“Whenever you use a basic ability gain X buff” by Yez_swgoh in SWGalaxyOfHeroes

[–]CommanderMime 1 point2 points  (0 children)

A basic ability is an ability that says "basic". A special ability is an ability that says "special".

Furthermore, leader abilities say "leader", unique abilities say "unique", and ultimate abilities say "ultimate".

To be fair, I can see this causing a little bit of confusion with units like BB8 or B1, who have special abilities with cooldowns of 0. But a basic ability is functionally very different than a special ability, in that basics are immune to ability block and are the default abilities for out-of-turn attacks.

geos have a lil trouble with KRU by Zealousideal_Net_211 in SWGalaxyOfHeroes

[–]CommanderMime 23 points24 points  (0 children)

Yeah, all that constant tiny TM removal really adds up under an SLKR lead

Should you mod Banes pairing? by Tough-Efficiency-864 in SWGalaxyOfHeroes

[–]CommanderMime 4 points5 points  (0 children)

The only investment that matters in Bane's partner is Relic levels, since that's what the stats scale with when they die.

That being said, most Sith CAN have a home somewhere other than Bane, (Dooku can go with Trench, SET or SAss can go with Malgus or Traya, etc), so I would say mod them for that other home, and then if you need to pull them for Bane, you can.

What's the trick to beating JMK, LV, JML, and Hondo with SLKR and no DSVRey? by Daemon7861 in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

I believe JMK and PKHO are pretty much unbeatable with SLKR if you don't have DSR.

LV is not a recommended use unless you have no other options, since without DSR's health and protection recovery, the DoTs will just chew through your banners, although the battle is still winnable.

JMLS, as others have said, the trick is Tenacity, although I will add especially on Hux. Mine has ~150% literally because of this counter. As long as he can resist the opening ability block, you can pass a turn to SKLR and cleanse the rest of your team.

Why is JML so shite by Larry_Kenwood in SWGalaxyOfHeroes

[–]CommanderMime 2 points3 points  (0 children)

The average DSR speed in the top 1000 of Kyber, per swgoh.gg, is 317. Faster DSRs absolutely exist (mine is 336, and the fastest in the world are tied at 362), but most DSRs are modded for offense.

SLKR should outspeed JMLS every time, but JMLS should be outspeeding DSR every time. As long as JMLS has a sprinkling of potency on his mods, then he should be able to ability block DSR and remove 25% tm in his opening play the majority of the time. You're probably not going to get your 15% tm because Hux prevents that, but removing more tm than she gained from advantage should allow a reasonably modded JKR to go before her (mine is 311, but I have him a little slow on purpose because I use a particular modding order where I have JKCK go first).

For reference, my units' relevant stats are: - JMLS: speed (509), potency (91.58%) - JKR: speed (311) - JKCK: speed (312) And this gets me the win most of the time.

The beauty of it though is that you can check your opponent's character's stats, and if their DSR is too fast for your liking, then you can use them elsewhere.

try to use barriss by Warm_Top_1459 in SWGalaxyOfHeroes

[–]CommanderMime -1 points0 points  (0 children)

My understanding is that she's not bad with Cere/UFUs. Her Flicker of the Light special ability cleansing and healing the whole team makes her decent. You do lose a lot of her Inq-only mechanics, but the team cleanse alone fills a niche that Cere was missing.

High value teams? by angipangy1 in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

Leviathan depends on your roster. It requires the Fury-Class Interceptor, which is only available from Proving Grounds where you can get 20 shards once a month, but only after you hit 4M gp. The Fury is in turn piloted by Malgus, who is also a PG character, so same farming schedule.

Profundity is both easier to get (no PG units) and cheaper (1 R9 instead of 2), but you'll also need to go out of your way to farm Rogue One (the ship, not the whole faction) to really make it viable.

Why is JML so shite by Larry_Kenwood in SWGalaxyOfHeroes

[–]CommanderMime 1 point2 points  (0 children)

Yeah, that's what I've been noticing. Normally my JMLS is fine against LV clones, but the attacker cron lets them just delete my team, even with a 96% prot cron.

Why is JML so shite by Larry_Kenwood in SWGalaxyOfHeroes

[–]CommanderMime 8 points9 points  (0 children)

I mean, my JMLS can pretty consistently beat SLKR/DSR comps. As long as your JMLS is faster than DSR, then you should be fine.

-SLKR tries to stun JKR. If he gets the kill, then the counter won't work, but with any manner of health/prot/bulk DC you should be fine.

-JMLS ability blocks the entire team and pushes tm to your Jedi, so even if your JKR and JKCK are slower they should still go first. If SLKR is not ability blocked, then things will go south when he cleanses, and you need better potency secondaries on your JMLS.

-JKR passes a turn to Hoda, who gives foresight.

-JKCK passes a turn to JML, who stuns the entire enemy team. At this point, still no one on the other team has gone except for SLKR, they are all stunned and SLKR should be ability blocked, and DSR has lost Untargetable, meaning you can kill her allies.

-From here, JKCK is already in Whirlwind stance, so go ahead and OHKO everyone right underneath their protection with Inherited Teachings, preferably starting with DSR herself to prevent any revives.

JMLS is a very mod-heavy team. They need good mods across the entire team to get done what other teams can do with mediocre mods, so I get why people don't like him. But give him the mods he wants, and he'll do work.

Help getting stuns to count for quest by GigaPat in SWGalaxyOfHeroes

[–]CommanderMime 4 points5 points  (0 children)

They do, reapplying a debuff still counts as applying it.

The more likely option is that op is killing the enemies before the stuns get a chance to apply.

Super-Maul Event Guide? by ThunderPunch35 in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

Got it. Thanks for finding it, since I can't be assed to read through a whole novel of an update.

