How to mod any/every character

Prev1345
Zombie961
911 posts Member
edited March 10
A guide on the ideal (my ideal) way to mod each character and why, mainly focusing on 2 set bonus stats per character
Aayla Secura:
Crit chance and speed, once her unique hits level 5 it gains the effect to stun a target on a crit. So chance to make it happen more often and speed to maximize stuns
Admiral Ackbar:
Speed and health/tenacity, speed so he can spam his cleanse and tactical genius and health to keep him alive longer, although tenacity could also be useful to help make sure he doesn't get ability blocked and/or stunned
Ahsoka Tano:
Health and speed, health because her attack's bonus effects heal based on her max health which helps her and her team. In addition her unique gives her +45% max health which is applied after mods, and speed to make up for her low speed and help healing often
Asajj Ventress:
Potency and speed, with her being one of the few characters with a stun on their basic, it should be no brainier to give her potency since hers only goes to 10%. And speed to make sure the enemy is cleansed and stunned at all times
B2 Super Battle Droid:
Crit chance/tenacity and offense/crit damage, crit chance to increase damage but if under a HK/Nebit lead I'd swap to tenacity and offense to crit damage to ensure he isn't stunned or shocked and maximize damage
Barriss Offee:
Health and speed, health to since her abilities are based on her max health so more heals all around and speed so she can spam her cleansing unique
Baze Malbus:
Health and speed, health for more from his unique, general tanking, and speed to dispel enemies
Biggs Darklighter:
Health and crit damage, health to allow him to survive crits to trigger his unique and more gain from wedge lead and crit damage to maximize damage since he's critically based
Bistan:
Speed and health, speed to spam frenzy and gunner tactics and crit damage to maximize damage
Boba Fett:
Potency and health, land his debuffs for speed boost (assuming he’s lead) and “Make Boba Tank Again”
Cad Bane:
Speed and health, speed to make him an active attacker and health to keep him alive (crit stats are also good)
Captain Phasma:
Speed and health, speed so she can open with victory march, and health to stay alive
Cassian Andor:
Potency and speed, potency to land all the debuffs he has and then speed to spam it and crippling shot
CC-Cody:
Crit chance and defense/speed, crit to land his stun and reduce 212th’s cooldown and defense to stack with his up to 240% defence from leader, if he's not leader than speed
Chief Chirpa:
Speed and tenacity, speed so he can his heal and call assists and tenacity to make sure he isn't ability blocked
Chief Nebit:
Health and speed, health to help the protection bonus he grants as it's based on his max health so more to give, and speed so he can spam his abilities
Chirrut Îmwe:
Speed and tenacity, speed to spam cleanses and heal granting and tenacity to make sure he isn't stunned and/or ability blocked
Chopper:
Health and speed, health to help his unqiue and his taunting, and speed to taunt early, dispel, and help allies
Clone Sergeant:
Defense and crit chance/damage, defence to add to his large armor and crit chance since his basic gives him 50% turn meter on one, however if he's on a clone team crit damage
Chewbacca:
Health and speed, health since he gets health up and heals 40% of his total and speed to taunt more often
Coruscant Police:
Potency and speed, similar to asajj he has a stun on his basic though this one is more reliable and he gains 20% turn meter when he debuffs
Count Dooku:
Health and speed, health to allow more counters and speed since he has fallen down the speed ladder recently
CT Echo:
Crit chance and health, chance so when he gets called on assists he'll be doing even more, helping with the 212th’s cooldown, and health to keep him alive so his team can make use of By the Books
CT Fives:
Tenacity and health, tenacity to prevent getting stunned/dazed and health to keep him alive and make use of his 15% health steal
CT Rex:
Speed and health, speed so he can tenacity up immediately and health to keep spamming
Darth Maul:
Speed and health, help his abysmal base stats and get more from his unique
Darth Nihilus:
Speed and tenacity, speed to constantly dispel and OHKO and tenacity to prevent abilty block
Darth Sidious:
Crit chance and potency, help him kill faster, giving him turn meter, and potency to give him more health (zeta) and land the debuffs
Darth Vader:
Speed and potency, speed to shorten the gap between force crushes and potency to land said debuffs regardless of palpatine lead or not
Dathcha:
Potency and crit damage/speed, potency so he can land his ability blocks and stuns and crit damage to amplify his unique, though if not under a Nebit lead swap for speed
Deathtrooper:
Crit chance and speed, chance to give himself and Krennic more healing and speed to be deathmarking, dispelling, and dazing as much as possible
Dengar:
Speed and crit chance, speed to let him go more often and crit chance to make mini mine mayhem more likely to get those 3 crits needed
Director Krennic:
Crit chance and speed/crit damage, Crit chance to maximize the effect of his leader (even if not leader good for damage) and speed to maximize debuffing
