pretty weak, but it takes a lot of time to get the exact stats you want, so you can fill in. Plus, Barriss does well with +% health, so you can give those to her once you replace them.
Mods have a * quality (or dot) that is generated when you find the mod. Mod battles get you 1 and 2 * mods, while challenges get you 3 through 5 * mods. This determines the maximum primary stat -- a 5* Prot stat maxes at 23.5% at level 15.

Set Bonuses
Ok, then we have a bunch of different set bonuses (with number of mods required after): Health 2, Defense 2, Offense 4, Speed 4, Potency 2, Tenacity, Crit % 2, Crit Damage 4. I think that's it, but there might be more coming (please dear god never add dodge). Due to farmability, you are probably just going to start with a bunch of 5* health mods. This is fine. You can always hand these off to B-squads later. When it comes to 5* mods, you're probably never going to afford more than 2 or 3 squad sets of them (at ~600k per mod to level 15, that's 3.6 mil per hero, or 18 mil per squad). So, fill your current arena squad with health sets. These are the easiest to acquire. After that, you want to try to get Speed, Crit %, Crit Damage, and Potency set mods. These give you the best value. It takes 4 speed set mods to get the speed bonus, and you have a total of 6 mods, so you can combine that with 2 Potency or 2 Crit % set mods to round out your mods. Also, set bonuses do stack, so if you run 6 potency set mods, you'll get the potency bonus 3 times.
Also, the set bonuses generally double when you level a set to 15. If you have 3 speed mods at level 15, and one speed mod at level 14, you will still only get the lower bonus (5%?). At 4 level 15 speed mods I think it jumps to 10%.

Secondary Stats
Secondary stats are randomized stats added onto the mods. This has a lot to do with another quality -- mod color. If you roll a white mod, your mod will start with 0 secondary stats. If you roll a yellow mod, it starts with 4 secondary stats. There's a color for everything in between too. So, with a higher quality mod, you know what stats you are getting and if you want to level that mod in advance. As you level your mods, you either gain new stats if you don't have them, or increase stats that were already there. So, a low quality rolled mod (leveled to 15) might have a secondary speed stat of 5, while a high quality mod might have a secondary speed stat of 11 (I have one).

Here's a guide to mods for each hero -- there aren't right for all heroes all the time, but they'll give you a pretty good sense of what type of heroes want what type of mods:
http://www.crouchingrancor.com/mods...each-character/


Events
Eventually you will unlock Events. These are limited time events that pop up occasionally. We get the Yoda event about once a month, and he's a great long-term goal. You need 5 Jedi at 5 stars or higher to unlock him (and 7* to 7* him). This event rewards a lot of credits and Yoda is still pretty good. A new event that is going to be very rare just started -- you need 5 rebels at 5* to unlock the Emperor, and 7* to get him to 7*. While not impossible, this requires you to put all your arena tokens into STH, Leia, and Ackbar. From there you have a few options, Lando, Luke, and HRScout are the easier options. I'd probably go Lando and HRScout because they are very good, but I completed it with Luke (I got him when he was half decent). Additionally, we now have a credit event and a training droid event that visit us about once a week and shower us with credits and droids. These require scoundrels to complete -- see quick guide for more info.

Malgrin fucked around with this message at Apr 19, 2018 around 15:30

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Malgrin
Mar 16, 2010


This post is intended for end game content

Territory Wars

CaptainPsyko posted:

So, a few general principles for coordinating Territory Wars:

1) everybody should be contributing 4 squads and 1 fleet on defense. I get that a guild like QGJ has a wider than normal variance between the top and bottom end rosters, but it still takes a lot for someoneís 5th or 6th or 7th Best Squad to be better than a lower GP members 3rd best squad. Weíve taken to telling people that if you canít commit to placing 4 squads on defense, just donít sign up because it means someone has to cover you. (The number of slots is based on the number of people that sign up.) We run ~46-48 of our 50 in TW as a result and have been much more successful since that than when we had some signup and noshows early on.

