Forum Discussion

Mephisto_style's avatar
5 years ago

Home One ability upgrades

Here is where I am at. It'll be 2 months I think before I get negotiator so I might as well finish this ship's abilities. Where do I want to stop with each? Seems like rebel team is winning cause of HMF crazy assisting. None of the abilities seem like they particularly boost that except Band Together and Master Plan seem worth maxing

  • Only one that really ends up being situational is a coin flip between First and Second. I maxed them because I have mountains of prestige sitting around. Usually only end up using the heal if Biggs or HT has miraculously survived a few mass attacks and nothing else good is off cooldown. The Basic ability almost never calls the Falcon (I know, I know RNG) so upgrade if you must.

    The AoE is key early on. Even though it doesn't register much in the grand scheme of battle damage, it dents the HMF's protection. Then, when you call in Cassian's Tuning Fork, the reinforcement ability clears the Bonus Protection and Outmaneuver buffs and he's primed to be hit by the massive RNG assist-fest that is Cassian's crew ability. (Which I hope you're working on maxing out like I told you in the other thread)

    Usually the opponent Falcon or whatever ship you targeted with Cassian is beyond dead afterwards.

    So in order of importance:

    1 - Gear 11+ to maximize the protection gained from Out-of-Turn attacks.
    2 - Master Plan - 100% TM across the board plus 2x turns is huge.
    3 - Defiant Volley - see above
    4 - Seize the Advantage
    5 - Squid guns
  • "Dinotank46;c-2047193" wrote:
    Why is there an X wing on it's basic ability even though there is no rebel x wing


    What do Wedge and Biggs fly?
  • "thecarterologist958;c-2047195" wrote:
    "Dinotank46;c-2047193" wrote:
    Why is there an X wing on it's basic ability even though there is no rebel x wing


    What do Wedge and Biggs fly?


    Oh forgot about them