Eeth Koth:
Offense and crit chance, both of these to help his abysmal damage but since he's so mediocre you could really do anything
Emperor Palpatine:
Speed and health, speed so he can stun as soon as possible and health to keep him alive
Ewok elder:
Speed and health, more revives and more heals since it’s based on his max health
Ewok scout
Speed and health, just kinda basic setup, you could really argue for anything
Finn:
Health and speed, health to help with his hold line healing 20% and if Poe is present help taunting, and speed to constantly have his team cleansed
First order officer:
Health and crit damage, health to keep him alive and crit damage for high advantage synergy
First order stormtrooper:
Defence and speed, he's already very sturdy so might as well add some more and speed for an early taunt
First order tie pilot:
Health and crit damage, health for some chance of survival and crit damage cause first order damage
Gamorrean guard:
Health and offense, health since his taunt gives him protection based on his max health and offense to make up for his abysmal damage
General Grievous:
Potency and crit damage, potency to land his heal immunity, health down, and turn meter reduction and crit damage since HK lead + Jawa engineer give him lots of crits and turn meter
General Kenobi:
Speed and tenacity, speed to spam his abilities and give out as much foresight as possible, and tenacity to ensure he isn't stunned and/or ability blocked
General Veers:
Crit chance and offense, make him a proper glass cannon since he can give himself speed up
Geonosian soldier:
Crit damage and crit chance, “geonosian soldier gains 50% turn meter when scoring a critical hit”
Geonosian spy:
Speed and crit chance, speed so he can constantly be dispelling enemies and crit chance so he can constantly be stealthed
Grand master Yoda:
Speed and crit chance, speed so he can use battle meditation ASAP, and chance for some damage
Grand moff Tarkin:
Speed and potency, speed to actually get him moving and potency because even under a palp lead he's easily resisted
Greedo:
Crit chance and speed, chance so he can trigger his unique and attack again and speed so even if he doesn't attack again he's still going quickly
Han Solo:
Crit chance and speed, crits so even more damage and more turn meter gain from deadeye and speed so he can make use of his high damage
Hera:
Speed and health, speed to constantly be supporting her allies and health to make the most of her leader
HK-47:
Crit damage and potency, crit damage so his leader ability combo can make him an actual damage dealer and potency to land his grenade’s debuffs
Hoth scout:
Potency and crit chance, crit chance since his rebel assault gives him 100% turn meter on a crit and potency to land the stun the attack also has
Hoth soldier:
Health and speed, health since his taunt has a chance to give him health up, and his unique gives him 20% max health heal at the beginning of his turns when he has defence up, and speed to spam his taunt which gives him defence up to keep him healing
IG-100 Magnaguard:
Crit damage and health, higher damage and longer life. He ain't good for much else
IG-86:
Crit damage and health, his basic has increased crit chance, and his unique gives him more crits for each droid combined with HK’s lead so crit damage to capitalize on it and health to keep him alive
IG-88:
Potency and crit damage, potency to land all those debuffs and crit damage to make him a freight train of pain
Ima-Gun Di:
Speed and health, speed so he's attacking more often giving his allies defence up and health since his unique heals 45% of his max health (over the course of 3 turns) after surviving a crit
Jawa:
Potency and speed, potency to land the speed down and stuns and speed to keep to help his basic doing more damage to enemies suffering negative effects
Jawa engineer:
Speed and health, speed so he’ll always go first and health so he can live longer
Jawa scavenger:
Speed and crit chance, speed to give him plenty of chances to use scrap bomb and crit chance to stay stealthed
Jedi consular:
Health and speed, more health = more heals and speed so he can not only spam his heal but his basic which can reduce the cooldown on his heal thus allowing more heal spam
Jedi Knight Anakin:
Speed and crit chance, speed since he already has damage and health and crit chance to minimize exposures and increase overall damage
Jedi Knight Guardian:
Offense and health, offense to make up for awful damage and health so she can at least tank
Jyn Erso:
Crit chance and speed, crits to increase her potency, revive, and speed to spam her attacks
K-2SO:
Health and tenacity, keep him alive and taunting for as long as possible
just like in the movie
without being stunned or dazed
Kanan:
Health and crit damage, health to survive his taunt and crit damage to max damage
Kit Fisto:
Speed and crit chance, speed to combine with his multi-attack, potency up, counter, and chance to do a lot of strong attacks
Kylo Ren:
Crit damage and defence, crit damage to max damage and defence to go with his unique in maximizing defence
Lando Calrissian:
Crit chance and speed, just spam double downto get the bonus effect to go off and speed to roll this snowball even faster
Lobot:
