Maul (Hate-Fueled) Stuck at Level 52
I spent crystals getting all five characters to four stars so that I could unlock Maul (Hate-Fueled) only to discover that you don't get enough level up mats f2p to take him above 52. I've cleared tier 5 on all four coliseum bosses and so the only way to get more Mark V Cresh materials is by spending more crystals. This is a ridiculous hidden charge that should not exist.genghisx6 hours agoSeasoned Veteran28Views0likes1CommentGrievous, Jedi Butcher: GL Kit Concept
Deciding he’s too good of a military asset to be sidelined, GL General Grievous brings Trench back into relevancy with bonuses for Tactical Supremacy. Like most GLs, he likes to work with his non-GL variant, though you can realistically plug 'n' play any Separatist droids with him. Is this kit overpowered? I dunno, quite possibly. Infamous General of the droid armies that ruthlessly punishes target locked enemies and has an impressive collection of lightsabers. Unit name - Grievous, Jedi Butcher Tags - Galactic Legend, Dark Side, Attacker, Leader, Droid, Separatist Mastery - Accuracy, Damage, and Defense Penetration (For appearance and animations, Grievous only has two arms deployed unless specified otherwise. His design would be some sort of cross between his 2003 and 2005 versions.) I Will Deal With This Slime Myself (Ultimate Ability) (I recommend reading this after the rest of the kit) Requires at least 70% Ultimate Charge to activate. Ultimate Charge: Grievous, Jedi Butcher gains 2% Ultimate Charge whenever a Target Locked enemy is Critically hit, and 5% Ultimate Charge whenever he gains a stack of Stolen Lightsaber. All allied Separatists dispel all their debuffs and double their Defense for the rest of the encounter. Grievous, Jedi Butcher, gains 100% turn meter, which can't be prevented, and 4 stacks of Stolen Lightsaber. On his next attack, Grievous, Jedi Butcher, deals bonus true damage to the target enemy equal to 100% of his current Defense, tripled against Jedi, which can't be evaded. If 100% Ultimate Charge was used, Grievous, Jedi Butcher, also gains 50% of other Separatist allies' Defense, no longer loses stacks of Stolen Lightsaber for the rest of battle, and instead instantly defeats the next enemy he targets, which can't be evaded or resisted. The defeated enemy can't be revived. [He would also deploy his other two arms for the rest of battle, with ability animations altered accordingly] To See You Die (Basic) (Final text, Zeta) Deal Physical damage to target enemy, dealing additional true damage equal to 5% of his Max Health, and if the target is a Jedi and defeated by this attack, gain 1 stack of Stolen Lightsaber (max 4) until the end of the encounter. If they are Target Locked, this attack has +40% Health Steal, can’t be evaded or countered, and reduces their Potency and Defense by 4% (stacking) until the end of the encounter. Stolen Lightsaber: +6% Offense, Defense and Resistance per stack; while at 4 stacks, gain +2 Speed (stacking) at the start of each unit’s turn and deal an additional instance of damage when using any ability (limit once per turn) (Animation - Grievous strikes with both of his lightsabers, one after the other) A Fine Addition (Special 1, cooldown 3) (Final text, Zeta) Dispel all buffs on Target Locked enemies and call all Magnaguard allies to assist. For each Target Locked enemy that is Critically hit, gain 1 stack of Stolen Lightsaber. All Separatist allies gain Tactical Supremacy for 3 turns, and allied Tank Magnaguards Taunt for 2 turns, which can’t be copied or dispelled. If an enemy did not have Target Lock, they are inflicted with Fear for 1 turn and Protection Disruption for 2 turns, which can’t be dispelled, evaded or resisted. Tactical Supremacy: +30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health then gain Advantage and Foresight for 2 turns at the end of that turn (Animation - that moment in ROTS where he slowly backs away as he tells his Magnaguards “Kill him”) Make Them Suffer (Special 2, cooldown 5) (Final text, Zeta) This ability can’t be used unless Grievous, Jedi Butcher has 4 stacks of Stolen Lightsaber. Deal Physical damage to all enemies equal to 35% of Grievous, Jedi Butcher’s Max Health and inflict Armour Shred until the end of battle and Target Lock for 2 turns. If an enemy was already Target Locked, inflict them with an additional stack of Armour Shred, and also inflict Burning and 3 Damage Over Time effects for 3 turns, which can’t be dispelled. Then, lose all stacks of Stolen Lightsaber. This