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9 Replies
- joeb88816 years agoNew AdventurerThere's different approaches based on stats and kits and team comps. Which tank and which team?
"Malachi;c-2093301" wrote:
There's different approaches based on stats and kits and team comps. Which tank and which team?
I tried to leave it out purposely XD
Jawas. I'm wanting to do some theory crafting with them. Get some mod sets and stuff in order before I gear them.- I have a lot of defense and HP on my Jawas. Also tenacity is helpful to ward off stuns and debuffs. The only thing I use them for is a back up squad to kill bugs.
"Johnnyreb1977;c-2093330" wrote:
I have a lot of defense and HP on my Jawas. Also tenacity is helpful to ward off stuns and debuffs. The only thing I use them for is a back up squad to kill bugs.
There's that, but there's also some potential against GG lineups as well. Really any aoe heavy team or death by a thousand cuts. If I can keep as much protection though, it will help with banner efficiency.- "Hello there!"
"General Tankiness" - Mephisto_style6 years agoSeasoned Ace
"Blargwahar;c-2093329" wrote:
"Malachi;c-2093301" wrote:
There's different approaches based on stats and kits and team comps. Which tank and which team?
I tried to leave it out purposely XD
Jawas. I'm wanting to do some theory crafting with them. Get some mod sets and stuff in order before I gear them.
I like all defense mods on them. I wanted health primaries but really all defense all around except on Jawa and Dathcha their crosses should have potency and maybe 1 potency offset if your potency isn't at 60%. Their stun and ability blocks help tone down Geo damage at 1st. It matters for survival long enough for bombs to go off. Elsewhere I would either go protection or defense
Ideally you want all Jawas with crit avoidance arrows and 50% armor, but you do need JE to be around 220-250 speed to ensure he goes 1st. Datcha Jawa and Nebit need to be around 170
Scav just needs survival. His line in the sand ability potency is really high. Don't worry about potency on him.. "Mephisto_style;c-2093953" wrote:
"Blargwahar;c-2093329" wrote:
"Malachi;c-2093301" wrote:
There's different approaches based on stats and kits and team comps. Which tank and which team?
I tried to leave it out purposely XD
Jawas. I'm wanting to do some theory crafting with them. Get some mod sets and stuff in order before I gear them.
I like all defense mods on them. I wanted health primaries but really all defense all around except on Jawa and Dathcha their crosses should have potency and maybe 1 potency offset if your potency isn't at 60%. Their stun and ability blocks help tone down Geo damage at 1st. It matters for survival long enough for bombs to go off. Elsewhere I would either go protection or defense
Ideally you want all Jawas with crit avoidance arrows and 50% armor, but you do need JE to be around 220-250 speed to ensure he goes 1st. Datcha Jawa and Nebit need to be around 170
Scav just needs survival. His line in the sand ability potency is really high. Don't worry about potency on him..
Thanks! This is very helpful!Scav just needs survival. His line in the sand ability potency is really high. Don't worry about potency on him..
I have to say that I feel like this kernel of wisdom is just utterly wrong, and terribly misleading. There is no built in additional potency to the Line In The Sand ability. None.
There is an 80% chance that the ability triggers per instance, but that has nothing to to do with potency, that is how frequently the ability will attempt to apply the Thermal Detonator debuff per it’s triggers in the dability description.
The Dubuff itself will still be run through the potency/tenacity check to see if it applies.
(That is, check to see if ability triggers with 80% pass rate. If pass, attempt thermal detonators with 100% Potency+jawa scavenger potency - target tenacity = success rate. With the caveat that there is always a base 15% chance to resist debuffs unless otherwise noted.)
Jawa Scavenger should be loaded up on potency by default, not saying he doesn’t need survivability as well, because it is a Unique Ability and expires with him - but I would consider 1 potency set and a potency cross or two potency sets (and potency as a high priority secondary across all mods) as the absolute minimum for him as he doesn’t have super high base potency as a character. The primaries can certainly lean towards survivability options, along with the other mod set(s).
Not really sure where the recommendations for jawa and dathcha come into play either, their debuff abilities are only 50 - 75% chance of trying to apply debuffs (although there could be some merit in your particular thinking against GG teams, as there is some anti-droid built into the kit and getting those stun to stick could be helpful) - it is a good idea too, I personally usually use Zam Wessel and my b-line bounty hunters as my TD cleanup squad if I screw up in GAC or if someone leaves a couple droids standing on the first go in TW - just because my BH are a little ahead of my jawas for gearing, but the same principles apply.- Mephisto_style6 years agoSeasoned Ace
"TheJEFFtm;c-2094631" wrote:
Scav just needs survival. His line in the sand ability potency is really high. Don't worry about potency on him..
I have to say that I feel like this kernel of wisdom is just utterly wrong, and terribly misleading. There is no built in additional potency to the Line In The Sand ability. None.
There is an 80% chance that the ability triggers per instance, but that has nothing to to do with potency, that is how frequently the ability will attempt to apply the Thermal Detonator debuff per it’s triggers in the dability description.
The Dubuff itself will still be run through the potency/tenacity check to see if it applies.
(That is, check to see if ability triggers with 80% pass rate. If pass, attempt thermal detonators with 100% Potency+jawa scavenger potency - target tenacity = success rate. With the caveat that there is always a base 15% chance to resist debuffs unless otherwise noted.)
Jawa Scavenger should be loaded up on potency by default, not saying he doesn’t need survivability as well, because it is a Unique Ability and expires with him - but I would consider 1 potency set and a potency cross or two potency sets (and potency as a high priority secondary across all mods) as the absolute minimum for him as he doesn’t have super high base potency as a character. The primaries can certainly lean towards survivability options, along with the other mod set(s).
Not really sure where the recommendations for jawa and dathcha come into play either, their debuff abilities are only 50 - 75% chance of trying to apply debuffs (although there could be some merit in your particular thinking against GG teams, as there is some anti-droid built into the kit and getting those stun to stick could be helpful) - it is a good idea too, I personally usually use Zam Wessel and my b-line bounty hunters as my TD cleanup squad if I screw up in GAC or if someone leaves a couple droids standing on the first go in TW - just because my BH are a little ahead of my jawas for gearing, but the same principles apply.
We have hashed this out in previous threads:"Juzz;c-1943115" wrote:
Addition to potency: Physical*0.02
Addition to potency: Specual*0.02
Also, having those potencies there for Jawa and Datcha help greatly in diminishing the 1st barrage's damage. Especially if it lands ability block on spy. I've used them a lot. You are right, the debuffs are low %, but since there are 6 Geos statistically you are pretty likely to land 1 useful rebuff on each.
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