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djohns2000's avatar
6 years ago

Arena mods- proper sets versus better speed secondaries.

While I don't wanna call myself an idiot, I've never fully grasped what my approach to modding in this game should be.

For my arena teams, I've always just thrown on whatever had the highest speed secondaries and the right primary (and if a mod with the wrong primary had a significant amount of speed attached, I made exceptions)

I'm about to switch my arena team, which means I need to make new mod loadouts. This time, I made loadouts considering sets, and it slows the team down, but gives them better mod set bonus. (like han would have crit damage instead of health as his sets)

for example my current arena team loadouts give (and keep in mind I haven't updated these in a while, so i could push them higher)

+103, +101, +100, +83

while this new set gives

+86 ,+90 ,+84 ,+73(this one has a speed set, so theres a 10% bonus attached)

should I keep these new mods, making the team slower but better at everything else? Or should I keep my OG train of thought and just go for speeeed?
  • HK666, up all greys to level 12, green to 9, blue to 6, and purple to 3. If it gives you the exact stats you want for the set you want START SLICING
    That is the smartest way to do it. Credits come easy and it is the highest % method to get the stats you want. Sell all that don't. Gives you a lot of credits back.
  • "TVF;c-1735737" wrote:
    But why put in all that work when it's easier to just complain about matchmaking?


    I know, right?

    I always suspected but could not be sure that even my trash teams performed better than averge in TW because of mods but its harder to quantify. But with GA you know exactly what is being thrown at you and exactly what their stats are.

    Its modding, plain and simple. Literally the most important part of the game.
  • the current team, with higher speeds, is a EP team. I guess speed is more important because they need to get those debuffs out before they get knocked around. The sets are all over the place. Health mostly, but theres tenacity and crit chance and maybe potency in there somewhere. I think some of it actually worked out well, but again it's mostly health

    the proposed team is a CLS team. So crit damage and to a lesser extent crit chance sets would make a bigger difference on that team
  • Nothing worse than clicking on people in your arena shard and they have a G12 Vader with 6E mods rocking about 140-150 TOTAL speed.

    Well, worse for them, good for me. ;)

    I'm glad your Vader has 60kn protection but I hit him four times before he took a single turn...
  • It honestly depends on which toon you're trying to mod. For example, CLS, I mod for speed first, potency second, and then whatever else I can get after that. I'd make sure he has a matching speed set, but his other two mods don't need to match if they can't. Auto taunting tanks, on the other hand, don't need speed as much, so I'd make sure they had the appropriate matching sets/desired primaries.

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