Post by Deleted on Jul 13, 2016 6:53:47 GMT
Heya, fellow Ewoks! This is by no means a guide. It's more of a collective effort in order to get the most from the 07132016 update that gave us mods.
What are Mods?
- Mods are the new and fifth point of progression! I'm not going to go into too much detail in this section... But, all your gear and stats will contribute to mods rather than the character (in which, mods contribute to). What do I mean? Mods give a percentage buff on the set bonus. So, the higher the number getting the bonus, the higher the set bonus! Mods have certain shapes that fit into the slots on your mod sheet. Circle mods go into the circle slot. The symbol in the middle of the mod lets you know what type of mod it is without reading the name of the mod. The Rarity is noted by the dots on the top of the mod, going up to a max of 7. The grade of the mod is symbolize by the color of the mod, following the same rankings of gear of grey > green > blue > purple > orange. Mods can be leveled up to a max of level 15. As you level a mod, it will increase it's grade. Each grade adds a secondary stat and each level increases the bonus. Max level mods also provide increased set bonuses. After paying, the experience bar will fill. There's a chance for it to fill 100% and advancing a level, but it will likely only fill partially.
Set Bonuses -
How do I get Mods?
- Mods are earned via the new Mod Table that uses Cantina Energy for everything. After beating the third table, you unlock Mod Challenges. The mod table is formated so that each stage gives you all the same type of mod. The mod table only rewards rarite 1 and 2 mods. All stage 1 mods will be HP mods. All stage 2 mods will be Defense mods. Each node gives a mod for a certain slot, the last node giving a mod for a random slot. This continues and follows the chart below up to stage 8. Completing each stage will unlock Mod Challenges. Mod Challenges award higher rarity mods!
This information may or may not be correct, it's only what I've been told. The tier requirements are based off the HP Mod Challenge and may not hold true for all.
You can use sim tickets after getting 3 stars.
Each challenge is broken down into three tiers:
Tier 1: Requires 3 members of at least 3 stars. Cost 10 energy and rewards rarity 1, 2, and 3 mods. Enemy level is 50.
Tier 2: Requires 4 members of at least 4 stars. Cost 12 energy and rewards rarity 2, 3, and 4 mods. Enemy level is 70.
Tier 3: Requires 5 members of at least 5 stars. Cost 16 energy and rewards rarity 3, 4, and 5 mods. Enemy level is 75-80.
General Tips and Thoughts - (Please add to this)
1. Is it worth to level low rarity mods? After you find higher rarity mods, you can cheaply remove your level'd mods to give to other characters. This will help expand the usefulness of your roster as you trickle down your mods, making Galactic War easier!
2. Healers that heal based of their own HP will heal for more with Health mods! This doesn't mean the best answer is to have 6 Health mods, it's just something to consider.
3. Should I just add Health mods to all my characters? Based off my time in Summoner Wars (same system), no! Mods should generally play towards your characters' strengths. It does give you the option to make Rey a tank. But, being a tank isn't Rey's strength. She might get more attacks in with if you give her 6 Health mods, but they'll only tickle characters that are built to tank that will likely have Health mods, as well. It's still an option, though! Characters should ultimately be build to your playstyle. This is something you should test and find the right combo that works for you.
4. Trailing off the last point, mods give secondary stats! Though these secondary stats aren't as beneficial as a set bonus, it does mean someone stacking Health mods will also be boosting their other stats. Pay attention to these! Not all mods are made the same. If you're going for a bulky tank build, you're going to want to add the Health/Defense mods with defensive secondary stats! Or, you may want to have secondary to help slightly augment their damage. This is something else to consider.
5. What about Gear and Stars? They still have meaning. They add to the base stats, increasing the bonuses gain from percentages. If adding gear gives your character and extra 1k Health, than a health bonus that gives 15% more will be more beneficial due to the increased base stat. Stars are still needed as a ticket to entry! Meaning, your 6 star Rey may be stronger than an unmodded 7 star Rey. But, she isn't getting into Heroic Raids due to not having 7 Stars.
7. Mod Table battles count as Hard Battles for the daily achievement! Not as Cantina Battles.
8. The Arrow Mod can give primary stat for +Speed. This is very important! It's a flat number, and a Mk5 Mod will give +30 speed! That's a ton of speed, more than a set bonus of Speed mods will grant. So, if you're looking for to make a speedy character, that's the mod you want! Very important in the Arena and for characters such as Jawa Engineer where going first can be the difference between a win or a loss.
Additional Resources -
Team Skunk's Mod Guide
Team Skunk's Tracking Tool (salaciouscrumb)
What are Mods?
