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6 years ago
"CCyrilS;c-2045403" wrote:"Malachi;c-2045351" wrote:"CCyrilS;c-2045097" wrote:"lladdir;c-2045089" wrote:"CCyrilS;c-2045079" wrote:"lladdir;c-2044988" wrote:"Jarvind;c-2044947" wrote:"Malachi;c-2044074" wrote:"SparkyBurns;c-2043898" wrote:"Jarvind;c-2043670" wrote:"SparkyBurns;c-2043653" wrote:
Someone earlier asked about relic Dooku... mine is r5 and is phenomenal in Geo TB, and just fine in pvp modes. He's still just so, so squishy even with the health and defense boosts that if anyone uses one of the top 5-6 tiered teams against him if you've used him on defense then he just dies and can't do much. The damage has increased quite a bit though so on offense he can really be useful against quite a few teams. His shock is doing 65k+ damage and usually around 18-20k on his basic.
All in all I'm happy I upgraded Dooku, but there are still better options out there.
How do you have Dooku modded?
I've tried it about 10 different ways. Crit Damage, Offense, Speed + Potency, High Tenacity... no matter what you do you'll be lacking in one way or the other unless you have absolute God mods. And if you do, you're better off using them elsewhere rather than on Count Dooku because you'll still be too squishy in the end.
I disagree, my R7 Dooku hits for 40k on basic (60 with offense up) and I've had his special hit for 200k. I roll with an offense set, offense arrow and cross. CD triangle, protection circle. He's already fast, so speed isn't all that important.
I also have R7 Nest, fun for GAC. I save her for offense and typically get an easy clear on most b teams. R5 FOX is a blast with Hux. He's hitting at 60k on basic followed by 30k with Sith Trooper.
I keep seeing these claims that max-relic Dooku becomes an absolute goliath and I just struggle to believe it. Mine has okay mods at G12 and he hits for like, 6k on his basic. It seems improbable that relics alone cause him to do ten times as much damage.
Well, to be fair a g12 dooku has what, just over 2k physical offence? A R7 dooku has over 5k offence and extra crit damage. So that combined with modding for offence rather than speed/potency would make a big difference.
5k offense at r7 is far from monster offense
Is 40k monster damage? No. Is it a massive improvement over the wet noodle slapping dooku does at g12? Yes.
What I’m pointing out is that going from g12 to R7 is probably enough to go from 6k damage to 40k damage assuming you weren’t running damage mods, since g12 dooku is a noodle, and switch to running damage mods. ‘damage’ being offence/crit damage sets with a focus on offence primaries and secondaries.
Sure, there's a difference. There better be. But it doesn't show that it's a great investment over any other R7.
Dooku, imo, isn't meant to be an offensive powerhouse. What makes him dangerous is his multi attacks, counter attacks, and stuns. He already has these without the investment of R7.
He's a solid toon, but I'm just saying that touting his damage alone is not enough of a selling point.
Edit: also you suggest modding for dmg rather than potency, in which you reduce one of his strongest attributes, stuns, for what is still less than stellar dmg. That would, imo, weaken him as a whole.
Edit: My Dooku has 88.6% potency. Here's his other stats just for your reading pleasure:
60k health, 40k protection, 7700 damage, 10300 special damage, 50% armor 71% tenacity and 88% crit chance. His speed is 232. Obviously I could have made him a lot faster, but like you said, his kit isn't all about damage.
I also want to point out that he often hits twice @ 40k on his basic. I don't see a down side here.
7700 is a lot better than 5k number that was thrown out, especially while maintaining the potency.
My original comment was simply that 5k damage isn't amazing.
It’s 5k base offence, it’s after modding that it turns into 7.7k. Plus his base potency is 85%, highest in the game, which is also better than all but one characters base tenacity, hux 103%.
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