Forum Discussion
5 years ago
One thing I haven’t seen discussed in here to point out to the Naysayers; if your guild was almost/barely squeaking by the raid, with the shift going from ‘quality’ to ‘quantity’ of teams, it is probably going to prove more effective to break down the big damage teams back into their component parts.
Instead of an uber P4 team of JKR, Rey, JKL, GAS, Hoda (or whatever variation you run, there are several) that nets 6-10%, (Currently, likely 4-5% post change) you can break it down to Rey with any resistance and use damage immunity and whirlwinds to net a few percent. GAS gets his 501st back and likewise does 3-4%. JKR goes back to being a mark mass assist team, JKL/JML can also become burst damage assist teams for a couple percent+ each. Instead of 1 team capping at 10ish%, you are likely looking at a combination of teams that can do 10-12% (conservatively).
SLKR does get hurt, but he likewise probably becomes a pure FO team that can still do 5% plus (Or more) in any of the first 3 phases, with another lower damage FO team pretty much ready to go just from prerequisites.
P4 Zerg teams get a lot better, Malak (wether solo or in a squad) almost certainly survives to do 3 life drains for 0.6% plus ancillary damage (that is 30% of P4 right there, with just 50x a single toon!). CLS goes from desperation Shoots First and a couple counters for 0.5-0.7% to a solid 1-2% squad. Separatist led (usually GG) Jango survives longer than 2 turns of damage immunity, and GG/B1 will likely survive long enough to get multiple attacks as their compatriots go down.
Padme, Imp troopers, and other random teams will still be nearly as effective as prior, admittedly some of the Vader compositions likely take a hit, but should still be able to swing at least one big culling blade smack once you are at the 2% mark to go to 4-6% for the run.
Ultimately, while you may have to Relic out/up a few more toons to round out the squads, you are likely to already have the building blocks of several good new teams, I would be very much surprised if anyone who doesn’t have SLKR sees their total damage for the raid actually increase in fairly short order after it goes live.
Instead of an uber P4 team of JKR, Rey, JKL, GAS, Hoda (or whatever variation you run, there are several) that nets 6-10%, (Currently, likely 4-5% post change) you can break it down to Rey with any resistance and use damage immunity and whirlwinds to net a few percent. GAS gets his 501st back and likewise does 3-4%. JKR goes back to being a mark mass assist team, JKL/JML can also become burst damage assist teams for a couple percent+ each. Instead of 1 team capping at 10ish%, you are likely looking at a combination of teams that can do 10-12% (conservatively).
SLKR does get hurt, but he likewise probably becomes a pure FO team that can still do 5% plus (Or more) in any of the first 3 phases, with another lower damage FO team pretty much ready to go just from prerequisites.
P4 Zerg teams get a lot better, Malak (wether solo or in a squad) almost certainly survives to do 3 life drains for 0.6% plus ancillary damage (that is 30% of P4 right there, with just 50x a single toon!). CLS goes from desperation Shoots First and a couple counters for 0.5-0.7% to a solid 1-2% squad. Separatist led (usually GG) Jango survives longer than 2 turns of damage immunity, and GG/B1 will likely survive long enough to get multiple attacks as their compatriots go down.
Padme, Imp troopers, and other random teams will still be nearly as effective as prior, admittedly some of the Vader compositions likely take a hit, but should still be able to swing at least one big culling blade smack once you are at the 2% mark to go to 4-6% for the run.
Ultimately, while you may have to Relic out/up a few more toons to round out the squads, you are likely to already have the building blocks of several good new teams, I would be very much surprised if anyone who doesn’t have SLKR sees their total damage for the raid actually increase in fairly short order after it goes live.
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