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8 years ago
Added a modding section
Modding in general
Don't overestimate set bonusses. The amount of bonus a cc set gives you (5%cc) can be compensated by a single secondary stat. A CD set is great, but only in addition to a CD primary triangle, not instead of it. A speed set will give you max. about 15 speed which is nice, but you shouldn't sacrifice your secondaries for it.
Your attackers usually need to be fast and hit hard. The most important slot is the triangle (holo-array). Don't put defense, health or protection on it (there are exceptions like DN). Offense (value in numbers, not percentage) is a very good secondary stat for them. CD is usually the best.
Chars that want to land a debuff need potency.
Tenacity is rather bad. The chances that you resist a debuff are minimum 15%, no matter how high the enemy's potency is. If the enemy has 80% potency and you have 65% tenacity, the chances to resist are still 15%, so you win nothing. Only if the attacker has low potency and you have a very high tenacity value, there will be a difference. E.g. the enemy has 45% potency and you have 65% tenacity, your chance to resist will be 20%.
Pos. 1: Transmitter (Square) The Transmitter has a fixed primary: offense. This position should therefore be used for good secondaries like speed, protection, offense (value in numbers is better than percentage), crit chance, health.
Pos. 2: Receiver (Arrow) For the arrow, the speed primary is very good for most attackers and supports (+30 speed at 5-dot-mods). You can buy these in the mod store, even if they are grey. Protection is very good for most tanks. The other primaries are usually not taken.
Pos. 3: Processor (diamond) The processor has a fixed primary: defense. Use it for good secondaries.
Pos. 4: Holo-Array (triangle) This is a very important slot. You can get 36%CD from it or 23,5% protection.
Pos. 5: Data-Bus (circle) Usually, you want a protection primary, speed secondary circle.
Pos. 6: Multiplexer (cross) While in many cases, protection primary is very good, you can also use offense for attackers that do physical damage or potency for attackers that need to land a debuff (combined with potency sets).
If you see a 5-dot-mod in the mod store, only buy it if it has a speed secondary (or if it's a speed arrow). Green mods will get one upgrade so a +5 speed can get additional +6 = +11 speed. Blue get two upgrades so they can be 5 speed, +6, +6 = +17 speed. Purple get three upgrades so they can get 5 speed + 6 +6 +6 = 23 speed and gold get 4 upgrades with a maximum of 28 speed. That's very unlikely so also green and blue mods are a good buy with a speed sec. Upgrades happen at levels 3, 6, 9 and 12. Don't upgrade more than 12 other that you need the set bonus.
Modding in general
Don't overestimate set bonusses. The amount of bonus a cc set gives you (5%cc) can be compensated by a single secondary stat. A CD set is great, but only in addition to a CD primary triangle, not instead of it. A speed set will give you max. about 15 speed which is nice, but you shouldn't sacrifice your secondaries for it.
Your attackers usually need to be fast and hit hard. The most important slot is the triangle (holo-array). Don't put defense, health or protection on it (there are exceptions like DN). Offense (value in numbers, not percentage) is a very good secondary stat for them. CD is usually the best.
Chars that want to land a debuff need potency.
Tenacity is rather bad. The chances that you resist a debuff are minimum 15%, no matter how high the enemy's potency is. If the enemy has 80% potency and you have 65% tenacity, the chances to resist are still 15%, so you win nothing. Only if the attacker has low potency and you have a very high tenacity value, there will be a difference. E.g. the enemy has 45% potency and you have 65% tenacity, your chance to resist will be 20%.
Pos. 1: Transmitter (Square) The Transmitter has a fixed primary: offense. This position should therefore be used for good secondaries like speed, protection, offense (value in numbers is better than percentage), crit chance, health.
Pos. 2: Receiver (Arrow) For the arrow, the speed primary is very good for most attackers and supports (+30 speed at 5-dot-mods). You can buy these in the mod store, even if they are grey. Protection is very good for most tanks. The other primaries are usually not taken.
Pos. 3: Processor (diamond) The processor has a fixed primary: defense. Use it for good secondaries.
Pos. 4: Holo-Array (triangle) This is a very important slot. You can get 36%CD from it or 23,5% protection.
Pos. 5: Data-Bus (circle) Usually, you want a protection primary, speed secondary circle.
Pos. 6: Multiplexer (cross) While in many cases, protection primary is very good, you can also use offense for attackers that do physical damage or potency for attackers that need to land a debuff (combined with potency sets).
If you see a 5-dot-mod in the mod store, only buy it if it has a speed secondary (or if it's a speed arrow). Green mods will get one upgrade so a +5 speed can get additional +6 = +11 speed. Blue get two upgrades so they can be 5 speed, +6, +6 = +17 speed. Purple get three upgrades so they can get 5 speed + 6 +6 +6 = 23 speed and gold get 4 upgrades with a maximum of 28 speed. That's very unlikely so also green and blue mods are a good buy with a speed sec. Upgrades happen at levels 3, 6, 9 and 12. Don't upgrade more than 12 other that you need the set bonus.
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