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Star Wars: GoH - Galactic War

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I don't get it Silnt.  He's only 5* and he's low gear.  On top of it you should have 10-15 toons at the minimum with full turn meter.  Wipe him out before he moves, which Rey may be able to do herself, and that's an easy team to kill.  Grievous and FOTP have no synergy and Vader is slow and a one-hit wonder. 

 

If you didn't use nodes 1-5 to prep your GW helpful toons then you should consider this a nice lesson learned. 

 

I must be the most horrible player in the world then or maybe I just missed something. That squad wiped out ALL of my toons. All of those characters had all their attacks omega'd out, every single attack. Emperor would stun every one in one shot and I couldn't get a shot off. Then Vader would put 5 dots on everyone and immediately toss his saber and hit someone for 25K. With his death blow, he would then strike someone else. By this time everyone is low health so TIE comes in and finishes someone else off. If i got close to finishing someone off, well RG could taunt and I would be out of sync with QGJ and couldn't remove it in time before someone else died. All of my other squads would get a max of 2 total shots off before being wiped out.

 

I will never claim to know as much as you Sly, but I know there was something wrong with that squad. I threw everything I had in multiple different setups at that squad and could do zero.

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I must be the most horrible player in the world then or maybe I just missed something.

 

You're missing the thing we've mentioned at least a few times here and dozens of times elsewhere.  You need to use the first 5 nodes to prep your entire bench for node 6.  Then take 7 and 8 to restore/reset for node 9.  Then you relax a bit node 10 to prep for 11 and 12.

 

You don't sound like you're doing any prep at all.  You need to have your top 15-25 toons with stored turn meter BEFORE you get to node 6.  If you had your top 5 toons with TM and with skills ready to fire going into node 6 then Rey alone, who I know you have, should have been able to kill a 5* Emperor before he even got a shot off.  Do here second special with here stored TM then she's so fast she might be able to get a second shot, her triple attack, before the Emperor gets his first turn.  You could have had RG or QGJ also with TM and been able to either go for a stun on Emp between Rey's shots or used QGJ's double attack to end the Emperor if Rey had taken enough prot/health to set that up.

 

If you're unable or unwilling to use the first five nodes to set up then GW is very hard.  If you're willing to spend a little more time on those nodes then GW gets very manageable.  There are still occasionally teams down in node 11 or node 12 that won't be beatable but they will be much less common if you're using early GW to set up for late.  

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What I do is get 5 teams and run them in the first 5 nodes.  The order I run them is dictated a bit by opponents so I minimize my loss of protection which I will lose in order to bank TM for future, harder battles.Here are my basic teams:

 

A Team - HK, IG-88, IG-86, Jawa Engineer, Chief Nedbit (~35k power)

B Team - Akbar, STHan, HRS, Phasma, Lando (~33k power)

C Team - Dooku, QGJ, Luminara, RG, Jawa (~32k power)

D Team - Teebo, EE, Chirpa, Rey, Leia (~30k power)

GW Team - Bariss, Chewy, Daka, JC, TR (~30k power)

 

Sly, thanks for reiterating your lesson.  I definitely need to deepen my bench and work on gearing up my healers.  I only have about two "teams"  for GW, with about another team's worth of specialists (Teebo, Emperor) and healers.  Is your C team meant as a stun/dodge-focused team, is your D team an anti-counter toon team?  Does your B team have a specific strategy in mind, or is it meant to be a workhorse team to get through the easier nodes?

 

I realize teams are fluid and can change based on specific matchups/outcomes, I'm trying to gain a better general understanding of GW team groupings.  I'd also like to get to the point where I can pick a team for a node and feel confident I will win.  I feel like too often I'm gaming the RNG with all of the retreats.

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My emperor is 5* with mods on him, but he's soft. 10k health and 5k protection g8. Easily a one shot flurry of blows. Could also just take a basic to knock down his protection and then follow up with whatever killer shot from someone else. You shouldn't always lead with the hard shot because that can easily knock him into taunt range and not kill him off. Better to use a basic to get them low enough for a one shot followup. (or assist followup). Since this is GW, you can play around and retreat to see which RNG combo works best.

 

Sometimes you have to memorize which order to hit. Sometimes you might start basic on emperor and next person will say stun/debuff Rey or whomever is going to be 2nd on kill list. Then third shot will be special assist or whatnot to finish off one of them (RNG can play a role) past the RG taunt.

