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Seedy, you are one of the most level minded people on this forum and thank you for that. I think and agree with you that it’s still about better modding and investment in mods. If you have an attacker, speed, offense, crit dmg, potency are most important. If you have a tank, health, prot, tenacity and def. All too often I look at my opponent and they have tenacity primary and the secondaries are worthless to the role of the character they’re used on and they’ve taken that worthless mod to 6* gold which is a waste of resources.
relic delta is a pain, but you can win against 1-2 higher relic matches with correct mods on your toons.
If I could teach 1 lesson to every person who plays this game casually, it would be that you can't predict how many hits of speed you'll get, but you can choose the mods you save based on the match between set bonus, primary, and secondaries.
With the right mod, it doesn't matter which secondaries hit because every roll is a good roll. Your Off/CC mod with Off% primary, speed, +Off, CC%, and Pot or Health is always going to be good. Doesn't hit any more speed? Give it to a Resistance, Geo, or Mon Mothma-squad toon. TM Jumping will compensate for the low speed, meanwhile you've got lots of Off and CC. Speed hits a ton, but Off is moderate? Give it to someone who needs flat out speed more than Off. Loads up on Potency with moderate speed? You can still drop it on Boba Fett.
It's not the RNG, it's the strategy in selecting the right mods, only levelling the ones that you know are going to work, and then knowing which toons need which stats the most.
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