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swgoh finalizer event strategy

Home / swgoh farming guide 2021. swgoh farming guide 2021. Keep in mind that these abilities, when activated at the start of battle, do not inflict debuffs. Use Kylo’s Shuttle to ability block Hound’s Tooth (this ability block can’t be resisted) in order to prevent it from putting Breach on an ally and making your life much harder. The turn order for the opening salvo in a Finalizer battle (especially against Negotiator) is where you’ll need to think most carefully about what ability to use (see the section above: 3. vs Negotiator for a breakdown of the correct turn order and ability usage), after that it’s somewhat more clear. Keep a close eye on the amount of turn meter that your target has so you’ll know whether Silencer is going to stun or gain advantage. More than that however, we have Command Shuttle’s unique abilities. If this ship dies in 3 hits instead of 1, it’s served you well by soaking up damage that might otherwise go to Silencer. Since Finalizer lacks a tank of its own, and makes such good use of Xanadu Blood as a reinforcement, Hound’s Tooth’s incredible toughness is extremely useful in helping protect the comparably vulnerable TIE Silencer. My strategy: HT, KRU, Shuttle to start. How is your finalizer ? This ship and the correct usage of it are possibly the defining factor for someone who truly understands the First Order fleet faction and someone who has passing familiarity. This increases your odds of landing stuns on Eta-2 from about 60% to 85%, which is the equivalent of landing 4 out of every 5 attempts to stun, as opposed to 3 out of every 5. First Order TIE is very straightforward to use, but will see less use by players with a weaker First Order TIE Pilot. Took about 4 or 5 tries but got it without much trouble. The matchup with Malevolence is highly unfavourable for Finalizer fleets, since much of the control abilities of the fleet have little to no effect on Malevolence. A nice little boost to help Finalizer keep up after the initial first turn speed boost disappears. Totally agree about the Finalizer’s abilities, basic seems like the best thing to do (other than apply Hunted to specific targets), especially when calling Silencer. SF TIE has a bigger health pool, and therefore gains a bigger health boost from Finalizer, making it tankier for the frontline and more likely to survive (though you have to be careful not to outstrip Silencer, because you want the enemy AI to target SF TIE). I didn’t quite reach the bonus stage this time, does it require anything the other stages don’t? Hound’s Tooth is there to absorb damage while Silencer burns through your opponent. So, that’s a lot to unpack. function changeStats(val){ The bonus event can be refreshed 19 times for 999 crystals each time. Press question mark to learn the rest of the keyboard shortcuts. Where possible try to spread target lock to help boost Silencer’s offense. Kylo’s command shuttle is less immediately powerful, but it does make battles against Negotiator fleets a bit easier by removing the immediate impact of reinforcements. Both Kylo ships and HT starting, Vader as first in, then I've used boba as the second. Publicado en 24 enero, 2021 por . Until Finalizer is faster than a max Silencer, I don’t advise this matchup (For reference, a 7 star G12 zHux and a 7 star Finalizer OR an R5 zHux with 6E mods and a 5 star Finalizer is faster than an R7 fully maxed TIE Silencer. It's easier with Xanadu as a reinforcement (with his reinforce ability maxed). The ability to cleanse an ally can be helpful as well, to clear daze off Silencer and allow it to assist and gain turn meter again. So First Order TIE Fighter’s ability doesn’t inflict Target Lock, it only gives allies a turn meter boost. How these abilities come into play is fairly straightforward for the most part. Also gives a 50% chance to gain advantage (2 turns) whenever a First Order ally is damaged. SF TIE’s AoE special ability is much less useful, only doing work when key enemy ships are hiding behind taunt and very nearly dead, which is rare, and triggering Silencer’s offense gain and Command Shuttle’s cooldown reduction by inflicting damage over time effects on all allies. So the turn meter boost falls somewhat flat, while SF TIE’s potency boost and tenacity reduction have a more noticeable effect, making you far more likely to land Silencer’s stun and SF TIE’s