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MasterSeedy
3 years agoSeasoned Ace
If you know their in-game name you can just google "swgoh gegegerard" (as an example).
I'm sure that Darjelo just (correctly) assumed you would use the same name here as you use in-game, then did that search.
the swgoh twigs the search engine to "swgoh.gg". Your name is necessary since swgoh.gg doesn't have its own "search by name" feature.
Normally it's easier than this, but I got your guild page
https://swgoh.gg/g/MbmpiFXRQrq5vd0PMcY7Iw/
And then used that to click on your name, near the bottom, and got your personal page:
https://swgoh.gg/p/628998777/
Once there I see that you're new to fleets -- you haven't even been fighting for a whole month. You'll get the hang of it.
But yes, Darjelo is correct that every ability on your pilots and every level and piece of gear on them does matter. And, of course, every mod on them does matter.
The one tricky thing that you'll learn is that **for ship purposes** the stats on the mod don't matter, but the upgrade level of the mod does. So a 5-dot mod that is level 1 but Gold with 4 secondaries showing can actually be worse than a 5-dot mod that's level 15 and Blue. The goal is to get a full 5-dotGold/level15 set on every pilot.
Levelling up mods is going to hurt your cashflow. Mods are very credit-intensive. But they do matter quite a bit.
Before you go about levelling and placing mods, however, I suggest watching a couple of YouTube videos on SWGOH mods.
One thing that you'll want to know is that (these days, with slicing and calibration available) you want to sell all mods that are 1-dot to 4-dot, and with 5-dot mods what makes a good mod is usually more about having 4 secondaries that work well with each other and with the primary and set bonuses than it is about having 1 good secondary.
So when your mod is an offence set, it's better if it also has a CritDamage primary (if it's a triangle) or a Speed primary (on an arrow) or an Offense primary (on basically anything, including triangles and arrows. And once you have the set bonus & primary that work well together, it's even better if the secondaries are ones that further boost attacker characters, things like Speed and CritChance and Potency and more offence.
So go ahead and level white 5-dot mods with a poor mix of set/ primary/ secondaries. But leave them there and use your more precious slicing materials to upgrade toward gold only the mods with the best collections of bonuses.
At first put any mod you have on your pilots.
As you get some mods that work their way up in color, put the blue & purple and especially the gold ones on the pilots you use in Fleet Arena. Eventually you'll have a fleet of ships with all pilots having gold mods.
But first just put something in there, because something is always better than nothing.
Hope that helps!
I'm sure that Darjelo just (correctly) assumed you would use the same name here as you use in-game, then did that search.
the swgoh twigs the search engine to "swgoh.gg". Your name is necessary since swgoh.gg doesn't have its own "search by name" feature.
Normally it's easier than this, but I got your guild page
https://swgoh.gg/g/MbmpiFXRQrq5vd0PMcY7Iw/
And then used that to click on your name, near the bottom, and got your personal page:
https://swgoh.gg/p/628998777/
Once there I see that you're new to fleets -- you haven't even been fighting for a whole month. You'll get the hang of it.
But yes, Darjelo is correct that every ability on your pilots and every level and piece of gear on them does matter. And, of course, every mod on them does matter.
The one tricky thing that you'll learn is that **for ship purposes** the stats on the mod don't matter, but the upgrade level of the mod does. So a 5-dot mod that is level 1 but Gold with 4 secondaries showing can actually be worse than a 5-dot mod that's level 15 and Blue. The goal is to get a full 5-dotGold/level15 set on every pilot.
Levelling up mods is going to hurt your cashflow. Mods are very credit-intensive. But they do matter quite a bit.
Before you go about levelling and placing mods, however, I suggest watching a couple of YouTube videos on SWGOH mods.
One thing that you'll want to know is that (these days, with slicing and calibration available) you want to sell all mods that are 1-dot to 4-dot, and with 5-dot mods what makes a good mod is usually more about having 4 secondaries that work well with each other and with the primary and set bonuses than it is about having 1 good secondary.
So when your mod is an offence set, it's better if it also has a CritDamage primary (if it's a triangle) or a Speed primary (on an arrow) or an Offense primary (on basically anything, including triangles and arrows. And once you have the set bonus & primary that work well together, it's even better if the secondaries are ones that further boost attacker characters, things like Speed and CritChance and Potency and more offence.
So go ahead and level white 5-dot mods with a poor mix of set/ primary/ secondaries. But leave them there and use your more precious slicing materials to upgrade toward gold only the mods with the best collections of bonuses.
At first put any mod you have on your pilots.
As you get some mods that work their way up in color, put the blue & purple and especially the gold ones on the pilots you use in Fleet Arena. Eventually you'll have a fleet of ships with all pilots having gold mods.
But first just put something in there, because something is always better than nothing.
Hope that helps!
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