Forum Discussion

Player_tjsnk0t4's avatar
9 years ago

Darth Maul + Savage Opress synergy-From a thread in Squad and Character Strat.

Original thread here: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/64123/darth-maul-and-savage-opress-rework#latest Props to OP: @Sino

I though it was important to post this here so the Devs can see it.

My idea:

They really should rework Maul and Savage to be as good as Wiggs. For Darth Maul, he could have something added like this:

Darth Maul gains 45% speed and health as well as a 75% chance to apply offense down on his basic attack and 75% chance to apply defense down to each enemy with his AOE when Savage Opress is present (If Savage dies, the effects go away).


For Savage: Savage Opress gains 50% more armor and damage when Darth Maul is present (if Maul dies, the effects go away).

Thoughts?
  • http://i.imgur.com/Rs7I13I.jpg


    Here's mine from some random thread the other day
  • "Mullato;690992" wrote:
    http://i.imgur.com/Rs7I13I.jpg


    Here's mine from some random thread the other day


    Not bad. I like it. The numbers need to be tweaked to say "and also do 500% damage for the remainder of the encounter" to be as good as wiggs... Ok maybe not 500%, maybe 450%
  • This needs to happen. I'm currently farming Maul, and while he is fun to use, he does leave some to be desired.
  • +1 keep that idea in front of them!

    Here are a few more that have some general sith/empire synergy...

    SAVAGE
    Staggering Blow add "This effect can not be resisted if the target has more than one negative status effect."

    Overpower as is.

    Pain is Weakness increase to 80 def, add Sith allies below 50% health gain Speed Up as a Unique Status effect, this effect can not be dispelled.

    Brute Change to read "Whenever Savage or Maul..."

    MAUL
    Raging Storm change offense up to 3 turns. Add "...to Jedi and Stunned enemies."

    Whirling Blades add "Sith allies gain 15% TM for each critical hit."

    Dancing Shadows add "Positive status effects are extended by 1 turn for Sith allies."

    Power of Hatred change to read "Whenever an enemy is defeated, Maul and Oppress gain..."
  • "Nol89;723051" wrote:
    It would need to be a Clone Wars Darth Maul for their to be synergy. It is most clearly not a Clone Wars Darth Maul. So pointing out to CG to make these changes is pointless. Unless you are requesting them to release a new Darth Maul.


    LOL. Nah, they can do whatever they want. it's a game about a holotable game.
  • "Manaconda03;784398" wrote:
    I agree. Since Biggs and Wedge can have synergies, these two should also. But being that Maul is harder to get, their synergies should be more powerful.


    That is episode 1 Darth Maul. He never met Savage until he stopped using "Darth" as part of his name, lot of years later and with robotic legs.

    What's next? Anakin and old Ben sinergy?

    Edit: is like asking clone wars chewbacca to have sinergy with raid Han.
  • Dieinfire has a point, time for a new character and make it and Savage nightsisters/brothers while at the same time releasing Mother Talsin with a powerful Meta to make nightsisters worthwhile to play.
  • I always thought that the way to approach it was to include a Clone Wars version of Maul. Because honestly his kit during the series was different that during TPM. He was more of a mentor role to Savage, teaching him and also he relied more on the force in his combat, not just focusing on his saber combat. My thoughts were to do something like the following:

    Clone Wars Darth Maul
    Tags: Dark Side, Sith, Support
    Basic Attack – Deal physical damage with %65 chance to dispel all buffs from target. If an effect is dispelled, Maul gains Crit Chance Up for 2 turns.

    Special – Deal physical damage and call an ally to assist.  If savage oppress is present he will always be the assister and damage dealt by maul & savage is increased by 100%.

    Unique – Whenever Maul is critically hit he has a %30 chance to gain any of the following abilities: defense up,retribution, or tenacity up for 2 turns.  If savage oppress is present he has a 15% chance to gain the same buffs on getting critically hit.

    Leadership – All sith allies gain +25% offense, others gain half that amount.  Grant all allies a 10% chance on crit to expose the target for 1 turn.

    The percentages and buffs are all tweakable and also the above idea to counter-attack for each other would be awesome as well and could replace his unique honestly. I did want to leave some in there showing that Maul was not just a Sith leader but he also lead many criminal organizations as well. What do you guys think?
  • SAVAGE
    Staggering Blow add "This effect can not be resisted if the target has more than one negative status effect."

    Overpower as is.

    Pain is Weakness increase to 80 def, add Sith allies below 50% health gain Speed Up as a Unique Status effect, this effect can not be dispelled.

    Brute Change to read "Whenever Savage or Maul..."

    MAUL
    Raging Storm change offense up to 3 turns. Add "...to Jedi and Stunned enemies."

    Whirling Blades add "Sith allies gain 15% TM for each critical hit."

    Dancing Shadows add "Positive status effects are extended by 1 turn for Sith allies."

    Power of Hatred change to read "Whenever an enemy is defeated, Maul and Oppress gain..."


    This is sexy. I say keep Maul's leader power as is (with new zeta rework), but otherwise sign me up on this bandwagon.
  • Currently have both Zeta Maul and Zeta Savage on one of my accounts and they can be pretty great... wish there was some type of synergy, and honestly something called like 'Bond of Brothers'- when maxed out Maul will gain any buffs that Opress gains and Opress any that Maul gains... with a Zeta Opress that would grant Maul the same Heal over times that Opress gains each time he gets hit allowing for Maul to heal even if his attack misses.... that was just my thoughts on what a synergy for the 2 might look like...