I have 2 zetas ready to go. I am thinking to put 1 on Bossk's leader ability but for the 2nd I am not sure. I think my best options at this point are either on Han's "Shoots First" ability or on Thrawn's "Ebb & Flow". Han will help out my fleet and eventually my CLS rebels squad when I can move to them. Thrawn will clearly help my Arena team in the immediate future.
Hard Nodes: Jango/HT (10x daily), Bossk (10x), Droideka/Xanadu (5x), IG-2000 (5x), Wicket/Stun Guns (5x) - 680/735 max energy per day (using all 50c refreshes)
MasterSeedy wrote: »
That said, you don't need gear on your BH's to get the Falcon to 7*, and you don't need any more on Chewie until after he hits g11 and is blocked from progressing until he hits 7*.
So... g11 Chewie, g11/12 Han, then g11/g12 Bossk (g12 those guys if they're 7*, g11 if they're not), and then you can work on getting g11 on your other BH as needed for Chewie.
Please remember that Dengar is key to have on your squad because of his kit, but not because of his gear tier. A g9 Dengar is fine. It's your damage dealers (probably Boba & Jango) that need g11. As I've said, Bossk could do with even g12 because you're using him as an Arena Pilot and also to soak up what damage you can as a tank in the Chewie event ... and BOY do they put out the damage.
Not sure who your 5th is, but when I completed the Chewie event, I never got through without losing someone in the opening volley. So for my thinking, you don't need any particular kit other than Bossk + 2 attackers + Dengar, since one toon is always going to die anyway and so it doesn't really matter what their skills were, does it?
This also provides an answer, of sorts, doesn't it? If Bistan & SRP aren't in your actual Fleet Arena plan, the gear is probably wasted
Ebb & Flow. it's a good zeta, made better on a Palp squad and made more important by being on your Arena squad.
I just also have to say that you've done really, really well to be up in the top 50 of squad and #1 every day in fleet.
Out of curiosity, though, you will finish Bossk soon, so do you know what will replace Bossk? Back when I still had regular energy farms to do, I would keep a list with 3-4 toons I hadn't gotten to yet on my next priorities.
Schwartzring wrote: »
I've seen a ton of good advice in the last 3 pages but I was only skimming & didn't see 1 thing I'm wondering about.
#1 Where are you in terms of the DS-Exec Fleet Challenge that unlocks Zetas?
Is this open yet to max level for 6 Zetas a week?
#2 I second what M.Seedy mentioned about Mod Store Mods.....
You want TRIANGLES & CROSSES, Preferred GOLD (or Purple), where the stats all "harmonize" for a certain "Focus"
For example..... if you were to see.......
Triangle - Gold
Set = Offense
Primary = Crit Damage
Secondaries = Speed, Offense, Offense%, CritChance%
This is basically a holy grail mod & you would buy that in a second regardless of how many credits you have.
If you got most of that combo in a purple & say had just Speed & Offense% w/ Tenacity% secondary but didn't see Raw Offense or Crit Chance, its still a REALLY GOOD set up just by being Purple combo of Offense/CritDmg w/ Speed/Offense% secondaries.
Another example would be a Cross + Potency Set + Potency Primary + Secondaries of Speed.
For just that part you could add any # of "decent" optional secondaries like Offense or Protection depending on who the character that needs Potency is.
I might want Offense for Yoda v/s Protection for Tarkin but either way tis a great starting set up for a mod.
What you don't want to do is just buy things that are Gold, or really much from the Left side slots that are super common from Challenges. Or most any Health mod since those are also super common.
Falcon will give me a big boost in arena and as far as I can tell I'm the first in the shard to start using it, just not sure how viable a mixed fleet is long term there.
1. Plo Koon. His only job is reinforcement as he fully cleanses all debuffs **and** gives a massive dose of healing & Protection recovery when he enters. If Plo is g7 this is still a worthwhile ship in your arsenal & can win you many battles by keeping other rebels (like Biggs & Phantom) healthy and protected behind a solid Hound's Tooth.
2. Geonosian Spy: Forces taunt as a debuff on 2 random enemy ships when it enters as a reinforcement. This usually (but not always) allows you to bypass enemy tanks and kill off the most dangerous enemy ship before they cause too much trouble.
