Liking these discussions and very relevant with the raid just dropping. One thing I cant find is that the queen protection seems to just buff each character by a % of their own health (and protection) and not the Queen's. I say this because I think there's a pretty strong case to just build her protection which his cheaper in terms of mods and come out with higher effective hit points all the same except for losing out on some of the prot up. All other bonuses to hp are also occuring to prot and with a slightly higher prot at r9 base and higher multipliers, its easier to get her more beef with protection.
@@overcast7221 Thanks, glad You're enjoying these! Yes you can really bulk her out with Prot, but I think there's too much Health synergy to leave behind. Also, Health is indisputably the better way to mod her in TW with the MQG omi, so if you're a "set it and forget it" modder I'd go for health all the same.
Have you considered changing to prot modding? If the decoy gets more hit points this way, why not? I don't really see extra benefits for Health primaries. Her kit provides bonuses in equal quantities: max prot, max health, prot over time, health over time. Additionly prot primaries are 24%, health-16%, besides you get less Expose dmg. Btw absolutely love your content! I'm european so it's diffcult to catch you live but I always watch your uploaded vods and reeeealy enjoy them! Thank you for your dedication
@michadziag9848 Thanks for watching! You might be able to catch one of my Round 2 streams which I usually do early Saturday afternoons EST. About QA, I used the same rationale and was initially in favor of Prot primaries for her, but if the argument is to maximize her survivability personally, I think Health works great since there's also Protection Up working alongside Heal over Time and Prot over Time. Your point on the Decoy is right though, she gets more out of Prot than Health but there are advantages to be gained in her dying off too. Hope this helps!
A little confused by the concept of QA needing to be 2nd in a turn order because she's always going to go first - MQG gives her 25% TM at start of battle, 50% if POW is there.
I could see how someone might say it makes little difference who is slightly faster than the other. However, aside from wanting MQG to dispel an enemy early just for generic fight strategy, I also thought that: 1. Both are support characters that I want cranking through their high-impact special abilities as often as possible so I wanted them both in SUPER fast Speed/Health sets -- around 350+ Speed (note that if I were running Fatal's CD build on MQG, his Speed will be much lower so it's a moot point in that case). 2. Since I also wanted to optimize both for high Health, I expected some amount of competition between them for the "right" mods. Between the two of them, QA gets bonus turns from multiple sources plus the starting TM gain you mentioned, so if I had to bias one character to be faster than the other, I'd choose the one that needs to rely on sheer Speed more -- in this case MQG. 3. At the same time I'd still want to keep QA really fast so that her Speed itself puts pressure on the fight. I am always tweaking my mods but as of this writing, my MQG is 360 and QA is 354, with both having 110k+ Health at Relic 9 which was a stretch goal of mine. I may experiment in the future with the CD/Health build on MQG, but for now the "right" mods to pull that off would cause me to poach from too many characters to make that worthwhile. I hope this helps!
@@tassenixgaming For the record I 100% agree with both of them should be quick - i just dont think it particularly matters regarding an order for those two per se within the context of 'make them fast'
No worries! I agree that especially when you have them very close in Speed, I think it matters very little. Still, since you asked, I wanted to provide the additional rationale for the turn order I recommended. I concede it may amount to a distinction without much of a difference, but you have it nonetheless. :)
Great question. For generic use with the Bad Batch, I would not keep my BB-Echo under 370 so by default he will end up faster that my fastest attempt at MQG at 360. Also, I like MQG first in the turn order for his dispel, which BB-Echo does better anyway so it feels like nothing lost by having him ahead of MQG.
Please everyone do not put health primaries on amidala please please please, I agree with every mod video that this guy has made except for this one, her stats are the bodyguards stats (not half or double they are literally mirrored and the same) and I’ve seen so many Queen Amidalas so far and the ones that used health were easy to plow through the body guard and immediately board wipe the rest of the team, I guarantee better results using protection primaries over health primaries with Amidala
It's true that Prot primaries maximize her Decoy's survivability and when her kit was released, that seemed the obvious go-to. But then MQG came out, and his unique (even outside of TW, but especially in it) favors Health primaries. So while the Prot is best with respect to her own kit, I do stand by Health primaries when considering the full team.