2) following on from that, Defense is *everything*. In general, all you can accomplish by holding back good squads from D to use on O is causing a tie. If you want to have an opportunity to win you put all of your good stuff that makes sense on defense. By holding back, you will create a situation in which your possible outcomes become lose or tie. Which are the same thing, except maybe one leaves you feeling like you at least have a bit of pride. A shot at a zeta is worth more than pride in a dumb phone game, IMO.

3) placement: if you number the top and bottom rows of ground Territories from left to right 1-4 (so 4 is front, and 1 is the big money extra points zones), whatís worked for us is putting teams that maybe arenít the best but which require specific counters and exhaust resources on top 3/4; we do a wall of old zaul teams - most have bad mods and are a bit under geared, as they were arena teams for a lot of our guys when they first hit 85 a year ago, but by clustering them, it wastes a lot of rex leads and other anti-Zaul tech that theyíll wish theyíd saved. 3 tends to be a mix of mediocre g~7-9 Phoenix and NS squads. We tell people to split up arena teams between both zone 1ís, and bottom zone 3. And then, whatever else people throw in, they throw into both 2ís and bottom 4.

What does that layout accomplish? Youíre giving them a choice between an Ďeasyí zone and a difficult one. More coordinated guilds will go through the challenge and try to press to ships. And when they come back to the bottom, theyíll be low on gas and then break hard against arena level teams sooner than they expect them in back. Less coordinated guilds, or those that decide to take the bait and not chase ships will clean up the easy teams quickly, only to have to choose between arena teams or the Zaul Wall. Either way, theyíre back in the same trap when they come back around and try to get to the top.

Thatís far from the only strategy, but itís worked for us because itís really minimal coordination.

Basically, we tell or people to pick out their 4 best defensive teams. If they have a zmaul Squad, we ask that that be one of them. We label the Territories as A/B/C, and tel people to put in their best squads on A, their worst on C. Relative to their own roster. Somebody elseís C might be my A and thatís fine. The point is we want four teams and a fleet from everyone, so deploy with what you have relative to that.

F F
A C B Z
A B A C

(The A zones get some c/b teams to top off their last few slots as stragglers who deploy late just place anything anywhere. Thatís fine.)

Top TW Defense Squads
JTRey, BB8, R2, GK, RT
CLS, CHS, Han, Chaze
AV, Daka, Talzin, Barriss, Talia
EP, Vader, DN, Sith Trooper, Sion
KRU, Kylo, FOST, Barriss, FOE
Thrawn, Krennic, DT, Storm, Shore
Maul, Savage, ST, SA, Sid
Hera, Zeb, Kanan, Chopper, Ezra

TW Meta Counter Squads
Nute (L), Acolyte, Zombie, +2 (relies on stealth to kill non-aoe teams)
Poggle, GSpy, +3 (relies on buffing solo Zavage, then assassinates him)
Zirpa + Ewoks (high enough gear can kill meta squads)
zFinn, Poe, Scav, RT, RP (as long as Poe is fastest, can kill a lot of squads)
Rex, Wampa, +3


Meta Arena Squads
Ask in here or Discord for more info on meta arena.
04/18 meta consists of primarily 3 comps:
Rex (L), Wampa, Sion, DN, Talzin
EP, DN, Sion, Vader, SiT/Thrawn
JTR, R2, BB8, GK, Thrawn (Still just hanging on)