- Mods are the new and fifth point of progression! I'm not going to go into too much detail in this section... But, all your gear and stats will contribute to mods rather than the character (in which, mods contribute to). What do I mean? Mods give a percentage buff on the set bonus. So, the higher the number getting the bonus, the higher the set bonus! Mods have certain shapes that fit into the slots on your mod sheet. Circle mods go into the circle slot. The symbol in the middle of the mod lets you know what type of mod it is without reading the name of the mod. The Rarity is noted by the dots on the top of the mod, going up to a max of 7. The grade of the mod is symbolize by the color of the mod, following the same rankings of gear of grey > green > blue > purple > orange. Mods can be leveled up to a max of level 15. As you level a mod, it will increase it's grade. Each grade adds a secondary stat and each level increases the bonus. Max level mods also provide increased set bonuses. After paying, the experience bar will fill. There's a chance for it to fill 100% and advancing a level, but it will likely only fill partially.
Set Bonuses -
- Health - Requires 2 mods. 2.5% health and 5% on max level.
- Defense - Requires 2 mods. 2.5% defense and 5% on max level.
- Critical Damage - Requires 4 mods. 15% Critical Damage and 30% on max level.
- Critical Hit - Requires 2 mods. 2.5% Critical Chance and 5% on max level.
- Tenacity - Requires 2 mods. 5% Tenacity and 10% on max level.
- Offense - Requires 4 mods. 5% Offense and 10% on max level.
- Potency - Requires 2 mods. 5% Potency and 10% on max level.
- Speed - Requires 4 mods. 5% Speed and 10% on max level.
How do I get Mods?
- Mods are earned via the new Mod Table that uses Cantina Energy for everything. After beating the third table, you unlock Mod Challenges. The mod table is formated so that each stage gives you all the same type of mod. The mod table only rewards rarite 1 and 2 mods. All stage 1 mods will be HP mods. All stage 2 mods will be Defense mods. Each node gives a mod for a certain slot, the last node giving a mod for a random slot. This continues and follows the chart below up to stage 8. Completing each stage will unlock Mod Challenges. Mod Challenges award higher rarity mods!
This information may or may not be correct, it's only what I've been told. The tier requirements are based off the HP Mod Challenge and may not hold true for all.
You can use sim tickets after getting 3 stars.
- Health - None
- Defense - Jedi
- Critical Damage - Jawa
- Critical Hits - Scoundrels
- Tenacity - Rebels
- Offense - First Order
- Potency - Empire
- Speed - Resistance
Each challenge is broken down into three tiers:
Tier 1: Requires 3 members of at least 3 stars. Cost 10 energy and rewards rarity 1, 2, and 3 mods. Enemy level is 50.
Tier 2: Requires 4 members of at least 4 stars. Cost 12 energy and rewards rarity 2, 3, and 4 mods. Enemy level is 70.
Tier 3: Requires 5 members of at least 5 stars. Cost 16 energy and rewards rarity 3, 4, and 5 mods. Enemy level is 75-80.
General Tips and Thoughts - (Please add to this)
1. Is it worth to level low rarity mods? After you find higher rarity mods, you can cheaply remove your level'd mods to give to other characters. This will help expand the usefulness of your roster as you trickle down your mods, making Galactic War easier!
2. Healers that heal based of their own HP will heal for more with Health mods! This doesn't mean the best answer is to have 6 Health mods, it's just something to consider.
3. Should I just add Health mods to all my characters? Based off my time in Summoner Wars (same system), no! Mods should generally play towards your characters' strengths. It does give you the option to make Rey a tank. But, being a tank isn't Rey's strength. She might get more attacks in with if you give her 6 Health mods, but they'll only tickle characters that are built to tank that will likely have Health mods, as well. It's still an option, though! Characters should ultimately be build to your playstyle. This is something you should test and find the right combo that works for you.
4. Trailing off the last point, mods give secondary stats! Though these secondary stats aren't as beneficial as a set bonus, it does mean someone stacking Health mods will also be boosting their other stats. Pay attention to these! Not all mods are made the same. If you're going for a bulky tank build, you're going to want to add the Health/Defense mods with defensive secondary stats! Or, you may want to have secondary to help slightly augment their damage. This is something else to consider.
5. What about Gear and Stars? They still have meaning. They add to the base stats, increasing the bonuses gain from percentages. If adding gear gives your character and extra 1k Health, than a health bonus that gives 15% more will be more beneficial due to the increased base stat. Stars are still needed as a ticket to entry! Meaning, your 6 star Rey may be stronger than an unmodded 7 star Rey. But, she isn't getting into Heroic Raids due to not having 7 Stars.
7. Mod Table battles count as Hard Battles for the daily achievement! Not as Cantina Battles.
8. The Arrow Mod can give primary stat for +Speed. This is very important! It's a flat number, and a Mk5 Mod will give +30 speed! That's a ton of speed, more than a set bonus of Speed mods will grant. So, if you're looking for to make a speedy character, that's the mod you want! Very important in the Arena and for characters such as Jawa Engineer where going first can be the difference between a win or a loss.
Additional Resources -
Team Skunk's Mod Guide
Team Skunk's Tracking Tool (salaciouscrumb)