Speed and health, speed to constantly cleanse your team and his unique gives a speed percentage boost and the other stat could really be anything but I went with just health
Luke Skywalker:
Crit chance and potency, crits to active the bonus effects and on his attacks potency to land the bonus effects
Luminara Unduli:
Health and speed, similar to most other healers, health to maximize healings and speed to do more often along with her ability block
and grating heal over times
Mace Windu:
Crit chance and speed, chance to max damage (and leader if you use it) and speed to utilize his unique
Mamgatrooper:
Speed and crit chance, speed to spam his basic and crit chance to max damage
Mob enforcer:
Health and offense, health since she gets a 15% max health bonus for each scoundrel ally so you could try and make her a tank and offense for more damage
Nightsister Acolyte:
Crit chance and health, she recovers 20% of her health on a crit so both chance and health to max self sustainability
Nightsister Initiate:
Crit damage and health, maximize her damage and tanking
Nute Gunray:
Crit damage and health, crit damage since he gains critical chance when stealthed and if he's also leading when stealthed he has 110% crit chance and health to keep him alive through AoEs
Old Ben:
Potency and speed, potency to land mind tricks and speed to do it earliest in the match
Old Daka:
Health and speed, health to maximize healing and survivable its and speed to maximize stuns
Plo Koon:
Speed and crit chance, speed to spam his basic and dispel enemies and chance to help his damage
Poe Dameron:
Potency and speed, potency to land expose and turn meter down and speed to go early and remove enemy turn meter
Poggle the Lesser:
Speed and health, speed to provide speed up to his droids and health to allow him to keep doing it
Princess Leia:
Crit damage and health, crit damage to utilize her high crit chance and health to keep her alive through AoEs
Qui-Gon Jin:
Speed and tenacity, speed so he can spam his abilities and tenacity to prevent ability blocks
Resistance pilot:
Potency and crit chance: potency to land her expose and crit chance to gain turn meter each time she lands one
Resistance trooper:
Speed and potency, since he can expose on his basic speed so he goes often to keep doing damage and potency to land them
Rey:
Crit damage and tenacity, increase her already crazy damage and tenacity so she doesn't lose her extra 25% offense and daze
Royal guard:
Potency and health, potency to land his stun and speed down and health to keep him alive until the servers get shut down
Savage Opress:
defense and offense, mainly to stack with his unique however savage is very tanky and more defense will always help and offense to stack with the unique
Scarif rebel pathfinder:
Speed and health, speed to constantly be using his basic granting his allies turn meter and himself offense up to revive with and health to make him harder to kill in the first place
Shoretrooper:
Health and speed, health to get more heals from Regroup and stay alive to keep using it over and over again, and speed to spam said ability and keep your team in the crit immunity
Sith assassin:
Tenacity and crit damage, prevent abilty blocks/stuns and max her protection piercing
Sith trooper:
Defence and health, stack his very large defence and a health pool to supplement it
Snowtrooper:
Potency and speed, potency to land his 50% ability block chance on his basic and speed so he goes often to make use of his basic
Stormtrooper:
Health and defence, make him a viable taunter and stack with his unique
Stormtrooper Han:
Speed and health, speed to make sure he goes first to taunt ensuring your whole team goes first and health survive to the end of his taunt
Sun Fac:
Speed and health, speed so he can constantly debuffing the enemies and health to survive even longer especially when taunting
Talia:
Offence and crit chance, offence and chance so she'll do more damage and give more to her 105% health steal on her basic
Teebo:
Speed and potency, speed to go often and potency to land his turn meter reductions
TIE Fighter Pilot:
Potency and health, potency so he can land the debuffs and gain more turn meter to land more debuffs and health to keep this glass cannon from getting one shotted
Tusken raider:
Speed and potency, speed to allow more use of his assist call attack and either potency to get the turn meter reduction on his basic
Tusken shaman:
Potency and offense, potency so he can land his DoTs, allowing for better heals and offense to make his attacks worth something
Ugnaught:
Speed and potency, Speed to get most out of the double damage on his basic and potency to help his stun chance
URoRRuR'R'R:
Potency and speed, like Asajj and Coruscant police he stuns on his basic so do it often and constantly gaining offense up, speed to spam his single file to hide their numbers
Wedge Antilles:
Crit chance and crit damage, crit chance to get the most of his leader ability and crit damage to get the most out of the crit chance and biggs’ assists
Zam Wesell:
Potency and crit damage, potency to land the detonators and evasion down (primary target can't resist but others can) and crit damage to just hit harder when combined with other scoundrels
Post edited by Zombie961 on

