Forum Discussion

nookie1337elit's avatar
8 years ago

Galactic war

I am currently level 85 and I have atleast 2 full teams of geared up characters. Some time ago I could finish the galatic war table easily. The week that have past I havent been able to do it because of 1 reason. The teams I put up against are perfect synergy teams. For example: Wedge, Biggs, Lando, Stormtrooper Han and jedi knight anakin. All geared 10 or 11. That is like a top 50 team in squad arena. Another team i've been up against is palpatine lead, vader, darth sidious, B2 and darth maul also gear 10 or 11. Its impossible for me to get past these nodes even if i use 2 full teams of gear 10 and 11 characters with similar synergy.

Has there been a change in how the nodes arrange their team? because it feels like it used to be more random with just fully geared characters but no synergy. I play between the 300 to 150 ranks in squad arena and to be up against top tier teams in galactic war, sometimes 2 times during the same run is strange.
  • "Monxie;967327" wrote:
    "NicWester;967321" wrote:
    Oh, and in the interest of anawering my own question: In my case, my 1st character (HK, g11) is 1001 Power ahead of my 15th (Lobot, g9), and only 800 ahead of my 10th (Lando, g9).

    G9 Lobot? That's hardcore.


    He doesn't need raid gear until taking him from 9 to 10. So I got him that high because lolwhynot (and it was probably a mistake) and then stopped when he needed a Droid Caller.

    Although, if I'm being honest, I'm at the point where Droid Callers aren't the ultra rare items they used to be and he works well in my Wedge AAT-raid team (Ackbar is in another team with Leia, so I can get as many shots with her as possible) as the cleanser and his basic will put Defense Down on a target to boost Wedge's basic. So he might get one soon.
  • It's all about having 20-30 modded arena and raid capable toons. Yes, depth.

    Pre-loading TM is critical unless you have a strong squad that can take it from go to woe.

    Rotate these 20-30 toons using them only once through the first 4-6 nodes. These toons will have a TM higher than zero when next used. Your node enemies' TM starts at zero, which is a significant advantage to you if used this way.

    You should use your squads from raids as these often have synergy with each other; or faction squads.

    More difficult nodes are normally 3, 6, 9, 11 and for some 12. Use you better squads in these nodes.

    I've used this strategy successfully for the last 9 months, maybe failing only twice, when the Lvl 80 cap was lifted as whales accelerated squad progression.

    Now it's a doddle and takes 15-20 minutes. I rotate through 9 Siths thru nodes 1-5 and normally use node 5 squad to carry on thru until completion.

    No, I'm not a whale and otherwise F2P if not for the daily crystal sub.
  • "Jedi_of_Oz;967403" wrote:
    It's all about having 20-30 modded arena and raid capable toons. Yes, depth.

    Pre-loading TM is critical unless you have a strong squad that can take it from go to woe.

    Rotate these 20-30 toons using them only once through the first 4-6 nodes. These toons will have a TM higher than zero when next used. Your node enemies' TM starts at zero, which is a significant advantage to you if used this way.

    You should use your squads from raids as these often have synergy with each other; or faction squads.

    More difficult nodes are normally 3, 6, 9, 11 and for some 12. Use you better squads in these nodes.

    I've used this strategy successfully for the last 9 months, maybe failing only twice, when the Lvl 80 cap was lifted as whales accelerated squad progression.

    Now it's a doddle and takes 15-20 minutes. I rotate through 9 Siths thru nodes 1-5 and normally use node 5 squad to carry on thru until completion.

    No, I'm not a whale and otherwise F2P if not for the daily crystal sub.


    Preach. I don't recall the last time I failed gw and haven't spent a dime. Turn meter loading is essential to success. You can always finish gw with careful planning. Good luck op.
  • "KyloJarJarBinks;967451" wrote:
    "Jedi_of_Oz;967403" wrote:
    It's all about having 20-30 modded arena and raid capable toons. Yes, depth.

    Pre-loading TM is critical unless you have a strong squad that can take it from go to woe.

    Rotate these 20-30 toons using them only once through the first 4-6 nodes. These toons will have a TM higher than zero when next used. Your node enemies' TM starts at zero, which is a significant advantage to you if used this way.

    You should use your squads from raids as these often have synergy with each other; or faction squads.

    More difficult nodes are normally 3, 6, 9, 11 and for some 12. Use you better squads in these nodes.

    I've used this strategy successfully for the last 9 months, maybe failing only twice, when the Lvl 80 cap was lifted as whales accelerated squad progression.

    Now it's a doddle and takes 15-20 minutes. I rotate through 9 Siths thru nodes 1-5 and normally use node 5 squad to carry on thru until completion.

    No, I'm not a whale and otherwise F2P if not for the daily crystal sub.


    Preach. I don't recall the last time I failed gw and haven't spent a dime. Turn meter loading is essential to success. You can always finish gw with careful planning. Good luck op.

