Lets face the reality that mods are a thing now, and they are staying, what is your current strategy regarding mod building? What is your endgame mod goals? Lets have a healthy discussion and try to find what the new meta will be!
My current arena team:
Old ben G9(lead)
All below are fully geared
QGJ
Phasma
Savage Opress
STHan
I personally am running the health set mods on most characters because they're the ones that are easier to farm in the 5 star challenge since you can use all of your characters to complete it and get a very efficient set of mods. On Phasma I run Crit damage sets, since with the constant advantage he gets and gives to everyone, he is dealing 12k on a crit without being powered up, and thats nice. And with Han I'm going for more defense, but instead of boosting his protection to absurd levels (fought one in the arena with 60k protection) I'm boosting his real defense, you know armor and resistance. This way, with the innate protection and health he has and gets from the mods, he gets more value out of them, and can survive to use his taunt 2 times or more in a single fight.
I'm interested to hear what you guys think! My personal goal is to up the speed of Opress so he is a force to be reckoned with and people will be forced to focus him and get him more powered up attacks. Lets talk!
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The edge cases are what's interesting to me; the first category of edge cases is basically, "characters who would be good except for one terrible stat", (for example I feel like there are several characters that would be viable except for their terrible speed stat, and at least one or two that could be viable except for terrible potency) and it'll be interesting to see if focusing on using mods to "fix" those crippling weaknesses will make the characters viable again. I'm not sure it will, but it'll be interesting to see.
The other edge cases are where focusing on improving a character in one very specific way allows them to do something very unexpected. For example, to give away something I'm planning on working on: Barriss Offee's leadership ability already heals a lot based on her (huge) max health, and I'm going to push that as far as possible by jacking up her health through the roof, and see if it lets me make a Jedi team that basically just heals too fast to die. Maybe it will, maybe it won't, but given how EA doesn't seem to have tested it, there are bound to be a few weird off-the-wall ideas like that which actually work out.
The third effect mods will have, in the long run, is to make the meta more unstable and constantly in flux, without EA constantly having to release stuff to shake up the meta. For instance, I expect that on some shards, once things settle down a little bit, there will be a slow, gradual race as people make their Arena squads faster and faster due to competition with each other to get the first turns; but as they focus their Arena squad's mods on improving speed, they'll have to take away from other stats to do so...until somebody realizes that all these fast squads can't take down a fully-tank-modded Arena team in under the time limit, and they'll mod a team with max health and max protection, ignore speed mods completely, and shake up the meta. People will have to reduce their toons' speeds again to deal with the tank (or to copy him or her) and so Arena team speeds will come back down. Until somebody figures out they can win more fights by having a faster team, and then speed will start creeping back up again....
Anyways, I don't think mods are the end of the world*, I think you're on the right track with the way you're looking at mods, OP, specialization will be key IMO, and I look forward to seeing what people come up with.
(PS - I'd look at upping Savage's speed, but also his crit chance and potency. Offense Down is a nasty debuff, and if Savage delivered it more reliably he'd be a lot better.)
*although wow EA really needs to rebalance literally all of the PvE content in the game now, enjoy facerolling raids/light side/dark side/etc. while you can!
And yes, I think if the mods adjusted the characters power rating according to the actual buff they receive, there'd be a lot less complaining. The whales would be pushed into another tier, and those of us slogging along would still be right where we're at.
By configuring speed, u can decide what order your toons go in, increasing strategy
I currently run Ani (L), Aayla, QGJ, Rex, RG
RG is modded very heavily for protection and defense. His mitigation is 40% and has 70k prot.
Ani, QGJ and Aayla all have a 47% accuracy mod and have primarily offense mods w/ some addl. prot. for QGJ and a 47% crit dmg. for Ani.
Rex is full defense and protection w/ a little offense. His buff and his 25% hit r his best abilities imo, best to keep him alive.
Some toons are more obvious but others (for me) are more difficult, like Ackbar and Phasma.
I gave my EE a ton of health and protection mods so that he would stop getting 1HKO by Rey and QGJ, and it worked. Others...not too sure yet but trying to think outside the box.