I went 4-2 at a local shop tournament. I lost to a tie swarm and bad dice. Any feed back is appreciated so I can tweak this.
I went 4-2 at a local shop tournament. I lost to a tie swarm and bad dice. Any feed back is appreciated so I can tweak this.
You don't need FCS and ABT. Either use a different turret with FCS (probably TLT), or use Accuracy Corrector for ABT (And then get rid of Ezra, you won't need him).
I personally like Expertise Rey more, but that is just personal preference. Glitterstim is a cool choice, but both inertial dampeners or Engine Upgrade work very well on her to keep the arc.
I was using the FCS on the ghost because I'm usually stressed and using Hera. The FCS gives me the target lock I wouldn't get.
4 hours ago, Greebwahn said:You don't need FCS and ABT. Either use a different turret with FCS (probably TLT), or use Accuracy Corrector for ABT (And then get rid of Ezra, you won't need him).
I personally like Expertise Rey more, but that is just personal preference. Glitterstim is a cool choice, but both inertial dampeners or Engine Upgrade work very well on her to keep the arc.
I agree that expertise would make Rey alot scarier, and you can take a focus for defense to keep her alive, but I don't think FCS should go away. I think you should drop Ezra to get the points for expertise. I like Ezra, but I think the points are better spent on Rey.
The VI goes if I add expertise. In my local meta I play against a lot of dengar, whisper or aces lists. The PS 10 really hurts them.
In those 6 games, do you recall how often Glitterstim paid off? I like the idea of that card, but is much too hit-or-miss with me.
3 minutes ago, Ravinor said:The VI goes if I add expertise. In my local meta I play against a lot of dengar, whisper or aces lists. The PS 10 really hurts them.
Maybe go for Engines on Rey to dodge arcs if she is PS10. Would help vs swarms too. If you arent going to make her hit harder, then make her survive longer. Engines, or Scavenger Crane + Countermeasures
1 minute ago, wurms said:Maybe go for Engines on Rey to dodge arcs if she is PS10. Would help vs swarms too. If you arent going to make her hit harder, then make her survive longer. Engines, or Scavenger Crane + Countermeasures
You make brain explode with combos I've never thought of. Scavenger Crane + Countermeasures = brilliant.
Would you ever do that combo with a non-unique pilot to save on cost?
5 minutes ago, jwilliamson12 said:You make brain explode with combos I've never thought of. Scavenger Crane + Countermeasures = brilliant.
Would you ever do that combo with a non-unique pilot to save on cost?
Thought it was a basic combo everyone did with scavenger crane, especially Dengar builds. Versus a tie swarm, you get it back just about every round.
Not sure what you mean by save on cost. Non-unique rebels that can run it is Resistance Symp and Fringer. Not sure putting 5 more pts in them is worth it.
23 minutes ago, wurms said:Thought it was a basic combo everyone did with scavenger crane, especially Dengar builds. Versus a tie swarm, you get it back just about every round.
Not sure what you mean by save on cost. Non-unique rebels that can run it is Resistance Symp and Fringer. Not sure putting 5 more pts in them is worth it.
It's something I haven't come across yet, though I'm in a majority Scum & Imp environment where I play.
I guess I mean, is a combo like that better for a non-unique ship instead of Rey or Han to add more bulk to supporting ships.
21 minutes ago, jwilliamson12 said:It's something I haven't come across yet, though I'm in a majority Scum & Imp environment where I play.
I guess I mean, is a combo like that better for a non-unique ship instead of Rey or Han to add more bulk to supporting ships.
I think its beautiful on Rey, because she likes to keep arc pointed on bad guys, and with her ability that extra green from countermeasures can get rerolled as well. Very nice when facing multiple shots, and for surviving jumpmasters and their torpedoes.