attack can’t be evaded or resisted. (Animation - one of his weird hand/feet attacks but probably the one he used in his 2003 debut scene) General Of The Droid Army (Leader) (Final text, Zeta) Dark Side allies have +20 Speed, +20% Mastery and +15% Defense, doubled for Separatists. Separatist Droids take 25% reduced damage from Target Locked enemies. Whenever a Separatist ally inflicts Target Lock on an enemy, they gain 2% Mastery until the end of battle (stacking). If that ally has Tactical Supremacy, they also reduce that enemies mastery by 2% (stacking) until the end of battle, which can’t be resisted. Allied Separatist droids with Tactical Supremacy have +30% Defense. Non-droid Separatist allies with Tactical Supremacy are immune to all debuffs. Enemies inflicted with Shock have -10% Potency and Tenacity for each Separatist ally, each droid ally with Tactical Supremacy, and each Jedi enemy. Whenever a Separatist ally is defeated, all other Separatist allies reset their cooldowns. At the start of each encounter after the first, Separatist allies gain 50% Protection Up until the end of the encounter, plus an additional Protection Up equal to their current mastery until the end of the encounter, which can’t be copied, dispelled or prevented, and all enemies are inflicted with Target Lock for 6 turns, which can’t be dispelled, prevented or resisted. No Room For Failure (Unique) (Final text, Zeta) Grievous, Jedi Bucher has bonus Offense equal to his Defense, doubled against Target Locked enemies, and his basic ability deals double damage to Jedi. Whenever a Jedi enemy or Separatist ally is defeated, Grievous, Jedi Butcher gains 1 stack of Stolen Lightsaber, and whenever a Separatist ally is critically hit all allied Separatists gain Critical Avoidance Up and Defense Up for 2 turns. Separatist allies can’t be revived. Target Locked enemies lose 1% Defense at the start of their turn, which can’t be resisted, then Grievous, Jedi Butcher gains that much until the end of the encounter. Galactic Legend (Unique) (Final text, Zeta) This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects. This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.384Views5likes4CommentsAll versions of Maul
1. Darth Maul (Episode 1: The Phantom Menace) Dark Side, Attacker, Leader, Sith Relic Amplifier: Double-Bladed Lightsaber Attacks and Abilities Basic: Raging Storm Deal Physical damage to target enemy. On a finishing blow, gain 100% Turn Meter and Offense Up for 2 turns. This attack deals double damage to Jedi. Special: Whirling Blades (Cooldown: 3) Deal Physical damage to all enemies and inflict Daze for 2 turns. This attack deals double damage to Jedi. Leader: Dancing Shadows All Sith allies gain 20% Evasion, gain 20% Turn Meter and Stealth for 1 turn at the start of each encounter and whenever they Evade or are Critically Hit, can't be Critically Hit while Stealthed, and gain Advantage for 2 turns whenever Stealth expires. The Stealth and Turn Meter from this ability ignores Taunting allies. Unique: Power of Hatred Darth Maul gains 20% Max Health, gains Max Health equal to 10% of the damage he deals, and Potency equal to 0.3% of his Max Health. Whenever an enemy is defeated, Darth Maul gains bonuses for the rest of the encounter. First Enemy: 25% Critical Chance Second Enemy: 25% Evasion Third Enemy: 25% Max Health recovery on hitting with an attack 2. Maul (The Clone Wars Season 7) Dark Side, Attacker, Leader, Mandalorian, Unaligned Force User Relic Amplifier: Mandalorian Vault Attacks and Abilities Basic: Crushing Blow Deal Physical damage to target enemy. If this is the first attack Maul used this turn, Maul gains 1 stack of Anguish (stacking, max 5) and if it critically hits, Maul gains another stack of Anguish. Anguish: Takes damage at the start of their turn equal to 2% of their Max Health for each stack of Anguish and gains that much Offense until the end of their turn; this character can't be defeated by this damage Special 1: Fervent Rush (Cooldown: 3) Dispel all buffs on the target enemy. Deal Physical damage to all enemies and inflict Offense Down for 2 turns. This attack deals 5% more damage for each buff dispelled. Maul gains 2 stacks of Anguish (stacking, max 5), if an enemy was defeated by this attack Maul instead gains the maximum stacks of Anguish. Special 2: Seething Rage (Cooldown: 0) Deal true damage to target enemy and inflict Buff Immunity for 2 turns. If Maul has 5 Anguish, increase target enemy's cooldowns by 2 (excludes raid bosses and Galactic Legends). Maul loses 1 