1 - In
PvP (Arena / TW): the potency vs tenacity check for a debuff is basically all or nothing:
- Tenacity up = resist 100%
- Normal case = resist 15%, reason being that the base potency of debuff-giving toons is always comfortably higher than the base tenacity of any toon, and tenacity mods are too weak to tweak it in any way.
Side note: every new debuff introduced lately are not actually debuffs, and potency has no effect on them (fracture, Rey's healing immunity, expose or TM reduction, Sabine's, Sion's,...). They often trigger on crit, so crit-chance is the new potency.
2 - In
Raids:
Potency mods used to be critical for some teams to beat the Rancor (long ago, e.g. Teebo), or the AAT (more recently, e.g. Vader's DoTs-fest), but today's AAT-wrecking teams don't rely much on potency anymore (it's all about crit chance).
In the Sith Raid, tenacity has been boosted so much that there is simply no way mods can bridge the gap.
Soooo... Can I just ditch all my potency mods (except for the very special case of the Bounty Hunters)?
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Replies
JTR teams do not need potency, bcz their exposes are based on crit.
zFinn teams on the other hand do need potency and the team will not work against tenacity up. But this team is mainly PVE for certain phases of raids and territory battles, and yes u need potency.
Palp and Vader need potency even though palp lead gives potency because you want to land as many debuffs and stuns as possible.
CLS teams usually do not need potency because CLS has +40% from his skills, but Han Solo does need potency to remove turn meter and stun because his base potency is extremely low (like 15%).
CLS and han solo when facing palp lead could use potency now more than ever bcz palp reduces their potency and if you miss a buff immunity or a stun u will cry. Against a double tank palp team where you have to buff immunity 1 tank and fracture the other, it could cost you the match of buff immunity diesnt stick.
DN does not need potency because his skills do not do a potency check.
I'm not sure about Territory Battles, I don't think the snowtroopers have that much tenacity. I'll try.
Not true, they're fine with their basis potency (30-50%) + Palp's bonus (+35%). I run them in Arena without potency mods and never see any "resist" (well, I do, but probably the basis 15%). That 24% potency cross there is 23.5% protection you just lost (and same with +10% from set = 5% health, agreed that's negligible).
Even if they fight a Palp team in Arena and assuming Han's potency drops to 0, yes Han's effects (except the initial stun, can't resist) would fail about twice as much (up from 15% to ~30%). CLS will be just fine.
However, in order to compensate those -35%, you need a cross and a set, and that much health + protection lost might mean Han is dead by the second time he would have used his stun hit anyway.
I have seen a debuff (from Rey I think) land once in 20-30 times. I think you need a ridiculously high potency from mods to see some actual effect. I haven't tried Palp + Vader to see whether DoTs do stick.
Somehow I think thermal detonators did stick more than average (that means still not a lot), with my Zam's potency at around 80%
Yes and with Boba's leadership, potency = max health for them, so definitely potency mods are a good choice for them.
Yes tenacity mods are useless. I tried bringing the tenacity of some toon in Arena to 100% in the past, he was stunned/shocked/... just as much as everyone else. The only exception I know is Magmatrooper under Thrawn lead for the Sith Raid.
So if people in arena stop using potency mods/crosses, then toons with tenacity mods/crosses will become useful again. I can get Rex to near 100% tenacity, so vs an EP lead without potency mods/crosses that might give Rex about a 30% resist chance. But EP (and CLS & JTR) are special cases.
Also, hi tiggus! Long time no see
Lol.
(FTR i agree they are useful.)
You are quite wrong that tenacity is useless. Even warrior himself corrected that statement in another video.
A tenacity cross might be negated against an opponent with very high potency.
But tenacity always has its place in reducing debuffs by most characters, who do not have exremely high potency.
Two examples:
Arena:
EP lead reduces rebel potency making it harder for han to land stuns. It you put a tencity cross on top of that ep lead bonus, it will be really hard for buff immunity or stun to land.
