6 years ago
B1 And Mods
I know it says that the B1 health is set at 1, but if we put health mods on him, will that increase his health? Also, what will the point of gearing him up if his health isn't going to raise?
"Ephran;c-1771612" wrote:"kiar1404;c-1771577" wrote:
Healthmods are wasted ... he has 1 health by his unique.
When all stacks of his buff are gone, it destories itself and reduction of the buff is dependend on taking damage, not in reducing his health to 0"CG_SBCrumb;d-194819" wrote:
Unique 2 - Droid Battalion
FINAL TEXT (ZETA): B1 can't score critical hits or be revived. B1 has no Protection, 1 Health and 100 stacks of Droid Battalion, and can't be defeated or destroyed while they have Droid Battalion. When all stacks of Droid Battalion expire, B1 immediately destroys itself. B1 is immune to Damage Over Time.
When B1 takes damage, they dispel all debuffs on themselves and lose 8 stacks of Droid Battalion. At the start of B1's turn, they gain 3 stacks of Droid Battalion.
Droid Battalion: Each stack grants B1 +2% Offense and all Separatist allies +0.5% Tenacity and Critical Avoidance
Speed, Offense maybe Potency - all other states are useless
I Think 4xSpeed or 4xOffense + 2xPotency will be the best
Tenacity might be useful depending on circumstances, but offense and potency are all that really matters. He gains 15% tm whenever a Droid does anything so his speed isn't that important. Boost his offense and potency as much as possible with a bit of extra speed and that's really it
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