"dennishsnyder57;c-1642865" wrote:
Protection, speed all others are worthless just like tenacity mods. Acolyte with accuracy? No way, speed. Speed is the single most important stat, offense being the second. Protection is a close third.
Edit/add:
Health for Old Daka and Vandor Chewie. Very limited. Still need speed/offense secondaries.
This has been the norm in a very general sense so far; however, there are many toons that need very specific modding setups that have little to do with either speed or protection. A perfect example is the magmatrooper anti-treya squad: you have to mod magma to have the absolute highest possible tenacity, followed by potency. Almost all his TM comes from resisted debuffs from his unique and thrawn lead ability, so even moderate speed is OK as long as those two stats are maxed ( at least 90% tenacity before both of the 30% bonuses from his unique).
Mod slicing has also made those other arrow types much more viable, since you can take an offense or other primary and then slice it up to +20 or higher on a speed secondary, giving you a larger overall benefit. A protection arrow with a +15 secondary may now end up only a few points shy of a 30 speed arrow.
Acolyte also doesn't need great speed under either lead, since AV lead gives tons of bonus TM, and MT lead will get lots of its damage from graveyard assists and MT mass attack. You'll maximize aco's damage by setting her up with a balanced mix of speed, flat offense, and CC/CD.
Another example is a full droid squad under an HK47 lead. Almost all the TM gain comes from critical hits, so maxing CC will actually give you a higher effective speed than a setup that focuses on just speed secondaries.
The list goes on from there. When you mod a squad, you really need to understand the mechanics of how each piece of that squad works together. Ezra for example needs to be modded somewhat differently depending on whether he is being run with Phoenix, Bastila Jedi, or other rebels like a CLS squad. Each lead ability will greatly change how his stats, turn meter generation, buffs, and other factors ( like counter-attacks ) affect his actions.