@@tassenixgaming his unique has nothing to do with Padme having health prinaries, nothing in his kit favors health primaries on amidala, the only thing related to health in his kit is whenever the first galactic republic ally falls below 50% health if the allied leader is GR, the leader takes a bonus turn, dispels all debuffs on themself, and all Galactic Republic allies gain 25% max health for the rest of the battle, so you’re getting a bonus from someone falling below 50% health, not to mention the fact that this team has so much health recovery with all of the buffs health is irrelevant, you want Qui Gon modded for health but not Queen amidala at all, there is nothing in MQJ’s unique that would benefit from Padme having more health
There are two benefits from MQG's unique to have QA favor Health primaries (excluding his TW omi, for which Health on QA is very obviously desired). You have already mentioned the first, that MQG stacking QA's health by 25% when any GR ally goes under 50% Health, and the other benefit is whenever MQG is critically hit all GR allies gain 30% Prot Up for 2 turns, so Health maximizes this and QA's own buffs (Prot Up, Heal Over Time). Furthermore, consider that QA gets a bonus turn whenever the decoy dies, which is certainly more likely earlier in the fight when using the Health modding, but now you get to cycle specials faster and the next Decoy will be stronger as QA stacks survivability over the course of the fight. You make a fair point about the team being easily picked off without some tank. In the last 5v5 season I was impressed with GK's performance on that team, his reactive Crit Immunity made life much harder for GAS to counter. For 3v3, since you can't bring an extra tank I suppose the Protection primaries would perform better, especially since QA uses Ascension Gun on her first turn and would therefore have the Decoy summon on cooldown if the Decoy should die quickly.
@@tassenixgaming I’m confused what benefits you’re talking abt? The benefit comes from losing health not gaining it, and the reason the 30% prot up doesn’t matter is because the decoy can’t gain buffs, this team is a defensive team there isn’t any arguing there and for it to be good on defense that decoy needs to last more then 25 seconds
Sorry if I am being unclear, let's work out an example. First, how our mutipliers stack up: - QA's lead gives 15% Max HP and Prot and her unique gives another 20% Max HP and Prot for a total of 35%. The Health portion of this mutiplier would then rise to 60% from the first part of MQG's unique when it is triggered. For all the below I will assume that this 25% Health gain for the team has been triggered. - Next consider that the max stacks of Queen's Protection further increase her Max HP and Prot by 30%, and this 30% is DOUBLED and then shared to all GR allies. Now let's run some sample numbers... Assumptions: - My QA with Health primaries has about 110K Health and about 84K Protection. - Just now I've set up my QA for Protection primaries in game and found her to be about 84k Health with about 126k Protection, so I'll use those figures. Now let's find the max lifetotal for each case assuming the stat gains from QA's leadership and unique, plus max stacks of Queen's Protection, plus MQG's unique: Case 1: Health Primaries Health: 110000 * 1.9 (35+30+25=90) = 209,000 Protection: 84000 * 1.65 (35+30=65) = 138,600 Lifetotal: 209000 + 138600 = 347600 Case 2: Protection Primaries Health: 84000 * 1.9 = 159,600 Protection: 126000 * 1.65 = 207,900 Lifetotal: 367,500 At first we see that the Protection spec has about 20k more lifetotal and that will benefit from the Protection over Time, but I think the Health build having nearly 50k more Health will benefit more from the multiple sources of Protection Up and also Heal Over TIme. I hope this helps!
@@LarryCoffer I've always gotten Conquest characters on release, after their initial 3-Conquest run, aren't these characters meant to be earned in the Proving Grounds or a standalone event? Regardless you have a fair point there lol. Glad you're enjoying these!
Thx for the video! Im pretty new to your channel, but i like your style.
@@guruca4476 Welcome to the channel and thanks for watching!
Liking these discussions and very relevant with the raid just dropping. One thing I cant find is that the queen protection seems to just buff each character by a % of their own health (and protection) and not the Queen's. I say this because I think there's a pretty strong case to just build her protection which his cheaper in terms of mods and come out with higher effective hit points all the same except for losing out on some of the prot up. All other bonuses to hp are also occuring to prot and with a slightly higher prot at r9 base and higher multipliers, its easier to get her more beef with protection.