stack of Anguish and takes a bonus turn. This attack can't be countered. Each time this ability is used, it deals 60% more damage on subsequent uses and increases by an additional 60% until Maul uses a different ability during his turn. This ability can't be used unless Maul has Anguish. Leader: Usurper Mandalorian allies have +5% Max Health for each Mandalorian ally at the start of battle and +25% Offense. At the start of battle if Maul is in the Leader slot and not the ally slot, Mandalorians in the Leader slot gain 1 stack of Mand'alor (stacking, max 2) until they are defeated, which can't be copied, dispelled, or prevented. When a character with Mand'alor is defeated, the character that defeated them gains Mand'alor until they're defeated. There can't be more than two Mand'alor effects in battle. Mandalorian allies deal 20% more damage when they target an enemy with Mand'alor. While there are two Mand'alor buffs on allied characters, all Mandalorian allies deal 50% more damage during their turn. Mand'alor: Mandalorian allies assist dealing 50% less damage when this character uses an ability during their turn; at the start of every turn, dispel all debuffs on the healthiest Mandalorian ally without Mand'alor and that ally gains Taunt and +100% Defense until the end of that turn; defeating this character will grant Mand'alor to the character that defeated them; if this character is defeated by a status effect, Mand'alor will not be granted to anyone Unique: Bound By Hatred Maul's attacks can't be evaded and he has +15% Offense. At the start of battle, Maul gains Frenzy and Retribution for 2 turns and 3 stacks of Anguish (stacking, max 5). If there is an enemy Kenobi, Maul instead gains the maximum stacks of Anguish. While Maul has 3 or more Anguish, he is immune to Stun and Ability Block. While Maul has 5 Anguish, he ignores Taunt effects and is always critically hit by enemy attacks. 3. Maul (Hate-Fueled) (The Clone Wars Season 4) Dark Side, Attacker, Unaligned Force User Relic Amplifier: Leg Blade Attacks and Abilities Basic: Fractured Fury Deal Physical damage to target enemy and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. Gain a stack of Edge of Madness (max 100 stacks) until the end of the encounter, which can't be copied, dispelled, or prevented. Once per encounter, during his turn, Maul inflicts Fracture on target enemy until each of his allies has taken a turn or until he is defeated, which can't be copied, dispelled, evaded, or resisted. Special 1: Relentless Malice (Cooldown: 3) Deal Physical damage to target enemy four times and inflict a stack of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If the target already has max stacks of Bleed, trigger their damage. If Maul has 30 or more stacks of Edge of Madness, reduce the cooldown of Howl of the Broken by 1. If Maul has 60 or more stacks of Edge of Madness, he deals an additional instance of True damage to target enemy equal to 30% of his Max Health. While in Territory Wars: Deal Physical damage an additional four times. Inflict an additional 5 stacks of Bleed (max 6), which can't be dispelled or resisted, until the end of encounter. If he has 30 or more stacks of Edge of Madness, reset the cooldown of Howl of the Broken instead. Special 2: Howl of the Broken (Cooldown: 4) Deal Physical damage, Daze, and inflict Healing Immunity for 2 turns on all enemies. Call all Dark Side Attacker allies to assist. Maul gains Critical Damage Up and Offense Up for 2 turns. If he has 50 or more stacks of Edge of Madness, inflict Fear on all enemies for 1 turn, which can't be copied, dispelled, or resisted. Remove 60% Turn Meter from all enemies and all Dark Side Attacker allies gain 60% Turn Meter. While in Territory Wars: If target enemy is inflicted with Bleed, inflict a stack of Bleed (max 6), which can't be dispelled or resisted, on all enemies until the end of encounter. Increase the cooldowns of target enemy by 1, which can't be resisted. Unique 1: Hatred Sustains Whenever Maul takes damage, he gains 3 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented, and he has a 5% chance to gain 75% Turn Meter. Maul can't be instantly defeated. While Maul is at certain Health thresholds, he gains cumulative effects: - Web of Descent I (75% Health or less): +50% Offense; can't recover Health above 75% - Web of Descent II (50% Health or less): +25 Speed; when he takes damage, he instead has a 10% chance to gain 75% Turn Meter; can't recover Health above 50% - Web of Descent III (25% Health or less): +2,200% Defense