Very decent speed. Did you go for crit chance and crit dmg mods? I'm working on my troopers and I need some expert opinion on this matter, and I appreciate any guidelines.
Very decent speed. Did you go for crit chance and crit dmg mods? I'm working on my troopers and I need some expert opinion on this matter, and I appreciate any guidelines.
Veers is just as fast as possible, don't care about anything else. Snow I wanted the crit damage set with a crit damage triangle for uber damage, but I needed to find good crit chance secondaries to make it worth it.
@Gaidal_Cain **** that is some serious horsepower and serious speed mods
Really? It's all of my best mods no doubt but I don't even have the fasted mods in my shard.
This double drop weekend helped a good bit.
As is, I get outsped by multiple SA's and even a couple R2's are faster than my guys even with Tarkin's lead ability.
I do like the turn order though.
Tarkin, Deathrooper, EP, DN, and Vader.
Tarkin going first gives me two options.
I can open with his AOE debuff, or with his AOE attack. When fighting Jedi, I use the AOE attack which clears foresight allowing DT to dispel Tenacity up from Yoda. EP stuns, then DN can do cooldown increase and Vader can load up the debuffs.
Against slower squads like some Triple cleanse teams, I will do the debuff first if I am confident DT can do his cooldown increase (only works if the enemies have no buffs). Then it is the same as follows and if I am lucky, I get one to two turns to wear down the enemy before they can start cleansing and healing.
After EP's stun, I like to do his Offense up move because it puts defense down on all enemies which sets me up for some big hits with Culling Blade and Tarkin's AOE attack.
If I had your mods I'd use the same squad. Instead I have a kind of meat wall with a 101k health/protection shore and a DN at 81k. Works surprisingly well. #1 had a 257 r2 so he opens with stealth; my Death goes next with his aoe and the DN hits the cool down increase. If I'm using Zdooku hell actually go second and sometimes stun Baze. Then zader gets off his aoe debuff though that usually gets cleansed by chirrut. If shore is able to get off his heal and no crit buff I have a fair shot at winning. If he's stunned I'll probably lose. Just need that Darkside cleanser. C'mon Thrawn! I need that blue skinned tactical genius in my squad.
I don't have a ton of guild tokens to spend, either. Though that is on me for not being able to find an active guild.
Cody is in the fleet store and guild store. He's relatively easy to farm if your guild is doing at least 3 raids a week (2 Rancor and one AAT) and with the 800 tokens for the fleet store.
Our guild is doing 5 raids a week.
I don't have a ton of guild tokens to spend, either. Though that is on me for not being able to find an active guild.
If you can contribute 600 tickets a day (that is, never hit your energy cap and do at least one daily refresh) you can get in pretty much any guild. Doing 5 raids a week can get you a ton of guild tokens.
I run those times a cool team in GW (that I just started to develop so not yet arena viable for me).
Krennic lead, DT, ShT, Snow and a fifth that is usually EP/DN/Veers. The purpose of this team is to maintain a constant line of ability block so the enemy cannot use their specials. It's working fine even against more developed teams than mine (again, in GW).
The synergy between Krennic and DT is great. Snow's AoE crits a lot, giving AB and resetting his CD. ShT is there to protect of course but he's also an Imperial Trooper and this team is also built on them. According to the opponent, the 5th is either EP for his AoE stun that can also AB, Veers for his Imperial Troopers synergy (he also provide with 15% CC for them), or DN.
In that team, Veers can AB using his AoE (no need of Krennic but if he crits, he has more chance to AB if enemy is debuffed), Snow can AB using his basic (but the purpose of Snow is that his using his AoE each turn).
DT is used to dispell, increase cooldown and apply his health immunity (so a debuff for his team mate).
I think that team can be arena viable, especially with Krennic's zeta giving back protection. Krennic and Veers increase Crit chance by 40% for the Imperial troopers, so a lot of crits.
@Aero thanks for your advice, sorry to answer you that late. I'm currently trying to gear UP storm and snow to get a 5 troopers squad and then I'll do as you and try to reach the top of Arena !
Last thing I need is Jawa to get critical damage on everyone with mods as they do crit a lot.