ability block and damage over time effects. Super lame execution, guys. This ability isn’t triggered for frontline ships, despite the whole activation of frontline ship reinforcement abilities. The aoe special does comically low damage even when you have a hunted target. FacebookTwitterGoogle+LinkedIn Boba’s Counters is a page full of tactics and videos on swgoh counters for gac and TW provided to you by Boba’s Alliance. It’s a solid damage dealer that can inflict target lock and deal big damage with its special ability. This lineup has all the necessary tools to beat a Negotiator or Rebel fleet. Kylo Ren’s Command Shuttle: Remove 20% turn meter from enemy ships when they are called in as Reinforcements. Basically, if I could not land Breach on someone it was pretty much over (Fives was my choice, the Ywing seems to have higher tenacity). Marquee Schedule ; News; Login Characters; Panic Farm The … Stats displayed are for unit at max level with max stars. Players with high relic pilots will find more use since the damage dealt is more significant and can match the usefulness of bringing in a ship like Xanadu Blood who can call an assist from Silencer. I only had a g7 3* Hux but I took the Finalizer to 85. With only G12 I’ve found the ship to be lacking compared to the other reinforcements listed above, as it doesn’t do a whole lot to complement TIE Silencer. In almost all circumstances that you are able, you want to give Silencer turn meter and call it to assist. For this reason it’s important to practice in fleet arena if you can before trying any matchups with Finalizer in Territory WarS or Grand Arena. It removes all turn meter from target ally and grants all allies +40% turn meter, plus a further 25% of the targeted ally’s lost turn meter. In a post today Capital Games (finally) announced some new content to Star Wars Galaxy of Heroes. 9. Two new Capital Ships, the Raddus (Light Side, Resistance) and the Finalizer (Dark Side, First Order) will be joining the holotables. And a GoFundMe. As such First Order TIE serves primarily as a reinforcement. It gains turn meter and reduces its cooldowns whenever an allied First Order ship is damaged. Then targeted healers. Next Event: 2021-01-31. We touched on this a little above, but here let’s discuss the specifics of why SF TIE Fighter is chosen for the frontline and why regular First Order TIE Fighter is usually not. The constant advantage gain will mean Silencer scores frequent critical hits, thus restoring health thanks to Finalizer’s crew ability. The counter it gives to ht means ht stays free of debuffs. Recommended Ship Strength and Upgrade Priority). Had G12 Kru/FOTP, G11 Kylo, others were G8. This one is a little trickier to place, as you either want to put as little investment in it as possible due to the lack of utility it provides, or you want to go all out and make it a monster by giving as many relic levels and 6E mods to the pilot as possible. That said, Thrawn’s Artist of War Legendary Event will severely test every player who desires Thrawn at 7*. Basic ability that has a 50% chance to hit twice, with each hit having a 60% chance to inflict target lock for 2 turns, Special ability that hits hard and comes immediately off cooldown if used on a target locked enemy, Unique ability that gives First Order TIE 15% turn meter every time a target locked enemy is damaged by an attack, Reinforcement ability inflicts target lock on target enemy for 2 turns, which can’t be resisted or evaded. CLS can’t be unlocked without R2 at 7* and R2-D2 requires a … So even though it’s not a top fleet currently, there’s a good chance that working on the fleet will work out well for you in the long run. FOTF will add some damage, but you really need to keep that taunt up and not let KRU die. Fourth Turn: Next you’ll have to weather turns from Negotiator and Anakin’s Eta-2 if you didn’t manage to stun him. The health and healing boosts that Finalizer provides First Order allies are very clutch, and allow TIE Silencer to survive much longer on offense than you’d expect. Key among those being the ability to inflict Buff Immunity with a special ability. It also has the benefit of triggering Command Shuttle’s unique when damaged, as opposed to calling another reinforcement. Even SF TIE’s AoE has slight utility by providing a means to boost Silencer’s offense. Having at least one option for each is essential. SF TIE inflicts it with its basic on a critical hit (also