I think defensive buffs are the most useless cards in the conquest. Who needs defensive buffs during his turn. He needs them for the enemy turns he is going to face.
Until now they were just useful in combination with cooling system disks. But now as they are pulling off the disk, is it even worthy to stay without any rework?
Feeling bad for quickening disks. Obi wan lead Droideka(zeta) and 6 quickening disks really broke the game. No one in the community talked about this. But still CG found out how I was having fun. Really sad.
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No thank you.
... oh and that’s what killed Quickening. Ah. Wonder what made Dread so broken (compared to other purples).
What the OP meant was it was useless in its own effects. You gain the buffs at the start of your turn, for one turn. Once that turn is over the buffs expire. The only thing the defensive buffs help with is mitigated some damage from a counter attack(s).
Yes they are part of the Deployable Cooling Systems engine, but not good on their own. They should have a two-turn duration to give any real benefit.
I don't use a single Healer in Conquest. I suppose many people use Bindo, and maaayyybe some people who have Relic NighSisters may use them too??... but that's it. I doubt any other healers are used at all x)
I can’t find any official post about them removing the cooling system disk. Is it true or is it just an assumption because of how it stacks?
I did that last conquest. Having sklr in his ult with 1 prot and 1 health and everyone else dead was a bit puzzling until ...oh. -5 conquest currency.
Healer offense gets my vote. So situational that you'll have to swap it out since so few decent heroes are healers, and swapping is really bad right now as it costs currency. If they removed the cost it'd still be merely okay - ig11 would rock but beyond that it's pretty ho-hum.
That one is supposed to apply to support to(according to a patch note), which if/when it does, goes way up in usefulness.
It's a good diskque to use for one feat (the remove tm one).
Everyone busy with their colorful two-dot-three-buff disks are missing the real value disk, Heal Over Time. 2 buffs for one dot.
Defensive Buffs would be good if it worked, but for now it’s just bad in a vacuum. (Although GMY can make good work with it with his buff spread... but if you’re doing that you can just have GMY AoE things into oblivion.)
I think HoTs count as buffs. Thus, disk effects that benefit from them (offense, DCSs) accumulate MUCH faster. Offense buffs + Defense buffs + HoTs is what, 8 buffs on turn start? That's +40% offense every time you take a turn.
Having said that, I'm pretty sure the most useless datadisk must be one of the rare ones, after taking account its cost to equip. Why would I prefer others assisting the leader when I can build up monstrous offense in a few turns instead?
But here's why it's ridiculous: Look at this team. CLS, Wat, Han, Thrawn, 5th of choice. Wat/Han take turns before the enemy team, 4 fears. CLS gets a turn and immediately takes a bonus turn, 8 fears. Thrawn swaps turns, 12 fears. Han gets another turn with 100% crit chance and immediately takes yet another turn. - 16 fear/plague stacks from each character getting ONE natural turn each. -25% health per fear, 10 stacks basically wins the match seeing as they die at 50%. Or just Palp/Vader duo. Vader gets, what, 9-10 turns in a row? (force crush -> merciless -> basic x5 -> force crush -> saber throw (+1 if saber throw kills)
I'm just glad the setup I'm currently running isn't getting nerfed, just wish it didn't rely on a purple.
Anyways, most useless? Definitely the health steal/def penetration one, due to how utterly outclassed it is, and the fact it does what it's supposed to. They're great stats... but just don't make the kind of difference that's going to actually change how most matchups work, especially with conquest still having battle time limits. If the time limits weren't there, I'd probably argue you could stack 12 of them on a character like Malak, nest or KRU and win any battle over a 30 minute afk auto session, but you really just... can't do that.
Defensive buffs has good synergy with other disks + GMY can make a lot of use of it.
The healer hp to offense thing is supposed to affect supports, which is going to make certain teams hit absurdly hard (GMY, anyone?) especially if you stack them, and if it works with the leader stat+ and the +hp/prot disks, it's even better.
TM decay is really good with the TM system changes and certain teams and disk combos. You definitely need some form of offense stacking though in order to deal with everything. But it's not like you're running into non-boss GLs so SLKR randomly popping up isn't a major concern for it.
The "best" that's not DCS is probably what I'm currently running, but I'm not going to say what it is because I don't want it nerfed lol. Granted, it's synergy with a purple so you won't get it every run. I actually almost find it stronger than DCS is though. And running a full build for it rather than a 50/50 with a DCS build would make it WAY stronger. Just... way less cheesy than DCS is. WAY less cheesy than DCS is.
Though I still think that DCS is just OP because of broken math somewhere. Because it really shouldn't work the way it does. Have you ever seen what it does to BB8's CDs? It makes no sense.
Barriss + KAM + this disc = Barriss hitting like a Res Hero Bro.