I run those times a cool team in GW (that I just started to develop so not yet arena viable for me).
Krennic lead, DT, ShT, Snow and a fifth that is usually EP/DN/Veers. The purpose of this team is to maintain a constant line of ability block so the enemy cannot use their specials. It's working fine even against more developed teams than mine (again, in GW).
The synergy between Krennic and DT is great. Snow's AoE crits a lot, giving AB and resetting his CD. ShT is there to protect of course but he's also an Imperial Trooper and this team is also built on them. According to the opponent, the 5th is either EP for his AoE stun that can also AB, Veers for his Imperial Troopers synergy (he also provide with 15% CC for them), or DN.
In that team, Veers can AB using his AoE (no need of Krennic but if he crits, he has more chance to AB if enemy is debuffed), Snow can AB using his basic (but the purpose of Snow is that his using his AoE each turn).
DT is used to dispell, increase cooldown and apply his health immunity (so a debuff for his team mate).
I think that team can be arena viable, especially with Krennic's zeta giving back protection. Krennic and Veers increase Crit chance by 40% for the Imperial troopers, so a lot of crits.
Its a cool team but very mod dependent upon speed. Otherwise faster Chirruts and Rexs can ruin it for you, especially if you have DN's unique zeta'd. If you have the speed to be faster, then great.
Next time you run GW, try and save that squad for nodes 10 - 12 depending on where your GW difficulty ends. This way your squad wont start with a TM bonus versus the stronger squad and will be a better comparison.
I run those times a cool team in GW (that I just started to develop so not yet arena viable for me).
Krennic lead, DT, ShT, Snow and a fifth that is usually EP/DN/Veers. The purpose of this team is to maintain a constant line of ability block so the enemy cannot use their specials. It's working fine even against more developed teams than mine (again, in GW).
The synergy between Krennic and DT is great. Snow's AoE crits a lot, giving AB and resetting his CD. ShT is there to protect of course but he's also an Imperial Trooper and this team is also built on them. According to the opponent, the 5th is either EP for his AoE stun that can also AB, Veers for his Imperial Troopers synergy (he also provide with 15% CC for them), or DN.
In that team, Veers can AB using his AoE (no need of Krennic but if he crits, he has more chance to AB if enemy is debuffed), Snow can AB using his basic (but the purpose of Snow is that his using his AoE each turn).
DT is used to dispell, increase cooldown and apply his health immunity (so a debuff for his team mate).
I think that team can be arena viable, especially with Krennic's zeta giving back protection. Krennic and Veers increase Crit chance by 40% for the Imperial troopers, so a lot of crits.
Its a cool team but very mod dependent upon speed. Otherwise faster Chirruts and Rexs can ruin it for you, especially if you have DN's unique zeta'd. If you have the speed to be faster, then great.
Next time you run GW, try and save that squad for nodes 10 - 12 depending on where your GW difficulty ends. This way your squad wont start with a TM bonus versus the stronger squad and will be a better comparison.
Speed should (I say should since it's not arena tested) not be so important except on DT. His main role is to increase CD at the start of the battle or if Tenacity is up, to dispell those buffs. But speed is a nice to have in every teams.
DT and Veers are gr 9 on the way for gr 10, but the rest in only 7 or 8, this is why I think with better gear and mods it could work. Mk 3 Holo is a blocking factor for DS toons. But I'll try next time to use that team from node 10. Need to gear them and mod them a bit.
I run those times a cool team in GW (that I just started to develop so not yet arena viable for me).
Krennic lead, DT, ShT, Snow and a fifth that is usually EP/DN/Veers. The purpose of this team is to maintain a constant line of ability block so the enemy cannot use their specials. It's working fine even against more developed teams than mine (again, in GW).
The synergy between Krennic and DT is great. Snow's AoE crits a lot, giving AB and resetting his CD. ShT is there to protect of course but he's also an Imperial Trooper and this team is also built on them. According to the opponent, the 5th is either EP for his AoE stun that can also AB, Veers for his Imperial Troopers synergy (he also provide with 15% CC for them), or DN.
In that team, Veers can AB using his AoE (no need of Krennic but if he crits, he has more chance to AB if enemy is debuffed), Snow can AB using his basic (but the purpose of Snow is that his using his AoE each turn).