High end Gear Farming
This is to discuss farming purple/gold items. You have to consider the cost to farm vs. the cost to buy when doing this, or it just isn't worth it. Generally speaking, unless you have another reason to spend additional refreshes (either you really want more guild credit or you're leveling), refreshing for 100 just isn't worth it. There are roughly four tiers of farmable purple+ gear to farm. The first are primarily Holo Projectors (also occasionally laptops, mk4 syringes, mk2 bacta, etc.), which cost 273 (or 300) crystals, can be farmed at 8/attempt, and you need 20 to make an item. I'm pretty sure all purple items drop at 1/5, so you should need 8 * 5 * 20 = 800 energy to finish one. If you build this entirely out of refreshes, that's 800/120 = 6.67 refreshes. At 50/refresh, that's 333 crystals, and at 100, that's 667 crystals. In short, these items are really not worth farming. If you're doing a mix of free energy and your refreshes for 50, there's an argument to be made that it's worth it, but you're probably better off saving up crystals and buying one.
Next tier, stun cuffs/stun guns. You need 50 at 10 energy, with a 1/5 droprate, so that's 10 * 5 * 50 = 2500 energy, or 20.8 refreshes. That's either 2100 crystals, or 1050. In the store, I think these cost 1400, so you're now looking at value (350 crystals per farmed vs. bought cuff).
Next tier are items where you get half the item from challenges, like your MK8 Binocs or MK implants. Assuming you have enough from your challenges (you should), these cost 750 crystals. Alternatively, you can farm them like above, and I think they still have a 1/5 droprate, although it could be a little worse. Like above, that's 1050 crystals per 50 farmed, or 750 in the store, so this time they're actually cheaper in the store. 750 may take awhile to save up, but it's still worth it. If you get some from a raid, it can be worth finishing off that item with farm though.
Finally, we have the final tier of farmable raid gear, like MK7 shield generators, or MK9 Binocs. I'm pretty sure these both cost 1250 in the store, and if we follow the math above, that's still 1050 to farm vs. 1250 in the store. Better value to farm.
You can also purchase full raid gear from the store for Rancor raid (so Furnaces, Scanners, etc.). You might be wondering if these are worth purchasing, and it really depends. In terms of use, Scanners are the most used, followed by Furnaces, then Callers, and finally Nubian Discs. MK5 Furnaces are the best deal. In addition to getting the 50 raid gear, you'll get a holo projector and a mk6 syringe. Purchased separately, these two items would cost 1700 crystals, so it's just a good bargain.
The rest all fall into the same general category of not really worth buying from the store. Scanners take a bunch of randomly farmed gear, but it's all green/white items, so not particularly taxing to farm. All together, this takes something like 50 items. So while this is the most abundant item, and at some point you may feel the crunch, this is a bad deal. If you need more of the raid gear, I'd recommend spending guild credit or ship credit for 2-3 at a time. Next we have Callers. These you will need for all your tanks, so you might find yourself running low at some point. However, these only require 20 mk1 Bacta and some other random stuff. This brings us to Nubian discs, which are the closest to being worth it, except for two things. First, MK3 callers can now be farmed alongside syringes, so you should have plenty of these (at some point in the future). Second, this is the least used of all the gear items, so except for the first month or so of raiding, you shouldn't run out of these. Some VIPs need these to get to 10 or 11 (Wedge, Chirrut, Boba, TFP, EE, GK), but overall, you just don't need these as much as the other items.

tldr: Buy 20 item purple gear for 273/300 crystals, 50 item partial gear for 750 crystals, and MK5 Furnaces for 1400 crystals. Farm everything else.

Raids



Rancor: Just run CLS (fastest, most consistent comp is Wedge (L), CLS, Han, Biggs)

Tank Takedown Raid:

Solo: Zader, zWampa, CLS, Thrawn, BB8
P1: CLS, zHan
P2 30%+ Solo: Ackbar, CLS, BB8, Thrawn, zAV

Sith Raid

This one is really hard, but there are a three comps to get in order for Heroic:

Nightsisters: AV, Daka, Talia, Acolyte, +1 (Initiate, Talzin, Zombie) (P4 DN)
required zetas: AV lead
good zetas: AV unique, Talzin unique
Explanation: AV lead offers tm when brought below 100% hp, and removes enemy tm on attack. Aco goes into machine gun mode because she double attavks on stealth, and heals 20% on crit. load up aco with cc%. Daka and Talia heals are 50% tm for nearly everyone. Talzin is the ideal 5th, but undergeared initiate is fine.

