Below is the breakdown of changes for the Imperial Troopers. Please note these changes will not be visible in game until the next game update.
IMPERIAL TROOPERSDeath Trooper
- Now has the "Imperial Trooper" category.
Unique: Krennic's Guard
- Gains: "While Death Trooper is active, Imperial Trooper allies have +10% Health Steal."
Magmatrooper
- Now has the "Imperial Trooper" category.
Basic: Line of Fire
- Secondary damage no longer excludes selected target.
- Damage Penalty reduced by 5% at all levels.
- Upgrade 6 now grants +10% Damage instead of +5% Damage.
- Upgrade 7 now grants +15% Damage instead of +5% Damage.
- Omega: Now adds +50% (up from +15%) Secondary Attack Chance and -10% Damage Penalty.
Special 1: Thermal Imploder
- Upgrade 5 now grants +10% Damage instead of +5% Damage.
- Omega: Now adds +30% Turn Meter Reduction Chance in addition to previous bonus of +15% Damage.
Unique: Hazard Training
- Gains: "While Magmatrooper is active, Imperial Trooper allies have +30% Tenacity."
- Omega: Now adds +10% Turn Meter Gain in addition to previous bonus of +5% Tenacity.
Shoretrooper
- Now has the "Imperial Trooper" category.
Special: Regroup
- Now grants Health and Critical Immunity to Shoretrooper.
Unique: Stand Guard
- Gains: "While Shoretrooper is active, Imperial Trooper allies have +10% Max Health."
Snowtrooper
- Now has the "Imperial Trooper" category.
Basic: Assault Shock Troops
- Upgrade 7 now grants +10% Damage instead of +5% Damage.
- Omega: Now adds +15% Damage in addition to previous bonus of +15% Ability Block Chance.
Special 1: Overwhelming Assault
- Base description now reads: "Deal Physical damage to all enemies and gain Critical Damage Up for 2 turns."
- Upgrades 3 and 6 now grant +10% Damage instead of +5% Damage.
- Upgrades 7 now grant +15% Damage instead of +5% Damage.
- Omega: Now adds "For each Critical Hit scored, reduce the cooldown of this ability by 1" instead of +15% Damage.
- Final description now reads: "Deal Physical damage to all enemies and gain Critical Damage Up for 2 turns. For each Critical Hit scored, reduce the cooldown of this ability by 1."
Unique: Assault Training
- Gains: "While Snowtrooper is active, Imperial Trooper allies have +20% Critical Damage."
Stormtrooper
- Now has the "Imperial Trooper" category.
Basic: Imperial Marksmanship
- Omega: Gains "If this attack does not score a Critical Hit, or is Evaded, the target becomes Exposed, which can't be Resisted"
Special 1: Stormtrooper Bravado
- Omega: Now adds +50% Turn Meter Reduction Chance in addition to previous bonus of Taunt Duration + 1.
Unique: Wall of Stormtroopers
- Reworked to grant 25-40% Defense for each living Empire ally.
- Gains: "While Stormtrooper is active, Imperial Trooper allies have +30% Defense."
- NEW ZETA: Stormtrooper gains 40% Offense for each defeated Empire ally
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Please keep all discussion of the Imperial Trooper updates to this thread
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Darokaz0
Replies
Haha cuz its hilarious
That said, I don't think this changes all that much for us that are "end game". Magma Trooper will be a beast in a Vader Pit team. But other than that I don't see a lot of utility in arena or raids here. They get bonuses with Veers for getting buffs but there aren't many opportunities for that. Nothing here makes me wish I had these guys.
I am not sure how much EHP the 200% defense represents, but that zeta is very useless. Bit if combined with Shore I see a good combo here that can keep him alive. Does he still grants defense up as well when taunting?
He should still be granting Defense Up and be a lot tankier, but he taunts for 3 turns, he's going to die first. If he's not dying first, it means more important characters are dying around him, when as a tank he should be protecting them.
Ex: does shore get +10% health ?
don't see why not. magma is getting +100% tenacity
Where does that come from? 30 from his own unique. 30 from that he grants to imperials. What else?
Maybe a double tank with Shore and Storm could work decently.
I hope so, I'm asking because it reads: imperial troopers allies gain..
So don't know if a given trooper is considered an ally to himself?
Effects not applied to self are usually written as each other ally.
Ok great, thanks for clarification
I read it wrong. took the original 60% TM gain, added the new 10% TM, then added the 30% tenacity.
Some people say there are no dumb questions... to that I say, allow me to introduce exhibit A
Not thinking just arena. For example does a Zader benefit from magma in raids?