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Rusty_trolley's avatar
9 years ago

Does Ackbar need to be nerfed for fleet battles?

Is it just me that feels like ackbar is pretty much the only used admiral in the arena mainly because his abilities are cheap?

For example his ability to call in a fleet and bombard the enemy team feels a bit too OP considering how much f*cking damage it ideas just for being an ability that is supposed to be AoE. It feels like it should be a super ability and not a special ability.

Look at tarkin also. His ability is near enough the EXACT same. Just replace TIE fighters with rebel cruisers and the results are the same; utter destruction.

Windu is the best choice out of all 3 as his super gives everyone damage immunity. So why don't we have more windus in the fleet arena? Or Tarkins?

Because Ackbar is OP

Even at low levels his fleet bombard ability does a sh!t tonne of damage and wipes out most of the low level ships before the other team had a chance to react.

My choice would be to reduce the damage dealt to the ships and maybe add in a detrimental effect or possible just spread the damage around.

Look at Darth Vader for example; his force choke isn't designed to wipe out the whole bloody team. Just to weaken them with negative buffs and then he finishes them off with his culling blade.

AoE's aren't supposed to be offensive abilities that destroy but offensive abilities that weaken.

Let me know what you think :smile:

14 Replies

  • "DarthMasterShawn;775557" wrote:
    "Poxx;775531" wrote:
    Tarkin's basic being an expose while the other 2 target-lock is a drawback imo. The fact that there is only 1 empire ship atm doesn't help either. There r 2 rebel pilots but they aren't good. Republic has 6 pilots, synergy and plenty of target-lock. Right now, it's Mace hands down.


    Biggs is not good? Really? My Biggs has nearly 120k HP/protection and uses it to absorb massive punishment as I demolish the opposing fleet. He hits decent and the special calls an assist on target lock enemies. Biggs is a great way to get a leg up early battle if deployed right, and with AA to give that late battle turn they are a good pair. Not sure how that classifies as "aren't good" Wedge is so so, ok hit, so so health, but he paints those Dots nice. He is a decent backup as he wares others down so coming in late painting DOT is nice.

    I agree on the Tarkin drawback. His ship hits hardest though. Mace has a good ship too, however I think overall AA is best, at least for me, I have all ships at 5-7* most lvl 70, so not fully done yet. I can only go by using all 3 at lvl 70 and 5* though, and at this point, all with crew abilities at 4 and other abilities able to level at 2.


    Compare Biggs ships' base health on swgoh.gg. weakest ships have 15k, Biggs has 19k, Clone Sgt., 5's, SunFac etc. have 29k. Biggs is nowhere near as tanky and his damage is EXTREMELY subpar when compared to ships w/ slightly less health like the Ties and Poe. If u wanna stay on the Biggs train...by all means. U aren't risking my zetas.
  • I use ackbar with jc, 5s, biggs, sarge, gs, with a tie as reinforcement. My ship power is only 72k but I find biggs 5s and jc all hit about the same.
  • The other day I got mowed down by Tarkin's fleet of tie fighters.

    Biggs is killing me. I can't kill my opponent's Biggs and my Biggs dies fairly quickly. They always look equal going into battle.
  • "AoE's aren't supposed to be offensive abilities that destroy but offensive abilities that weaken"

    1. Tarkin's AOE is way more powerful than Ackbar's.
    2. Have you stepped foot in the squad arena at all in the past 3 months?

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