Replies

  • Dooku_for_days
    2533 posts Member
    edited August 2016
    Well, thanks I guess. Maybe should be posted in guides?
    Edit: Potency on Phasma is needed, no?
  • Defense1236
    737 posts Member
    edited August 2016
    Make a spoiler for each one so it is easier to navigate
    Edit: Scavenger needs speed and Crit chance
  • Ahsoka needs Crit. Avoid. as crit. hits dwindle the affects of her unique.
  • HoUston
    7 posts Member
    edited August 2016
    Why to give IG-88 health, when he is assassin, not tank, why phasma has no potency, why STHan have no speed, when meta is to gear him with 200+speed, and so does poe, jawas and more.
    Sorry, but you really need to rework lots in this list, so for ex damage dealer gets crit damage, not phasma

    Edit: IG-88 - Crit Damage, Potency/Crit Chance
    JE - Speed, Potency/Health
    Lando - Crit Damage, Health/Crit Chance (He has in-built 53% crit chance and has it doubled when he scores critical hit)
    Phasma, Poe, Han - Speed, Potency
    Chief Nebit - Health x3 (defence is really not better than health, except on OB, SF, Fives)
    Han Solo - Potency x2/Crit Damage, Potency (Depends on what you are looking for, damage or first turn disable)
    Rey - Crit Damage, Crit Chance/Health (yet again, another **** set, tenacity, won't give you much really)
    That's what I can contribute, most DD's will want Crit Damage as their main set and Crit Chance, Potency, Health in last slots, supports will need Speed, and most likely Potency
    In practice I can sort mods like this
    1. Critical Damage
    2. Speed
    3. Potency
    4. Critical Chance
    5. Health
    6. Offense (If you want damage, but Crit Chance is lower than 40%)
    7. Defense (For Old Ben, Fives, FOS, Finn, Sun Fac)
    8. Tenacity (It wouldn't really save you from anything, there is no 100% chance to resist something, look at Sidious with 0% potency)
    Post edited by HoUston on
  • Great post.. thanks for taking the time to do this. I am sure there are a lot of different opinions from people about what is "right" or (there is no "right" or "wrong" just different opinions, depending on your needs and ideas)

    The cool thing is you thought about it and gave reasons for that thinking, I am sure this will help people.

    I am going to move this into "Guides"

    Thanks!
  • Great post.. thanks for taking the time to do this. I am sure there are a lot of different opinions from people about what is "right" or (there is no "right" or "wrong" just different opinions, depending on your needs and ideas)

    The cool thing is you thought about it and gave reasons for that thinking, I am sure this will help people.

    Thanks!

    +1
  • HoUston wrote: »
    Why to give IG-88 health, when he is assassin, not tank, why phasma has no potency, why STHan have no speed, when meta is to gear him with 200+speed, and so does poe, jawas and more.
    Sorry, but you really need to rework lots in this list, so for ex damage dealer gets crit damage, not phasma