RJT: BB8, R2, RT, Scav Rey (P1)
Req zetas: RJT lead
good zetas: BB8's, R2's
Explanation: expose, juggle boss abilities, survive.

Chex Mix: CLS, rHan, DT, Chirrut, Pao (P3)
req zetas: Han
good zetas: not necessary, but CLS's zetas will all improve the run after the Hanstand
Explanation: Give Han cc/cd up, off up, and tenacity up, kill 1 saber, and then deathmark Traya. might need to play with speeds some to make this work between dt/han. Use the ability on Han, and watch him do dmg.

other important comps for t5/t6/heroic:
Phoenix
Imperial Troopers
UKR lead FO
Healers (all of them)
Ewoks
Figure out the jawa and/or rogue one det/expose trick, easy damage, uses underutilized heroes for raid damage



Ships

Ships are basically a reskin of the game, but a few slight differences. You have an admiral (currently Thrawn, Ackbar, Mace, or Tarkin).
Right now (Jan 2018), I'm running Thrawn, Biggs, Vader, TFP, FOTP, Reaper, with reinforcements Boba, Scimitar, and Poe.

Fleet Shipments Priorities (ships): Boba Fett, TFP, FOTP, Biggs.
GW ship priorities: Biggs, TFP, FOTP

Malgrin fucked around with this message at Apr 19, 2018 around 17:21

iGestalt
Mar 4, 2013



Great OP. Digging the info on Arena Leaders! Nice job.

Mile'ionaha
Nov 2, 2004



Quotes from IGD's #2 and #3 on raiding:

KingOfTheTramps posted:

I've been getting a lot of damage against the rancor with the following 3 (all gear 9):

QGJ - maxed Quick Strike for TM reduction
Rey - she is quick and often hits for 15K+
RG - for the taunt and slow debuff, the huge health pool helps as well.

The other 2 slots are fairly flexible, but honourable mentions go to Barriss, and Yoda if the rancor has 50%+ health (so you can give your whole team dodge).

Once things start to go south you want to try and escape your best toons and use them over 2 or even 3 rounds. I get much better results if I can reuse QGJ and Rey rather than using my backups, because most of my backups are not at max gear/level.

I'm also farming Ewoks as I imagine they will be very useful.


Malgrin posted:

Yeah, I generally run two team comps, and try to save anyone I can. I run Teebo lead, Chirpa, Ewok Elder, RG, QGJ. These guys basically have the perfect balance of abilities, but this fight usually takes me 10 minutes, but I've gotten 400k+ damage out of it. QGJ and Teebo can remove Taunt/damage up. Secondly, Teebo removes a lot of TM, so that's pretty amazing. Chirpa grants speed, HoTs, retribution to Ewoks, and a pretty big burst of damage in his everybody attacks move (ok, right now it's up to 3 ewok allies +1 other). RG applies stuns and slows. QGJ also removes TM. I use this to juggle him, and I usually still have everyone up when he gets to enrage, at which point I try to get everyone out. Usually get about 2-3, but sometimes 4. My next team comp really depends on who survived. If QGJ and Teebo survive, I like to go Teebo, QGJ, Phasma, Poe, Rey. If RG survives I usually put him in place of Poe. I only run Chirpa if Teebo survives.

MarcusSA
Sep 23, 2007



Grimey Drawer

I'm glad I contributed to the new thread title.

Also Barriss at 7* doesn't seem that much better but she has the second highest attack on my squad.

Tracula
Mar 26, 2010

PLEASE LEAVE


Just been getting back into the game. Sid is still the best all-around leader unless you're doing a pure Jedi or droid team, right?

iGestalt
Mar 4, 2013



Tracula posted:

Just been getting back into the game. Sid is still the best all-around leader unless you're doing a pure Jedi or droid team, right?