and 100% Offense; when Maul hits this threshold, he gains bonus Protection (100%) for 2 turns and takes a bonus turn; can't recover Health above 25% While in Territory Wars: At the start of battle, Maul gains 30% Max Health and Offense, and 100 stacks of Edge of Madness (max 100) until the end of the encounter, which can't be copied, dispelled, or prevented. Whenever Maul is damaged, he instead has a 25% chance to gain 100% Turn Meter. Unique 2: Always Remember, I Am Fear At the start of battle, Maul gains 25% Max Health for each other Dark Side ally and 25% Offense for each other non-Dark Side ally, Hatred and 5 stacks of Anguish until the end of battle, which can't be copied, dispelled, or prevented. He loses all Protection and gains that much Max Health, and he takes reduced damage from percent Health damage effects. If there is an enemy Kenobi, Maul gains 20 stacks of Edge of Madness (stacking, max 100) until the end of the encounter. During Maul's first turn each encounter, he ignores taunt effects. Maul's attacks can't be evaded or countered and he is immune to Ability Block, Fear, and Redeemed. If there were no allied Galactic Legends at the start of battle, until the first time Maul is defeated: Enemies defeated by Dark Side allies can't be revived. If there is at least one other active ally, at the start of each character's turn, Mark the healthiest Unaligned Force User ally, which can't be dispelled or resisted, and they gain bonus Protection (30%) until the end of that turn. Bonus: 4. Old Master Maul (Solo, Rebels, Comics) Galactic Legend, Dark Side, Tank, Leader, Crimson Dawn, Unaligned Force User Relic Amplifier: Sith Holocron Attacks and Abilities Basic: Unrelenting Slice Deal Special damage to target enemy and deal Physical damage to the weakest enemy and inflict Blind for 2 turns. Each enemy damaged gains Dark Interlocking for 2 turns. Then, grant the weakest Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally Foresight for 1 turn. Dark Interlocking: At the end of this unit's turn, it and another random ally suffering Dark Interlocking lose 25% Evasion and Potency, and drain 15% of their own Max Health. This damage can't defeat enemies. Special 1: Exact Revenge (Cooldown: 4) Dispel all debuffs on a random Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally and inflict Dark Interlocking for 1 turn on the healthiest enemy. All Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies gain Retribution for 2 turns. If the healthiest enemy already has Dark Interlocking, they are Stunned for 2 turns, which can't be Dispelled or Prevented. Special 2: Furious Throw (Cooldown: 6) Deal Special Damage to all enemies. Enemies not damaged by this attack are inflicted with Fear for 2 turns, which can't be copied, dispelled, prevented, or resisted. Enemies that are damaged by this attack are inflicted with Dark Interlocking for an extra turn. Then, grant 50% Turn Meter to enemies inflicted with Dark Interlocking below 25% Turn Meter. This attack starts on cooldown. Leader: All Part of the Plan All Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies lose 20% Max Health and gain that much Max Protection, and have +25 Mastery, +45% Potency and 30% Evasion. If all allies are Dark Side Unaligned Force Users (Excluding Inquisitorius) or Crimson Dawn at the start of battle, Old Master Maul starts the battle with Damage Immunity and Taunt for 2 turns, which can't be Dispelled, and all allies start the battle with Stealth for 2 turns. All enemies start the battle with Dark Interlocking for 1 turn (excluding Galactic Legends and Raid Bosses) If Savage Oppress is an ally, he gains the Unaligned Force User tag until the end of battle, and if he is defeated, Old Master Maul gains a bonus turn. Unique 1: Consumed by Revenge Old Master Maul deals 30% more damage to enemies inflicted with Dark Interlocking. Whenever an enemy's health is drained, Old Master Maul gains Taunt for 1 turn. Whenever he inflicts Dark Interlocking on an enemy, Old Master Maul removes 5% Turn Meter from enemies and grants a Dark Side Unaligned Force User (excluding Inquisitorius) or Crimson Dawn ally 15% Turn Meter. Additionally, Old Master Maul reduces his own cooldowns by 1 whenever an enemy with Dark Interlocking is defeated. The first time Old Master Maul is reduced to 20% Health, he gains Hatred. Hatred: +25% Critical Chance, +100% Defence and Offense; when this character is defeated, they revive with 100% Health and gain 100% Turn Meter; can't be copied, dispelled or prevented. Unique 2: