Forum Discussion
8 years ago
"Woodroward;969406" wrote:
Consular's ship does excellent for me in my Republic Fleet.
First of all there's the faction bonuses:
Extra offense for republic allies under full health from Mace
Extra tenacity from Rex, that leads to group protection regeneration
Extra buffs from Plo Koon's tm gain
Consular restores extra protection to Republic allies compared to what he gives others
His presence reduces the cd on Rex's tm/protection giver. (which can be cast every turn in a full republic fleet)
A nice little combo I like to use is having Clone Sergeant taunting, have Rex give protection and tm to Consular, to have him give protection to clone sergeant.
Consular's protection regeneration replenishes practically all of the protection compared to Rex's, and the tm gain is far more useful to get Consular's assist more often than it is for Clone Sergeant, since I don't want the taunt to drop off.
I run Rex, Clone Sergeant, Jedi Consular, Fives, and Plo Koon as my starting team under Mace. Backups are Ahsoka, Boba Fett, and Geonosian Soldier. I do rather well. Rarely do I get knocked out of the top ten at any point of the day. I'm almost always in the top 5 for payout, and take 1st often enough. 3 out of my starting 5 have target lock (plus Mace's ship), 2 tm gains, an assist, a buff wipe, 2 protection regenerations, 2 protection ups, 2 taunts. It's a very useful team, and Consular is a big part of it. He's much better for defense than for offense. Even his assist is a defensive move with all that protection up.
What level is your squad and shard? Are you (and them) maxed?
The impression I had with that setup is it was a great defensive team before x4 and extremely good at mid-game. Though vs complete ships/pilots it just couldn't kill fast enough.
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