    Sometimes you get screwed. Back to back zeta Vader teams in 11 and 12, or an early zeta team (I once had a zeta Rey in node 6... Not the scariest thing in the world once you know she's there, but that first time she dazes and blaps someone is a surprising retreat). I had an opponent with a fully zeta'd First Order team and that was just GROSS. All four of my teams combined to almost get their FOTP down to 1/3 protection...

    Zetas are a weird period of adjustment because of how they affect teams. Most of us have one by now, but when you're fighting sequential teams with one and then the last node has two or even three, the difficulty really spikes. It'll smooth out as free-to-play folks start getting more zetas, but for now there can be really awful luck.
  • "funkybill;967309" wrote:
    why did ea delete thw gw megathread? they didnt fix gw so why erase 1000s of comments of useful data to help fix gw?


    @funkybill
    You mean this one?

    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/50944/galactic-war-post-all-comments-here-megathread-gw-threads-all-merged-here#latest
  • "NicWester;967516" wrote:
    "KyloJarJarBinks;967451" wrote:
    "Jedi_of_Oz;967403" wrote:
    It's all about having 20-30 modded arena and raid capable toons. Yes, depth.

    Pre-loading TM is critical unless you have a strong squad that can take it from go to woe.

    Rotate these 20-30 toons using them only once through the first 4-6 nodes. These toons will have a TM higher than zero when next used. Your node enemies' TM starts at zero, which is a significant advantage to you if used this way.

    You should use your squads from raids as these often have synergy with each other; or faction squads.

    More difficult nodes are normally 3, 6, 9, 11 and for some 12. Use you better squads in these nodes.

    I've used this strategy successfully for the last 9 months, maybe failing only twice, when the Lvl 80 cap was lifted as whales accelerated squad progression.

    Now it's a doddle and takes 15-20 minutes. I rotate through 9 Siths thru nodes 1-5 and normally use node 5 squad to carry on thru until completion.

    No, I'm not a whale and otherwise F2P if not for the daily crystal sub.


    Preach. I don't recall the last time I failed gw and haven't spent a dime. Turn meter loading is essential to success. You can always finish gw with careful planning. Good luck op.

    Sometimes you get screwed. Back to back zeta Vader teams in 11 and 12, or an early zeta team (I once had a zeta Rey in node 6... Not the scariest thing in the world once you know she's there, but that first time she dazes and blaps someone is a surprising retreat). I had an opponent with a fully zeta'd First Order team and that was just GROSS. All four of my teams combined to almost get their FOTP down to 1/3 protection...

    Zetas are a weird period of adjustment because of how they affect teams. Most of us have one by now, but when you're fighting sequential teams with one and then the last node has two or even three, the difficulty really spikes. It'll smooth out as free-to-play folks start getting more zetas, but for now there can be really awful luck.


    That is fair. I've yet to encounter a full zeta fo team so I can't comment on that but it seems rough.

    At least for me I've drawn matchups that tm loading has allowed me to defeat without too much difficulty. The squads I load are droids, Zader, rebels, and trash with Ren. Take it for what it is worth.
  • for the last few days ive been getting g11 maxed out 200+ speeds zetad teams
    it takes me all my squads(3-4) to take out 4 chars and use my stupide lvl 40 and 50 chars to do slow damage over 10 teams to win
  • Wow 20-30 toons. I have 11 decently geared toons and figured 15 would be solid because I can clear GW on most days (I lose on 12 1 or 2
    "NicWester;967516" wrote:
    "KyloJarJarBinks;967451" wrote:
    "Jedi_of_Oz;967403" wrote:
    It's all about having 20-30 modded arena and raid capable toons. Yes, depth.

    Pre-loading TM is critical unless you have a strong squad that can take it from go to woe.

    Rotate these 20-30 toons using them only once through the first 4-6 nodes. These toons will have a TM higher than zero when next used. Your node enemies' TM starts at zero, which is a significant advantage to you if used this way.

    You should use your squads from raids as these often have synergy with each other; or faction squads.

    More difficult nodes are normally 3, 6, 9, 11 and for some 12. Use you better squads in these nodes.

    I've used this strategy successfully for the last 9 months, maybe failing only twice, when the Lvl 80 cap was lifted as whales accelerated squad progression.

    Now it's a doddle and takes 15-20 minutes. I rotate through 9 Siths thru nodes 1-5 and normally use node 5 squad to carry on thru until completion.

    No, I'm not a whale and otherwise F2P if not for the daily crystal sub.


    Preach. I don't recall the last time I failed gw and haven't spent a dime. Turn meter loading is essential to success. You can always finish gw with careful planning. Good luck op.

    Sometimes you get screwed. Back to back zeta Vader teams in 11 and 12, or an early zeta team (I once had a zeta Rey in node 6... Not the scariest thing in the world once you know she's there, but that first time she dazes and blaps someone is a surprising retreat). I had an opponent with a fully zeta'd First Order team and that was just GROSS. All four of my teams combined to almost get their FOTP down to 1/3 protection...