Galactic Legend (Zeta) This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects. This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%. Ultimate: Hatred Requires 100% Ultimate Charge to activate. Ultimate Charge: Old Master Maul gains 4% Ultimate Charge whenever Dark Interlocking expires on an ally or enemy. If Old Master Maul is in the Leader slot, he gains 6% Ultimate Charge. Old Master Maul deals Physical damage to all enemies and Dispels Dark Interlocking from them. Then, all enemies are inflicted with Ability Block, Tenacity Down, Defence Down, Potency Down, Speed Down, Healing Immunity, Buff Immunity, Blind and Daze for 3 turns, which can't be Dispelled, Prevented or Resisted. For each Dark Interlocking dispelled, all Dark Side Unaligned Force User (excluding Inquisitorius) and Crimson Dawn allies take damage equal to 8% of their Max Health and Old Master Maul gains that much Max Health.dosman22331 day agoSeasoned Ace40Views0likes0CommentsSquad Tournaments?
Do some tournaments, like squad arena, but limit the character roster (faction? all female? the fallen? survivors? double agents?). Leave the battling open ended, not scheduled times with limited use. Turn on different omicron abilities from other modes, maybe Territory Wars one week, and Grand Arena the next. It wouldn’t require rewards; better put would be that I’d forego any rewards for just having the fun’ction. Idea for omicron themselves. Make them different colors for mode use? Pink for GA? Etc.slaughlin9801 day agoRising Traveler19Views0likes0CommentsWe have nowhere to test squads out
Over the last few weeks I've had two new squads go through the build process, with nowhere to test them out at relic levels I've thought about making a change to one of my staple squads, but hesitate because I have nowhere to test it out at relic levels I've recently theorycrafted a couple of things, but have nowhere to effectively try them out Whenever players used to complain that this game doesn't have "test dummies", others would always point them to the Galactic Challenges, but those have been taken from us Where do we test things now?db1w22lo7p2q1 day agoNew Novice54Views1like1CommentBanned for playing colisum
2 days ago, 13th January, I got a message in game saying I was banned for cheating in colisum. i cleared tier 6 and got to 10% on tier 7. This happened when I used Maul hate fulled and Inquisitor Barris on the team. I have 4 era marquees at level 58 and 5 star. Barris is level 58 and 4 star. Maul is level 52 and 4 star. I submitted an appeal form on the day and am still locked out of my account. I hope this can be resolved quickly. I have already missed 2 days of in game events. This has actually been very upsetting. Thank you for looking into this. ally code 791166171Grogufan5551 day agoSeasoned Novice123Views1like3CommentsI have been banned
I just cleared Tier 6 (edit) in Colliseum and all my era characters at 59 including Maul. I have just done these battles on Auto in the past but this morning I tried it manually. I got through Tier 7 and wanted to get to more battles. Once I did, I got this ban, saying I’m cheating and that is not true. I pay for the monthly pass and occasionally pay for upgrades. I have went through EA help and went through the form to submit an appeal for my ban. But I wanted to post this just to cover my basis. I hope someone can help me fix this issue because I can no longer play this game. thanks, Ulaste281Views2likes7CommentsMK 2 Circuit Breaker Module - 3rd episode w/o
This is the third consecutive Episode Track without MK2 Circuit Breaker Modules, which means we are already 480 pieces behind. This mod salvage was always a staple of the track before the recent changes were implemented. Currently, we have every single type of salvage for 6-dot mods... except for MK2. To be specific, we have: MK1 Amplifiers, MK1 Capacitors, MK2 Variable Resistors, MK2 Microprocessors, MK2 Thermal Exchange Units, and MK2 Pulse Modulators - BUT NO MK2 Circuit Breaker Modules. Why? While every other type of mod salvage was doubled, MK2 Circuit Breakers were completely removed from the Episode Track. Again, I ask: WHY? When can we expect them to be added back? I’m not even asking for compensation; that would be completely unrealistic given how you have treated the community over the years. It’s a simple fix: combine the two Era-level currencies into a single reward slot and bring MK2 back to the track. It really isn't that hard to implement. Peace and out.How CG could fix the Neutral Alignment Tag.
