Forum Discussion
winterwolves
4 years agoSeasoned Ace
1. Early on, it's a bit of a waste of scarce resources, but later it doesn't matter. Galactic power(GP) has 2 main uses. Matchmaking and deploying on Territory battles(TB). Matchmaking in the individual events like Grand Arena Championship (GAC) only uses the GP of the top of your roster where you will likely use them from. If you have to set 5 teams in defence then you need at least 5 teams to attack with as well, so 10 teams times 5 characters (toons) is your top 50 toons GP is used to match you with someone. Any extra GP you have outside of that doesn't matter. Boosting GP will help your guild do better in a TB.
2. Gal war is intended to be tough. It is filled based on your top 5 toons GP. Building a few teams to the same level will help you complete it easily. If you just keep building the one team stronger and stronger, the enemies get stronger and stronger to match you. Use your best team in the first easy node, ending the fight with all your abilities ready to use. Then use your second best team until you get stuck. Your best team is now ready to come in and they start with extra turn meter from their last battle.
3. There are lots of guides around for paths to follow. I'd decide what GL I want long term and find a path that helps with that. Geos are a very strong early fleet and once you can get the Geo Brood Alpha, a strong mid game team. Tarkin's ship leads geos well, and unlocks zeta materials too.
4. I can't help with the shard thing. I think I've read posts where people seem to be able to tell when a new shard is about to open. Probably a discord bot or something. If you prep to have a geo fleet straight off at starting in your shard you probably won't have a problem.
2. Gal war is intended to be tough. It is filled based on your top 5 toons GP. Building a few teams to the same level will help you complete it easily. If you just keep building the one team stronger and stronger, the enemies get stronger and stronger to match you. Use your best team in the first easy node, ending the fight with all your abilities ready to use. Then use your second best team until you get stuck. Your best team is now ready to come in and they start with extra turn meter from their last battle.
3. There are lots of guides around for paths to follow. I'd decide what GL I want long term and find a path that helps with that. Geos are a very strong early fleet and once you can get the Geo Brood Alpha, a strong mid game team. Tarkin's ship leads geos well, and unlocks zeta materials too.
4. I can't help with the shard thing. I think I've read posts where people seem to be able to tell when a new shard is about to open. Probably a discord bot or something. If you prep to have a geo fleet straight off at starting in your shard you probably won't have a problem.