I find him good as an all-around due to Crit boost. Luminara is also pretty solid due to her Heal-on-turn (I think that's how it works?)

Malgrin
Mar 16, 2010


Tracula posted:

Just been getting back into the game. Sid is still the best all-around leader unless you're doing a pure Jedi or droid team, right?

Dooku and Old Ben (need to add him to OP) are probably the go to leaders in non-GW modes. If you want to go through GW smoothly, Barriss or Lumi.

Mile'ionaha posted:

Quotes from IGD's #2 and #3 on raiding:


Thanks, added.

Malgrin fucked around with this message at May 4, 2016 around 21:55

justsharkbait
Dec 20, 2013

HOO HA HA


Grimey Drawer

Thanks for the OP.

I have been using sid as my arena leader. However i finally got Duk, so once he gets some levels and *s i will be trying him as lead.

Malgrin
Mar 16, 2010


So, here's a nice example of why GW sucks at high levels. I mean, I'm still going to complete it, but it's just why it sucks. I've spent the past 15-20 minutes on the second to last node. These are all level 77-78 heroes, all G8-9, all 7*:

QGJ (L), RG, Rey, Leia, GS


I ended up throwing my Ewok squad at them (they killed Rey before dying), and then my normal healbots squad.

Bleh. Last opponent was same level/gear/stars, but Rex (L), Fives, Savage, and two more tankyish people. I ran my primary squad, got down to just Fives, who then 1v3ed Barris, Dooku, and QGJ. I brought in a kill squad next just for him.


This is why GW is unfun.

Malgrin fucked around with this message at May 4, 2016 around 22:57

Vulpes
Nov 13, 2002

Well, shit.


I just unlocked Vader, but I'm extremely tight on training droids. Is he worth using? My current A-squad is Sid, GS, Lumi, RG, QGJ.

Malgrin
Mar 16, 2010


Vulpes posted:

I just unlocked Vader, but I'm extremely tight on training droids. Is he worth using? My current A-squad is Sid, GS, Lumi, RG, QGJ.

I would hold off. He progresses slower than molasses. He's super tanky, but, just not worth the investment until 5* +

MarcusSA
Sep 23, 2007



Grimey Drawer

Vulpes posted:

I just unlocked Vader, but I'm extremely tight on training droids. Is he worth using? My current A-squad is Sid, GS, Lumi, RG, QGJ.

IMHO not really. There are a lot better dudes to spend your credits and droids on. He should be a long term goal.

Vulpes
Nov 13, 2002

Well, shit.


Cheers, I'll just let him sit there till he's big and strong, or it starts raining training droids. Thanks to all the double GW I have like 7 million credits and I can't spend them.

MarcusSA
Sep 23, 2007



Grimey Drawer

Vulpes posted:

Cheers, I'll just let him sit there till he's big and strong, or it starts raining training droids . Thanks to all the double GW I have like 7 million credits and I can't spend them.

lol I don't ever think thats gonna happen. I'm almost always out of the drat things.

rabidsquid
Oct 11, 2004

LOVES THE KOG



So for the past two days my cantina refresh has cost 100 crystals and i swear they used to be 50. Is this a nerf or a bug?

MarcusSA
Sep 23, 2007



Grimey Drawer

rabidsquid posted:

So for the past two days my cantina refresh has cost 100 crystals and i swear they used to be 50. Is this a nerf or a bug?

No its 100 for the first then 200 then 400.

Vulpes
Nov 13, 2002

Well, shit.


rabidsquid posted:

So for the past two days my cantina refresh has cost 100 crystals and i swear they used to be 50. Is this a nerf or a bug?

Regular energy refreshes go 50/50/100/200, Cantina goes 100/200/400.

Primaris
Feb 15, 2004
11 out of 12 physicians agree I have a large penis.

