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Return to: Galaxy of Heroes: General Chat
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#Post#: 1031--------------------------------------------------
Galactic War Strategy
By: yhtzee Date: December 28, 2016, 1:20 pm
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I keep getting full mod, 7*, gear XI, arena meta death squads
(rebels, droids, empire) on my last GW node and can't seem to
beat any of them. I've tried preserving a full health A team all
the way to the end, or starting with a B squad first, but I
always get wiped. Once I lose the first battle, they start the
next matchup with extra TM so they keep one-shotting all my
dudes with AOE. The fact that I have 30 7* gear8 doesn't seem to
matter since I never get to go. I would like to getting those
extra 400 GW tokens/day.
- how is the opponent calculated these days? Does equipping mods
affect the strength of my opponents?
- am I supposed to be moving mods around as I'm going? I only
have 1 full set of 5pip health mods, but it doesn't it seems
like the credit cost isn't worth it for just the last node.
Should I just be throwing level 1 mods on all my other toons?
- are there toons that are especially helpful in GW that I might
not have? team comps that you're using for the first 11 nodes
could be helpful. I've generally been successful with
Dooku/Barriss/Daka/EE/DPS.
#Post#: 1032--------------------------------------------------
Re: Galactic War Strategy
By: Natewolfman Date: December 28, 2016, 2:00 pm
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I dont know how helpful this is to you, but here is what I do
for GW (Ive only recently started winning again lol)
First 4 nodes as such:
HK47(L), IG88, IG86, B2, GS
Wedge(L), Biggs, Leia, Lando, Ackbar (I used to run lando lead
with fett instead of ackbar)
QGJ(L), Mace, Yoda, Luminara, JC
Palpatine(L), TFP, RG, Vader, Sidious (This is new, Im not sure
about sidious in this roll, but for now it works?)
After that I run my heavy hitting team
Anakin(L), Ahsoka, Rey, Savage, X (X is other toons to get the
turn meter up, I start with whoever got the kill shots in the
previous 4 runs because there turn meter is gone, if im lucky
droids wont matter for this, then move onto other higher level
toons who havnt been used yet)
If I run into a situation in which someone on my heavy hitters
team cant survive I restart the fight and send one of the 4
teams above. Normally I use droids, because they hit so hard I
can often kill 1-2 toons before they even get a hit off (baring
nodes 11-12). Plus if I lose a member of that team aside from
HK, they can be replaced with Poggle, Chief Nebit, or Jawa
Engineer.
When I get to nodes 9, 11, 12 I often have to use sacrificial
teams, and thats the biggest reason for the first 4 teams with
good turn meter up. If Im lucky I can get those teams to kill
half the team then send in my heavy hitters for clean up. If I
end up with the insane node 12 it usually takes everything I
have, normally 3 of the teams above (one is usually gone by this
point), as well as my heavy hitters. With any luck these 4 teams
can take down Shoretrooper, and palpatine (yes it often takes me
4 teams just to take down those 2 toons)
AFTER THAT (lol this is a ton of info) I have a teebo team
standing by, consisting of Teebo and my highest powered toons I
did mention, and a team of Phasma plus my remaining jawas.
Since the addition of palpatine I can finally legitimately beat
node 12, before him it was impossible without random chance of
getting a lucky easy team
Hope that helps :)
#Post#: 1034--------------------------------------------------
Re: Galactic War Strategy
By: EdTostanoski Date: December 28, 2016, 2:16 pm
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I replied in-line:
"I keep getting full mod, 7*, gear XI, arena meta death squads
(rebels, droids, empire) on my last GW node and can't seem to
beat any of them. I've tried preserving a full health A team all
the way to the end, or starting with a B squad first, but I
always get wiped. Once I lose the first battle, they start the
next matchup with extra TM so they keep one-shotting all my
dudes with AOE. The fact that I have 30 7* gear8 doesn't seem to
matter since I never get to go. I would like to getting those
extra 400 GW tokens/day."
"- how is the opponent calculated these days? Does equipping
mods affect the strength of my opponents?'
All GW opponents are calculated as a percentage of your top 5
most powerful toons. The better your top 5, the higher your
opposition, in general (you get easy node 12's sometimes due to
wraparound if your top 5 are over 45k).
"- am I supposed to be moving mods around as I'm going? I only
have 1 full set of 5pip health mods, but it doesn't it seems
like the credit cost isn't worth it for just the last node.
Should I just be throwing level 1 mods on all my other toons?"
The only mods I bought with crystals were 1-3* Speed arrow mods.
Otherwise, I used my 1-2* mods for the challenges, at level 15,
to help my low end, and use progressively better mods as I go up
my toon's strength, saving the best for my arena squad (lots of
speed secondaries, etc). I farmed Empire for Potency Mods, and
Scoundrels for Credits/Crit Chance Mods. Any toon that didn't
use Potency got Crit Chance. Now I farm Crit Damage and
Tenacity (for Jedis).
"- are there toons that are especially helpful in GW that I
might not have? team comps that you're using for the first 11
nodes could be helpful. I've generally been successful with
Dooku/Barriss/Daka/EE/DPS."
I use synergy teams, similar to Tank raids. So, in order of
Node I use them, I have Empire, Jedis, Droids (node 3 is
tougher), Ewoks (built up for Rancor), Nightsisters (my First GW
farm team, with Ventress lead, Daka, Talia, and Initiate, and
Fives), then Rebels (for node 6). This loads all these with TM.
Then I use Nightsisters for 7,8,10, whatever works for 9, and
Rebels for 11. If I have a 12, I throw a team (like droids) to
kill one of their squad, then another team for a second,
grinding them down.
If you have 3-4 other teams besides your best, loaded with TM,
they can pick off a tough team one man at a time, doing some
lasting damage before dying.
Feel free to go to the Guild section and look at my Inventory
for mod advice.
Understand that GW/Tank Raid wants you to spread power, while
Arena/Rancor wants you to concentrate it in a few toons. This
competing tension, and how you use your resources for each, is a
key to the game.
#Post#: 1061--------------------------------------------------
Re: Galactic War Strategy
By: yhtzee Date: January 3, 2017, 10:52 am
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Thanks for the help guys. Just wanted to follow on this. There's
probably some luck involved too, but I've cleared GW the last 5
days straight by just changing my tactics:
- run 5 different synergy squads on nodes 1-5 to boost TM
- run top squad (Barriss(L)/QGJ/GS/Rey/RG) for nodes 6-12.
Switch to basic attacks near end to bring specials off cooldown.
- use remaining chars with boosted TM to finish node 12 if
needed
Everyone on the top squad has 5-6 health mods except Barriss
who's there for the sustain. With multiple assisters and RG's
stun, its easy manipulate the RNG of the first few moves to get
off to a good start.
#Post#: 1063--------------------------------------------------
Re: Galactic War Strategy
By: EdTostanoski Date: January 3, 2017, 11:54 am
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I'm glad to hear it's working for you, yhtzee.
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