Forum Discussion
7 years ago
"Mobewan;c-1494976" wrote:
zFinn teams on the other hand do need potency and the team will not work against tenacity up. But this team is mainly PVE for certain phases of raids and territory battles, and yes u need potency.
True for the AAT, you need to stack a whole lot of potency from mods for the exposes to stick. But I don't use them there anymore because they're too slow and I have to do the battle 100% manual (which means by the time it's over, there's a good chance the raid is over for more than 1h and I missed it).
I'm not sure about Territory Battles, I don't think the snowtroopers have that much tenacity. I'll try.
"Mobewan;c-1494976" wrote:
Palp and Vader need potency even though palp lead gives potency because you want to land as many debuffs and stuns as possible.
Not true, they're fine with their basis potency (30-50%) + Palp's bonus (+35%). I run them in Arena without potency mods and never see any "resist" (well, I do, but probably the basis 15%). That 24% potency cross there is 23.5% protection you just lost (and same with +10% from set = 5% health, agreed that's negligible).
"Mobewan;c-1494976" wrote:
CLS teams usually do not need potency because CLS has +40% from his skills, but Han Solo does need potency to remove turn meter and stun because his base potency is extremely low (like 15%).
CLS and han solo when facing palp lead could use potency now more than ever bcz palp reduces their potency and if you miss a buff immunity or a stun u will cry. Against a double tank palp team where you have to buff immunity 1 tank and fracture the other, it could cost you the match of buff immunity diesnt stick.
Even if they fight a Palp team in Arena and assuming Han's potency drops to 0, yes Han's effects (except the initial stun, can't resist) would fail about twice as much (up from 15% to ~30%). CLS will be just fine.
However, in order to compensate those -35%, you need a cross and a set, and that much health + protection lost might mean Han is dead by the second time he would have used his stun hit anyway.
"JohnnySteelAlpha;c-1495446" wrote:
You can debuff DN in the Sith raid ...
I have seen a debuff (from Rey I think) land once in 20-30 times. I think you need a ridiculously high potency from mods to see some actual effect. I haven't tried Palp + Vader to see whether DoTs do stick.
Somehow I think thermal detonators did stick more than average (that means still not a lot), with my Zam's potency at around 80%
"Waqui;c-1495448" wrote:
Bounty hunters rely heavily on potency in their special missions and combat mission in dark side territory battle.
Yes and with Boba's leadership, potency = max health for them, so definitely potency mods are a good choice for them.
"Range1974;c-1495503" wrote:
I find myself farming potency mods quite often now. The one to not pick, IMO, would be tenacity. A Game Changer (I think mobile gamer) did. Video about the two mod types a few months ago.
Yes tenacity mods are useless. I tried bringing the tenacity of some toon in Arena to 100% in the past, he was stunned/shocked/... just as much as everyone else. The only exception I know is Magmatrooper under Thrawn lead for the Sith Raid.
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