So aside from the current Hondo Ohnaka, no other character has received the Neutral Alignment which is sad. I don't see why its a struggle to add the Neutral tag to many older chracters and newer ones. Ill list all the units that make since down below. But one thing CG could do to allow these characters to work in more areas is make the Neutral alignment not just be played in either Dark Side or Light Side areas of the game, but make them count as both Dark and Light. This way like the Bulk Datacrons of 15% Health and Protection to Light and dark could apply and count the Neutral tag as well. This would allow Hondo to get the level 3s in the Datacrons as well as work under any Galactic Legend that gives stat boosts to either Dark or Light. Just add a non Gear Power, non leveling up unique ability to all Neutral Characters. Its like Arc Trooper's Blaster Turret Unique that you don't need to level up and it provides description of the summoned unit, or the Large Unit Uniques. Here is how I would word it. Neutrality: (Unique) Neutral Characters count as both Dark Side and Light Side, and get bonuses and counter bonuses of other allies and/or enemies based on the alignments they describe. This way Characters like Hondo will work better and players can also have more characters added in or moved over to the Alignment because of how they are in the Lore of Star Wars. Wampa is a prime example that he isn't Dark or Light, he is a creature out to survive the wilds of Hoth. So him acting Dark just because he attacked Luke that had wandered into Wampa's Territory isn't a dark thing at all. Its like real life Lions and Bears being territorial to their habitats and Wampa is an example of this. You can train animals of the real world to do good or bad things but until they are trained to do this, they are Neutral. Now if it was a Hutt Cartel's Captured Wampa, then I can see Wampa being Dark side. It goes same with various current factions that are Territorial based on them being Natives of their said planet. Certain ones yes and certain ones no. Geonosians as an example are native to Geonosis, yet they have sided with the Separatists, which will then make them Dark. Plus some characters like Hondo does good and bad things and help both sides. Makes since that all versions of Hondo would be Neutral. Also doing this with some Undercover characters would make since as well. They maybe light but they are acting Dark to blend in. Here is my list of possible Neutral characters below. Wampa Jawas and Tuskens. They both do good and bad things but they are natives to Tatooine and haven't sided with any faction. So both make easy since to be Neutral. Plus Jawas tend to steal and resell equipment, which for us its a Dark thing to do, yet they are labeled as Light Side. Also some Jawas worked with Jabba, as you see some in his Palace in Return of the Jedi. Pirate King Hondo Ohnaka Coruscant Underworld Police(CUP) could get this treatment since they had these police working with the Empire as well. Plus CUP could also get the Imp tag and work with them. Be a cool unique buff for CUP. Boba Fett, Scion of Jango. He acted more supportive to his allies in the Book of Boba Fett(we need season 2 and need a improved story). Skiff Guard Lando and Boushh Leia since they are undercover. Stormtrooper Luke and Han could also get this treatment but they could also stay light as well. Its why I said some undercover characters. 50R-T. Since I don't see anything Light or Dark about this droid, since she is a reprogramed Card Dealing Droid. She is just doing a Job. Qi'ra worked with the Crimson Dawn, yet had both a Light and Dark Feel. She does later lead the Crimson Dawn vs the version we have from the Solo show. You can argue keeping this one light and a Crimson Dawn Leader version as a Dark version. So this one can go both ways.30Views0likes0CommentsWhy doesn't Wampa Apply Bleed?