    Edit: IG-88 - Crit Damage, Potency/Crit Chance
    JE - Speed, Potency/Health
    Lando - Crit Damage, Health/Crit Chance (He has in-built 53% crit chance and has it doubled when he scores critical hit)
    Phasma, Poe, Han - Speed, Potency
    Chief Nebit - Health x3 (defence is really not better than health, except on OB, SF, Fives)
    Han Solo - Potency x2/Crit Damage, Potency (Depends on what you are looking for, damage or first turn disable)
    Rey - Crit Damage, Crit Chance/Health (yet again, another **** set, tenacity, won't give you much really)
    For IG-88 it's so he can live when a strong wind comes by so he can attack more often phasma I think speed is a given and I deemed damage over potency since that's a reliable way of killing your enemy though potency is defiantly good on her, for Jawa engineer I did do potency and health speed is good but with 154 base and his ability letting him go to 194 AND an attack that gives him 45% turn meter I didn't deem it as important, for lando I went with basically making him a glass cannon and figured the crit chance would guarantee the 2 crit minimum and likely 3+ but crit damage is also handy. For Poe yeah I don't really have much but his unquie does heal a healthier percentage when he resists an effect so there is that and for Han I didn't speed him up so he'll be going less often, being taunted for longer, giving allies more turn meter. Nebit I went defence pretty much soley that I used two stats for each character to focus on but health is definitely more important. I didn't do potency for Han since unlike most characters he only gets the one chance to stun at the beginning of the match and I thought it'd be wasteful to use a mod/several for just the opening shot. And finally for Rey I went tenacity so she has a decent chance to keep her extra 25% damage and health for obvious reasons though I completly understand crit damage, maybe get some crit damage set mods thay give tenacity as a secondary effect
    Make a spoiler for each one so it is easier to navigate
    Edit: Scavenger needs speed and Crit chance
    I don't know what spoilers are and for speed I'd prefer to have him slow so when he's stealthed he's stealth for awhile keeping him safe from harm
  • Tarkin doesn't need speed at all. If you're playing him, it's at lead. Dude needs protection and potency.

    Magmatrooper under Palpatine lead might need speed, but he shines much more under Tarkin. Needs offense, offense, and offense. Maybe potency.

    Vader : potency yes, and actually accuracy. Culling blade doesn't do much if it misses due to dodge. Offense helps too.

    Just posting these as I've been tinkering a lot lately with Empire.

    Also, QGJ consider tenacity. If you boost his speed too much, and he goes before Han and Ben, you're screwed. I'd rather him go in the middle and not be ability blocked.

    Nice post. Thanks!

    - R.I.P. Carrie Fisher -
  • Dantefire wrote: »
    Tarkin doesn't need speed at all. If you're playing him, it's at lead. Dude needs protection and potency.

    Magmatrooper under Palpatine lead might need speed, but he shines much more under Tarkin. Needs offense, offense, and offense. Maybe potency.

    Vader : potency yes, and actually accuracy. Culling blade doesn't do much if it misses due to dodge. Offense helps too.

    Just posting these as I've been tinkering a lot lately with Empire.

    Also, QGJ consider tenacity. If you boost his speed too much, and he goes before Han and Ben, you're screwed. I'd rather him go in the middle and not be ability blocked.
    Reason I didn't put potency on tarkin or magma is becuase for me at least if you're running empire you gotta have palp lead which mostly deals with their potency and speed on qui gon means he's go often enough so that even if Han gets a taunt off he'll be quick to swing back around a dispell it
  • Defense1236
    737 posts Member
    edited August 2016
    Zombie961 wrote: »
    HoUston wrote: »
    Why to give IG-88 health, when he is assassin, not tank, why phasma has no potency, why STHan have no speed, when meta is to gear him with 200+speed, and so does poe, jawas and more.
    Sorry, but you really need to rework lots in this list, so for ex damage dealer gets crit damage, not phasma

