Every team I study in the top 10 is pure T5 maxed Health mods in every slot. I know darn well these guys can pull in any mod that they want. But it seems like everyone is only using Health. And i mean every toon, every slot, every player.
Is it really that the Health mods are that much more OP than the rest? I see Lando's out there that could surely use Crit Chance mods. Nope, Health only. I see maxed out Daka's out there that could surely use Potency mods. Nope, Health only. I see PLENTY of Rey's out there that coild SURELY use some Crit Damage mods. Again, nope, Health only.
It can't be that these players all just chased the meta and have no teams left to complete the mod challenges. It surely can't be laziness else they wouldn't be in top 10 to begin with. So I'm left to conclude (for now) that the health mod is simply OP and I've wasted millions of credits on Tenacity mods, Defense and Crit Chance up mods.
Help me Obi Wan Kenobi, you're my only hope? What am I missing here?
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Poe with 200 plus speed
Droids with 216 percent crit damage
Now defense has a play with new defense being adjusted up (without any announcement). Get those defense mods on OB.
Tenacity looks broken though.
2. You'd be surprised how many players in the top 20 have narrow META toons (at lewst in my shard most don't have the capacity to farm other mods at 5 stars)
3. Health mods with good secondary stats are usually sufficient to beat almost anyone, so there is no need for most players to chase other mods
Conclude what you will.
So even players with deep rosters rolled a lot of health mods. And rolled ones with interesting secondaries. It would take a long time to, say, complete a set of FOUR crit damage mods with the same amount of speed secondary as you got from rolling health mods. Needing four of them in different slots and keeping your already uber speed arrow (or rolling a new speed arrow), just as a for instance, is gonna take a lot more credits/rng.
I am not sure, but it seems there are specific toons that would benefit from tenacity/potency/crit chance. You got 'em. You tell us.
Defense, for one... I see where high defense flat secondaries can have a great effect. Maybe defense sets are sorta bunk, at least.
And then when you have a huge pile of good secondaries, you have to sort them out to stack the secondaries into sets that can fit the 6 slots on one toon. Soo... this why doing it all over for new mods is $$$$$, especially the 4 slot sets. You can't just roll 6 tenacity mods and have a good PVP set.
BTW, I don't know that tenacity is totally broken. I keep reading that you just need to get it ridiculously high... and that detaunts are not affected by tenacity at all.
For tenacity go big or go home. "Some" tenacity unfortunately will not make a difference.
Looking at stunner that most use and has the lower potency RG base potency is 38%. Meaning tenacity of 53% or less is all the same. 15% chance to resist. Put a +24% potency on RG, 77% and below tenacity is all the same.
Daka and Dooku both have higher potency.
I had to get tenacity of my sun fac to 99% to come out in plus side of stun resists vs RG. Most I faced were in the 40% potency range giving me a 59% chance to resist.
Having not seen a lvl5 potency or speed mod, maybe they can have 21% health or even more. I'd like to think they are harder to get because the rewards are better.. Maybe a lvl 5 speed mod can have a 31% to healh and 15 to speed as a secondary. Just saying I dont think we've seen the full potential yet. When mods came out we all spent our credits on them.. maybe now the player base has realised that mods are a slower, long term progression than we first thought.
BTW thanks for all the replies. It's very helpful to read others experiences and thoughts on this.