DT is used to dispell, increase cooldown and apply his health immunity (so a debuff for his team mate).
I think that team can be arena viable, especially with Krennic's zeta giving back protection. Krennic and Veers increase Crit chance by 40% for the Imperial troopers, so a lot of crits.
This description makes me wish my ShoreT wasn't a steaming pile of garbage. I've got the rest geared up pretty well, even zetas on DK/DT. If only you could get DT to go first ...
Seems to me that TFP should go in that fifth spot, since he is the fastest kid on the playground. When he opens with his AOE, he should AB whoever he crits, giving DT a chance to use his AOE. Unfortunately Krennic's leader ability is bugged and AB is not reliable, so this squad does not work as designed.
Still, I really like the squad comp. I'm going to work with it in GW since I just pushed SnowT to g10. Thanks for the idea @BulYwif !
Thinking ... Seems to me that if GK is on the other team then they will all immediately get crit immunity and trying to keep AB on everyone with SnowT becomes fruitless, unless TFP lands buff immunity AND AB on everyone, which would have to include that evil Rex. And if zBarriss is there, she will wipe those debuffs off Rex, and then he cleanses and gives T up, and then you're hosed.
And then there's R2D2, who lets everyone cleanse themselves if they crit.
Hmmm ... I still think there may be potential.
Edit: I just scoured my mods to find the maximum CC I could put on SnowT: 62.14%. Under Krennic (+25%) and with zVeers (+15%), that would push him up to 102.14%. So in theory, SnowT would crit and AB on every hit. But the squad would have to be DK, DT, TFP, SnowT, and Veers. Without Veers he would be at 87%, which might be enough and would leave room for ShoreT.
At the same time, I could get TFP up to 273 speed with 79% CC under Krennic, which should theoretically put AB and BI on 4/5 of the team to start the match. If Rex is there, that would give him 60% bonus TM which will probably fill him up. So he goes. If Barriss is there, she gets 70% TM ... does she go first? If she does, I'm dead, if she does not, I maybe have a chance.
Now I really want to try this. But I will have to bench my FO squad!
I run those times a cool team in GW (that I just started to develop so not yet arena viable for me).
Krennic lead, DT, ShT, Snow and a fifth that is usually EP/DN/Veers. The purpose of this team is to maintain a constant line of ability block so the enemy cannot use their specials. It's working fine even against more developed teams than mine (again, in GW).
The synergy between Krennic and DT is great. Snow's AoE crits a lot, giving AB and resetting his CD. ShT is there to protect of course but he's also an Imperial Trooper and this team is also built on them. According to the opponent, the 5th is either EP for his AoE stun that can also AB, Veers for his Imperial Troopers synergy (he also provide with 15% CC for them), or DN.
In that team, Veers can AB using his AoE (no need of Krennic but if he crits, he has more chance to AB if enemy is debuffed), Snow can AB using his basic (but the purpose of Snow is that his using his AoE each turn).
DT is used to dispell, increase cooldown and apply his health immunity (so a debuff for his team mate).
I think that team can be arena viable, especially with Krennic's zeta giving back protection. Krennic and Veers increase Crit chance by 40% for the Imperial troopers, so a lot of crits.
This description makes me wish my ShoreT wasn't a steaming pile of garbage. I've got the rest geared up pretty well, even zetas on DK/DT. If only you could get DT to go first ...
Seems to me that TFP should go in that fifth spot, since he is the fastest kid on the playground. When he opens with his AOE, he should AB whoever he crits, giving DT a chance to use his AOE. Unfortunately Krennic's leader ability is bugged and AB is not reliable, so this squad does not work as designed.
Still, I really like the squad comp. I'm going to work with it in GW since I just pushed SnowT to g10. Thanks for the idea @BulYwif !
Just want to throw out that Krennic's leader ability was fixed so the ability applies as it's designed to (whenever an empire toon crits an enemy who has a debuff)
This whole idea really just dies on the vine if TFP cannot apply BI and AB on the same turn because Rex and GK will stop it cold. And also since Krennic's "irresistable" AB can be resisted, the strategy takes a serious turn for the worse.