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Sly, thanks for reiterating your lesson.  I definitely need to deepen my bench and work on gearing up my healers.  I only have about two "teams"  for GW, with about another team's worth of specialists (Teebo, Emperor) and healers.  Is your C team meant as a stun/dodge-focused team, is your D team an anti-counter toon team?  Does your B team have a specific strategy in mind, or is it meant to be a workhorse team to get through the easier nodes?

 

I realize teams are fluid and can change based on specific matchups/outcomes, I'm trying to gain a better general understanding of GW team groupings.  I'd also like to get to the point where I can pick a team for a node and feel confident I will win.  I feel like too often I'm gaming the RNG with all of the retreats.

 

With the exception of my Bariss team, which is just an all-round general team, My teams are basically max synergy teams.  That way I'm able to get the most out of each individual toon.  By putting together teams that can greatly exceed their overall power rating I find its the best way to maximize all of my toons.  Almost every synergy has a particular emphasis (Rebels TM control, droids raw damage and TM, Empire stuns and debuffs,  Jedi healing and taunt removal) but it's dependent on the toons you get in that group.  For instance I've never bothered with Mace Windu so my Jedi team is not quite as good against taunting tanks as they could be.  My Rebels are really good at letting Lando work but I haven't invested much at all in Leia so their ability to focus out someone protected by RG (or before they can self-defend) is a little lower than I like and a little too dependent on the Wrath of Lando.  You have to build these synergy teams anyways to compete in different events so eventually everyone gets rosters like this.   

 

I will occasionally run my son's GW as well.  He has a very poor (for a January server) 'A' team around 26k.  5* Dooku lead, 5* GS, 7* IG-86, 7* Lumi, 5* Ahsoka.  All low 70s (his account is at 79) and all with 1* mods.  But he has a very wide bench because he likes unlocking characters.  Which is great for him since its fun but for the most part having a wide bench is pretty worthless in GW.  So he basically has ~10 characters that are capable of being used in GW.

 

So for him I bring his A team in on node 1.  Because they have no TM advantage that's a great time for Dooku to minimize any damage to my team.  After node 1 I sub out Dooku for a 4* G6 lvl 70 Bariss with 1* health mods.  I will then begin rotating attackers in and out to get them TM.  He has a good Mace Windu, JC, 88, Eeth, STHan, Leia, and Cad Bane.  Because they don't really make a good team like my account has I just bring them all in under Bariss and usually have them all with some TM going into node 6. 

Node 6 I will attempt to keep my 'A' team but with a Bariss lead if at all possible. However if it's a Jedi heavy team or a team where I feel like I need a good dodge (aka high level Rey team) then I may bring in the Arena team.  I'm almost always able to knock it out without losing anyone.  Then I rotate back to the Bariss/Lumi/GS/86/Ahsoka squad for nodes 7 and 8.  If anyone needs health from my top-10 bench, particularly Dooku, I'll sub them in place of 86 or GS to make sure when I get to node 9 I have 10 good characters, all with TM, all with their specials ready to fire, and all with at least full health.

 

After that its just matchmaking.  If I lose more than 1 character in 9, 10, 11 then I reset it.  Ideally I have all 10 characters ready for node 12 which almost always requires me to wipe 5 guys while killing off 1-3 of the primary enemy toons.  I go into that fight setting up so I have a B team I can bring in, with TM, who can still defeat them.  The other day I had a Phasma led JKA, Rey, Fives, RG team.   I was able to use my arena team with Mace in place of Ahsoka to knock out Rey before she moves (IG-86 is my knockout punch since his assist special can take out almost her entire HP).  That left Phasma and Fives at mostly full health and RG (without protection).  I pulled a 5* level 50 or so  Teebo out of the bench and put him at lead with stunners Cad and Eeth and Ashoka, and Leia for damage.  Between the stuns and the invisible attacks that underpowered team knocked them out and only lost one toon.  I still had Bariss lead with STHan to make a C team that could probably handle a toon or a weakened pair of toons but fortunately didn't need them.

 

So it's not like the expectation is that everyone has 25 toons capably of contributing on node 6, 9, 11, and 12.  Just that you use the first 5 nodes to prep the people that can contribute and nodes 7,8, and to a lesser extent 10 to recover from anything they lose out on in those hard nodes.

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For those who skipped previous post: Better to have TM banked on a team that can at least kill off or severely weaken 1-2 key enemies on those super hard nodes than the minimal protection you have saved from not banking TM. They are going to be 1 shot wiped anyway, so better they do some damage instead of just dying without taking a turn.

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