My thought is Wampa should inflict Bleed. Its been in game since the enemy NPC Nexu (which would be a cool add to the game). The first collectable character to inflict Bleed is Batcher then now the new Maul (Hate-fueled). He has it on basic. Wampa's current basic attack stuns an enemy when the opponent is staggered or exposed. Yet wampa doesnt inflict any. Even with his new Omi. I feel they should change this to allow him to inflict Bleed for 2 turns. His basic is Wampa's Claws which in Empire Strikes back scratched and then Scarred Lukes face. So I feel that Wampa deserves to inflict Bleed on his basic instead of stunning enemies when he doesn't inflict stagger or Expose. So here is my suggestion to his basic, plus a light touch up suggestion for the 2026 year. Wampa deserves to do more and be better. Yet he is only great around his newly added last year Focused Datacron. Suggested changes in Red. Yes to all I know CG won't want to touch up an older character unless its adding an Omicron. Still Wampa deserves to make more Lore since to inflict Bleed on his Basic atleast. Again I also feel since Late Game High Kyber players don't even use Wampa Any more(not counting Focused Datacrons which this new set should have had since it has no Focused DCs.) So a light touch up all around plus a touch up to his Omi would be awesome. Plus if they wanted they could sell a R9 $5 or $10(since he is higher than a Marquee older character) Light Speed bundle. Im sure they pair a Touch up with a Light Speed bundle players would go after it. If my Wampa was alteast R5 I would buy the pack to R9. Yet mine is already R9 about to go to R10 as my second R10 character. Womp: Deal Physical damage to target enemy and inflict Damage Over Time for 2 turns and 2 stacks of Bleed (max 6) until the end of the encounter, which can't be dispelled. If the target was debuffed, gain 20% Turn Meter. If Wampa isn't debuffed, gain 20% Turn Meter. This attack can't be Evaded. This attack has +100% Offense against Rebel and Imperial Trooper targets. Bleed: -5% Speed and Tenacity, and lose 5% Health each turn; remove 1 stack when any Health is recovered Howling Rage: Wampa has +15% Critical Avoidance, Counter Chance, +25% Offense, Defense, Tenacity, and Potency. All these stats are doubled while Wampa has Protection up. Cornered Beast: Wampa has +50% Counter Chance. Wampa has +10% Counter Chance, +5% Health Steal, and +5% Offense for each Damage Over Time on each enemy, +50% Defense against Rebel and Imperial Trooper enemies and takes reduced damage from percent Health damage effects. While in Grand Arenas: Wampa gains +100% Tenacity. Wampa is Immune to Stun. If there are no other active allies at the start of battle, Wampa gains +100% Defense, Max Health, Max Protection, and Offense, doubled if there is only 1 active enemy at the start of battle. Whenever Wampa is damaged by an attack, inflict 2 stacks of Damage Over Time for 3 turns on the attacking enemy, which can't be evaded or resisted, the cooldown of Furious Foe is reduced by 1, and gain +30% Tenacity (stacking) until the end of the encounter. These are my suggested thoughts of how Wampa can inflict Bleed plus be a bit better over all and way more amazing in Grand Arena. Also a side note I added the Hate on Imperial Troopers as CG should do to be a nod to the Deleted Scenes in Empire Strikes back when 3P0 lures Imp Troopers to a Wampa Room. Just like they created the Disguised Clone from the Revenge of the Sith Deleted Scenes. Plus I added more damage and durability for outside of GAC to allow Wampa to be on some random back wall team for TW or some fun other game mode Shenanigans.61Views0likes4CommentsGet banned after beating Coliseum difficult 7
Good afternoon, I played in the Coliseum mode, passed the 7th difficulty, tried the 8th - I was kicked out of the game and they wrote that I was banned because of cheating in the Coliseum - but I did nothing of the sort. What's the problem? I'm a legitimate player, I've been playing practically since the game's launch, making in-game purchases, and I've never had any problems. I hope my issue will be resolved quickly; I don't want to miss out on in-game events. My ally code - 281563132244Views0likes6CommentsRaids could be more fun like this ...