Good OP, I closed the original thread.

rabidsquid
Oct 11, 2004

LOVES THE KOG



With the double rewards I am tempted to spend another 200 crystals on cantina refreshes since I am trying to star up a GS and get some QGJ shipments.

Vulpes
Nov 13, 2002

Well, shit.


rabidsquid posted:

With the double rewards I am tempted to spend another 200 crystals on cantina refreshes since I am trying to star up a GS and get some QGJ shipments.

It's the same value proposition as spending 100 on a regular day, which I generally end up doing, so it seems worth it.

kaschei
Oct 25, 2005



You lose out on some XP but yeah if refreshes are normally worth between 100 and 200 to you it's probably worth it to pay 200 on double rewards day.

Jibo
May 22, 2007

Bear Witness


College Slice

I did the 400 refresh on Cantina and the 200 refresh on regular energy. I managed to get 38 RG shards today.

I've actually gotten quite a lot done these past few days thanks to these double rewards events. I hope this becomes more than a once a year type event.

two_step
Sep 2, 2011


MarcusSA posted:

lol I don't ever think thats gonna happen. I'm almost always out of the drat things.

At what level? Once you get to 70 or so, money is usually the chokepoint, promoting guys to 7*s costs 1 million credits and each level past 70 is something like 200K per level. I have tons of droids, but am usually out of cash (thanks to double GW I have 1.5 mil, I would have more but I just got Poggle to 7* and Rey to 6*).

Malgrin
Mar 16, 2010


With all the cash flowing in, I'm wondering if someone wants to re-create IGD, but maybe on Eastern Time or UTC? PST is a pretty lovely time-zone for just about everyone (even I'd rather the raid reset sometime other than 1am PDT), plus the 7:30 PM PDT reset is 10:30 Eastern, and 2:30 AM for those in Europe. If we were to get someone on UTC to reset it, that would mean 12:30 PM and 3:30 pm guild activity resets for PDT and EDT players, and a raid reset at 6 PM and 9 PM.

Thoughts?

e: There's this jerk named Razakor on my server. Anytime I can snipe him I do, even if it isn't terribly advantageous. In this case it was. 5th to 2nd. Payback is a bitch. Also, super easy to beat comp, although it takes a minute (or 4). He runs OB1 (L), GS, QGJ, Ani, Fives. I always go Ani > QGJ > GS > Fives > OB1. It works fairly well.

Malgrin fucked around with this message at May 5, 2016 around 02:05

cowofwar
Jul 30, 2002



Yeah current reset times blow

Vulpes
Nov 13, 2002

Well, shit.


IGD reset times are great for me, but I'm in a weird time zone. Wouldn't object to changing to EST, but UTC would suck sweaty balls.

bdwvdc
Dec 2, 2009



Grimey Drawer

I prefer the current reset time for IGD as well. It's much easier to get tasks done during the day and still contribute to the guild.

Chilichimp
Oct 24, 2006

I AM A FALCONS FAN AND A BORING UNFUNNY WHITE NOISE POSTER


Grimey Drawer

loving A, hot new thread.

Stop
Nov 27, 2005

I like every pitch, no matter where it is.


Malgrin posted:

With all the cash flowing in, I'm wondering if someone wants to re-create IGD, but maybe on Eastern Time or UTC? PST is a pretty lovely time-zone for just about everyone (even I'd rather the raid reset sometime other than 1am PDT), plus the 7:30 PM PDT reset is 10:30 Eastern, and 2:30 AM for those in Europe. If we were to get someone on UTC to reset it, that would mean 12:30 PM and 3:30 pm guild activity resets for PDT and EDT players, and a raid reset at 6 PM and 9 PM.



Are we going to lose the guild coins we've saved up so far?

Malgrin
Mar 16, 2010


Stop posted:

Are we going to lose the guild coins we've saved up so far?

Yes and no. The plan was to use the coins, finish the raid quickly, then reform, so we might only lose a few thousand. However, people are not liking this plan so far.