boosted by the bonus potency), whereas First Order TIE has a 60% chance to inflict it with its basic, and a 50% chance to try again. Stun ETA when possible, use Vader and KRCS to get rid of taunts, I really appreciated KRCS specials and its basic will help keeping it alive (protection up). For reference, not counting start of battle turn meter boosts (which are nonexistent in the current meta), the next fastest ship in the game is Gauntlet Starfighter, with 216 speed, thanks to its unique ability that grants a speed boost based on Empire allies. Reinforcements gain Advantage for 2 turns, and First Order reinforcements gain 25% Critical Damage till the end of Battle. WØRLD ALLiΔNCE Discord Server:https://discord.me/WORLDAllianceWØRLD ALLiΔNCE Website:https://world-alliance.co This fight requires very specific turn control: First Turn: Your first turn should always be Finalizer, which might be tricky if your General Hux or Finalizer itself is low stars and your TIE Silencer is maxed. The Command Ship is great, but watch out for Daze debuff, your own ships won’t gain TM from his special when they have it, and they do have it often. My strategy was breach on enemies. The massive speed boost that Finalizer receives based on how many First Order allies are in the starting lineup allows Finalizer to take the first turn in almost every battle. 8. Try to stun Anakin’s Eta-2, which will have an 85% chance to land thanks to all the bonus potency from First Order SF TIE Fighter. The assist call is very useful for dishing out damage by calling Silencer to assist, while also giving Silencer advantage, if targeting an enemy without crit immunity this will also likely heal Silencer. Calling TIE Silencer to assist will deal too much damage. Ebon Hawk has a few handy bonuses that can make it more or equally useful to Cassian’s U-Wing. It’s important to watch out for enemies with crit immunity for this reason, as they will prevent Silencer from healing. All that extra health combined with the 25% health recovery on a critical hit makes Finalizer fleets capable of surviving longer than you’d expect, especially thanks to all the advantage that gets spread around. The turn meter removal and healing immunity are unreliable and unimportant, but the buff removal and irresistible ability block are crucial for dealing with Hound’s Tooth and other tanks, meaning this ability sees frequent use, And finally, Command Shuttle’s reinforcement ability removes 20% turn meter from enemy reinforcements when they reinforce, and gains 20% turn meter at the same time. I did all three bounty hunters and FO as reinforcement. Give First Order allies Defense Penetration Up and Offense Up for 2 turns when using Finalizer’s ultimate ability. Any extra health, protection or tenacity is always welcome on this monster. Basic ability stuns enemies that have above 50% turn meter, and gains advantage if enemies have less than 50% turn meter, Deals double damage with special ability if Silencer has advantage, and gains 20% turn meter and foresight (2 turns) if the special ability defeats an enemy, Gains 10% turn meter and 15% stacking offense whenever damaged, or whenever damaging a target locked enemy, Gains +25% offense and Afterburner when called as a reinforcement or used in the frontline of a Finalizer fleet, Afterburner reduces Silencer’s cooldowns by 1 whenever attacking with advantage. That said, the only important factor in Finalizer’s speed is being able to take a turn before TIE Silencer, which can be achieved with 161 speed or more on Finalizer (G12 7-star Hux and 7-star Finalizer is enough for this), and is crucial when facing fleets that use Hound’s Tooth, to put Hunted on Hound’s Tooth before allies start attacking other ships, thus preventing Hound’s Tooth from gaining bonus turn meter and breaching an ally and taunting. Besides that, we come to the reasons why we choose Command Shuttle for the frontline. The Finalizer fleet relies heavily on TIE Silencer as the primary damage dealer of the fleet, so it’s much more effective to call Silencer to assist than it is to try and use either other TIE as a damage dealer. Kill Y-wing, drop protection from Sarge, kill Anakin. SF TIE needs to be at least 1 speed faster than Anakin’s Eta-2 and Negotiator, which can be achieved at G12 with two G12+ gear pieces, or with some 6E mods. Finalizer gives First Order ships a whopping +50% max health, which is a lot, especially considering that