Forum Discussion

AndyCovell's avatar
8 years ago

CLS Learn Control Zeta Question

What is the point of Learn Control Zeta, when he uses Call To Action the bonuses disappear?

It seems like Call to Action never goes away...can someone help me understand why it's a good ability?
  • Small point I can think of: when on defense in the Arena, the AI will use Call to Action pretty much every time it's available. (It does this on auto rancor, for example, and I've seen it fighting Luke). That means that your Luke will be spending about half his time with the Learn Control bonuses active. Of course, if the other team is faster than you and anyone hits your Luke before he does Call to Action, you'll also have them available.

    Additionally, in a long fight, you'll probably invoke Call to Action a few times yourself just for the benefits of:


  • 40% Prot and Health regen
  • Cleanse Luke's debuffs
  • Burn a turn to get Luke's cooldown refreshed for Use the Force


    This means that there will be several turns where you won't have the Call to Action buff, and you can benefit from that extra Crit Avoidance and Tenacity.

    Finally, I can think of strategic reasons why you might want to fight without Call to Action buff up. For example, you're facing someone who can Daze (Maul, Deathtrooper) and you very much don't want to get Dazed as that will stop you from counter-attacking (one of Luke's strengths, both as a leader and when he doesn't have Call to Action) or gaining turn meter (another of Luke's strengths with his tm-on-debuff and tm-on-resist). You might also be fighting a team that depends heavily on debuffs such as Zeta Vader, Resistance, or stunners like R2 and CLS. Resisting a stun or two thanks to the zeta's tenacity bonus could save you from a loss by keeping one of your most valuable players in the game. Also, if you have an R2 on your team, the +50% Accuracy from Call to Action buff might not be super useful if you can get the enemies Burning. And while damage is awesome, you might still be able to kill your enemies pretty quickly without the +50% crit chance and crit damage anyway. So there may be situations where resisting stuns and avoiding crits to keep Luke alive is more important than hitting a bit harder.
  • "Cashicus;c-1234999" wrote:
    Small point I can think of: when on defense in the Arena, the AI will use Call to Action pretty much every time it's available. (It does this on auto rancor, for example, and I've seen it fighting Luke). That means that your Luke will be spending about half his time with the Learn Control bonuses active. Of course, if the other team is faster than you and anyone hits your Luke before he does Call to Action, you'll also have them available.

    Additionally, in a long fight, you'll probably invoke Call to Action a few times yourself just for the benefits of:


  • 40% Prot and Health regen
  • Cleanse Luke's debuffs
  • Burn a turn to get Luke's cooldown refreshed for Use the Force


    This means that there will be several turns where you won't have the Call to Action buff, and you can benefit from that extra Crit Avoidance and Tenacity.

    Finally, I can think of strategic reasons why you might want to fight without Call to Action buff up. For example, you're facing someone who can Daze (Maul, Deathtrooper) and you very much don't want to get Dazed as that will stop you from counter-attacking (one of Luke's strengths, both as a leader and when he doesn't have Call to Action) or gaining turn meter (another of Luke's strengths with his tm-on-debuff and tm-on-resist). You might also be fighting a team that depends heavily on debuffs such as Zeta Vader, Resistance, or stunners like R2 and CLS. Resisting a stun or two thanks to the zeta's tenacity bonus could save you from a loss by keeping one of your most valuable players in the game. Also, if you have an R2 on your team, the +50% Accuracy from Call to Action buff might not be super useful if you can get the enemies Burning. And while damage is awesome, you might still be able to kill your enemies pretty quickly without the +50% crit chance and crit damage anyway. So there may be situations where resisting stuns and avoiding crits to keep Luke alive is more important than hitting a bit harder.


  • I could see that but a Zeta?!?

    I feel like that could be a normal ability if that's the case
  • You will possibly not want to be in Call to Action all the time. One of the powerful things about Luke is he can use that special to cleanse himself and heal 40% health and 40% protection. But to have that powerful heal, he'll lose Call to Action. (Using that move also essentially reduces your cooldowns so you can use his other special faster.)

    This zeta also helps his other unique. Whenever he resists a debuff, he gains 5% health and 5% protection. Having 100% tenacity will continue to help him heal.

    In addition, you do not start with Call to Action, so if they enemy tries to whip out a Raid Han first strike on you, or something similar, you'll find that 50% crit avoidance very helpful to keep him from getting weakened right away.

    Another useful thing I've been noticing is when going against enemies with a very fast R2. GK or a tank gets chosen for R2's stealthy move and I have to wait for the stealth to wear off to put my powerful attacks on the character I need to. Keeping Luke in defensive mode, with this zeta, is a great way to let him keep healthy as you wait.

    Finally, as has been mentioned, on defense he will switch back and forth, between Call to Action and not, as often as possible. This will help him be more powerful in the meantime.

    Really, one of the downsides I've seen of Luke is letting him get stunned (or speed down, defense down) by an opposing Luke. With +100% tenacity, that will happen far less often.

    The toon is supposed to be versatile. This zeta helps prevent him from being just another glass cannon. (And no one else can get +100% tenacity, not even Thrawn, without a zeta.)
  • "Dretzle;c-1236070" wrote:

    Another useful thing I've been noticing is when going against enemies with a very fast R2. GK or a tank gets chosen for R2's stealthy move and I have to wait for the stealth to wear off to put my powerful attacks on the character I need to. Keeping Luke in defensive mode, with this zeta, is a great way to let him keep healthy as you wait.



    Totally correct. Additionally, not only does keeping him in defensive mode help keep burns and dots and whatnot off him to keep him healthy, it also gets better use out of call to action since the protection heal will clean up any residual damage he does take while you wait.

    Ultimately if you're popping it turn 1 every time you are missing opportunities to use this versatile toon most effectively.