I am lost in the colors shapes levels stars of mods. Not sure yet how that all works. Batman, thanks for sharing your plans. I'll take a look but I have to study this more. Still not sure how that works.
I'll explain it best I can:
The shapes only fit in certain spots, the colors represent levels of the mods(ex:yellow is max)
If you put 2(or more) of mods with the same inside shape make a set, which gives a stat bonus
The stars are the same as characters, but non-upgradable. 2 star is the highest it goes right now.
Leveling the mods up upgrades the mod bonuses and adds secondary stat boosts
I am lost in the colors shapes levels stars of mods. Not sure yet how that all works. Batman, thanks for sharing your plans. I'll take a look but I have to study this more. Still not sure how that works.
I'll explain it best I can:
The shapes only fit in certain spots, the colors represent levels of the mods(ex:yellow is max)
If you put 2(or more) of mods with the same inside shape make a set, which gives a stat bonus
The stars are the same as characters, but non-upgradable. 2 star is the highest it goes right now.
Leveling the mods up upgrades the mod bonuses and adds secondary stat boosts
Bit worried for this just because we're fixing people like magma and Tarkin whereas meta teams are just augmenting Rey, who is arguably not really failing in any stat right now, whereas magma's lack of potency until G10 (when he gets those two scanners I think) breaks him as a character. Also the area to get potency mods is Empire only so that'll be our turf!
Bit worried for this just because we're fixing people like magma and Tarkin whereas meta teams are just augmenting Rey, who is arguably not really failing in any stat right now, whereas magma's lack of potency until G10 (when he gets those two scanners I think) breaks him as a character. Also the area to get potency mods is Empire only so that'll be our turf!
But our health/damage will also be augmented since we only need one set for potency
I can't beat T2 of mod challenge with Empire, yet, however I did get 1 5* health mod that had % potency as primary stat. Fully upgraded it gives +47% Potency!!! Plus I put 2 of the 1* potency mods on for 20% set bonus and 3 other health mods, one had 6% potecny as seconday stay.
Tarkin Now has 80% potency and thats with junk mods and 1 good one. Nice. Works much better.
I can't beat T2 of mod challenge with Empire, yet, however I did get 1 5* health mod that had % potency as primary stat. Fully upgraded it gives +47% Potency!!! Plus I put 2 of the 1* potency mods on for 20% set bonus and 3 other health mods, one had 6% potecny as seconday stay.
Tarkin Now has 80% potency and thats with junk mods and 1 good one. Nice. Works much better.
Grats! I'm hoping to get some kind of good luck for the sake of poor Tarkin. He could use some speed too though.
I can't beat T2 of mod challenge with Empire, yet, however I did get 1 5* health mod that had % potency as primary stat. Fully upgraded it gives +47% Potency!!! Plus I put 2 of the 1* potency mods on for 20% set bonus and 3 other health mods, one had 6% potecny as seconday stay.
Tarkin Now has 80% potency and thats with junk mods and 1 good one. Nice. Works much better.
That potency is amazing, considering it was nerfed
What do you guys think of this mod strat:
Tarkin= Max set potency with HP/protection secondary stats. Makes Tarkin as support tank
Veers= Max set potency with Speed/offense secondary stats. Makes Veers as speed demon with ability block.
RG= Max set HP with tenacity secondary stats. Just standard full tank build.
Captain Phasma = Max set HP with mix of Offense secondary stats. Makes Phasma mix bruiser support.
Magmatrooper= Max set Potency with speed secondary stats. Makes magma fast TM reduction support.
Edit* Now that I think about it, might be able to replace Phasma with Snowtrooper ( farm project still ) Just need to think of a mod strat to fit with him, maybe full offense.
Before they nerfed the mods my RG had 50k health, it was awesome. The max health thing he applyies to himself didn't even change his health bar was so big.
What do you guys think of this mod strat:
Tarkin= Max set potency with HP/protection secondary stats. Makes Tarkin as support tank
Veers= Max set potency with Speed/offense secondary stats. Makes Veers as speed demon with ability block.
RG= Max set HP with tenacity secondary stats. Just standard full tank build.
Captain Phasma = Max set HP with mix of Offense secondary stats. Makes Phasma mix bruiser support.
Magmatrooper= Max set Potency with speed secondary stats. Makes magma fast TM reduction support.
Edit* Now that I think about it, might be able to replace Phasma with Snowtrooper ( farm project still ) Just need to think of a mod strat to fit with him, maybe full offense.
What about the stormtrooper? At 7* he's ok with a full empire team with health mods.
The main reason I stopped farming stormtrooper was because he was really weak and blocked by raid gear. The OP mods would have changed that, but now since they are nerfed again not sure if it's wise to waste time and resources on him. @Greedo_shot_1st
I haven't unlocked Speed challenges yet, has any1 seen the best speed mods? I have been upgrading my Vader and wanted to see if I could use speed mods and use him as Leader.
Replies
I'll explain it best I can:
The shapes only fit in certain spots, the colors represent levels of the mods(ex:yellow is max)
If you put 2(or more) of mods with the same inside shape make a set, which gives a stat bonus
The stars are the same as characters, but non-upgradable. 2 star is the highest it goes right now.
Leveling the mods up upgrades the mod bonuses and adds secondary stat boosts
Let me know if you have any more questions
This clears a *lot* of things up. Thanks again.
I found a health one that gave him 15 potency and I got a potency mod
But our health/damage will also be augmented since we only need one set for potency
That's fair! Good point
I can't beat T2 of mod challenge with Empire, yet, however I did get 1 5* health mod that had % potency as primary stat. Fully upgraded it gives +47% Potency!!! Plus I put 2 of the 1* potency mods on for 20% set bonus and 3 other health mods, one had 6% potecny as seconday stay.
Tarkin Now has 80% potency and thats with junk mods and 1 good one. Nice. Works much better.
Grats! I'm hoping to get some kind of good luck for the sake of poor Tarkin. He could use some speed too though.
Vader now has speed 174
That potency is amazing, considering it was nerfed
Tarkin= Max set potency with HP/protection secondary stats. Makes Tarkin as support tank
Veers= Max set potency with Speed/offense secondary stats. Makes Veers as speed demon with ability block.
RG= Max set HP with tenacity secondary stats. Just standard full tank build.
Captain Phasma = Max set HP with mix of Offense secondary stats. Makes Phasma mix bruiser support.
Magmatrooper= Max set Potency with speed secondary stats. Makes magma fast TM reduction support.
Edit* Now that I think about it, might be able to replace Phasma with Snowtrooper ( farm project still ) Just need to think of a mod strat to fit with him, maybe full offense.
What about the stormtrooper? At 7* he's ok with a full empire team with health mods.
I'm at my basic military officer qualification course in Quebec. 1/2 hour phone time per day.
Whoa...
Hope it goes well!
With mods I got extra potency for Tarkin and RG, as well as big speed for Vader. The tram rocked!
I am loving the update!
They may hve quit the game.
My bad didn't see the response. But Aero still may have quit.