@@overcast7221 Thanks, glad You're enjoying these! Yes you can really bulk her out with Prot, but I think there's too much Health synergy to leave behind. Also, Health is indisputably the better way to mod her in TW with the MQG omi, so if you're a "set it and forget it" modder I'd go for health all the same.
Have you considered changing to prot modding? If the decoy gets more hit points this way, why not? I don't really see extra benefits for Health primaries. Her kit provides bonuses in equal quantities: max prot, max health, prot over time, health over time. Additionly prot primaries are 24%, health-16%, besides you get less Expose dmg.
Btw absolutely love your content!
I'm european so it's diffcult to catch you live but I always watch your uploaded vods and reeeealy enjoy them!
Thank you for your dedication
@michadziag9848 Thanks for watching! You might be able to catch one of my Round 2 streams which I usually do early Saturday afternoons EST.
About QA, I used the same rationale and was initially in favor of Prot primaries for her, but if the argument is to maximize her survivability personally, I think Health works great since there's also Protection Up working alongside Heal over Time and Prot over Time. Your point on the Decoy is right though, she gets more out of Prot than Health but there are advantages to be gained in her dying off too. Hope this helps!
🍻
Hello there :) Thanks for sharing, you are strong in The Force!!
Why hello there, and thanks for watching!
I am at 332 speed with 83k Health at R7. So she needs more 💝
The Speed is good, I just checked what my own QA's health would be if she were Relic 7 and she'd be about 90k, so yours is pretty close!
A little confused by the concept of QA needing to be 2nd in a turn order because she's always going to go first - MQG gives her 25% TM at start of battle, 50% if POW is there.
I could see how someone might say it makes little difference who is slightly faster than the other. However, aside from wanting MQG to dispel an enemy early just for generic fight strategy, I also thought that:
1. Both are support characters that I want cranking through their high-impact special abilities as often as possible so I wanted them both in SUPER fast Speed/Health sets -- around 350+ Speed (note that if I were running Fatal's CD build on MQG, his Speed will be much lower so it's a moot point in that case).
2. Since I also wanted to optimize both for high Health, I expected some amount of competition between them for the "right" mods. Between the two of them, QA gets bonus turns from multiple sources plus the starting TM gain you mentioned, so if I had to bias one character to be faster than the other, I'd choose the one that needs to rely on sheer Speed more -- in this case MQG.
3. At the same time I'd still want to keep QA really fast so that her Speed itself puts pressure on the fight.
I am always tweaking my mods but as of this writing, my MQG is 360 and QA is 354, with both having 110k+ Health at Relic 9 which was a stretch goal of mine. I may experiment in the future with the CD/Health build on MQG, but for now the "right" mods to pull that off would cause me to poach from too many characters to make that worthwhile. I hope this helps!
@@tassenixgaming For the record I 100% agree with both of them should be quick - i just dont think it particularly matters regarding an order for those two per se within the context of 'make them fast'
No worries! I agree that especially when you have them very close in Speed, I think it matters very little. Still, since you asked, I wanted to provide the additional rationale for the turn order I recommended. I concede it may amount to a distinction without much of a difference, but you have it nonetheless. :)
Turn Order question;
If planning to use BBEcho on the squad, do you think MQG should still be fastest, or switch that over to BBE?
Great question. For generic use with the Bad Batch, I would not keep my BB-Echo under 370 so by default he will end up faster that my fastest attempt at MQG at 360. Also, I like MQG first in the turn order for his dispel, which BB-Echo does better anyway so it feels like nothing lost by having him ahead of MQG.
Please everyone do not put health primaries on amidala please please please, I agree with every mod video that this guy has made except for this one, her stats are the bodyguards stats (not half or double they are literally mirrored and the same) and I’ve seen so many Queen Amidalas so far and the ones that used health were easy to plow through the body guard and immediately board wipe the rest of the team, I guarantee better results using protection primaries over health primaries with Amidala
It's true that Prot primaries maximize her Decoy's survivability and when her kit was released, that seemed the obvious go-to. But then MQG came out, and his unique (even outside of TW, but especially in it) favors Health primaries. So while the Prot is best with respect to her own kit, I do stand by Health primaries when considering the full team.