Just want to throw out that Krennic's leader ability was fixed so the ability applies as it's designed to (whenever an empire toon crits an enemy who has a debuff)
I took no. 1 in arena today with an all Empire team. How sweet it was! zVader (l), zDT, Krennic, Tarkin and Shore. I'm sure I will get trashed on defense, but I don't really care at this point.
I took no. 1 in arena today with an all Empire team. How sweet it was! zVader (l), zDT, Krennic, Tarkin and Shore. I'm sure I will get trashed on defense, but I don't really care at this point.
I run those times a cool team in GW (that I just started to develop so not yet arena viable for me).
Krennic lead, DT, ShT, Snow and a fifth that is usually EP/DN/Veers. The purpose of this team is to maintain a constant line of ability block so the enemy cannot use their specials. It's working fine even against more developed teams than mine (again, in GW).
The synergy between Krennic and DT is great. Snow's AoE crits a lot, giving AB and resetting his CD. ShT is there to protect of course but he's also an Imperial Trooper and this team is also built on them. According to the opponent, the 5th is either EP for his AoE stun that can also AB, Veers for his Imperial Troopers synergy (he also provide with 15% CC for them), or DN.
In that team, Veers can AB using his AoE (no need of Krennic but if he crits, he has more chance to AB if enemy is debuffed), Snow can AB using his basic (but the purpose of Snow is that his using his AoE each turn).
DT is used to dispell, increase cooldown and apply his health immunity (so a debuff for his team mate).
I think that team can be arena viable, especially with Krennic's zeta giving back protection. Krennic and Veers increase Crit chance by 40% for the Imperial troopers, so a lot of crits.
Its a cool team but very mod dependent upon speed. Otherwise faster Chirruts and Rexs can ruin it for you, especially if you have DN's unique zeta'd. If you have the speed to be faster, then great.
Next time you run GW, try and save that squad for nodes 10 - 12 depending on where your GW difficulty ends. This way your squad wont start with a TM bonus versus the stronger squad and will be a better comparison.
Speed should (I say should since it's not arena tested) not be so important except on DT. His main role is to increase CD at the start of the battle or if Tenacity is up, to dispell those buffs. But speed is a nice to have in every teams.
DT and Veers are gr 9 on the way for gr 10, but the rest in only 7 or 8, this is why I think with better gear and mods it could work. Mk 3 Holo is a blocking factor for DS toons. But I'll try next time to use that team from node 10. Need to gear them and mod them a bit.
I guess it depends on your server, but Ive never found speed to not be a factor.
Replies
+95 on Veers, the rest hang around +70
Take a look
https://swgoh.gg/u/aero--/collection/?f=imperial-trooper
Veers is just as fast as possible, don't care about anything else. Snow I wanted the crit damage set with a crit damage triangle for uber damage, but I needed to find good crit chance secondaries to make it worth it.
Wow, very cool
Really? It's all of my best mods no doubt but I don't even have the fasted mods in my shard.
This double drop weekend helped a good bit.
As is, I get outsped by multiple SA's and even a couple R2's are faster than my guys even with Tarkin's lead ability.
I do like the turn order though.
Tarkin, Deathrooper, EP, DN, and Vader.
Tarkin going first gives me two options.
I can open with his AOE debuff, or with his AOE attack. When fighting Jedi, I use the AOE attack which clears foresight allowing DT to dispel Tenacity up from Yoda. EP stuns, then DN can do cooldown increase and Vader can load up the debuffs.
Against slower squads like some Triple cleanse teams, I will do the debuff first if I am confident DT can do his cooldown increase (only works if the enemies have no buffs). Then it is the same as follows and if I am lucky, I get one to two turns to wear down the enemy before they can start cleansing and healing.
After EP's stun, I like to do his Offense up move because it puts defense down on all enemies which sets me up for some big hits with Culling Blade and Tarkin's AOE attack.
https://swgoh.gg/u/stinkydoobis/
Kind of.
http://imgur.com/Xh55VQQ
I don't have a ton of guild tokens to spend, either. Though that is on me for not being able to find an active guild.
Cody is in the fleet store and guild store. He's relatively easy to farm if your guild is doing at least 3 raids a week (2 Rancor and one AAT) and with the 800 tokens for the fleet store.
