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"Ikky2win;c-1638520" wrote:
"Ninjah9;c-1638439" wrote:
@ikky2win: I definitely get the point you're making about them being much more efficient on offense. The main reason I'm pushing so hard for defense is that I'm pretty new to the game and got invited to a solid guild. I want to contribute in tw more. I dont have like 20 different squads that are viable, so offense isnt the best area for me to contribute. I figure 5+ defenses is worth much more that defeating a single squad and then losing that offensive team. So that's why I really want to use them for defense now. My tw shard is pretty medium strength, no trayas in sight right now.
In that case it really depends on what your guild needs. Just ask your guildmates. I don’t know of any nightsister teams that will get more than one defense. I only have perspective from my guild and our opponents though. TW can vary widely based on your guilds roster, gp, and participation so it may very well be that the opponents your guild faces don’t have a good solution to defeating nightsisters. That’s just where communicating with your guild comes in seeing what the guild needs.
What's your guild gp?- I keep asking him and he kinda just says do what ever. I told him I w as not to do ns and he never objected. Our GP is 80+ mil
"Ninjah9;c-1638633" wrote:
I keep asking him and he kinda just says do what ever. I told him I w as not to do ns and he never objected. Our GP is 80+ mil
Ours is 90 which I think it's pretty middle of the road. Just want to know at what point a NS team won't last more than 1 battle as we have a wall and plenty last more than 5.- The other thing you need to be aware of is that nightsisters may get nerfed again. They’ve said they are going to make changes to the paper zombie strategy. I’m not trying to dog on nightsisters. They are an excellent team and probably one of the most fun teams in the game to play offensively. They are also the best team in p3 and p4 of the sith raid. Personally I’m just cautious about spending valuable resources on them right now considering everything that has happened with them recently and the devs saying they are still looking at the paper zombie strategy.
"Ikky2win;c-1638717" wrote:
152m so nearly double yours. If I had to take a guess I would say around 110-120m nightsisters become less effective on defense as more people have Troopers.
I think that's exactly it. At a certain point, folks will have completed their "Core" teams, and start working on the teams that help their guild get more stars in Territory Battles, and pull double-duty in Territory Wars. Imperial Troopers and Bounty Hunters are among these types of teams. Once you've got roughly 50 Imperial Troopers squads that are developed enough to get through the later stages of the DS TB table, nobody can afford to mess around with Nightsister Walls anymore. They just get eaten alive, which is a huge waste of valuable resources. Instead, those guilds save their roughly 50 NS teams for the offense, where they can pick a target (like JTR walls) to decimate, instead.- Cookie-cutter teams aren't great on defense, because we've all faced the standard teams so many times that we know how to counter them. The best defensive teams are the weird ones, and anyone who has a great weird defensive team should be smart enough to keep it to him- or herself.
- Does he have to be the leader to be effective?
"Ninjah9;c-1640342" wrote:
Does he have to be the leader to be effective?
I personally Run him under Sidious lead, but I think his lead will be better.- Oh so hes not programmed to attack with overpower when an opponent is at half health?
- No he isn’t, it’s been well documented ever since the good old Zaul days.
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