3. Ahsoka Tano: provides dispelling and strong offense. Also jumps TM whenever a reinforcement come in on the other side. This is important because a new reinforcement can change the tide of a battle, or at least change its complexion - especially a tank that comes in and immediately taunts. Ahsoka minimizes the ability of enemy reinforcements to mess up your strategy. The downside of Ahsoka is that unlike the first 2 ships listed, Ahsoka really needs gear on the pilot to work well. Spy & Plo do most of what they do just by virtue of their reinforcement abilities.
4. Vader: Of course, you've already got him, but it's the combo of dispel + high offense that makes him plug-n-play with any fleet that needs more punch.
5. TIE Silencer (KRU): Here it's the stun + occasional overpowered hits that work. My problem here is that KRU would also need gear to work. Unlike Vader (who is already geared b/c of being on your arena squad) or Ahsoka (who requires relatively easy gear to get, compared to other characters), KRU is going to need multiple stun guns and generally was designed to be "hard to gear" for the era he came out in. Obviously the game has moved on since then & there are plenty of harder toons to gear than KRU, but he's neither as easy as Ahsoka nor already geared like Vader, so this one is a cautious maybe. Still, he has real potential if you have the gear to spare.
1. RY-W: The obvious 2nd-best rebel starter after Falcon. Phantom's reinforcement ability is gold, but that means he can't start on the field of play. This leaves Biggs in reinforcements so long as HT is the better tank, which is until Biggs out-gears Bossk by an entire gear tier, which will probably never happen, or until you're using multiple fleets at a time (like 1 on defense & one on offense in GAC) where you're going to have to start giving HT away to non-rebels once you have 2 good rebel tanks. This is a pilotless ship and as such requires ZERO gear. You gotta love that.
2. Cassian: I know, I know, people swear by Bistan over Cassian, but here's the thing: this is another ship where his main job is done by his reinforcement ability: he dispels all enemy buffs, which is another way to get past taunts (though the auto-taunt on Clone Sergeant will pop back up immediately and the one on HT will pop back up if Falcon hasn't auto-dispelled Breach yet). That means that you don't have to gear & star the pilots the way you do with Bistan. Bistan's job is to go first, which means gearing the pilots since a ship gets speed from its pilots' GP. If you can't keep Bistan & SRP geared high enough for the ship to be in your starting 3 and going before all enemies, then this ship can't do its job. Cassian's U-Wing can do its job with all its crew at gear 6.
3. Wedge: Not spectacular, but he inflicts Buff Immunity when he enters, which stops HT from auto-taunting **and** from gaining Protection UP. HT dies FAST with Buff Immunity on. Unfortunately HT cleanses on every basic, so if you can't time it to bring Wedge in while HT has low TM, the utility of this buff immunity is low. Still, he's got the Rebel Synergy and decent offense on a fleet where your only real rebel offense right now is Falcon. It's always good to have another rebel that can hit. Requires gear. I wouldn't add him to your lineup until at least g9, and even then I'd closely compare to non-Rebels in the reinforcements since a g12 Vader without rebel synergy would almost certainly be better than g9 Wedge with. Still, as synergy becomes more important, he's an option that requires you to gear only a single pilot. With Phantom, Ghost, CU-Wing, BU-W & Falcon all requiring gear on 2 or more pilots, it's nice to see a rebel ship with only one crew member.
4. Bistan: Again, people swear by him, but his purpose requires serious gear on both Bistan & SRP who aren't priority characters for any other reason. If you can put enough gear into these otherwise worthless toons, you can get out to a very fast start, take out an enemy ship or two very early and coast on that early advantage to victory. The key thing here is go ALL IN on gearing those pilots or don't even try. It's not worth it as a low-gear reinforcement and it's a disaster as a low-gear starter.
1) finish off the ewoks to go for C3P0
3) Troopers with Piett / Gideon / finishing Veers
I'm glad you've started on Wicket if this is a higher priority for you. The ewoks you want are:
Chirpa (L), Wicket, Paploo, Logray +1.