Raids could be more fun by adding some variations like: All-In Day (monthly) : You can use your entire roster OR have a no lockouts / no “used units can’t be reused”). Specific Squad Bonus Week : Pirates Week, Clones Week, Jedi Vanguard Week, Separatists Week, Droids Week, Bounty Hunters Week, Sith Week and so on. Bonuses could be (+20% offense/health, Bonus score multiplier, Extra raid tokens per theme team used, First completion with theme squad = bonus crate, etc. Double Rewards Day (Weekly / Biweekly) : A scheduled “Raid Rush” day (2x raid tokens, 2x personal reward track progress, 2x guild milestone score). Legacy Raid Week : Revisit all raids (all old raids temporarily give the same reward level as Order 66 for a week). Guild Combo Bonus : If X guild members use theme squads, the whole guild gets: +5% score, bonus crate or a “guild chest” milestone. Make it happen, make the raids more fun !Guild sparring
There is currently no way to practice for Territory War or Grand Arena. What would be really useful, and fun, would be an internal guild sparring arena. This would help to test defensive and offensive squads. Guild members could put "defensive" squads into a sparring "room". Max. 1 squad per guild member, with datacrons. Guild members could select from the list of "defensive" squads and fight a battle, counting as the attacker and actively fighting the battle - same as TW, GAC etc The attacking guild member could select an option of Territory War, Conquest or GAC simulation (for omicron activation) The defensive squad player would have no active participation other than assigning the original team. There would be no rewards for this, just the ability to test squad compositions and matchups/counters the system could (maybe) track wins/defeats for the defensive squads until the squad is changed. Then it would reset, even if the old squad was put back in laterFurstenburg1 day agoSeasoned Novice78Views2likes6CommentsCharacter Idea: Darth Marr
Inspiration: Stalwart Sith Lord of the old republic who defended his empire for the prosperity of its people, as well as befriending the likes of Satele Shan to stop Darth Revan's resurrection of the ancient sith emperor Vitiate. Unit name: Darth Marr Alignment: Dark Side Tags: Attacker Sith Sith Empire Relic Amplifier: Tulak Hords lightsaber Attacks and Abilities: Basic: Dismember Deal physical damage to target enemy while doing 10% damage to targets max health. Special: Corrosive Arc Marr unleashes force lightning, damaging all enemies while also inflicting shock and ability block. Additionally, the strongest and weakest enemy are inflicted with healing immunity and expose for 2 turns. All allies recover 2% health from damage dealt. Leader: Preserve The Empire All allies have 20% critical avoidance, defense and health steal. Afterwards, whenever an ally attacks out of turn, they gain 2% additional critical avoidance, defense and health steal (stacking max 100%) until the end of battle. Sith Empire allies are immune to turn meter reduction. Unique: The Dark Counsel Marr has 50% defense and tenacity. Whenever he takes damage from an enemy that attacks out of turn, they are inflicted with 3 stacks of damage over time, this is doubled for jedi enemies, tripled against sith enemies. Unique: There is only the force...and it has a plan At the start of battle, if there are no Galactic Legends and the only other ally is Satele Shan: Marr gains the Old Republic tag, Satele gains the Sith Empire tag. If Satele Shan is the leader: whenever her health falls below 25%, Marr assists and his cooldowns are reset. If Darth Marr is the leader: whenever his health falls below 50%, his health is equalized with Satele, then she recovers 5% protection from damage Marr recieved.ifdglxlj4x6r2 days agoSeasoned Traveler325Views1like1Comment- 71Views0likes1Comment
I played through Coliseum. Grinded a clutch run. My reward? A ban.
I cleared the last 10% of Tier 5 thanks to Maul and Barriss. I swapped Barriss out for Choda and barely cleared T6, but I did it. I was solely down to Asajj and at 9% in T7. She survived a hit, and managed to eek out 10% in T7... Submit the run and INSTANT. BAN. Yeah, I sure cheated to be at 32nd on the ranking board. Thanks, CG. https://swgoh.gg/p/315755161/ <---- My Account. I literally just got PKHO to R7 and unlocked his Ult this morning. Cool. Beans.machaventador2 days agoSeasoned Novice199Views0likes4CommentsEnd of era questions
As we are not far off the end of the current era, I've got a few questions which will help me decide how hard to push before it finishes. From my understanding, every player should be able to get to level 65 f2p. However what is the maximum level you can get to using just crystals? I buy the episode pass and would be happy to spend crystals to top up a few levels but really I'm trying to decide if it's worth it/achievable. If level 75 is Relic levels, not having to take 7 characters through g12 would be massively beneficial and allow me to focus on old characters, actually catching up in this game. Currently materials from (somepoint) between 65-75 are currently only able to be purchased with actual money. I know this has changed for earlier levels as the era has gone on. Secondly does level 74 translate to the same as level 65 - just g12? Or does say level 70 translate to g12 but 3/6 gear 12+ pieces are complete? I'd really appreciate clarity on both these questions are we head towards the end. Apologies if the answers are already out there.zmgzejq4ka7a2 days agoNew Rookie53Views1like0Comments
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