What do u guys think about zthrawn(L), DK, DT, ShT and... Royal guard? (Protection recovery in mind with RG special)
I wish I had ST shards and gear though
What do u guys think about zthrawn(L), DK, DT, ShT and... Royal guard? (Protection recovery in mind with RG special)
I wish I had ST shards and gear though
Storm #1, GK #2, RG #3 would b my order of preference for a 2nd tank.
@Gaidal_Cain -- So I took a look today and discovered how insanely easy Storm was to gear. While I only have him 5* star at the moment, I was able to put him to g11 immediately, and swapped him in for Tarkin. While the guy with the Zolo team can still beat me quickly (he estimated it took him about a minute and a half), I was able to to beat him pretty handily today. Definitely looks like it's going to be an improvement over Tarkin.
@Gaidal_Cain -- So I took a look today and discovered how insanely easy Storm was to gear. While I only have him 5* star at the moment, I was able to put him to g11 immediately, and swapped him in for Tarkin. While the guy with the Zolo team can still beat me quickly (he estimated it took him about a minute and a half), I was able to to beat him pretty handily today. Definitely looks like it's going to be an improvement over Tarkin.
Storm and Shore are a phenominal tank duo - possibly the best tank duo in the game with the shared defense / max health uniques, both getting 15% max protection under Thrawn lead, and each giving CD immunity / D up to the other and the team as well. They also gain so much TM under Thrawn when debuffed it makes them quite fast - prot regen under zThrawn they refuse to die. Without ten up on the enemy Storm's TM removal skill is very powerful. When he has D up and CD immunity up I intentionally try to get counter attacked so that the rest of the enemy gets pinned. Make them both fast as you can and not sacrificing too much prot / health. I'm running Storm at 217 now and Shore at 216. Getting both above 220+ would be fantastic.
Storm and Shore are a phenominal tank duo - possibly the best tank duo in the game with the shared defense / max health uniques, both getting 15% max protection under Thrawn lead, and each giving CD immunity / D up to the other and the team as well. They also gain so much TM under Thrawn when debuffed it makes them quite fast - prot regen under zThrawn they refuse to die. Without ten up on the enemy Storm's TM removal skill is very powerful. When he has D up and CD immunity up I intentionally try to get counter attacked so that the rest of the enemy gets pinned. Make them both fast as you can and not sacrificing too much prot / health. I'm running Storm at 217 now and Shore at 216. Getting both above 220+ would be fantastic.
Right now, I'm running Shore at 195 and Storm at 202. I can still give Storm the post-11 detonator for another 6 speed. I'm running DT at 213 and DK at 207 -- I wanted to keep appropriate sets on them (CD and Pot on DT; CD and CC [with a CC primary triangle] on DK).
I know the protection is a bit low on Storm but believe it or not, I have yet to lose him in a battle. He just won't die (aside from Annihilate of course).
My team is Ep leader, vader, rg, tarkin and tfp... so is a better option storm in place of rg?
Hmm, I don't think so.
Storm is great when being added as a second tank. On his own, there are too many dispellers in the game for him to be effective. RG's auto taunt is better.
Also, you don't have any Troopers to share Storm's defense boost.
Yupyup, magma and snow are 7* gear 9/10... death and shore are only 4*. I was thinking to do a trooper team with Veers leader. But ill wait death and shore...
I apologize in advance for how unorganized this post will be.
General Veers lead gives 10% turn meter when imperial troopers gain a buff
General Veers unique gives 50% turn meter to all imperial troopers when an enemy dies & offense up buff (which should trigger above 10% turn meter gain from leadership ability)
Snow trooper gains 30% turn meter when an enemy dies.
(Current turn meter gain for snow trooper when enemy dies - 90%)
If Shoretrooper is taunting he gives 15% turn meter when allied empire characters use a special ability
So if Shoretrooper is taunting and snow trooper uses his AoE special and an enemy dies, he should gain 105% turn meter (I know it would only be 100%)
Snow trooper special has Cooldown of 4 but reduces by 1 for each crit scored. So if he gets 3 crits & kills an enemy, he should be able to repeat... Right?