    Edit: IG-88 - Crit Damage, Potency/Crit Chance
    JE - Speed, Potency/Health
    Lando - Crit Damage, Health/Crit Chance (He has in-built 53% crit chance and has it doubled when he scores critical hit)
    Phasma, Poe, Han - Speed, Potency
    Chief Nebit - Health x3 (defence is really not better than health, except on OB, SF, Fives)
    Han Solo - Potency x2/Crit Damage, Potency (Depends on what you are looking for, damage or first turn disable)
    Rey - Crit Damage, Crit Chance/Health (yet again, another **** set, tenacity, won't give you much really)
    For IG-88 it's so he can live when a strong wind comes by so he can attack more often phasma I think speed is a given and I deemed damage over potency since that's a reliable way of killing your enemy though potency is defiantly good on her, for Jawa engineer I did do potency and health speed is good but with 154 base and his ability letting him go to 194 AND an attack that gives him 45% turn meter I didn't deem it as important, for lando I went with basically making him a glass cannon and figured the crit chance would guarantee the 2 crit minimum and likely 3+ but crit damage is also handy. For Poe yeah I don't really have much but his unquie does heal a healthier percentage when he resists an effect so there is that and for Han I didn't speed him up so he'll be going less often, being taunted for longer, giving allies more turn meter. Nebit I went defence pretty much soley that I used two stats for each character to focus on but health is definitely more important. I didn't do potency for Han since unlike most characters he only gets the one chance to stun at the beginning of the match and I thought it'd be wasteful to use a mod/several for just the opening shot. And finally for Rey I went tenacity so she has a decent chance to keep her extra 25% damage and health for obvious reasons though I completly understand crit damage, maybe get some crit damage set mods thay give tenacity as a secondary effect
    Make a spoiler for each one so it is easier to navigate
    Edit: Scavenger needs speed and Crit chance
    I don't know what spoilers are and for speed I'd prefer to have him slow so when he's stealthed he's stealth for awhile keeping him safe from harm
    this is a spoiler, you do by
    [spoiler.][/spoiler.] without .
    How do you not get that scavenger needs crit chance for stealth so speed does not remove stealth because he gains it back always from a crit so 70+ crit chance with Nebbit and plus he is slow
    Post edited by Defense1236 on
  • How do you not get that scavenger needs crit chance for stealth so speed does not remove stealth because he gains it back always from a crit so 70+ crit chance with Nebbit and plus he is slow
    Becuase I didn't see the "gains stealth on crit part of his unique" fixed it
  • Zombie961 wrote: »
    Dantefire wrote: »
    Tarkin doesn't need speed at all. If you're playing him, it's at lead. Dude needs protection and potency.

    Magmatrooper under Palpatine lead might need speed, but he shines much more under Tarkin. Needs offense, offense, and offense. Maybe potency.

    Vader : potency yes, and actually accuracy. Culling blade doesn't do much if it misses due to dodge. Offense helps too.

    Just posting these as I've been tinkering a lot lately with Empire.

    Also, QGJ consider tenacity. If you boost his speed too much, and he goes before Han and Ben, you're screwed. I'd rather him go in the middle and not be ability blocked.
    Reason I didn't put potency on tarkin or magma is becuase for me at least if you're running empire you gotta have palp lead which mostly deals with their potency and speed on qui gon means he's go often enough so that even if Han gets a taunt off he'll be quick to swing back around a dispell it

    I'm finding Tarkin a better lead for Empire, at least in arena. No need to heavily invest in speed mods that way.
    - R.I.P. Carrie Fisher -
  • Zombie961 wrote: »
    How do you not get that scavenger needs crit chance for stealth so speed does not remove stealth because he gains it back always from a crit so 70+ crit chance with Nebbit and plus he is slow
    Becuase I didn't see the "gains stealth on crit part of his unique" fixed it

    Finally
  • I think this is a great little post! Agreed there are different opinions it looks like. I think this is a great guide line! I've been just too over whelmed and lost with the mods.

    Thanks again
  • Uh rey doesn't need tenacity mods, speed/health/crit-hit is way better
  • i am confused is the stat on the individual mod or are you collecting sets? If its sets you cant have full sets of offense and speed both take four.So could you please explain that for the confused like me.I am still confused after reading although i think it helped some.Is a great post .Thank you .Thank you.
  • i am confused is the stat on the individual mod or are you collecting sets? If its sets you cant have full sets of offense and speed both take four.So could you please explain that for the confused like me.I am still confused after reading although i think it helped some.Is a great post .Thank you .Thank you.
    Either or but I did design with sets in mind but if their is a character up there with say offence and speed you could always nab the set bonus of one and then use a two set mod with the preferred buff as a secondary (ex a health set that gives speed bonus)
  • For RG I agree about potency first, stun / speed down landing is huge. You have to play around a little bit with how much potency is worth getting.

    It might seem counter-intuitive but I prefer to give RG speed as well. It makes his taunt shorter, but I don't want RG burned down in GW and I want him to attempt more and more stuns. With speed on RG I can sometimes get 3 stuns landed against an enemy team. In arena attacking similar desire, defense tho health / prot probably better. M
  • Brilliant guide. Obviously there is going to be a difference in needs based on your squad goals, so deviance is to be expected, but you have great suggestions in my opinion.

