The Galactic Empire Players Discussion

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  • Aero
    2972 posts Member
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    Ok check this out. Tarkin has base 33% potency. Let's say we increase that to 50% through minimal mod work. If Tarkin uses his basic once he is now at 100% potency. If everyone is debuffed, he is then at 200% potency. If he gets potency up from Intimidation Tactics, he is at 250% potency (potency up is an additive 50% potency, you can check on swgoh.gg). Ultimate Fire Power gains offense equal to twice Tarkin's potency. That's +500% damage, meaning it will hit for 6 times its normal damage.


    It's also likely the special got a natural damage buff, so if say it does 10k damage normally (highly speculative), that will result in a 60k damage AOE.
  • Darth_Jay77
    3163 posts Member
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    My Tarkin is ready to go. I'm looking at something with DK and DT. 4th I'm not sure about and the 5th, depending on your meta is either Shore or GK.
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    Aero wrote: »
    Ok check this out. Tarkin has base 33% potency. Let's say we increase that to 50% through minimal mod work. If Tarkin uses his basic once he is now at 100% potency. If everyone is debuffed, he is then at 200% potency. If he gets potency up from Intimidation Tactics, he is at 250% potency (potency up is an additive 50% potency, you can check on swgoh.gg). Ultimate Fire Power gains offense equal to twice Tarkin's potency. That's +500% damage, meaning it will hit for 6 times its normal damage.


    It's also likely the special got a natural damage buff, so if say it does 10k damage normally (highly speculative), that will result in a 60k damage AOE.

    But in arena, there is a lot of what ifs there. Potency up is almost certain to have been dispelled by baze or DN. He is going to need to use his basic, and an AOE debuff, at mimimum before he can use his AOE. This is also based on the opponents all having debuffs. With 3 cleansers, there is not much chance that 5, if even any have debuffs on them. Specifically if they have tenacity up. Now you are doing double damage at best against a team with 50 HoTs and debuff immunity. None of the other guys are your team are amounting to much.
  • Gaidal_Cain
    1640 posts Member
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    Aero wrote: »
    Darth Maul zeta lead addition: Sith allies gain Stealth for 1 turn on Evade, can't be Critically Hit while Stealthed, gain Advantage for 2 turns whenever Stealth expires, and gain all "on Evade" bonuses at the start of each encounter

    Tarkin zeta lead addition: Enemies are exposed when they fall below 100% health.


    Even if you look at other zeta leaders like QGJ or less viable ones Phasma, this odd pretty pathetic. The Veers+Trooper rework wasn't very great but it was at least decent. I don't mean to jump to conclusions, but Tarkin rework looks extremely disappointing.


    Just a reminder, while it is ok to be disappointed, try to also be respectful. I'm anticipating a lot of angry Empire fans, let's just not get carried away and try to be constructive with our feedback.

    The only thing I can say is that DN's unique Zeta for health down doesn't seem that game changing but it has cost me some battles (my DN is not Zeta'd).

    It sounds like I think will be tricky but if you can use DT's special when an enemy is exposed you can do some serious damage.

    I just omega's Snowtrooper and was using no him in GW. Lots of fun.

    Imagine using his AOE to drop protection and kill one toon and then the rest of the enemy squad is exposed and he has offense up and crit damage up.

    It would be hard to set that up in arena due to all of the GK's and zMaul's running around but it had potential.
  • Gaidal_Cain
    1640 posts Member
    edited May 2017
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    Aero wrote: »
    Ok check this out. Tarkin has base 33% potency. Let's say we increase that to 50% through minimal mod work. If Tarkin uses his basic once he is now at 100% potency. If everyone is debuffed, he is then at 200% potency. If he gets potency up from Intimidation Tactics, he is at 250% potency (potency up is an additive 50% potency, you can check on swgoh.gg). Ultimate Fire Power gains offense equal to twice Tarkin's potency. That's +500% damage, meaning it will hit for 6 times its normal damage.


    It's also likely the special got a natural damage buff, so if say it does 10k damage normally (highly speculative), that will result in a 60k damage AOE.

    But in arena, there is a lot of what ifs there. Potency up is almost certain to have been dispelled by baze or DN. He is going to need to use his basic, and an AOE debuff, at mimimum before he can use his AOE. This is also based on the opponents all having debuffs. With 3 cleansers, there is not much chance that 5, if even any have debuffs on them. Specifically if they have tenacity up. Now you are doing double damage at best against a team with 50 HoTs and debuff immunity. None of the other guys are your team are amounting to much.

    The devs said in the podcast that while it will not be easy to set up Tarkin's Ulitmate Firepower attack, if we can pull it off it will be "very satisfying".

    The squad would have to be built around keeping him alive long enough to let him go to town.

