after the rework, i am surprised this is still an issue. With jawas, nute, and bounty hunters...TDs should not require a tenacity check. They should be unresistable, especially since they can also be dodged. With stacking tenacity on the raid bosses, it really just makes all these characters that rely on detonators useless in the raid. Either pick evading, or resisting...not both.
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If they add the animations for that I will accept it, but as long as there is no animation, I will not count it.
Very disappointed. It seems that instead of attempting to make them work, they just gave BH a leader who gets use out of them even if they fail. When Zam, Dengar, or Greedo try to apply 5 TDs, even if they get resisted or cleansed you at least get a 25% heal to health and protection. So at least they aren’t wasted now. Small consolation prize I guess.
TDs cannot be resisted
TDs can miss
TDs are a locked debuff (cannot be cleansed, with exception of Zam's basic and Scavenger's detonation)
TDs cannot be duplicated (by moves such as Cassian's Crippling Shot)
Give a BH the following unique: Whenever a TD is cleansed by an enemy all BH gain 20% TM and speed up for 3 turns.
Give another BH the following unique: Whenever a TD is evaded or resisted all BH gain 20% TM and have their cooldowns reduced by 1.
Boom, TDs just became legit for a BH squad. They either do lots of damage, or they speed up an entire team. Win-Win. You could give these uniques to Jawas too.
Aaaaaand suddenly RJT was no longer required for the heroic sith raid since everyone just sent in their jawa engineer in phase 1.
Problem is that younger guilds do not have those handful of good combinations working...and this makes this blatant hp pool a nightmare for those guilds. If you have a complete roster, than surely you can use the super combos to do 5m+ damage...
The Sith raid simply doesnt work below tier 7. Yes its fine that this one is very difficult - but below it should be greatly reduced hp level to fit more in line to the guilds actually playing it (they simply have no deathtrooper, rey and mostly no ns or visas). Developers should think till the end and not just produce some nasty big hp pools which require very specific groups to beat it (last tier can have a high skill check np), level 1 - level 6 should be more relaxed...
I modded my Dengar to 70% potency, and sent the team into the raid. Dengar's aoe now is supposed to apply TDs to random enemies based on # of Bounty Hunter allies. I ensure that Nihilus is not touched by damage until Dengar's turn, and then use his aoe. Every single DT is resisted by nihilus every attempt i tried. The mechanic is garbage, and needs to be fixed. what is odd is that after hitting nihilus once, or even twice, other Detonators (greedo, Zam, and JE) are not resisted, only Dengar (who has the most potency of all 4 after mods)
Dengar was the first to hit him. and either way, there should always be a base 15% chance to apply a debuff which this raid seems to ignore
Guilds doing T6 and lower have no deathtroopers or JTRs?
We're 70m GP, been doing T4 for weeks and now trying T5 again, and we've got plenty of DT, plenty of NS, and a handful of JTR.
If your guild can't handle the current tier, get farming. Or move down a tier. Or both.
If the lower tiers were relaxed like you want, it would just be a second HAAT. We already have a HAAT. I'm thankful this is something new, and it works just fine.
Duck and cover!
that would be a dodge! dodging is completely fine for TDs!
What? There's no such thing as a base chance to debuff.
ah, its only a base chance to resist of 15%. still my original post is valid here