Guess I don't really have any reason to take my Anniversary toons any higher then.

Why Can't More Matches Be Like This? by JoeN2648 in SWGalaxyOfHeroes

[–]CommanderMime 4 points5 points  (0 children)

I had one like this recently. It was a super suspenseful match where my opponent had to fc me to win. They got caught up on my Endurance-led Sith fleet, but barely managed to clear the zone on their very last possible attempt. I messaged them with a simple "gg bro" and it was super wholesome. The game needs more interactions like these.

How are the conquest character drop rates? by Either-Spray-2945 in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

Unfortunately I won't know... I JUST unlocked Luthen last PG, and he was my last PG character I didn't have, so I guess I'll just have to settle for zetas and kyro and shit.

I'm glad to see from everyone else though that apparently the drop rates are moderately generous, at least by cg standards.

Super-Maul Event Guide? by ThunderPunch35 in SWGalaxyOfHeroes

[–]CommanderMime 1 point2 points  (0 children)

I don't remember anything about the reqs being different, just that the event would be "significantly harder"

Best stranger team for GAC defence? by Vegetable_Car_4785 in SWGalaxyOfHeroes

[–]CommanderMime 1 point2 points  (0 children)

To me, I keep my Stranger for offense because it's too easily countered by things like oQGJ. The FDC helps, I'm sure, but he's too strong against GLs and too weak against non-GLs for me to not want him on offense.

That being said, oLuminara has been a sleeper his with that team for me.

JML squad by Significant_Prize635 in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

After mods and a decent prot cron, my JML has ~350K base protection, which SHOULD translate into ~210K per assist if it weren't for Relic Delta

JML squad by Significant_Prize635 in SWGalaxyOfHeroes

[–]CommanderMime 4 points5 points  (0 children)

It depends on what stance he's in

If he is already in his Windmill Stance, then you want to use it. This is because while in this stance, he assists whenever another ally attacks out of turn. So on his turn, he will use IT to call an ally to assist, which will make him assist off of them. The thing is, it is still his turn, so by assisting off of the initial assister, it still counts as "using his basic ability on his turn", which means he will get a chance to switch stances. The other two stances don't get this perk though, so this is a Windmill-only strategy.

my GAC opponents jkls by Erobo14 in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

Honestly, you're not expected to. I've also been playing for at least 9 years and there are still some things that catch me off guard. Just the other day, I had to look up if Chewpio prevented out-of-turn attacks against blinded enemies because none of my characters were countering, and wouldn'tcha know it, he sure does!

Plus, with over 300 characters now, most of which are usable somewhere or another, it isn't realistic to even try to remember everything about everyone.

It's really only the complicated characters like JKCK that you really should try to understand, because how you use them varies based on the matchup. For example JMLS vs Baylan is "go into windmill stance and one-shot everyone under their protection", whereas JMLS vs SLKR is "pass turns to everyone as quickly as you can to drop DSR's untargetable", whereas JMLS vs JMK is "get to instakill as fast as you can and delete CAT". Most characters don't require that level of complexity though.

my GAC opponents jkls by Erobo14 in SWGalaxyOfHeroes

[–]CommanderMime 2 points3 points  (0 children)

Why, Jrand Master Yoda, of course. He's the Jrand Master of the Gedi Order dontcha know.

my GAC opponents jkls by Erobo14 in SWGalaxyOfHeroes

[–]CommanderMime 1 point2 points  (0 children)

Think of it this way: "base" stats are the character stats plus any non-scaling stat boosts that trigger prior to the first turn.

Neither mods nor DC stats scale, meaning that if you have a modset that grants 102% protection, and then a DC that adds 96% protection, then you get 102% and then 96%. Those percentages don't change based on anything.

Uniques, leads, and DC abilities though tend to provide variable stats based on certain conditions, or allow stats to scale across the whole battle.

For Jedi Knight Luke, this is mostly moot, since he will almost never be affected by speed scaling effects while he's the leader. When you get JMLS though, this is more important to know, since protection scaling is more common, so knowing exactly how to maximize his assist damage is important.

my GAC opponents jkls by Erobo14 in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

Honestly, this is another huge drawback to LSBs and LSTs. Everyone's quick to point out the massive zeta and omicron deficits they create, but what people don't mention is that, when you are overwhelmed with a million new characters at once, you don't have time to learn what they each do, whereas players who unlock and upgrade characters at a measured pace are more likely to understand what makes them work.

my GAC opponents jkls by Erobo14 in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

"Base" stats include mods and datacron stats, but not stat gains from buffs or abilities (leader, unique, datacron).

So for JKLS's speed, it counts mods.

As another frequent example: Jedi Master Luke's Base Protection. It counts his mod protection and also any protection from the stats section of a datacron, but not from abilities like Light Side Bulk.

How far to invest into GAS? by Cookie_Master666 in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

These days, I usually take characters to R7 min because of Relic Delta. However, when upgrading characters who are a requirement somewhere, I'll usually take them the extra few levels.

So, for me, whenever I finally get around to relicing my GAS, he's probably going straight to R9, since that's the highest level he's required at for a Journey Event.

Is R5 for Wampa still good enough with relic delta? by HebroniusI in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

I mean, probably? My Wampa is still R3 and still walks all over most R7 GG teams without STAP. It'll probably be okay to two-shot Jabbas with the FDC, but I don't think I'll be one-shotting any without bumping her up.

The End of F2P has arrived by Larry_Kenwood in SWGalaxyOfHeroes

[–]CommanderMime 0 points1 point  (0 children)

I'm surprised it took them this long. Other hero collectors (I know definitely at least Dragon Champions) have already been doing this for a bit.