most ships have more health than protection. Thanks to Finalizer activating all reinforcement abilities, the Command Shuttle often allows allies to take a turn before fresh enemy reinforcements, which can be incredibly handy when dealing with ships like Ahsoka’s Jedi Starfighter, Hound’s Tooth or Plo Koon’s Jedi Starfighter. This bonus is up to 45 extra speed (+15 per First Order ally), and with a fully maxed Finalizer … More Critical Damage, Speed and Turn Meter as well as 5% Health & Protection recovery whenever a First Order ally gains a status effect. I see you let it at lvl 72, so I guess you had to choose between some abilities to up, what did you choose ? And lastly of course there’s the stats of SF TIE vs First Order TIE. Not to mention that calling Silencer to assist is a potential stun, while First Order TIE can only deal single damage and potentially inflict target lock. However I can see with greater damage output and health FO TIE might be a solid finisher, or be able to take Silencer’s place somewhat if RNG screws you over and Silencer is destroyed. General's Command. I Recommended Ship Strength and Upgrade Priority. Stun anakin and the y wing as much as possible, feed turn meter to silencer being mindful of daze. Yeah but Kru hitting for 200k+ after almost no time is pretty cool. At the start of battle, the Finalizer gains 15 Speed for each other active First Order ally until the end of its first turn. A stronger Command Shuttle can’t hurt either, as it is quite tanky, and the longer it can survive the longer it can dish out turn meter and advantage to Silencer. I edited the original post already - made an error taking the screenshot. The primary benefits of Hunted, and the best uses for it are the bonus turn meter prevention and reduction of damage from out of turn attacks. Two abilities, lots of speed and damage output and a stun on basic. However for anyone who uses Hound’s Tooth elsewhere you will obviously prefer a different set of reinforcements. Nute … For all my SWGoH related content check out my SWGoH page. SF TIE’s primary use in the Finalizer fleet is its assist call and reinforcement ability. These effects can’t be resisted by Resistance or Hunted enemies. If the target enemy is target locked, SF TIE gains 30% turn meter, AoE special ability that inflicts damage over time for 2 turns on all other ships (even ally ships), Reinforcement ability that gives all allies +40% potency (doubled for First Order allies, so +80%), and reduces the tenacity of all active enemies by -20% (doubled against Resistance enemies). 50% of the lost turn meter is given to First Order allies instead of 25% (Command Shuttle can target itself, but is treated as though it has 0% turn meter to share). (5) Ebon Hawk/Cassian’s U-Wing 5 stars, G8. Finalizer fleets have great potential for the future, since CG has strongly hinted that they plan to release pilotless tank ships for each faction to replace Hound’s Tooth, and First Order is way at the top of the list of likely candidates, next to Resistance. This ability sees the least use in a Finalizer fleet, as the other two special abilities usually have greater usefulness in every situation, The last special ability, Advanced Jamming Array, removes all buffs from target enemy, has a 70% chance to remove 30% turn meter and inflict healing immunity for 2 turns (can’t be evaded), and most importantly: inflicts ability block for 2 turns, which cannot be resisted or evaded. Probably the most useful ship in all of fleet, Hound’s Tooth has one of its two most efficient homes here in the Finalizer fleet, having been effectively replaced in Negotiator, Malevolence, Empire and Rebel fleets by pilotless tanks. Beware that stars account for a great deal of the speed of Finalizer, so at 6 stars you may need a relic Hux to achieve this result, and you may need to remove mods from Kylo Ren (Unmasked). Memorise the important abilities of the fleet, specifically what Hunted does, how Silencer can stun, and which of Command Shuttle’s abilities are most useful to you. Some of my guild mates are struggling to get Hunted on him at the start, as you can see I have G12 Hux so I seem to have the speed to do that before the Y Wing gets its taunt up. New comments cannot be posted and votes cannot be cast, More posts from the SWGalaxyOfHeroes community. On the surface this seems very strong, however in practice the Finalizer fleet’s key players are already faster than most