Forum Discussion

seanhlfc88's avatar
9 years ago

Crit avoidance mods worth it?

Just curious how effective they are at avoiding crits if anyone has used them? Thinking a tanky team with crit avoidance arrows and maybe an evasion lead. Ben, Vader, Ani, B2.. something like that. Might be a tough team to kill if RNG is in your favor. Offense always has advantage but just a thought.
  • I use it on Shoretrooper and noone else.

    5's...noone attacks him. Mod him for speed, offense and crit.

    RG, give him mad speed and a potency cross. Get him 200+. He will dish out so many stuns and slows w/ his tm gain and that speed that his taunt is just a nice side-note.
  • "Poxx;745036" wrote:
    I use it on Shoretrooper and noone else.

    5's...noone attacks him. Mod him for speed, offense and crit.

    RG, give him mad speed and a potency cross. Get him 200+. He will dish out so many stuns and slows w/ his tm gain and that speed that his taunt is just a nice side-note.


    Rg speed is not a great strategy at all. He is too fast to keep his taunt up. His TM gain more than makes up for speed mods--especially under emp where stun/slow add even more TM. Give him effective hp so he can survive and continue to do his job:soak damage.
  • "Nebulous;745031" wrote:
    "ItsJarJarBinkz;744971" wrote:
    I have a +12 speed crit avoidance I was going to use on shoretrooper If make it into the top 100. Either that or use it on RG.


    12 is great speed. Mine is only 9. So you speed is almost half the primary but you also have the crit avoidance. To me, a great mod for shoretrooper.


    I was looking and it was +14 speed was on a critical chance mod though. I think im going to give my whole Empire team 50 crit change already did for Vader, Palpatine, Tarkin.
  • I use it on my Sun Fac and I love it. Used to be more effective before AoEs, had him take flurries from Rey that hit him for less than 8k because of offense down and no crits

    Have one on AS as well and seems like it's helping her survive longer and since it's from a crit damage set great with her counters and high crit chance
  • "Nebulous;745048" wrote:
    "Poxx;745036" wrote:
    I use it on Shoretrooper and noone else.

    5's...noone attacks him. Mod him for speed, offense and crit.

    RG, give him mad speed and a potency cross. Get him 200+. He will dish out so many stuns and slows w/ his tm gain and that speed that his taunt is just a nice side-note.


    Rg speed is not a great strategy at all. He is too fast to keep his taunt up. His TM gain more than makes up for speed mods--especially under emp where stun/slow add even more TM. Give him effective hp so he can survive and continue to do his job:soak damage.


    I dont use him for his taunt. It's nice when it happens. Great distraction. I use him as a high speed stunner that hands out slows and occasionaly taunts. He worx just fine in that regard.
  • Crit avoidance is decent on any tank except for Shoretrooper. When going against Wiggs teams, he is facing 3 guaranteed crits right off the bat.

    I use one on 5s because he is usually solo at the end of a fight, and if you can't crit on him, he's countering and double tapping like crazy.
  • "Poxx;747747" wrote:
    "Nebulous;745048" wrote:
    "Poxx;745036" wrote:
    I use it on Shoretrooper and noone else.

    5's...noone attacks him. Mod him for speed, offense and crit.

    RG, give him mad speed and a potency cross. Get him 200+. He will dish out so many stuns and slows w/ his tm gain and that speed that his taunt is just a nice side-note.


    Rg speed is not a great strategy at all. He is too fast to keep his taunt up. His TM gain more than makes up for speed mods--especially under emp where stun/slow add even more TM. Give him effective hp so he can survive and continue to do his job:soak damage.


    I dont use him for his taunt. It's nice when it happens. Great distraction. I use him as a high speed stunner that hands out slows and occasionaly taunts. He worx just fine in that regard.


    @Poxx do you run a Phasma lead? That is the only way I see that being effective. If not, what is your team comp if I may ask?
  • My main arena team is:
    Rex (L)
    CS
    5's
    Ani
    B2

    Stay top 10 overnite on a Nov. shard.

    The team i run RG in is:

    EP (L)
    Shore
    Ani
    B2
    RG

    It holds top 25, but needs a little mod work and eventually, TFP will take RG's place. EE will take Ani's.

    I ran RG all tanked out and i get better results with speed in this comp. Always experimenting.
  • "Poxx;747747" wrote:
    "Nebulous;745048" wrote:
    "Poxx;745036" wrote:
    I use it on Shoretrooper and noone else.

    5's...noone attacks him. Mod him for speed, offense and crit.

    RG, give him mad speed and a potency cross. Get him 200+. He will dish out so many stuns and slows w/ his tm gain and that speed that his taunt is just a nice side-note.


    Rg speed is not a great strategy at all. He is too fast to keep his taunt up. His TM gain more than makes up for speed mods--especially under emp where stun/slow add even more TM. Give him effective hp so he can survive and continue to do his job:soak damage.


    I dont use him for his taunt. It's nice when it happens. Great distraction. I use him as a high speed stunner that hands out slows and occasionaly taunts. He worx just fine in that regard.


    I agree, I think RG can be used multiple ways.