You can do it with other squads, but the more you deviate from that squad, the more gear and zetas you will need. Of the 4 nearly-required ewoks, Wicket is by far the longest farm. The good thing is that if you do have that optimal squad, even a mix of g7/g8 can unlock a 5* Threepio, and since Threepio spends almost all his time under stealth, a 5* Threepio will be good enough for a good, long while.
I currently have Chirpa (7* by tomorrow), Logray 6*, Scout 6*, Elder 5.5*, Wicket 77/330 but farming daily, Teebo 7*, Paploo 53/330. So, mixed bag here as I have 2 that I really need nearly done, probably will take Scout or Elder up, and then keep going with Wicket and Paploo....maybe try to do it w/o Paploo (though can put cantina energy into him after Chirpa finishes).
Koen_Morhey wrote: »
How does your arena shards looks like? I wonder how many players buy the hyperdrive bundle and what for consequences it has for arena
I'm pouring my resources into fleet b/c I can get the 400 crystals per day there from #1 (yesterday was the first time I didn't take #1 in 2 months), but in Squad I can only get to top 30 at best with my current team
MasterSeedy wrote: »
Yep. This is the way.
You can eventually catch up in Squad Arena if you're getting those 400 crystals/day, but playing against the whales who dominate squad it's hard to even break the top 20, which would only be 200 crystals/day anyway.
Cantina Energy: Paploo about finished (323/330) - I will cut back on energy refreshes here, but looking for suggestions of what to farm. Thinking either (1) KRU/Silencer to finish Silencer to 7*, (2) JKA to 7* but no immediate need for him, or (3) start building up relic mat stockpiles
1. Geo Spy
2. Geo Soldier
LS/DS Hard nodes: This one is pretty set for a while as HT is 62/85 to 6*, Chewpio is 48/330, Wicket 113/330, Xanadu 50/85 and IG-2000 38/85. Right now I'm double-tapping Chewpio since it's a slow farm, but should I switch and double-tap Wicket instead
Fleet nodes: Vader x1 is 89/100 and Slave I is 96/100 so those will come off the list freeing up 200 energy to use. BUW is 31/100 and Rebel Y-Wing is 64/80. Any suggestions where to allocate the 200 energy freed up here soon?
However, for Catina store not sure what to get from there anymore, I guess I will start buying Ship building mats with what I have.
for Squad Arena tokens I have been buying Prestige to get my Home One maxed out
1. Jolee Bindo
2. Anakin's ETA Starfighter.
one big thing I should have probably specified are all the toons / ships I have ready at 7* just not activated
So, I think the JKA route makes the most sense as I will go for a Padme team after I finish my CLS Rebels
I heard the Rebel Y-WIng can function even at 4* so maybe I'll just do 1 refresh there per day as it's almost there (and since my shard is young should be okay)
MasterSeedy wrote: »
I still say you should purchase CU-W blueprints with Cantina Tokens, though. They won't convert to Shard Shop currency until you activate & 7* the CU-W, but even if you won't have it right away, that currency is more valuable than the ship building materials you were thinking about buying.
I like the 1x node refresh per day on RY-W. It can function at 4*, and you do have a young shard, but keeping yourself ahead of the curve is important and it is a long farm. So I like the refreshing, but I also like cutting crystal expenses where you can to get down to that 500-550 daily budget I suggested. 1 refresh seems good to keep you out in front, 2 seems like more than you need to spend to maintain your Fleet rank.
Schwartzring wrote: »
I think you should stop paying for node refreshes & start using that energy to farm gear instead.
Your building up a roster of 7* toons but they are all at G1, which makes them useless outside of TB Platoons.
Intimmydation wrote: »
It's a good point, but really the only node refresh I am paying now is for Wicket, which also helps me in much needed Stun Guns.
Schwartzring wrote: »
I hear you, but that 25 for Wicket & 25 for Y-Wing is 50 you could be spending on Mods if your not doing 3x a day on those.
Y-Wing I can get behind since it doesn't require gear, but, for 5 Wicket Summons you could save the 25 Crystals & just do 10 Stun Gun regular Node summons. Giving you 2x the Stun Guns & other stuff from the node.
Having Ewoks farmed w/o gear still won't get you 3PO so I'd slow the Wicket farm but hey, that's just me.
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