Sith Raid:
Phase 1 dn debuffs you when you attack with basic. However, a tenacity cross can greatly help reduce the number of debuffs on you. Combine that with hermit yoda master training tenacity bonus and its a home run. Yodas buff alone works half the time to resist debuffs. The tenacity cross does the rest. Characters with very high natural tenacity may not need the tenacity cross with masters training, but most do.
I'd also rather mod for Potency as it'll help in Raids and occasionally against the random Arena opponent who uses a Tenacity cross with high Speed secondary.
Tenacity mods definitely are not worth farming though. In your quest for mods with speed secondaries, you'll most definitely come across some Tenacity crosses and occasional Tenacity Set mods from mod shop. That will be more than sufficient for those fringe cases where you need to mod 1 character for higher Tenacity i.e. Magma Trooper in Sith Raid.
So, yes they're mostly worthless on everyone. The only viable potency mods I can think of are:
1. Tarkin / 2. zFinn vs Tank Raid / 3. Bounty Hunters
About 90% of my collection should be modded as:
Main:
- Arrow = Speed
- Circle = Protection
- Cross = Protection
- Triangle = Protection (or Crit Damage for a bunch of heavy hitters)
Sets:
- Speed for those guys where just 1 extra speed might mean you go first and increase your odds of winning by the boatload
- Crit Damage for all attackers (perhaps Offense)
- Irrelevant for anything else
... And so much for theocrafting, and writing clever guides on what to use where...
I think Crit Damage and Speed are the only useful mod sets. The rest is decoration, and potency is mostly useless decoration.
The main stat on the cross should almost always be Protection. as opposed to that, Potency just reduces the prot of your toon by 23% for no proven benefit.
If you give a tenacity cross to EP, it's guaranteed he won't resist anything: he'll be dead by turn 2.
I wrote a thread here some time ago where I experimented in Arena with a high tenacity mods (88%), with absolutely no effect at all. Please show me a screenshot or a video where CLS consistently fails to debuff Empire toons?
He's only applying defense down no? I haven't tried Hermit Yoda, but yes if that manages to reliably resist it, it's a nice niche usage then.
@Drazz127 Hehe, yes it seems. Add to your list Sidious (max health = potency, that's a nice way of gaining cheap health.
@Snake2 Hey, indeed it's been some time... Still enjoying the game I see! Say hi to the rest of the crew for me, if you're still with them!
anyway, debuffing > resisting.
I was speaking specifically about a palp lead team facing rebels....ehich is where palp reduces rebel potemcy. Combine that scenario with a tenacity cross and you will resist alot more than you think.
When i was using titans against all these new palp teams, my han solo couldnt land his stuns at all even though he has a potency cross. The same thing with cls special, buff immunity, which is so important against palp teams with 2 tanks to buff immunity one tank amd fracture the other. However, cls has higher natural potency so his debuffs land better.
As a result, in my palp lead team, i dont mind having a tenacit6 cross on my 2 tanks to help prevent them from getting buff immunity or stun or other debuffs.
But it's still a very specific case. I often use a Palpatine lead squad in Arena now, but have no incentive to boost tenacity as a means to protect against CLS rebels, which is almost non-existent on my shard. Again, putting a tenacity cross on my tank would mean losing 24% protection, which is a lot, against all the other teams (3 tenacity sets would be OK though, as the alternative, 3 defence or health sets, doesn't bring much either).
@VonZant Agreed, I think that Magmatrooper is the only example of a toon that would generally be modded with tenacity.
Not that anyone uses them, but perhaps a jedi team can find a home in Nihlus phases.
Yes, the tenacity cross on a palp team tank facing rebels is argueable. Its an option though. Cls cant beat a 2 tank palp team so easily if buff immunity on one tank is resisted.
The option i am leaning towards would be a tenacity cross on darth nihlis where you have a better chance of not getting stun locked.
Most teams would put extra potency cross on vader and palp for maximizing debuffs.
But the point we agree on is that the potency or tenacity cross is useful for a very few toons in arena, but combined with another buff or debuff special it can make a difference for arena and raids.