I apologize in advance for how unorganized this post will be.
General Veers lead gives 10% turn meter when imperial troopers gain a buff
General Veers unique gives 50% turn meter to all imperial troopers when an enemy dies & offense up buff (which should trigger above 10% turn meter gain from leadership ability)
Snow trooper gains 30% turn meter when an enemy dies.
(Current turn meter gain for snow trooper when enemy dies - 90%)
If Shoretrooper is taunting he gives 15% turn meter when allied empire characters use a special ability
So if Shoretrooper is taunting and snow trooper uses his AoE special and an enemy dies, he should gain 105% turn meter (I know it would only be 100%)
Snow trooper special has Cooldown of 4 but reduces by 1 for each crit scored. So if he gets 3 crits & kills an enemy, he should be able to repeat... Right?
Yes, however if another Trooper is at 50%+ they have a chance to go first because of 100%tm RNG
That might actually be helpful - they can help try and set up next kill
Yep if that happens I try to make the enemy team at just under half health so Snow Trooper wipes them all out and all of my troopers start with 100%tm(in GW and dark/cantina battles)
Storm and Shore are a phenominal tank duo - possibly the best tank duo in the game with the shared defense / max health uniques, both getting 15% max protection under Thrawn lead, and each giving CD immunity / D up to the other and the team as well. They also gain so much TM under Thrawn when debuffed it makes them quite fast - prot regen under zThrawn they refuse to die. Without ten up on the enemy Storm's TM removal skill is very powerful. When he has D up and CD immunity up I intentionally try to get counter attacked so that the rest of the enemy gets pinned. Make them both fast as you can and not sacrificing too much prot / health. I'm running Storm at 217 now and Shore at 216. Getting both above 220+ would be fantastic.
Right now, I'm running Shore at 195 and Storm at 202. I can still give Storm the post-11 detonator for another 6 speed. I'm running DT at 213 and DK at 207 -- I wanted to keep appropriate sets on them (CD and Pot on DT; CD and CC [with a CC primary triangle] on DK).
CD/CC sets r not appropriate for DK. All 3 of his attacks do special damage. His Special Critical chance is a mere 15%. U will get far more out of him by giving him an offense set and offense primary triangle.
Even if u use a cc set and cc triangle, u r only bringing him up to 32%...which is still very poor. Using him in Arena I've had far better results w/ offense.
Right now, I'm running Shore at 195 and Storm at 202. I can still give Storm the post-11 detonator for another 6 speed. I'm running DT at 213 and DK at 207 -- I wanted to keep appropriate sets on them (CD and Pot on DT; CD and CC [with a CC primary triangle] on DK).
CD/CC sets r not appropriate for DK. All 3 of his attacks do special damage. His Special Critical chance is a mere 15%. U will get far more out of him by giving him an offense set and offense primary triangle.
Even if u use a cc set and cc triangle, u r only bringing him up to 32%...which is still very poor. Using him in Arena I've had far better results w/ offense.
Problem is that DK's damage bonus on debuffed and Rebel enemies rely on him hitting crits - with all the CLS rebel teams everywhere you'd want to be taking advantage of that. If he's not hitting crits his damage output is pretty poor.
I've got his special crit chance at 37% which isn't great but it means he's hitting 20-30k basics often enough to make it worth it IMO.
I am planning on running a very similar squad to you guys, Thrawn (L), DT, ShT, ST, and???.
I unfortunately do not have access to either DK or Nihlius. I am in the process of gearing Tarkin for fleet arena lead, thinking he would probably be the next best in my lineup to fill into that last position. And feedback on this lineup?
I am planning on running a very similar squad to you guys, Thrawn (L), DT, ShT, ST, and???.
I unfortunately do not have access to either DK or Nihlius. I am in the process of gearing Tarkin for fleet arena lead, thinking he would probably be the next best in my lineup to fill into that last position. And feedback on this lineup?