other ships in the game, so a 15% turn meter boost is less useful than the potency boost and assist call of SF TIE. The most common usage for the Finalizer fleet is as a secondary offense fleet in Territory Wars and Grand Arena Championships, as Finalizer fleets are able to hard counter Rebel fleets that might be placed on defense, and can beat anything that isn’t Malevolence fairly reliably. An AoE attack that deals 100% more damage for each Hunted enemy. Silencer is, besides Finalizer itself, the most important ship in a Finalizer fleet. This stun isn’t crucial but it makes the match easier. SWGoH Panic Farm Calculator BETA. After killing Eta-2 your goal is just to survive and deal with what’s left. Malevolence is unique among fleets currently, as it asks you to step away from the conventional fleet arena strategy of calling as many reinforcements as possible as often as possible. Like the other reinforcements, Xanadu Blood doesn’t really need gear to serve its purpose in the Finalizer fleet, but as a damage dealer, having G11 or higher is handy. The most effective capabilities of the Finalizer are centred around 4 parts of its kit: The Hunted unique debuff, the start of battle speed boost it receives from First Order allies, the health and healing boosts it provides First Order allies and the fact that it triggers First Order allies’ reinforcement abilities at the start of battle. For more info look at section 9. Afterburner: When TIE silencer attacks with Advantage, reduce its cooldowns by 1. As well as inflicting breach with numerous abilities. The two primary uses for Command Shuttle are to distribute turn meter and advantage to TIE Silencer with Surprise Raid, and to use Advanced Jamming Array to remove taunt from enemy tanks and put ability block on them to prevent them from taunting again. Inflict Offense Down and Target Lock for 3 turns with its first special ability. To achieve this you may need to use First Order SF TIE Fighter’s AoE, basic ability, or call Kylo Ren’s Command Shuttle to assist. This ability isn’t extremely useful aside from providing a Target Lock enemy for Silencer to build offense stacks by attacking, and hampering the damage output of certain ships like Anakin’s Eta-2 Starfighter. I’ll explain in more depth the reasoning for choosing SF TIE over TIE Fighter in the starting lineup in section 7 of this guide. This variation is probably the most efficient, as it doesn’t steal any ships from other optimal fleet lineups. Here is a look at some of the post from the EA SWGoH forums: An update to… Did it with a similar strategy but a g8 Hux.

Just keep feeding TM to Kylo as often as you can so you can trigger another fully charged Ultimate. Just hot 7* thrawn with sabine instead of chopper. The final pillar of the Finalizer kit is the fact that it activates the reinforcement abilities of all First Order allies in the frontline at the start of battle. For those who haven’t put a lot of investment into First Order TIE Pilot this lineup may be preferable. It also stands the best chance against Malevolence fleets to have both Hound’s Tooth and Plo Koon available to you. If the assisting ally is First Order they gain advantage for 2 turns. Surprise Raid and Advanced Jamming Array see the most usage to keep Silencer taking turns and dishing out damage, and to control enemy tanks to keep them out of Silencer’s way where possible. swgoh. BetterCallMaul. Your ideal first reinforcement is to call Ebon Hawk or Cassian’s U-Wing to strip buffs from enemies, meaning removing stealth from Anakin’s Eta-2 and taunt from BTL-B Y-Wing. No extra requirements but it’s a much tougher fight against Negotiator and what is a top tier fleet arena setup right now. General Grievous’ Malevolence is the best attacking Capital ship in SWGOH. First Order TIE loses half its reinforcement ability straight away (the target lock) because Finalizer’s unique ability to trigger frontline ships’ reinforcement abilities doesn’t trigger debuff applications. Currently there are four First Order ships that can be affected this way, and their reinforcement abilities are as follows: TIE Silencer: TIE silencer gains +25% Offense and the Afterburner buff, which can't be prevented or Dispelled. Also gives all allies 15% turn meter. You will want Kylo Ren’s Command Shuttle to go next, which should be easy enough with his +40 speed boost while he has protection.

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