Our guild is doing 5 raids a week.
If you can contribute 600 tickets a day (that is, never hit your energy cap and do at least one daily refresh) you can get in pretty much any guild. Doing 5 raids a week can get you a ton of guild tokens.
https://m.youtube.com/watch?v=LvswNDAAZCU
Ha! That was awesome
Krennic lead, DT, ShT, Snow and a fifth that is usually EP/DN/Veers. The purpose of this team is to maintain a constant line of ability block so the enemy cannot use their specials. It's working fine even against more developed teams than mine (again, in GW).
The synergy between Krennic and DT is great. Snow's AoE crits a lot, giving AB and resetting his CD. ShT is there to protect of course but he's also an Imperial Trooper and this team is also built on them. According to the opponent, the 5th is either EP for his AoE stun that can also AB, Veers for his Imperial Troopers synergy (he also provide with 15% CC for them), or DN.
In that team, Veers can AB using his AoE (no need of Krennic but if he crits, he has more chance to AB if enemy is debuffed), Snow can AB using his basic (but the purpose of Snow is that his using his AoE each turn).
DT is used to dispell, increase cooldown and apply his health immunity (so a debuff for his team mate).
I think that team can be arena viable, especially with Krennic's zeta giving back protection. Krennic and Veers increase Crit chance by 40% for the Imperial troopers, so a lot of crits.
Last thing I need is Jawa to get critical damage on everyone with mods as they do crit a lot.
Its a cool team but very mod dependent upon speed. Otherwise faster Chirruts and Rexs can ruin it for you, especially if you have DN's unique zeta'd. If you have the speed to be faster, then great.
Next time you run GW, try and save that squad for nodes 10 - 12 depending on where your GW difficulty ends. This way your squad wont start with a TM bonus versus the stronger squad and will be a better comparison.
Speed should (I say should since it's not arena tested) not be so important except on DT. His main role is to increase CD at the start of the battle or if Tenacity is up, to dispell those buffs. But speed is a nice to have in every teams.
DT and Veers are gr 9 on the way for gr 10, but the rest in only 7 or 8, this is why I think with better gear and mods it could work. Mk 3 Holo is a blocking factor for DS toons. But I'll try next time to use that team from node 10. Need to gear them and mod them a bit.
This description makes me wish my ShoreT wasn't a steaming pile of garbage. I've got the rest geared up pretty well, even zetas on DK/DT. If only you could get DT to go first ...
Seems to me that TFP should go in that fifth spot, since he is the fastest kid on the playground. When he opens with his AOE, he should AB whoever he crits, giving DT a chance to use his AOE. Unfortunately Krennic's leader ability is bugged and AB is not reliable, so this squad does not work as designed.
Still, I really like the squad comp. I'm going to work with it in GW since I just pushed SnowT to g10. Thanks for the idea @BulYwif !
And then there's R2D2, who lets everyone cleanse themselves if they crit.
Hmmm ... I still think there may be potential.
Edit: I just scoured my mods to find the maximum CC I could put on SnowT: 62.14%. Under Krennic (+25%) and with zVeers (+15%), that would push him up to 102.14%. So in theory, SnowT would crit and AB on every hit. But the squad would have to be DK, DT, TFP, SnowT, and Veers. Without Veers he would be at 87%, which might be enough and would leave room for ShoreT.
At the same time, I could get TFP up to 273 speed with 79% CC under Krennic, which should theoretically put AB and BI on 4/5 of the team to start the match. If Rex is there, that would give him 60% bonus TM which will probably fill him up. So he goes. If Barriss is there, she gets 70% TM ... does she go first? If she does, I'm dead, if she does not, I maybe have a chance.
Now I really want to try this. But I will have to bench my FO squad!
Just want to throw out that Krennic's leader ability was fixed so the ability applies as it's designed to (whenever an empire toon crits an enemy who has a debuff)
Was it? Thanks for the reminder! I forget things.
My congratz and respect to you kind sir.
I guess it depends on your server, but Ive never found speed to not be a factor.
Thanks for the screenshots, here, have a cookie
He looks super-dope though...