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Post by cubbish on Aug 3, 2016 2:54:27 GMT -6
Guys, I was thinking to have this thread to specifically share some modding tips for our squads, especially for the newcomers into ISB.
Regarding myself, I would like to get opinion on: 1/ best modding approach on DROID team?
I use the droid team as my primary in GW and arena, I always clear GW with them, sometimes using an extra fodder team on Tier9 or Tier12 to allow better starting strategic position for the droids to lay their DPS waste. For arena, I'm currently hovering around rank 51-80 and find it quite hard to mode anywhere higher.
I don't have many mods yet, plan to acquire more - currently using a mix of crit chance/defense/health sets on IG86, IG88, HK47 and Poggle, with RG on defense/2xPotency. However I seems to be failing in speed terms - would a better option be focusing on speed/crit chance for the droid hitters? Btw. Once I get Jawa engineer up to speed, I plan to replace Poggle in the setup.
2/ TMR squad setup - I'm working on gearing/skilling up Teebo to form up a strong TMR team (have QGJ, Phasma, Rey already), planning to gear up EE as well. I understand that Potency is key on Teebo, what would be the best for the rest of the team?
3/ Jawa prep for AAT/GG - slowly but surely I'm grinding up the Jawa set, any thoughts on modding plans for the future?
Thanks for your inputs!
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Post by Worban on Aug 3, 2016 4:48:59 GMT -6
I'm still kinda new to mods as well and focused on acquiring Mk5 Health as a base for my Arena/GW teams. After I have 30 Mk5 health mods (one for each slot, each character), I will start to tailor different types to each character's strengths.
CptCaveman is really the expert on this and I'm hoping he'll give you some advice since he seems to have a really good grasp on this.
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Post by cubbish on Aug 3, 2016 6:51:53 GMT -6
An interesting approach, I could try to replicate this too. I am however slightly torn between sacrificing cantina energy on mods only, as I'm trying to build up Old Ben to 7* :-)
Thanks for your input!
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XΞN
Inquisitor
Posts: 108
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Post by XΞN on Aug 3, 2016 13:52:41 GMT -6
1.) I personally do not have a droid team (yet) but I used to face them a lot in arena, so this is just my opinion. However I believe HK-47 (L) + Jawa Engineer already supply droids with a pretty reliable amount of Crit Chance Up. As I'm about to talk about mod setups, I'm going to ignore the following (they always have the same primaries), Square Mod (always +Offense), Diamond Mod (always +Defense), & Circle Mod (always +Health/+Protection). Your endgame goal should probably be something like this : For IG-86, IG-88, HK-47:Crit Damage (Requires 4 mods for set boost.) Crit Chance (Requires 2 mods for set boost.) With mainly these stats: +Offense/+Crit Damage/+Speed. Reason why I wouldn't use +Health/+Protection on droids is because the twins (86/88) have low base health stats, and HK-47 is beefy enough already & generally ignored until the end. So you benefit a lot more from Crit Damage & Chance mods instead. Another reason is because your goal is to dish out as much damage as possible before the other team takes a turn. This would also allow your droids to potentially fair up a bit better on defense. For RG:(6) Health Mods (3 health separate boosts) With: +Protection/+Health/+Potency (for his Stun.) For Engineer:Still new with this guy, he already has a good amount of speed so adding just a slight amount should be good enough to generally go first before the opposing team. With: +Protection/+Health/+Speed Now, there's a reason why a said "endgame" earlier, and it's because those Crit Damage/Crit Chance mods come from specialized teams, (Jawas & Scoundrels). Sure, you could use 1* mods. But I feel 1* mods are only okay when you first start out. I generally trash and sell all my 1* mods now, UNLESS they have +Speed on Primary (Arrow Mod only) or for more specialized (outside arena) approaches. For example, my Teebo uses a set of 1* Potency mods, only for the major Potency boost they provide. Another annoyance is that getting the "ideal" mod setup is going to be a royal pain. The best speed boost you are going to get are from Arrow Mods as these can get +Speed on Primary and thus offer a more meaningful boost. BUT, the issue is actually getting an Arrow mod in the first place, and then you'd still have to hope that you actually get a +Speed primary. This is why many of us still use Health mods, because they are the easiest to obtain (can use any team, so easy to 3* the challenge) and also because the 5* mods offer the largest boosts. So in your case, I'd look at the near-term goal right now and try fixing your mods to accommodate your droids. Such as +Offense (Square & Cross Mods) +Crit Damage (Triangle Mod), +Speed (Arrow Mod), Secondaries to look out for: +Speed, & +Crit Chance. One caveat about the 5* mods, is that they ARE way more expensive. So take note of that, and only level up mods that have solid Primary stats (stats you actually want!) Personally I try to avoid all +Defense primary mods (except on Diamond Mods, obviously). Unfortunately, I made the bad choice of leveling a few of them when the mod update had just been released and I feel they don't mitigate much damage whatsoever. 2.) I mainly focus on Potency first, but Speed is generally the most important one (and outside of Raids, it IS the most important one). For example for QGJ, Phasma & Teebo. I try mixing it up with the most Potency & Speed I can accomplish. EE is a little easier since I only care that he gets those hits in, so I just cram whatever +Speed secondary mods I have available. Rey is all about Speed and if you have Crit Chance/Offense primary mods, use them! 3.) Like above, I might go with a Potency/Speed mix depending on their abilities. I'm currently still leveling them so I haven't tested them in battle, so we'll see.