Tarkin might work if you can use Shore and Storm to hold off the Rebels long enough to let Tarkin pump up his damage. A zeta Veers should also work pretty well. Snow could also be an option particularly if GK is not present.
I am planning on running a very similar squad to you guys, Thrawn (L), DT, ShT, ST, and???.
I unfortunately do not have access to either DK or Nihlius. I am in the process of gearing Tarkin for fleet arena lead, thinking he would probably be the next best in my lineup to fill into that last position. And feedback on this lineup?
I actually just tested my zVeers vs. a CLS + R2 + ATF +Leia + Han squad instead of DN as my 5th and it was WAY better on offense. It will be inferior on D I believe to having DN there - but shouldn't be too bad.
Right now, I'm running Shore at 195 and Storm at 202. I can still give Storm the post-11 detonator for another 6 speed. I'm running DT at 213 and DK at 207 -- I wanted to keep appropriate sets on them (CD and Pot on DT; CD and CC [with a CC primary triangle] on DK).
CD/CC sets r not appropriate for DK. All 3 of his attacks do special damage. His Special Critical chance is a mere 15%. U will get far more out of him by giving him an offense set and offense primary triangle.
Even if u use a cc set and cc triangle, u r only bringing him up to 32%...which is still very poor. Using him in Arena I've had far better results w/ offense.
Problem is that DK's damage bonus on debuffed and Rebel enemies rely on him hitting crits - with all the CLS rebel teams everywhere you'd want to be taking advantage of that. If he's not hitting crits his damage output is pretty poor.
I've got his special crit chance at 37% which isn't great but it means he's hitting 20-30k basics often enough to make it worth it IMO.
Same here. His special critical chance is 38.49% as modded. I hit crits sufficiently frequently for it to be worthwhile.
I have almost next zeta and I dont know, where is better to used it. I choose between Thrawn unique (already have leader) and Veers. I plan to use a team consisting of Thrawn, ShT, DT, Veers and Tarkin/ST.
I have almost next zeta and I dont know, where is better to used it. I choose between Thrawn unique (already have leader) and Veers. I plan to use a team consisting of Thrawn, ShT, DT, Veers and Tarkin/ST.
If you decide to run 3 imperial troopers then put it on Veers
@C1pher_Five This is awesome, thanks for the vid. Since I won't have Thrawn (even next time around, I might get him at 5*), would you slot in RG, Shore, TFP, or EP as the 5th?
@C1pher_Five This is awesome, thanks for the vid. Since I won't have Thrawn (even next time around, I might get him at 5*), would you slot in RG, Shore, TFP, or EP as the 5th?
I am also preparing for the next Thrawn event, stockpiling gear.
If you intend to use a Gar, Krennic, DT, ISC team then I would say either Stormtrooper or Shoretrooper.
Shore can give health and crit immunity while Storm gives TM reduction and Expose. Maybe Emperor Palpatine can hop in as well.
Replies
I wish I had ST shards and gear though
Storm #1, GK #2, RG #3 would b my order of preference for a 2nd tank.
Storm and Shore are a phenominal tank duo - possibly the best tank duo in the game with the shared defense / max health uniques, both getting 15% max protection under Thrawn lead, and each giving CD immunity / D up to the other and the team as well. They also gain so much TM under Thrawn when debuffed it makes them quite fast - prot regen under zThrawn they refuse to die. Without ten up on the enemy Storm's TM removal skill is very powerful. When he has D up and CD immunity up I intentionally try to get counter attacked so that the rest of the enemy gets pinned. Make them both fast as you can and not sacrificing too much prot / health. I'm running Storm at 217 now and Shore at 216. Getting both above 220+ would be fantastic.
Right now, I'm running Shore at 195 and Storm at 202. I can still give Storm the post-11 detonator for another 6 speed. I'm running DT at 213 and DK at 207 -- I wanted to keep appropriate sets on them (CD and Pot on DT; CD and CC [with a CC primary triangle] on DK).
I can't match the raw speed some of you have but maybe there is something else I am missing.
