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MasterSeedy
5 years agoRising Ace
Sorry for not seeing this earlier, @bastille77
TIE Silencer and Kylo Ren Unmasked are on the same node and in Cantina, they're a good early ship farm.
Getting all 3 geos together is a bit of distraction from where you want to go in terms of toons - but you want them all, you just wouldn't go for them first if Fleet wasn't present. On the plus side, however, there simply isn't any fleet that you can get together quickly that has the synergy of the Geonosians.
If you want to get the best start on fleet as early as possible, then Geonosians + Executrix + TIE Silencer + Vader + TFP's TIE are the first six, with the Geos as your starting lineup, the others coming in as reinforcements.
Chimera will replace Executrix when you have Thrawn & his cap ship, then Malevolence will replace Chimera after that (You get Malevolence by purchasing shards with Guild Event Tokens, Type 2, which you don't have yet.) This is subject to change, however. The new FO cap ship is the Finalizer, and is more accessible than Malevolence. By the time you get there, you might have a better FO fleet and simply switch over to FO from Geos. We'll have to see how the game develops and what new ships get released. In the meantime, adding FO ships like FOSpecial Forces TIE, FO TIE, and Kylo's Command Shuttle are good mid-range farms. Don't worry about them right away, but definitely collect as the opportunity presents itself because they're SOOOOOO easy to collect. They're also pretty mediocre to even bad ships normally, but Finalizer can triple their damage and make them incredible. It's something to watch as the game grows.
Now let's address prioritizing Reinforcement Abilities, TIE Silencer comes first. PERIOD. In later fleets, you'll want him out in the first group, but - and these two things are important - first, you're using him as a reinforcement right now, Second, eventually going to get the FO command ship Finalizer, and it activates the reinforcement abilities of all FO ships in the starting lineup. This is a massive bonus. And third, most ship reinforcement abilities aren't worth it - or at least they aren't worth the super-expensive final tier. This is because either they always are part of the starting lineup (like Hound's Tooth) or the ability just kinda s**ks. Be extremely careful in allocating these in the early game. Which you choose really does make a difference. (Much later in the game you end up with more of these than you need, but only if you continue to skip the reinforcement abilities of your ships with ungeared pilots or just bad reinforcement abilities. What makes it more than you need is that all the ships you actually use in Fleet Arena as reinforcements are fully upgraded + several others for GAC fleet matches. The rest you have are waiting for new ships & meta changes.)
Plo Koon on Light Side, TIE Silencer on Dark Side are your very best early-stage reinforcement abilities. In fact, Plo is so great you can put him in DS fleets because even though Plo isn't that good, his reinforcement is that awesome. It completely dispels all debuffs on any of your ships + it heals them at the same time. Usually you bring in a reinforcement as a lesser ship to replace the better ships in your starting lineup. But Plo you bring in even if Plo is terrible because he'll save one or two of your better ships and then makes himself a target to destroy with his taunt. So instead of replacing one of your good ships, he saves your good ships. As back benchers go, he's perfect.
But because you only want him for his reinforcement ability and ability to grant taunt to anyone in your fleet (usually himself at your level, but not always and the ability to grant it to others becomes more useful at higher levels as more ship options come online for you), don't actually worry about him. Collect his shards and blueprints, sure, but not as a priority. Even a terrible Plo can save your front line fighters, and his ability doesn't really start to get great until level 75 min and really level 85, so you've got time.
Well, that's more than enough to get you started. Geos first. Keep working on Phoenix and their ships (Ghost II is the next great reinforcement ability) so you can upgrade from Executrix to Chimera. Develop TIE Silencer, Vader, & Imperial TIE. This has the added benefit of being what you need to do to get your Zeta farm going as early as possible.
Good luck. Never be afraid to ask more questions. I hope you get up into the top 50 of fleet quickly.
TIE Silencer and Kylo Ren Unmasked are on the same node and in Cantina, they're a good early ship farm.
Getting all 3 geos together is a bit of distraction from where you want to go in terms of toons - but you want them all, you just wouldn't go for them first if Fleet wasn't present. On the plus side, however, there simply isn't any fleet that you can get together quickly that has the synergy of the Geonosians.
If you want to get the best start on fleet as early as possible, then Geonosians + Executrix + TIE Silencer + Vader + TFP's TIE are the first six, with the Geos as your starting lineup, the others coming in as reinforcements.
Chimera will replace Executrix when you have Thrawn & his cap ship, then Malevolence will replace Chimera after that (You get Malevolence by purchasing shards with Guild Event Tokens, Type 2, which you don't have yet.) This is subject to change, however. The new FO cap ship is the Finalizer, and is more accessible than Malevolence. By the time you get there, you might have a better FO fleet and simply switch over to FO from Geos. We'll have to see how the game develops and what new ships get released. In the meantime, adding FO ships like FOSpecial Forces TIE, FO TIE, and Kylo's Command Shuttle are good mid-range farms. Don't worry about them right away, but definitely collect as the opportunity presents itself because they're SOOOOOO easy to collect. They're also pretty mediocre to even bad ships normally, but Finalizer can triple their damage and make them incredible. It's something to watch as the game grows.
Now let's address prioritizing Reinforcement Abilities, TIE Silencer comes first. PERIOD. In later fleets, you'll want him out in the first group, but - and these two things are important - first, you're using him as a reinforcement right now, Second, eventually going to get the FO command ship Finalizer, and it activates the reinforcement abilities of all FO ships in the starting lineup. This is a massive bonus. And third, most ship reinforcement abilities aren't worth it - or at least they aren't worth the super-expensive final tier. This is because either they always are part of the starting lineup (like Hound's Tooth) or the ability just kinda s**ks. Be extremely careful in allocating these in the early game. Which you choose really does make a difference. (Much later in the game you end up with more of these than you need, but only if you continue to skip the reinforcement abilities of your ships with ungeared pilots or just bad reinforcement abilities. What makes it more than you need is that all the ships you actually use in Fleet Arena as reinforcements are fully upgraded + several others for GAC fleet matches. The rest you have are waiting for new ships & meta changes.)
Plo Koon on Light Side, TIE Silencer on Dark Side are your very best early-stage reinforcement abilities. In fact, Plo is so great you can put him in DS fleets because even though Plo isn't that good, his reinforcement is that awesome. It completely dispels all debuffs on any of your ships + it heals them at the same time. Usually you bring in a reinforcement as a lesser ship to replace the better ships in your starting lineup. But Plo you bring in even if Plo is terrible because he'll save one or two of your better ships and then makes himself a target to destroy with his taunt. So instead of replacing one of your good ships, he saves your good ships. As back benchers go, he's perfect.
But because you only want him for his reinforcement ability and ability to grant taunt to anyone in your fleet (usually himself at your level, but not always and the ability to grant it to others becomes more useful at higher levels as more ship options come online for you), don't actually worry about him. Collect his shards and blueprints, sure, but not as a priority. Even a terrible Plo can save your front line fighters, and his ability doesn't really start to get great until level 75 min and really level 85, so you've got time.
Well, that's more than enough to get you started. Geos first. Keep working on Phoenix and their ships (Ghost II is the next great reinforcement ability) so you can upgrade from Executrix to Chimera. Develop TIE Silencer, Vader, & Imperial TIE. This has the added benefit of being what you need to do to get your Zeta farm going as early as possible.
Good luck. Never be afraid to ask more questions. I hope you get up into the top 50 of fleet quickly.
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