not necessarily. while i have speed, protection & potency on top of my list, i also make use of defense & offense as secondaries by mods - it helps balance lower stats of certain toons. byakuya is right, you may wanna look up other squad concepts too. for example, a sith team led by zmaul & supported by sith assassin need not be all fast since they have tm manipulation capabilities. same w/ zvader empire/sith squads or even ewoks. its similar in concept (but not exactly the same) w/ clone squads.
Check top 10 of every shards. Speed is key, whatever everybody is saying. Only the tanks do not need speed. The fastest SA wins, the fastest Poe wins, the fastest Yoda wins, and so on.
GK, Baze, SF, ShT. They all benefit from higher speed. It's a turn based game, so yeah speed will matter. It's just that DPS is so damned high... That is what makes speed so OP.
In GOH only speed count. Other mods abilities are much less important than speed.
With Chirrut that can hit 60000+, DN annhilite, R2 burning affect that take nice portion of health, Triple shooters like Wigs and Princess. Rey hits. Rebel Ashoka multiple hits and others , it does not matter how much protection or health when some characters hit very hard.
Defence mods are most useless.
Must say offensive mods are good. Mostly for DN leadership.
Many times I could not pass some battles even my toons had good protection.
Changing to speed helped me to pass.
It is true no other stats matter as such, even though some people say Tenacity and Potency does... you still get those mods and have speed as a secondary where you can.
One of the problems of deprioritizing speed is that it can create imbalances that are worse to deal with like when they try to counter speed with TM manipulation.
There's no team in arena that doesn't benefit from as much speed as possible, but Clones in the AAT raid can get away with focusing on crit-chance instead. However, you can and should try to get them to the right amount of crit while also having a whole lot of speed on them.
GK, Baze, SF, ShT. They all benefit from higher speed. It's a turn based game, so yeah speed will matter. It's just that DPS is so damned high... That is what makes speed so OP.
Baze gains 15% TM for each buff, i.e. after Sith Assassin he will go next.
Replies
Resistance need Potency, right but I guess speed still important to them and they may get nerf soon.
Clone , I have no idea as they only for Raid.
not necessarily. while i have speed, protection & potency on top of my list, i also make use of defense & offense as secondaries by mods - it helps balance lower stats of certain toons. byakuya is right, you may wanna look up other squad concepts too. for example, a sith team led by zmaul & supported by sith assassin need not be all fast since they have tm manipulation capabilities. same w/ zvader empire/sith squads or even ewoks. its similar in concept (but not exactly the same) w/ clone squads.
GK, Baze, SF, ShT. They all benefit from higher speed. It's a turn based game, so yeah speed will matter. It's just that DPS is so damned high... That is what makes speed so OP.
Who use that team in arena.
Very bad on defense as can fall down to over 50+ by current META
With Chirrut that can hit 60000+, DN annhilite, R2 burning affect that take nice portion of health, Triple shooters like Wigs and Princess. Rey hits. Rebel Ashoka multiple hits and others , it does not matter how much protection or health when some characters hit very hard.
Defence mods are most useless.
Must say offensive mods are good. Mostly for DN leadership.
Many times I could not pass some battles even my toons had good protection.
Changing to speed helped me to pass.
That is not true for Resistance. I have a guildmate who runs zFinn team with R2 and GK and he holds pretty well.
What are other 2 left than you mention..
Only in HAAT though?
Speed and TM reduction still priority in Heroic Rancor.
Even buffed like that it would still be useless. Speed is king.
Baze gains 15% TM for each buff, i.e. after Sith Assassin he will go next.
They? Resistance? Why do you think they "may get nerf soon"? They were just fixed.
Thank you, I also farming Resistance for GW. Hope they work in Arena too.
So start bonus at 10% max at 40%, somehow it be finally balance and other mod will very useful too.
That is why dotA is so popular as they frequently do balancing.