    Zetas are a weird period of adjustment because of how they affect teams. Most of us have one by now, but when you're fighting sequential teams with one and then the last node has two or even three, the difficulty really spikes. It'll smooth out as free-to-play folks start getting more zetas, but for now there can be really awful luck.


    I keep getting geared & well modded Full Frakking First First Order Teams in my 12 node too. I hate it. Deep Hate. I don't always fail but it's a toon grinder. You have to throw multiple teams at it.
  • "spotremix;967521" wrote:
    i've noticed i'm having a little more trouble completing it like instead of every day it's every other day but i'm still running through it with one team. i'm sure my arena team is far ahead of my roster as i focus on only select characters only and run those characters everywhere i can. my top 5 players are my arena team, my gw team, my battle team my cantina team.

    Yeah, that's what they're trying to prevent. Call it greed or call it practicality (if you could do the whole game with only 5 characters, people would get them and then be bored real fast) but they want folks to build multiple squads. I call it practicality, but that's because I'm not a cynic :P

    Anyway, yeah, the difficulty seems to have been tuned upwards with the last update. Presumably once zetas were introduced, more people were able to complete the whole thing with just one team again.

    On the one hand, I appreciate the challenge, and failing every now and again now makes beating it 9/10ths of the time feel much more rewarding than beating it 10/10ths. But on the other hand, I really wish they wouldn't punish me because other people can do it more easily!

    "KyloJarJarBinks;967779" wrote:
    "NicWester;967516" wrote:
    "KyloJarJarBinks;967451" wrote:
    "Jedi_of_Oz;967403" wrote:
    It's all about having 20-30 modded arena and raid capable toons. Yes, depth.

    Pre-loading TM is critical unless you have a strong squad that can take it from go to woe.

    Rotate these 20-30 toons using them only once through the first 4-6 nodes. These toons will have a TM higher than zero when next used. Your node enemies' TM starts at zero, which is a significant advantage to you if used this way.

    You should use your squads from raids as these often have synergy with each other; or faction squads.

    More difficult nodes are normally 3, 6, 9, 11 and for some 12. Use you better squads in these nodes.

    I've used this strategy successfully for the last 9 months, maybe failing only twice, when the Lvl 80 cap was lifted as whales accelerated squad progression.

    Now it's a doddle and takes 15-20 minutes. I rotate through 9 Siths thru nodes 1-5 and normally use node 5 squad to carry on thru until completion.

    No, I'm not a whale and otherwise F2P if not for the daily crystal sub.


    Preach. I don't recall the last time I failed gw and haven't spent a dime. Turn meter loading is essential to success. You can always finish gw with careful planning. Good luck op.

    Sometimes you get screwed. Back to back zeta Vader teams in 11 and 12, or an early zeta team (I once had a zeta Rey in node 6... Not the scariest thing in the world once you know she's there, but that first time she dazes and blaps someone is a surprising retreat). I had an opponent with a fully zeta'd First Order team and that was just GROSS. All four of my teams combined to almost get their FOTP down to 1/3 protection...

    Zetas are a weird period of adjustment because of how they affect teams. Most of us have one by now, but when you're fighting sequential teams with one and then the last node has two or even three, the difficulty really spikes. It'll smooth out as free-to-play folks start getting more zetas, but for now there can be really awful luck.


    That is fair. I've yet to encounter a full zeta fo team so I can't comment on that but it seems rough.

    At least for me I've drawn matchups that tm loading has allowed me to defeat without too much difficulty. The squads I load are droids, Zader, rebels, and trash with Ren. Take it for what it is worth.


    Oh, yeah, that's for sure. There have definitely been times where I rolled my eyes so hard at a team that I thought my face would stick that way, but managed to beat them with only two teams. We seem to do about the same strategy. It works great!

    I just seem to have bad luck and pull a death squad every now and again :P
  • I faced my first zeta today. Zader, EP, ShT, RG, and TFP. They were lvl 85, I'm 76. My whole squad(my 3 preloaded TM teams and whole bench) were decimated taking out the other 4. I was left with a just unlocked Dooku(lvl 1), lvl 50 G5 Teebo, and lvl 50 G6 resistance pilot. No turn meter on them. By this time the 60k protection and health Zader was in the yellow. I used three refreshes to gear Dooku up to gear 6 and all the ability mats I had been saving to give to my arena guys later as I can't fight PVP till after guild activity resets tonight. I modded Dooku up with as much speed and potency as possible with a hope that he could go before a TM loaded Zader who had previously oneshotted the last 20 underdeveloped guys I sent after him.

    There is a happy ending. My Dooku did go first, stunned him, resistance pilot exposed him, and teedo finished him off with his glorious Quigon Jin-like fly through the air attack. This was the fourth time in my 2 1/2 months that I had to use every turn.