    Edit: I still feel like Triple cleanse teams and Rex lead teams with Zylo will still destroy Empire. I don't see any way of getting around that.
  • DropItLikeItHoth
    140 posts Member
    edited May 2017
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    Very disappointed in the Tarkin rework. If you just gave him a cleanse I would have been happy. When you have a toon that's built around debuffs and have the top meta teams darn near invulnerable to them it's a problem. I feel like I just wasted a ton of gear taking my troopers to G11. Sometimes these toons are better in practice than on paper, but its usually the reverse.
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    You can make 5 now with Ahsoka's self cleansing.
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    Aero wrote: »
    Ok check this out. Tarkin has base 33% potency. Let's say we increase that to 50% through minimal mod work. If Tarkin uses his basic once he is now at 100% potency. If everyone is debuffed, he is then at 200% potency. If he gets potency up from Intimidation Tactics, he is at 250% potency (potency up is an additive 50% potency, you can check on swgoh.gg). Ultimate Fire Power gains offense equal to twice Tarkin's potency. That's +500% damage, meaning it will hit for 6 times its normal damage.


    It's also likely the special got a natural damage buff, so if say it does 10k damage normally (highly speculative), that will result in a 60k damage AOE.

    But in arena, there is a lot of what ifs there. Potency up is almost certain to have been dispelled by baze or DN. He is going to need to use his basic, and an AOE debuff, at mimimum before he can use his AOE. This is also based on the opponents all having debuffs. With 3 cleansers, there is not much chance that 5, if even any have debuffs on them. Specifically if they have tenacity up. Now you are doing double damage at best against a team with 50 HoTs and debuff immunity. None of the other guys are your team are amounting to much.

    The devs said in the podcast that while it will not be easy to set up Tarkin's Ulitmate Firepower attack, if we can pull it off it will be "very satisfying".

    The squad would have to be built around keeping him alive long enough to let him go to town.

    Edit: I still feel like Triple cleanse teams and Rex lead teams with Zylo will still destroy Empire. I don't see any way of getting around that.

    Unless Ultimate Firepower is a 5 man Annihilate, being hard to setup, it's a bust? Whats the point of Tarkin if you have to use 4 non empire allies to get it done? Tarkin is an Empire character that should work with Empire characters, not just some guy to throw in with Chaze, GK, and Rex. So now those guys can just kill all of our teams at once.
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    Add R2 zeta with every light side ally getting a cleanse on a crit hit. Basically everyone is a cleanser.
  • Aero
    2972 posts Member
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    This is why I still think Tarkin zeta should have added locks to debuffs. They would still expire though on the appropriate turn count, so it would be different than Vader with dots.
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    Yes, anything that would actually help his Empire teammates. Tarkin seems very self contained. Other than speed boost he offers nothing synergistic.
  • Minowara
    536 posts Member
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    Aero wrote: »
    This is why I still think Tarkin zeta should have added locks to debuffs. They would still expire though on the appropriate turn count, so it would be different than Vader with dots.

    This is exactly what is needed... and we need it for Empire and BH. Come on Bossk.... come on Bossk..... please may that be the June character.
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    Veers lead still looks the strongest due to the offense boost. Plan on trying out a Zeta veers lead, Tarkin, Deathtrooper, Stormtrooper and Snowtrooper. All the TM gains should out weigh the modest speed difference with Tarkin. Plus, expose only works once you work your way into the enemies health. The problem is busting thru protection. Kind of a useless leader ability.
  • Gaidal_Cain
    1640 posts Member
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    Veers lead still looks the strongest due to the offense boost. Plan on trying out a Zeta veers lead, Tarkin, Deathtrooper, Stormtrooper and Snowtrooper. All the TM gains should out weigh the modest speed difference with Tarkin. Plus, expose only works once you work your way into the enemies health. The problem is busting thru protection. Kind of a useless leader ability.

    Unless they add an Empire toon that can ignore protection like SA and STrooper can.
  • Darth_Jay77
    3163 posts Member
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    Yes, anything that would actually help his Empire teammates. Tarkin seems very self contained. Other than speed boost he offers nothing synergistic.

    The more I read and re-read his description, I really don't see Tarkin as adding any value for Arena at least. A fast TFP is no good because he'll just enable a Rex squad to take the 2nd turn and DN will lock you out for 1 turn and that squad will have Tenacity up from Rex, so no debuffs are useful after that.

    Maybe an ultra-fast Sith Assassin to get Vader (as lead) 1st to apply dots but Rex will still Ten-up immediately, which won't cleanse Vader but will block Expose and anything else for two turns. DN under Rex lead will ability block everybody so a DT can't clear the Ten-up on turn 1, no Daze from him either, Krennic becomes useless for the first turn. Shore's taunt will get cleared and now you're completely screwed...

    EA really needs to get actual players to test this stuff for them to add some reality. Unless we get surprised with a Thrawn release that fills some of the gaps in an Empire squad, as far as Arena goes; the Empire are a dead faction. Long live Rebels and Rex... FML
  • Ljaat
    86 posts Member
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    Since it's been stated that the June "fan fav" isn't Ashoka.. I'm still hoping for a cleanse.. now from Thrawn. I'd love to run an empire team just b/c it's different and not a lot do.. but need that cleanse since I don't have GK.
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    I also know from using tarkin in the arena as I was coming up the ranks, that he is rather squishy. So it's not like hes just going to survive many turns to get his stuff off. Even at G11, if I use him on any haat raid team he's first to die. Every Single Time.
  • Darth_Jay77
    3163 posts Member
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    Veers lead still looks the strongest due to the offense boost. Plan on trying out a Zeta veers lead, Tarkin, Deathtrooper, Stormtrooper and Snowtrooper. All the TM gains should out weigh the modest speed difference with Tarkin. Plus, expose only works once you work your way into the enemies health. The problem is busting thru protection. Kind of a useless leader ability.

