Forum Discussion

Brazilian_Joe's avatar
9 years ago

Admiral Ackbar's rework

So, here's the rework:

Character Changes

Admiral Ackbar


Some of Admiral Ackbar's abilities have been remade.


  • Tactical Genius: Ackbar grants each ally the Tactical Genius effect. The first ally to use a Special ability while they have this effect gains 100% Turn Meter and recovers 15% of their Max Health. Tactical Genius ends whenever any ally triggers this effect or at the end of Ackbar's next turn.
  • Rebel Coordination: In addition to all its previous benefits, this ability now also has "Whenever an ally uses an ability that isn't an attack, they call a Rebel ally to Assist."



Here's my take: You are still repeating the sins of the previous ability mechanics.

It costs AA an action (100% TM) to give another character an action (100% TM). You are still trading six for half a dozen. The only real benefit comes in the accessory advantages. Which is ... 15% max health gain?
IMO: Ackbar should get a Heal for himself upon casting the ability, which upgrades the % healed as the player levels the ability (not a dinky 15%). Instead of healing the char which gained 100% TM, the char should get an extra -1/-2 cooldown on its abilities.
Omega ability: AA gains Foresight when casting the ability.
  • Cool, this happens not long after I started farming AA, Hoth scout and Lando :) Now i'm a happy bunny
  • I think the most useful thing, and fitting to the 'Tactical Genius' thing, would be to reduce the cooldown on the 'commanded' character abilities. But I think AA also needs to get something for himself when commanding. It could be a defense up, or evasion up, or heal hp, or heal protection. I am more in favor of healp HP or protection, since those are things which can be gradually increased as the ability levels up.
  • You don't use AA and realize "shit, this ability is completely useless" - you build a strong team, with the dream having them attacked twice in a row (i.e. Lando, etc...). So you decide adding AA to benefit from his ability.
    There is no "trading a 6 into half a dozen".

    On the other hand: if you want a fifth char to attack, buff/debuff or heal, don't use AA
  • I think the entire team should heal for 15% instead of the character that uses a special.
  • "Maestro;346542" wrote:
    I guess the million dollar question is: How is his AI going to deal with the changes? :pensive:


    My guess is it will act the same as before. AA uses TG first turn, then the game goes on like it used to. What's important is calibrating the speed of your team to make the most of it.
  • Is it me or is "Rebel Coordination" bugged and only Ackbar is called to assist? So if Ackbar is dead, there's no longer an assist.