Forum Discussion
8 years ago
I'm still unconvinced potency mods are useful except for a handful of specific characters. So that shrinks the useful diversity of mods to really not a lot then.
About 90% of my collection should be modded as:
Main:
- Arrow = Speed
- Circle = Protection
- Cross = Protection
- Triangle = Protection (or Crit Damage for a bunch of heavy hitters)
Sets:
- Speed for those guys where just 1 extra speed might mean you go first and increase your odds of winning by the boatload
- Crit Damage for all attackers (perhaps Offense)
- Irrelevant for anything else
... And so much for theocrafting, and writing clever guides on what to use where...
I think Crit Damage and Speed are the only useful mod sets. The rest is decoration, and potency is mostly useless decoration.
The main stat on the cross should almost always be Protection. as opposed to that, Potency just reduces the prot of your toon by 23% for no proven benefit.
If you give a tenacity cross to EP, it's guaranteed he won't resist anything: he'll be dead by turn 2.
I wrote a thread here some time ago where I experimented in Arena with a high tenacity mods (88%), with absolutely no effect at all. Please show me a screenshot or a video where CLS consistently fails to debuff Empire toons?
He's only applying defense down no? I haven't tried Hermit Yoda, but yes if that manages to reliably resist it, it's a nice niche usage then.
@Drazz127 Hehe, yes it seems. Add to your list Sidious (max health = potency, that's a nice way of gaining cheap health.
@Snake2 Hey, indeed it's been some time... Still enjoying the game I see! Say hi to the rest of the crew for me, if you're still with them!
About 90% of my collection should be modded as:
Main:
- Arrow = Speed
- Circle = Protection
- Cross = Protection
- Triangle = Protection (or Crit Damage for a bunch of heavy hitters)
Sets:
- Speed for those guys where just 1 extra speed might mean you go first and increase your odds of winning by the boatload
- Crit Damage for all attackers (perhaps Offense)
- Irrelevant for anything else
... And so much for theocrafting, and writing clever guides on what to use where...
"DedrickRogue;c-1496301" wrote:
Yes, potency mods have tons of uses. They are probably 2nd behind Speed as far as most useful overall set. Tons of characters/factions really need a potency boost over a bit more health or Crit Chance.
I think Crit Damage and Speed are the only useful mod sets. The rest is decoration, and potency is mostly useless decoration.
The main stat on the cross should almost always be Protection. as opposed to that, Potency just reduces the prot of your toon by 23% for no proven benefit.
"Mobewan;c-1496628" wrote:
Arena:
EP lead reduces rebel potency making it harder for han to land stuns. It you put a tencity cross on top of that ep lead bonus, it will be really hard for buff immunity or stun to land.
If you give a tenacity cross to EP, it's guaranteed he won't resist anything: he'll be dead by turn 2.
I wrote a thread here some time ago where I experimented in Arena with a high tenacity mods (88%), with absolutely no effect at all. Please show me a screenshot or a video where CLS consistently fails to debuff Empire toons?
"Mobewan;c-1496628" wrote:
Sith Raid:
Phase 1 dn debuffs you when you attack with basic. However, a tenacity cross can greatly help reduce the number of debuffs on you. Combine that with hermit yoda master training tenacity bonus and its a home run. Yodas buff alone works half the time to resist debuffs. The tenacity cross does the rest. Characters with very high natural tenacity may not need the tenacity cross with masters training, but most do.
He's only applying defense down no? I haven't tried Hermit Yoda, but yes if that manages to reliably resist it, it's a nice niche usage then.
@Drazz127 Hehe, yes it seems. Add to your list Sidious (max health = potency, that's a nice way of gaining cheap health.
@Snake2 Hey, indeed it's been some time... Still enjoying the game I see! Say hi to the rest of the crew for me, if you're still with them!
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