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8 years ago
Agree with all of the above - precisely why R2 is there, to negate the counters (the team actually survives several turns into enrage).
Poe's survival is (virtually) guaranteed, BB8 gets illuminated destiny off far more often than the tank shoots (it usually only goes twice), and with the health/protection regen, he barely notices the tank - much better than burning exposes from Finn having to cast HOT's a couple times every time the tank shoots.
And as stated in my OP, it definitely wasn't about maximizing their overall damage potential (although it isn't bad at all if the guild will let you cross phases to finish 2 and go to work on 3), but more an idea to help a struggling guild take a decent bite out of two of the more difficult phases.
Poe's survival is (virtually) guaranteed, BB8 gets illuminated destiny off far more often than the tank shoots (it usually only goes twice), and with the health/protection regen, he barely notices the tank - much better than burning exposes from Finn having to cast HOT's a couple times every time the tank shoots.
And as stated in my OP, it definitely wasn't about maximizing their overall damage potential (although it isn't bad at all if the guild will let you cross phases to finish 2 and go to work on 3), but more an idea to help a struggling guild take a decent bite out of two of the more difficult phases.
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