    It might be helpful to differentiate between health and protection, because there is a difference. Suffice it to say that protection is almost always better except for healers or those with special abilities that are based on health pool (like Nebit).
    Do or do not, there is no try.
  • Zombie961 wrote: »
    i am confused is the stat on the individual mod or are you collecting sets? If its sets you cant have full sets of offense and speed both take four.So could you please explain that for the confused like me.I am still confused after reading although i think it helped some.Is a great post .Thank you .Thank you.
    Either or but I did design with sets in mind but if their is a character up there with say offence and speed you could always nab the set bonus of one and then use a two set mod with the preferred buff as a secondary (ex a health set that gives speed bonus)

    Thank you for clearing that up for me .Extremely helpful guide .Thanks again.
  • I'm thinking tenacity might be more important for Gamorrean Guard in arena, to help sustain his taunt with retribution. Lots of Qui Gons in arena that can shut that down.
  • Nice job.

    No love for Fives?
  • PiggieFace wrote: »
    Nice job.

    No love for Fives?
    He was there just tucked under echo, fixed it though, also general announcement I added scarif pathfinder
  • For Captain Phasma. Why not critical chance mods? Is defense down not big of a deal?
    fangstar Ally Code: 652-822-642 Teguilds swgoh.gg/u/fangstar/
  • fangstar wrote: »
    For Captain Phasma. Why not critical chance mods? Is defense down not big of a deal?
    She can give herself advantage with victory march and with the increased speed she'll be using it a lot and if she doesn't get a crit she has a 50% chance to get advantage anyway, which is a guaranteed crit
  • Note on HK-47
    If you're running a droid team, which you most likely are if using HK then speeding up HK so he at least has a chance to go before IG-88 is very beneficial since IG-88 deals more damage based on how many opponents suffer from negative status effects.
    This is of course best achieve through speed secondaries.
  • Really nice. Thanks for making this.
  • Jedi_Yoda
    928 posts Member
    edited September 2016
    Well, thanks I guess. Maybe should be posted in guides?
    Edit: Potency on Phasma is needed, no?

    Speed is 4 slots, that limits options, have to draw the line someplace.
  • Jedi_Yoda
    928 posts Member
    edited September 2016
    HoUston wrote: »
    Why to give IG-88 health, when he is assassin, not tank, why phasma has no potency, why STHan have no speed, when meta is to gear him with 200+speed, and so does poe, jawas and more.
    Sorry, but you really need to rework lots in this list, so for ex damage dealer gets crit damage, not phasma

    Edit: IG-88 - Crit Damage, Potency/Crit Chance
    JE - Speed, Potency/Health
    Lando - Crit Damage, Health/Crit Chance (He has in-built 53% crit chance and has it doubled when he scores critical hit)
    Phasma, Poe, Han - Speed, Potency
    Chief Nebit - Health x3 (defence is really not better than health, except on OB, SF, Fives)
    Han Solo - Potency x2/Crit Damage, Potency (Depends on what you are looking for, damage or first turn disable)
    Rey - Crit Damage, Crit Chance/Health (yet again, another **** set, tenacity, won't give you much really)
    That's what I can contribute,

    I disagree, IG-86 has a LOW health pool if he gets hit he is done, you can't kill if you are dead. So health is needed.

    There is no one size fits all this is a BASELINE guide and its very good, of course people are going to have their own idea, but frankly your ideas are not well thought out.

    This game is about survival, Rey needs tanacity, her crit chance is decent if not good already, plus you are forgetting that even if you stack a certain mod secondary stats still count, you can get Dmg, chance on second stats as well.

    So agree to disagree you can make your OWN guide so we can criticize it, but this one is good.

    I have clones RG and Anakin. I am confident I can take on just about any Arena team even Palp because of high tanacity and health, and I increase speed when I can. Palp rarely stuns my team, so tanacity is good to have.. like I said you can't go one way or another because at some point something is going to suffer.

    Balance it best you can
  • Jedi_Yoda
    928 posts Member
    edited September 2016
    Zombie961 wrote: »
    A guide on the ideal (my ideal) way to mod each character and why, mainly focusing on 2 stats per character

    I find this post contradicts people saying speed mods are not good, this post suggest otherwise, I KNOW speed is good but people will disagree with themselves given enough time.
Sign In or Register to comment.

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!