Forum Discussion
MasterSeedy
5 years agoSeasoned Ace
Staying on topic, I like the reward crate system just fine. I don't mind waiting at all. I still have some mats for upgrading mods that I haven't used but could have from previous weeks. Honestly the increase from 5A to 6E has been much more consequential for me since every 6-dot mod I've sliced has had 4 rolls of speed and not one single time have I gotten a 5th speed roll. Not once. I don't really know how many mods it's been by now, but 10 at least? So, whatevs. Still RNG. I've had bad luck with speed mods since I started the game (only one of my 5 speed rolls is over +22 speed. I've got a bunch of 5-rolls that are +21 speed. But my +20-22 speed on 4 rolls mods never get their 5th.
So, yeah. Waiting until Monday to be disappointed in a mod, even if there's a mod I want to slice on Monday? Meh. Who cares. No better or worse than being disappointed today.
Then... the other thing.
People seem to be talking about strategy for finishing this GC even though the original topic was the crates. I didn't figure this out, but someone tipped me off that you only need 5 Empire toons to get the Full Empire feat.
Got that? You only need FIVE Empire toons. Guess what? You summon one Empire toon if your leader is Empire.
I probably could have beaten the thing with 6 Imps, but when I was tipped off about that, I went with r4zzzVader, r3zzPalp, g12+5 zzThrawn, g11 Tarkin, and r4 zzMalak.
If you're more curious about strategy, here's how it went for me, both my initial failure and my victory on the 2nd try:
So, yeah. Waiting until Monday to be disappointed in a mod, even if there's a mod I want to slice on Monday? Meh. Who cares. No better or worse than being disappointed today.
Then... the other thing.
People seem to be talking about strategy for finishing this GC even though the original topic was the crates. I didn't figure this out, but someone tipped me off that you only need 5 Empire toons to get the Full Empire feat.
Got that? You only need FIVE Empire toons. Guess what? You summon one Empire toon if your leader is Empire.
I probably could have beaten the thing with 6 Imps, but when I was tipped off about that, I went with r4zzzVader, r3zzPalp, g12+5 zzThrawn, g11 Tarkin, and r4 zzMalak.
If you're more curious about strategy, here's how it went for me, both my initial failure and my victory on the 2nd try:
Spoiler
I have my Malak modded for 323 speed from the days of mirror matches. Malak goes first, strips the taunt from KRU and inflicts shock so he can't keep taunting. This gives Malak the deathmark. I only got 2 chances to drain life b/c of the level of damage they put out with their assists in their opening moves (blew through 75% health all the way to 50% health on that first one), but I used them both on Hux. Use Force Choke to reduce TM and clobber the weakened Hux, Thrawn to give Vader back a turn, then Culling Blade on Hux, then MM. Without Hux they can't counter attack and you're safe to use Palp's AoE stun (though you better hope it lands on FOST who might call Sith Trooper or Kylo otherwise).
First time with the new squad I lost. Mostly because I focussed on Sith Trooper instead of Hux, which wasn't the right plan, but also because I used my AoE stun while Hux was still alive & ended up countered by Hux & Kylor Ren, which was enough to kill my Palp. I would use Let the Hate Flow on Palp's first turn & if Hux is still alive, and fracture either Sith Trooper (if still alive and not stunned by the summoned SnowGuy) or FOST.
On my successful run, I stunned Sith Trooper with SnowGuy, then killed Hux before Palp's AoE stun. The stun caught everyone except Sith Trooper, but I was going to kill ST next anyway. KRU was stunned for 2 turns because he had been under shock. FOST was the only danger because of his ability to counter-attack on AoEs like Tarkin & Snow, but I fractured him, killed ST, Kylo comes out of stun (since only stunned for one turn & not Fractured), but focussing on him keeps him from gaining TM and he's down before he can act. Then on to KRU, who has ended his first turn of stun but not his 2nd. Again, with enough attacks I drive his TM into the dirt. The specials are reducing FOST's TM even without damage b/c of Thrawn's zeta, so he doesn't move. By the time I've started on FOST it's only a couple attacks before Fracture wears off, but FOST is still stunned under the fracture & starts with 0 TM and is now taking damage so is subject to Vader lead TM reduction. He never comes out of stun, so he never counters.
First time with the new squad I lost. Mostly because I focussed on Sith Trooper instead of Hux, which wasn't the right plan, but also because I used my AoE stun while Hux was still alive & ended up countered by Hux & Kylor Ren, which was enough to kill my Palp. I would use Let the Hate Flow on Palp's first turn & if Hux is still alive, and fracture either Sith Trooper (if still alive and not stunned by the summoned SnowGuy) or FOST.
On my successful run, I stunned Sith Trooper with SnowGuy, then killed Hux before Palp's AoE stun. The stun caught everyone except Sith Trooper, but I was going to kill ST next anyway. KRU was stunned for 2 turns because he had been under shock. FOST was the only danger because of his ability to counter-attack on AoEs like Tarkin & Snow, but I fractured him, killed ST, Kylo comes out of stun (since only stunned for one turn & not Fractured), but focussing on him keeps him from gaining TM and he's down before he can act. Then on to KRU, who has ended his first turn of stun but not his 2nd. Again, with enough attacks I drive his TM into the dirt. The specials are reducing FOST's TM even without damage b/c of Thrawn's zeta, so he doesn't move. By the time I've started on FOST it's only a couple attacks before Fracture wears off, but FOST is still stunned under the fracture & starts with 0 TM and is now taking damage so is subject to Vader lead TM reduction. He never comes out of stun, so he never counters.
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