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"LastJedi;598798" wrote:
I use RG. And I can beat anything but clone/Anakin in my personal arena experience. Will nebit for RG change that? My nebit is 6 star but he is going to need gear. I can get RG to G10 in a week, but wondering if I should save the scanner for nebit.
The reason I like Nebit over RG is the synergy. You can get Nebit to almost as much hp/protection as RG, but his synergy works much better. He counts for JEs unique, so that gives JE 10 more speed. His taunt reduces cool downs, which means 86 gets to call assist again right away and 88, HK, and JE get to use their specials again sooner. I can usually get recalibrate off twice in a match now. His second special calls two assists. If he calls JE, then JE goes stealth, which is handy to keep him alive longer. if he calls droids, and they crit, they gain turn meter.
I have my turn order set to JE, 86, HK, 88, CN. So JE goes and does recalibrate, 86 calls assist, HK does aoe then goes again and does basic(aoe is three turn cool down, so it's down to 2), 88 does aoe then basic(aoe is 4 turn cd, so down to 3), then CN taunts and reduces cool downs. Now 86 can call assist again, HK can aoe and basic again, and 88 is a turn away from using aoe again. If CN survives first round of hits, which he usually does, he calls a double assist next turn.- I also have problems beating Rex lead clone teams. Only one team on my server that runs Rex, Cody, echo, 5s, sergeant. Couldn't beat that team with my droid team before. I haven't had a chance to try it with my new team with CN. I'm sure I will fight him soon though. Not sure if adding CN will make a difference as the turn meter gain when suffering a crit from Rex lead is what shuts down droids. But, might be able to pull it off with the nerf to clones.
- I have Nebit Gear X, 6*, 80
Dathcha Gear VIII, 7*, 75
Jawa Gear IX, 6*, 70
Jawa Engineer VIII, 5*, 70
Jawa Scavenger VIII, 4*, 74 (10 more shards for 5*) - Has anyone compared Health to Defense mods on Chief Nebit? I'm currently running Health just because it's easier to get. Chief Nebit is one of the bulkiest characters in the game (9th highest armor rating - 255). So, I'm guessing %Defense would really benefit him. But! He also gives himself a HoT that heals based on his max health.
What're people doing with Scavenger? Two health mods, 4 potency? Too much?
And! About Jawa Engineer. 6 Health mods or 4 Speed and two health? Of course, Arrow speed mod in either case. He's obviously a prime target for anyone attacking a 5/5 Jawa team. Just need him to outspeed Rey, which he'll likely be able to do with just an Arrow mod + his bonus speed. Is that the case for people?
Can't wait to get my Jawas all maxed up! Been having so much fun with them. There's so many little things going on with them thanks to their synergies! Maybe its because I've been playing a 5/5 NS squad for so long (absolutely 0 synergy) that these Jawa synergies are so amazing to me. - Nebit might work on Anakin L, anyway. At least as an RNG offense. Being able to take out Anakin before RG taunt... if you're lucky. As it is I can get him down to low yellow or high red, but not quite enough, haha. Jawa might work too, again RNG style. If he stuns Fac.
"SkyCake;598888" wrote:
Has anyone compared Health to Defense mods on Chief Nebit? I'm currently running Health just because it's easier to get. Chief Nebit is one of the bulkiest characters in the game (9th highest armor rating - 255). So, I'm guessing %Defense would really benefit him. But! He also gives himself a HoT that heals based on his max health.
What're people doing with Scavenger? Two health mods, 4 potency? Too much?
And! About Jawa Engineer. 6 Health mods or 4 Speed and two health? Of course, Arrow speed mod in either case. He's obviously a prime target for anyone attacking a 5/5 Jawa team. Just need him to outspeed Rey, which he'll likely be able to do with just an Arrow mod + his bonus speed. Is that the case for people?
Can't wait to get my Jawas all maxed up! Been having so much fun with them. There's so many little things going on with them thanks to their synergies! Maybe its because I've been playing a 5/5 NS squad for so long (absolutely 0 synergy) that these Jawa synergies are so amazing to me.
It makes more sense to stack health on nebit because of his basic ability. since he gives up to 20% protection shield for 2 turns based his max health. Potency would be a must for java scavenger since so many negative status effects are applied which will boost Jawa and Dathcha damage. Jawa Engineer you can focus on speed just in the Arrow slot basically if you calculate your engineer to be with the +10 bonus to be around 220 or 230 just stop there. Try to boost health and defense so Nebit can get the "infinite" taunt offBut! He also gives himself a HoT that heals based on his max health.
JE also heals his allies based on their total health... but...
I think defense might still be great for nebit. Because it increases the value of his protection. And armor mitigates x1.5, at least, against any crit damage."SkyCake;598888" wrote:
Has anyone compared Health to Defense mods on Chief Nebit? I'm currently running Health just because it's easier to get. Chief Nebit is one of the bulkiest characters in the game (9th highest armor rating - 255). So, I'm guessing %Defense would really benefit him. But! He also gives himself a HoT that heals based on his max health.
What're people doing with Scavenger? Two health mods, 4 potency? Too much?
And! About Jawa Engineer. 6 Health mods or 4 Speed and two health? Of course, Arrow speed mod in either case. He's obviously a prime target for anyone attacking a 5/5 Jawa team. Just need him to outspeed Rey, which he'll likely be able to do with just an Arrow mod + his bonus speed. Is that the case for people?
Can't wait to get my Jawas all maxed up! Been having so much fun with them. There's so many little things going on with them thanks to their synergies! Maybe its because I've been playing a 5/5 NS squad for so long (absolutely 0 synergy) that these Jawa synergies are so amazing to me.
For Scavenger I will say 2 Health 2 potency 2 Crit chance- Oh yes, true @Chewiepower! I'm still getting used to Protection Up being a thing. He doesn't use his basic very often, but might as well get the most out of it.
Good points, @LastJedi! Hm, I think maybe 4 health and 2 defense. Of course, whichever RNG blesses to have better stats plays a role.
Why two crit chance on Jawa Scavenger, @No1_Wasxi? To try and squeeze out some extra damage? His potency at max is only 27%. Could use some help from mods. I guess one Mk5 Health Cross mod fixes that, though. It's a numbers game! Exciting "SkyCake;598944" wrote:
Oh yes, true @Chewiepower! I'm still getting used to Protection Up being a thing. He doesn't use his basic very often, but might as well get the most out of it.
Good points, @LastJedi! Hm, I think maybe 4 health and 2 defense. Of course, whichever RNG blesses to have better stats plays a role.
Why two crit chance on Jawa Scavenger, @No1_Wasxi? To try and squeeze out some extra damage? His potency at max is only 27%. Could use some help from mods. I guess one Mk5 Health Cross mod fixes that, though. It's a numbers game! Exciting
Well I remembered his second attack as it would need Crit to inflict those negative status effects my bad
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