Chilichimp
Oct 24, 2006

I AM A FALCONS FAN AND A BORING UNFUNNY WHITE NOISE POSTER


Grimey Drawer

Malgrin posted:

Yes and no. The plan was to use the coins, finish the raid quickly, then reform, so we might only lose a few thousand. However, people are not liking this plan so far.

I'm in EST

Stop
Nov 27, 2005

I like every pitch, no matter where it is.


Malgrin posted:

Yes and no. The plan was to use the coins, finish the raid quickly, then reform, so we might only lose a few thousand. However, people are not liking this plan so far.

Would we also lose the personal guild coins while we are at it? I mean the ones we use to buy furnaces and Rey shards

kaschei
Oct 25, 2005



Stop posted:

Would we also lose the personal guild coins while we are at it? I mean the ones we use to buy furnaces and Rey shards
No, those are yours to keep if you switch guilds or whatever. Only guild raid coins and guild raid points (leaderboard stuff) would be lost.

Davedog
Sep 11, 2009


Current raid times work fine for me, I say keep it as is.

Davethulhu
Aug 12, 2003

Why should I change? He's the one who sucks.

Jade Ear Joe

Maybe we can set a more or less standard raid start time? Or at least a cutoff where we don't start after a certain time? I'm west coast so I'm not personally impacted, but I can see east coast folks not wanting a raid to start after, say, midnight their time.

Chilichimp
Oct 24, 2006

I AM A FALCONS FAN AND A BORING UNFUNNY WHITE NOISE POSTER


Grimey Drawer

Davethulhu posted:

Maybe we can set a more or less standard raid start time? Or at least a cutoff where we don't start after a certain time? I'm west coast so I'm not personally impacted, but I can see east coast folks not wanting a raid to start after, say, midnight their time.

I bitched about it in the other thread.

Ya'll started an finished a raid after I fell asleep and before I woke up.

I was super shocked we were getting that good, but also... WTF, BRO!?!!?

oops wrong forum
May 21, 2002

heh, you think you can withstand the power of my solarbeam?

Not necessary to redo the whole guild (we have a rep now man!), but I think it might be worthwhile for the goons who don't work well with PST to make another guild and maybe move around people amongst the 3 current guilds to make it time-friendly for everyone.

BTW I didn't get to chime in last thread on Raid, but I agree with what's already been said (QGJ, Rey, Yoda, Fives/RG for the slow) are key, but it also depends on what stage you are playing. First round, QGJ to get easy Offense Ups will let you crush the goons fast and focus on the Captain makes a big difference. If you have someone who can dispel the Deathmarks there's no reason you can't dish lots of damage for the full match, until their Enrage kicks off and you need to run. Yes, RUN when the Rancor or the Captain get Enraged, if you can save a big hitter for another round you'll greatly increase your damage output. Rey is fantastic for this, since she usually lasts a long time, shields intact, with Foresight. Last Raid I was able to pull her out two different times with minimal damage and use her for 3 different battles before she bit it, she probably did >500K damage on her own over those battles.

Dr. Venture
Sep 26, 2011


I decided to be a sucker and buy a Chromium 8 pack. Last time they gave me Ugnaught and Grand Moff Tarkin, so I probably should have learned my lesson:

3* Cad Bane, 3* Sun Fac, aaaand Snowtrooper who turned into 7 shards. Also enough shards to unlock 2* Kit Fisto and 2* Mob Enforcer.

I'm excited about Cad, Sun, and Kit and I know I'll need to buy more packs to promote them higher; but are they any good once promoted?

Edit: Hot drat, I just got Ahsoka Tano from a Bronzium pack! She turned into 15 shards.

Dr. Venture fucked around with this message at May 5, 2016 around 07:40

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Twigand Berries
Sep 7, 2008
A MY LITTLE PONY AVATAR WAS HERE

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