With the advent of mods, it now seems to me that too many leadership abilities and other synergies have been largely trivialised by mods.
Some leadership abilities are now no more valuable than a single mod. A +15 or even +30 speed leadership ability used to by default and design give you a fast team, now that can be cancelled by a single mod, and each team has a total of 30 mods.
Same with things like critical damage. +30% crit damage is not even a single mod's worth.
The whole thing is now just mod battles.
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It can make it more difficult to set your team up well but you can get things "just so" in a way that you never could before.
It doesn't trivialize leader abilities as much as it does give you the ability to maximize your own leader ability or minimize someone else's.
Unless someone has their EP going at 220 speed or faster (my fastest with leader ability is 219) then I have a good chance of winning.
Crit chance mods make you more effective against a lot of teams but less affective against Rex lead clone teams (a reason I stay away from them).
It's all about perspective. Money helps if you spend enough of it but otherwise: patience, persistence and creativity will win the war, if not the battle.
Defense leads in GW can be quit a pain. I lost to a Chewie lead one day... Yikes. In my own defense, I fought the exact same dude on node 12 the next day and won
Def leader abilities add something like 1% to survivability. Even def secondaries give more.
Chewie lead also gives allies defense up for two turns. I'm not saying it's a threat in Arena because it really isn't but when you are going against a Chewie Lead with QGJ and Ani at G11 with Defense mods and Rey at G10 with Heath and speed mods, it certainly makes a difference in GW.
One hit from Ani or Rey takes my toons from full health (protection is usually gone on most of my toons by the end) takes out a gear 9 or 10 toon (Ani puts 3 in the red). Taking them out quick is the key. It is simply harder to do that with lots of armor.
Dunno how long I raided in certain MMO's watching raid gear drop for noobs with no dkp that went into a deficit while that 1 piece eluded me for months. It's working as intended. Quit trying to take the surprise and anticipation out of the game. Thx.
For example. My RG has 6 def. Mods. 1 w/ crit reduction, 1 w/ offense, 2 w/ defense, 1 w/ prot. and 1 w/ potency primaries. All 6 have a defense #, a defense % and a potency %. Exactly what I wanted on him to take his armor to 45% and help ensure his debuffs stick. I min/maxed my RG.
There have been some pretty detailed analysis threads on def mods/leaderships and all concluded its not the best way to go.
A leader I would recommend and I play no other clones: Rex. It's lovely post mods watching my turn meter explode.
Wedge is excellent as leader. Ackbar still.
Palpatine leader is good. Lando leadership is strong. Anakin and HK47 and IG 88. All have great leadership. The meta has changed. I'm sorry your add 20 speed is no longer floating your boat.
And old Ben and dooku still have a place. It's a vibrant arena world.