Winning on offense is not an issue but I still drop more than I would like overnight:
https://swgoh.gg/u/gaidal cain/
I know the protection is a bit low on Storm but believe it or not, I have yet to lose him in a battle. He just won't die (aside from Annihilate of course).
Empire for life.
Hmm, I don't think so.
Storm is great when being added as a second tank. On his own, there are too many dispellers in the game for him to be effective. RG's auto taunt is better.
Also, you don't have any Troopers to share Storm's defense boost.
General Veers lead gives 10% turn meter when imperial troopers gain a buff
General Veers unique gives 50% turn meter to all imperial troopers when an enemy dies & offense up buff (which should trigger above 10% turn meter gain from leadership ability)
Snow trooper gains 30% turn meter when an enemy dies.
(Current turn meter gain for snow trooper when enemy dies - 90%)
If Shoretrooper is taunting he gives 15% turn meter when allied empire characters use a special ability
So if Shoretrooper is taunting and snow trooper uses his AoE special and an enemy dies, he should gain 105% turn meter (I know it would only be 100%)
Snow trooper special has Cooldown of 4 but reduces by 1 for each crit scored. So if he gets 3 crits & kills an enemy, he should be able to repeat... Right?
Yes, however if another Trooper is at 50%+ they have a chance to go first because of 100%tm RNG
Yep if that happens I try to make the enemy team at just under half health so Snow Trooper wipes them all out and all of my troopers start with 100%tm(in GW and dark/cantina battles)
CD/CC sets r not appropriate for DK. All 3 of his attacks do special damage. His Special Critical chance is a mere 15%. U will get far more out of him by giving him an offense set and offense primary triangle.
Even if u use a cc set and cc triangle, u r only bringing him up to 32%...which is still very poor. Using him in Arena I've had far better results w/ offense.
Problem is that DK's damage bonus on debuffed and Rebel enemies rely on him hitting crits - with all the CLS rebel teams everywhere you'd want to be taking advantage of that. If he's not hitting crits his damage output is pretty poor.
I've got his special crit chance at 37% which isn't great but it means he's hitting 20-30k basics often enough to make it worth it IMO.
I unfortunately do not have access to either DK or Nihlius. I am in the process of gearing Tarkin for fleet arena lead, thinking he would probably be the next best in my lineup to fill into that last position. And feedback on this lineup?
Tarkin might work if you can use Shore and Storm to hold off the Rebels long enough to let Tarkin pump up his damage. A zeta Veers should also work pretty well. Snow could also be an option particularly if GK is not present.
I actually just tested my zVeers vs. a CLS + R2 + ATF +Leia + Han squad instead of DN as my 5th and it was WAY better on offense. It will be inferior on D I believe to having DN there - but shouldn't be too bad.
Same here. His special critical chance is 38.49% as modded. I hit crits sufficiently frequently for it to be worthwhile.
If you decide to run 3 imperial troopers then put it on Veers
I was thinking of trying this (since I don't have Thrawn):
Krennic (L), Deathtrooper, ISC, Shore/RG, TFP
My Empire team will be my next project after I finish resistance, and I'm for sure using DK + DT, I just don't know what else to put in there.
Gar (L) + ISC + DT + DK + Shore/Storm/Snow, or Gar (L), Snow, Shore, DT, Veers
Not sure how they fare against the Luke teams, but Gar's counter and assist may even out the field a bit.
Found a vid:
https://youtube.com/watch?v=AKqcHXeH78g
@C1pher_Five This is awesome, thanks for the vid. Since I won't have Thrawn (even next time around, I might get him at 5*), would you slot in RG, Shore, TFP, or EP as the 5th?
With a zeta Thrawn lead and DT / Shore / Storm - yes very good.
I am also preparing for the next Thrawn event, stockpiling gear.
If you intend to use a Gar, Krennic, DT, ISC team then I would say either Stormtrooper or Shoretrooper.
Shore can give health and crit immunity while Storm gives TM reduction and Expose. Maybe Emperor Palpatine can hop in as well.