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Post by captcaveman on Aug 3, 2016 18:18:36 GMT -6
I have run a droid team since I started in December, and I usually finish 1st on my leaderboard most days. I run HK, 88, 86, 100, and JE, all max. I currently have health mod sets on everyone except 86, who has a lower tier crit dmg set. This is only because I haven't unlocked all of the t3 mod challenges yet. I don't feel mk1-mk4 mods are worth leveling except for a few special exceptions.
I recently unlocked t3 crit dmg challenge and I'm currently farming crit dmg mods for the droids. My ideal mods for my team would be:
HK - crit damage set(4) and potency set(2). The crit damage for more damage obviously and the potency to help land his debuffs. For arrow I want speed primary with preferred secondaries in order of preference being: speed, crit dmg, potency, protection, health, crit chance For triangle I want crit damage primary with secondaries in order being: speed, crit dmg, potency, protection, health, crit chance For cross I want potency primary with secondaries in order: speed, crit dmg, potency, protection, health, crit dmg For square secondaries same as above For diamond secondaries same as above For circle primary I want protection with same preferred secondaries as above
It is important to get enough speed on HK to make him faster than 88 so he can apply debuffs before 88 uses his aoe. Potency is good to help land the debuffs. Protection and health are always good.
86 - crit damage set(4), Health set(2): Crit dmg for extra damage obviously. He doesn't apply any negative effects to benefit from potency. I don't think crit chance gives much benefit, his crit chance is already ridiculously high, once you get to a certain point it's not worth increasing. Tenacity may be good to help ward off effects. Have heard defense doesn't do much, so that leaves health. Who doesn't benefit from more health? For arrow I want speed primary with secondaries in order of preference being: speed, crit dmg, offense, protection, health, crit chance For triangle I want crit dmg primary with same secondaries as above For cross I want protection primary with same as above For square same secondaries as above For diamond same secondaries as above For circle I want protection primary, with same as above
Speed is always good, the more turns you get, the more damage you do. Protection over health on circle because you get more. Extra crit dmg is always good.
88 - crit dmg set(4) and potency set(2): Crit damage iis obvious, and potency to land more debuffs. You don't want to make 88 too fast so that he goes behind HK and has a chance to get extra damage from his debuffs. Crit chance is already very high, so I don't feel he would benefit from it as much as potency. For arrow I want accuracy primary with secondaries in order being: speed, crit dmg, offense, protection, health, crit chance For triangle I want crit dmg primary with same secondaries as above For cross I want potency primary with same secondaries as above For square I want same secondaries as above For diamond same For circle I want protection primary with same as above
100 - crit dmg set(4) and potency set(2): for the same reasons as above For arrow I want speed primary with secondaries being speed, potency, crit dmg, crit chance, offense, protection, health For triangle I want crit dmg primary with same secondaries as above For cross I want potency primary, with same as above For square same as above For diamond same as above For circle I want protection as primary with same secondaries as above
Speed is always good to get him moving faster. Potency will help him reduce turn meter. Crit dmg is always good, as well as more offense, prot, and health.
JE - either health set x3, or potency x3, or some combination thereof. JE is already very fast, and speed set will only give 15 speed. JE is not there for dmg , so I don't think he would benefit much from crit dmg, crit chance, or offense. Tenacity may be a good choice. Health will help him survive longer, and potency will help his detonator stick. For arrow I want speed primary with all secondaries in order of preference: speed, potency, protection, health, tenacity, defense For triangle I want protection primary with same secondaries as above For cross I want potency primary with same as above For square same For diamond same For circle I want protection primary with same secondaries as above
Speed is most important for JE. You want to make sure he goes first before any enemy teams on your leaderboard(except Hans shoot first ability). Potency is good to help his detonators land. Protection and health are always good to help him last longer.
These are my preferences and what I am currently looking for for my droid arena team.
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Post by captcaveman on Aug 3, 2016 18:27:11 GMT -6
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Post by captcaveman on Aug 3, 2016 18:36:48 GMT -6
I don't have B2 or General Grievous, so I can't really comment on them. I am mostly FTP so I went with IG-100. Been running 100 for a long time and I feel that he is very underrated.
I almost have Nebit maxed and have played with him in arena and I must say that I am impressed so far. Dropped 100 for him and I am happy with the results so far. Still need to get him to g10,and put his 7th star on, and level his mods, but I think he will replace 100. If you are currently running RG as your 5th, I would drop him for Nebit ASAP.
My ideal mods for Nebit would be:
Nebit - health set(2) x 3, tenacity set(2) x 3, or some combination thereof. He is a tank and is there to soak up damage. Health is good to add and tenacity might help ward off effects. His dmg is low so he doesn't really benefit much from offensive mods.maybe crit avoidance, but don't know enough about it. For arrow I want protection primary with secondaries in order of preference being: protection, health, tenacity, defense, speed For triangle I want protection primary with same secondaries as above For cross I want protection with same as above For square secondaries same as above For diamond secondaries same as above For circle I want protection primary with same secondary preferences as above
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Post by cubbish on Aug 7, 2016 15:27:45 GMT -6
Xeno, Cave:
Thanks for all the tips, I will surely make the best of it!
Nebit is in the making, currently on the way to 6*. My problem is the JEng - only in raid shipments, and not all the time - takes way to long to beef up... But I'll keep grinding.
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