    If you're looking for a competitive arena team, just forget about Veers and the Troopers; they were dead before they started. Unless maybe you have a Wiggs heavy meta, then you may have some luck. Rex and Maul still hurt you badly.
  • zhtd17
    948 posts Member
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    Guys do you think EP's hate flow will help tarkin's lead with exposes even with full protection?
  • Gank_Killer
    1817 posts Member
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    zhtd17 wrote: »
    Guys do you think EP's hate flow will help tarkin's lead with exposes even with full protection?

    Not by a large enough margin to make much of a difference.
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    I'm not impressed with tarkin's zetas, so I went ahead and finally zeta'd Cody
    "Because I'm Batman"-me
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    I was waiting on Tarkin to see if I should zeta him or Vader. Now I don't feel like zeta neither one.
  • Gaidal_Cain
    1640 posts Member
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    One thing I am not sure about with the expose under Tarkin lead.

    It says any unit under 100% health will be exposed at the beginning of an Empire allies turn. Does that mean you can expose the same toon repeatedly? (Like focusing down a tank?)
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    They said only one expose per each toon per fight
  • Darth_Jay77
    3163 posts Member
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    I don't think EA evaluated the prominence of Rex in the game when they make characters dependent upon debuffs, or even Chirrut.
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    Well they referenced game balance specialist. Apparently he doesn't actually balance anything. Because the empire faction pass should have balanced some things. It balanced nothing. It only widened the Gap. Because in a few months there will be a Jedi faction pass, where Im sure they will get great zetas that make a difference, and at some point they will have to revisit the original rebels too right?

    Well the empire is done and gone. The best we can hope for is more sub-par characters like Saxon and his commando.
  • Ronoaldo
    739 posts Member
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    Do we have full Tarkin abilities detailed somewhere? I got some items here and there but nothing too fancy.
    My favorite characters Empire - Sith
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    Ronoaldo wrote: »
    Do we have full Tarkin abilities detailed somewhere? I got some items here and there but nothing too fancy.

    Here they are (copied from another poster):

    When Omegaed, Basic grants 50% potency, stacking until Ultimate Firepower is used.
    Ultimate Firepower: Deal special damage to all enemies, with 100% chance to remove 50% TM. Gains Offense equal to double Tarkin's Potency.
    Intimidation Tactics: Gain Potency Up for 1-3 turns, inflict critical chance down and offense down for 2-3 turns on all enemies. Cannot be resisted by rebels. Gain bonus TM for each debuffed enemy.
    Tighten the Grip (Leader): Empire allies gain 30 speed. Inflict Defense Down for 2 turns on enemies that fall below 100% health during Empire allies' turns. This cannot be resisted.
    Callous Conviction (Unique): Gains Defense equal to 100% of his Potency. Zeta: Gains 20% Potency per debuffed enemy.
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    I have ran until a month ago Empire but then I had to switch to Zaul/sith to be able to compete against the rebels+ Rex in my shard since I didn't had Shoretrooper. Since then I tried to develop both sith and empire at the same time. But I think the time has come to focus on one faction.
    I would like to return to empire but I don't know if I can keep my ranking.

    Since I just got my second zeta I was contemplating Zader. Can someone with experience in empire toons and mechanichs can tell me if I have what it takes to run a succesful Zader team ? Or should I stick to sith, boring at it is? Off course I can develop more DT and Shore but basically this is my rooster:
    https://swgoh.gg/u/danflorian1984/

    If anyone has the time to look over it I would greatly apreciate it, I'm really torn about this decission.
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    Ronoaldo wrote: »
    Do we have full Tarkin abilities detailed somewhere? I got some items here and there but nothing too fancy.

    Here they are (copied from another poster):

    When Omegaed, Basic grants 50% potency, stacking until Ultimate Firepower is used.
    Ultimate Firepower: Deal special damage to all enemies, with 100% chance to remove 50% TM. Gains Offense equal to double Tarkin's Potency.
    Intimidation Tactics: Gain Potency Up for 1-3 turns, inflict critical chance down and offense down for 2-3 turns on all enemies. Cannot be resisted by rebels. Gain bonus TM for each debuffed enemy.
    Tighten the Grip (Leader): Empire allies gain 30 speed. Inflict Defense Down for 2 turns on enemies that fall below 100% health during Empire allies' turns. This cannot be resisted.
    Callous Conviction (Unique): Gains Defense equal to 100% of his Potency. Zeta: Gains 20% Potency per debuffed enemy.

    I thought he had an expose somewhere.
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