"DaPowerfulJedi;c-1725318" wrote:
Her unique also gives the leader 50% defense and tenacity which should help Palp’s survivability a bit.
It does help somewhat but instead of going down after getting smacked 3 times it takes 4 or 5 and he still falls before he gets a turn at least that's how it's gone down against the 2 or 3 that I've fought in arena. Granted they were 4* g11 at best but the palp leads have all been g12 double zeta. My goth girl who I have yet to use on offense is only 4* g10 and has every ability maxed but sith apprentice which is at lvl 7. Like I said in my 1st post on D in a middle territory she works ok and in GA she has held up but against top teams she folds faster than a lawn chair
*Edit* (to add) probably sounds like I don't like her that's not the case just speaking on my experience with/against her. In the very middle territory in TW I've seen palp(L) Vader Dooku Maul and her stand tall through 7 battles and in either the 1st round of this GA or the 2nd 1 round GA that same team stood for 5. But against the the 2 or 3 typical teams I've fought in arena zzpalp(L) zVader zNihlus zSion and her those teams would be harder to beat if they would have just left thrawn in there instead of her. Majority of the time palp falls 1st from 3 or 4 hits without her on the team with her palp still falls 1st but takes 4 to 6 hits and still doesn't get a turn. I guess the extra hits to palp saves some protection on someone else but not enough to make much difference. If I was going to use them in arena I'd try to get palp as much speed as I could so maybe he would get a turn. Maybe Dooku would be better since he's so fast anyway and seems to shock and stun people left and right.