Forum Discussion
8 years ago
I have some frustrated feedback on this event. I was able to 2* the first stage with only Resistance. All 7*, Finn is G11, Trooper and Rey are G10, Poe and Pilot are G8. Pretty good mods on most people, though Rey's mods are old and could be better. Total team power was something like 39k-40k. But no chance on the bonus round. I made it to stage 8 once or twice, but that was when I subbed in G10 Teebo and Ewok Elder for Poe and Pilot to get a little more durability. And I would just get BLOWN AWAY on stage 8, and sometimes even stage 7.That was the first day.
Then Sunday came, and I got my last two zeta mats and put my first zeta on Finn. Ohhh boy, this should be fun, I thought!
Much to my disappointment, I couldn't get any further with a zeta Finn Resistance team than I could before. I think I managed to kill one or two of the mobs on stage 8 before I got demolished.
The most frustrating elements stem from a few problems:
1) Invoking Stand Aside guarantees that I'm going to lose one or two of my characters in the aftermath. Invoking it with Rey, for example, means she gets two good hits in, but it was a critical strategic mistake to think I could do that at the beginning of a stage to "even the odds" by taking out a few of the baddies in short order. The problem is that setting all of my allies turn meter to 0 means not that the enemies would get an extra turn before I got one, but that they usually got TWO or even THREE turns before my characters could move again. The B1 droids appear to have some skill that gives them 20%-30% turn meter on their basic pretty regularly, and they all have maybe 220-270 speed. Additionally, I couldn't verify it with a video, but there were several instances where I swear I saw the B1s simply getting an extra turn --- not an assist, mind you. But they would fire, their turn meter filled up to about 20%, and then they would go again and their turn meter would fill up more to about 40%. The shield droids also get to do Protection Up AND shoot in the same turn. So with all of their extra turn meter gains and unmatchable speed, they would always get 2 turns before my "stood aside" characters could move to heal (Ewok Elder) or try to get the team moving again with the Resistance+FinnZeta Expose=Turn Meter dynamic.
2) Expose is bugged so that you can never apply Expose if you're hitting someone who is exposed. This is a known bug (or at least I'm pretty sure I saw it acknowledged somewhere), but here it means that I often had the choice for Pilot or Trooper to hit an exposed enemy to grant the team turn meter, OR to hit a non-exposed enemy to try not to waste the chance to expose on Pilot's special or Trooper's basic.
3) Resistance is extremely weak on healing. Finn sort of does heal over time on himself, but it comes at the tradeoff of not using one of his very valuable attacks. Nobody cares if Bariss or Ewok Elder or Ackbar spend a heal because they hit for tiny damage...but making Finn the only healer is painful. Also, Poe has a dynamic where he can heal on resist, which might have been useful if the event actually had any debuffers other than one Nute Gunray, one Poggle, and a Dooku/Ventress at the end (who don't debuff all that often anyway). So Poe basically never heals.
4) Enemy tenacity seemed surprisingly high in this event. I ran a few attempts with Teebo and his turn meter reduction got resisted enough to really hamper me. (His potency is 66%).
I don't know if I would have done better with a zeta on Rey because she one-shots all the weaker enemies, and Dazing just one or two enemies doesn't seem like it would put enough of a damper on the rampant turn meter gain and assists that get called. Maybe I'm wrong. I'll try to have her zeta'd up and get Poe and Pilot up to G10 and Trooper and Rey to G11 (ugh, raid gear for her) to see if that does it. But frankly I'm not optimistic, given that the core challenge with this event is that Resistance isn't really equipped with the tools to deal with what makes the enemies most powerful -- speed, turn meter gains, assists. Resistance has only single-hitters, only one stunner, only one dazer...
Then Sunday came, and I got my last two zeta mats and put my first zeta on Finn. Ohhh boy, this should be fun, I thought!
Much to my disappointment, I couldn't get any further with a zeta Finn Resistance team than I could before. I think I managed to kill one or two of the mobs on stage 8 before I got demolished.
The most frustrating elements stem from a few problems:
1) Invoking Stand Aside guarantees that I'm going to lose one or two of my characters in the aftermath. Invoking it with Rey, for example, means she gets two good hits in, but it was a critical strategic mistake to think I could do that at the beginning of a stage to "even the odds" by taking out a few of the baddies in short order. The problem is that setting all of my allies turn meter to 0 means not that the enemies would get an extra turn before I got one, but that they usually got TWO or even THREE turns before my characters could move again. The B1 droids appear to have some skill that gives them 20%-30% turn meter on their basic pretty regularly, and they all have maybe 220-270 speed. Additionally, I couldn't verify it with a video, but there were several instances where I swear I saw the B1s simply getting an extra turn --- not an assist, mind you. But they would fire, their turn meter filled up to about 20%, and then they would go again and their turn meter would fill up more to about 40%. The shield droids also get to do Protection Up AND shoot in the same turn. So with all of their extra turn meter gains and unmatchable speed, they would always get 2 turns before my "stood aside" characters could move to heal (Ewok Elder) or try to get the team moving again with the Resistance+FinnZeta Expose=Turn Meter dynamic.
2) Expose is bugged so that you can never apply Expose if you're hitting someone who is exposed. This is a known bug (or at least I'm pretty sure I saw it acknowledged somewhere), but here it means that I often had the choice for Pilot or Trooper to hit an exposed enemy to grant the team turn meter, OR to hit a non-exposed enemy to try not to waste the chance to expose on Pilot's special or Trooper's basic.
3) Resistance is extremely weak on healing. Finn sort of does heal over time on himself, but it comes at the tradeoff of not using one of his very valuable attacks. Nobody cares if Bariss or Ewok Elder or Ackbar spend a heal because they hit for tiny damage...but making Finn the only healer is painful. Also, Poe has a dynamic where he can heal on resist, which might have been useful if the event actually had any debuffers other than one Nute Gunray, one Poggle, and a Dooku/Ventress at the end (who don't debuff all that often anyway). So Poe basically never heals.
4) Enemy tenacity seemed surprisingly high in this event. I ran a few attempts with Teebo and his turn meter reduction got resisted enough to really hamper me. (His potency is 66%).
I don't know if I would have done better with a zeta on Rey because she one-shots all the weaker enemies, and Dazing just one or two enemies doesn't seem like it would put enough of a damper on the rampant turn meter gain and assists that get called. Maybe I'm wrong. I'll try to have her zeta'd up and get Poe and Pilot up to G10 and Trooper and Rey to G11 (ugh, raid gear for her) to see if that does it. But frankly I'm not optimistic, given that the core challenge with this event is that Resistance isn't really equipped with the tools to deal with what makes the enemies most powerful -- speed, turn meter gains, assists. Resistance has only single-hitters, only one stunner, only one dazer...
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