Hello All,
Like many of you, I have unlocked Palpatine this week. Perhaps like you, I am wondering how to use him in arena. Leader with Vader/RG, or use him as supporting cast in another build? What I'm personally leaning towards, is trying:
Palpy (L)
Vader
RG
STH
Someone TBD (Rey, Daka, Leia, or QGJ, most likely)
The only issue, is, I haven't used Palpy or STH in arena yet. They are going to be geared/starred/leveled appropriately. But, they won't have any mods on them. I'll either have to farm new ones, or pull mods from my current arena team.
With this in mind, what would be the best set of mods to run on each character? I know speed secondaries are key, and likely Potency/Speed/Crit Damage/Protection primaries will be what to aim for when I can. But, from a set perspective, what would work best?
I've heard speedy STH is awesome, but do you need speed mods for that? 4 Speed mods + 2 Health Mods and hope/wait for great rolls? I've seen our resident Instinct member running full potency mods on STH. Would that be a better route to take for the sake of TM reduction? Just roll until you get +10 speed secondaries or better?
Does Palpy need extra potency at G10? Or should I go speed/health there as well? He obviously needs a speed bump to avoid getting destroyed first. Are full health mods with speed attributes the way to go? Or is a speed set needed?
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STH the fastest on your team. He will taunt and push all other characters to 100% or close to 100% TM, allows slower charaters to get going faster.
Make Both EP and STH the fastest with EP slightly faster than STH.
EP will stun 3-5 characters with opening move and gain 60-100% TM
STH goes taunts and gives him another 30%
Note: Won't really work on droid teams because probably won't be able to beat JE speed.
I a big fan of frustrating stuns (running Daka at the moment). So I really like Option 2. I'll shoot for that and see if I can't get Vader a bit of speed too. Might be able to get 6 turns in a row between Palpy/STH/Vader!
Droids don't concern me much. There are a few on our shard but they can be easily avoided. Or, worst case scenario, I can put my current team in and have a go at them.
I feel like everyone always dispels Han. So I secretly gave him a crit damage mod, and some crit chance set mods. He can put up some solid damage numbers, I seen him crit for 10k with offense up.
Nice! Yea, that's why I've avoided STH up to this point. RG's taunt is pretty easily worked around and STH can be dispelled. Kinda want to give him a go though to see what the hype is about. Have you tried tossing in Vader to your comp? I have him at 84/85 and a couple pieces away from Gear 10. Kinda wanted to put him in there. If QGJ is better, though, no point in fixing something that isn't broken!
Kind of what I was wondering with the speed mods. I mean, 15 speed is nice. But, is it worth missing out on a health or potency bonus? Both of those only take 2 slots, so you're missing out on 2 bonuses there per toon. With speed secondaries being a thing, was kind of wondering how critical speed mods were.
No Lando, Anakin, or Wedge for me . Lando is in the works, though (I think 4 stars G7). Will get back to work on him, after any potential mod farming!
Palpy: Full Health Mods
122 Base Speed
+ 30 Speed Arrow
+ 38 Speed from Secondaries
= 190 Total Speed
STH: Speed Mods x4 / Health Mods x2
126 Base Speed
+30 Speed Arrow
+13 Speed from Mod Set Bonus
+ 20 Speed from Secondaries
= 189 Total Speed
I think I will be able to make this mostly work with my current mods, but will need more speed arrows (don't we all). Eventually, if I can make up the +13 speed for STH through secondaries on another set, I'll switch from speed mods to something else like crit damage, health, or potency.
I know it's not a top tier set of characters, but hopefully it's enough to be annoying . TY all!
I've been running palpi/sf/sth/Rey/GS or lando/STH/palpi/Annakin/sf
speed is king again, so if a team w/ rey or wiggs has the same speed set, they will go first and can ruin the plan.
I am kind of liking wedge (L), biggs, lando, then EP and sun fac. I guess you can sub stHan for sun fac but the great thing is that sun fac dispells a taunt if EP does not land his shock first. if other team has StHan, your EP will shock all (I believe) on defense before doing the basic to prevent enemy StHan from taunting
Palpy lead, potency like a ****.
Vader, potency n whatev
Rg, the usual
Han, whatev
Lando, lando stuff
Im severly out geared in my server but have little probs in top 20. My two cents
Palps and RG don't need potency via mods if running palpy lead.
Plan will have 79% potency
RG will have 70% potency
That will handle up to 85% tenacity, which most don't use mods to get.
Now with all the palpy leads may want to give sth and Han potency
Why try for 50/50 odds? Most on my server have rey tenacious as hell. Same w qgj
its not 50-50 odds
Chance to resist can not be reduced past 15% even if you have 1000% potency you still have a 15% chance to be resisted.
The only time he is gonna need more than 79% potency is if you are facing opponents with 94% or higher tenacity. Which is probably .0001% of the charater base if any. So it is a waste of a Primary stat.
I have seen my low tenacity, 20-30%, characters resist EP and RG stun both of them being over 100% potency
Han opens with Stun. Rey goes, AoE stun goes. Han special into Han buffs party, Vader Aoe, Culling... EP shocks... Its pretty much over by than