@@tassenixgaming his unique has nothing to do with Padme having health prinaries, nothing in his kit favors health primaries on amidala, the only thing related to health in his kit is whenever the first galactic republic ally falls below 50% health if the allied leader is GR, the leader takes a bonus turn, dispels all debuffs on themself, and all Galactic Republic allies gain 25% max health for the rest of the battle, so you’re getting a bonus from someone falling below 50% health, not to mention the fact that this team has so much health recovery with all of the buffs health is irrelevant, you want Qui Gon modded for health but not Queen amidala at all, there is nothing in MQJ’s unique that would benefit from Padme having more health
There are two benefits from MQG's unique to have QA favor Health primaries (excluding his TW omi, for which Health on QA is very obviously desired).
You have already mentioned the first, that MQG stacking QA's health by 25% when any GR ally goes under 50% Health, and the other benefit is whenever MQG is critically hit all GR allies gain 30% Prot Up for 2 turns, so Health maximizes this and QA's own buffs (Prot Up, Heal Over Time).
Furthermore, consider that QA gets a bonus turn whenever the decoy dies, which is certainly more likely earlier in the fight when using the Health modding, but now you get to cycle specials faster and the next Decoy will be stronger as QA stacks survivability over the course of the fight.
You make a fair point about the team being easily picked off without some tank. In the last 5v5 season I was impressed with GK's performance on that team, his reactive Crit Immunity made life much harder for GAS to counter. For 3v3, since you can't bring an extra tank I suppose the Protection primaries would perform better, especially since QA uses Ascension Gun on her first turn and would therefore have the Decoy summon on cooldown if the Decoy should die quickly.
@@tassenixgaming I’m confused what benefits you’re talking abt? The benefit comes from losing health not gaining it, and the reason the 30% prot up doesn’t matter is because the decoy can’t gain buffs, this team is a defensive team there isn’t any arguing there and for it to be good on defense that decoy needs to last more then 25 seconds
Sorry if I am being unclear, let's work out an example.
First, how our mutipliers stack up:
- QA's lead gives 15% Max HP and Prot and her unique gives another 20% Max HP and Prot for a total of 35%. The Health portion of this mutiplier would then rise to 60% from the first part of MQG's unique when it is triggered. For all the below I will assume that this 25% Health gain for the team has been triggered.
- Next consider that the max stacks of Queen's Protection further increase her Max HP and Prot by 30%, and this 30% is DOUBLED and then shared to all GR allies.
Now let's run some sample numbers...
Assumptions:
- My QA with Health primaries has about 110K Health and about 84K Protection.
- Just now I've set up my QA for Protection primaries in game and found her to be about 84k Health with about 126k Protection, so I'll use those figures.
Now let's find the max lifetotal for each case assuming the stat gains from QA's leadership and unique, plus max stacks of Queen's Protection, plus MQG's unique:
Case 1: Health Primaries
Health: 110000 * 1.9 (35+30+25=90) = 209,000
Protection: 84000 * 1.65 (35+30=65) = 138,600
Lifetotal: 209000 + 138600 = 347600
Case 2: Protection Primaries
Health: 84000 * 1.9 = 159,600
Protection: 126000 * 1.65 = 207,900
Lifetotal: 367,500
At first we see that the Protection spec has about 20k more lifetotal and that will benefit from the Protection over Time, but I think the Health build having nearly 50k more Health will benefit more from the multiple sources of Protection Up and also Heal Over TIme. I hope this helps!
The first part doesn't make sense. Shes a Conquest character... there's no event.
But I like this format. Other content creators used to do breakdowns like this.
@@LarryCoffer I've always gotten Conquest characters on release, after their initial 3-Conquest run, aren't these characters meant to be earned in the Proving Grounds or a standalone event? Regardless you have a fair point there lol. Glad you're enjoying these!
Omicron order and is any skippable?
Unique > Special > Lead. I recommend all 3 but the Leadership omi bonuses matter the least.
@@tassenixgaming thanks!