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Ichiraikou's avatar
Ichiraikou
New Spectator
5 years ago

Darth Maul and Savage Opress Rework ideas

These are some Idea's I had for reworks. Although they are designed to work together with the 2 of them. I also designed them to work with my Darth Sidious Rework idea. So I suggest checking that one out as well, which you can find here: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/204282/darth-sidious-rework-idea

Darth Maul
Spoiler

Dark Side, Attacker (AGI), Leader, Sith
Deadly attacker that gains Power and Extra Turns as enemies are defeated.

Raging Storm (Basic)
Deal Physical damage to target enemy. On a finishing blow, Darth Maul takes a Bonus Turn. If Darth Maul has Ability Block, this attack deals double damage.

Whirling Blade (Special) (Cooldown: 3 turns)
Gain Ability Block for 1 turn. Then, deal Physical damage to all enemies and Daze them for 2 turns. Enemies that where already Dazed have their Cooldowns increased by 1.

Dancing Shadows (Leader) (Zeta) (unchanged)
All Sith allies gain 20% Evasion, gain 20% Turn Meter and Stealth for 1 turn at the start of each encounter and whenever they Evade or are Critically Hit, can’t be Critically Hit while Stealthed, and gain Advantage for 2 turns whenever Stealth Expires. The Stealth and Turn Meter from this ability ignores Taunting allies.

Power of Hatred (Unique)
Ability Block can’t be Dispelled from Darth Maul. While debuffed, Darth Maul has +35% Critical Chance, +35% Accuracy, +15% Evasion, and +75% Defence.
Whenever an enemy is defeated, Darth Maul gains bonuses until the end of battle, based on that enemy’s role:
Attacker: +10% Critical Damage and Defence Penetration (stacking)
Tank: +10% Max Health and Max Protection (stacking)
Support/Healer: Recover Health and Protection equal to 10% of damage dealt (stacking)


Savage Opress
Spoiler

Dark Side, Tank (STR), Sith
Durable Tank that Crushes low health units and becomes stronger when attacked.

Staggering Blow (Basic)
Deal Physical damage to target enemy and Inflict Offence Down for 2 turns. If Savage has Taunt, he recovers Health and Protection equal to the damage dealt.

Overpower (Special) (Cooldown: 3 turns)
Gain Taunt for 2 turns. Then, deal Physical damage to target enemy and Daze them for 2 turns. If target enemy is below 50% Health, this attack deals Massive damage and can’t be Evaded. Otherwise Savage immediately uses Staggering Blow.
On a finishing blow, Savage Reduces his and allies Darth Maul’s Cooldowns by 1.

Pain is Weakness (Unique)
All Enemies have -35% Critical Damage while Savage is active, doubled if Darth Maul is an ally.
At the end of his turn, Savage dispels all debuffs from allied Darth Maul and another random debuffed Sith ally, and gains those debuffs for 1 turn. Whenever an enemy Critically Hits Savage, he dispels all debuffs from himself.

Brute (Unique) (Zeta)
Whenever Savage gains Stealth, he dispels it from himself and gains Taunt for 2 turns.
Whenever Savage takes damage from an attack, he recovers 3% Health and Protection, gains +10% Offence and Defence (stacking) for 2 turns, and gains 30% Turn Meter. If savage is Taunting, he gains double the Offence and Defence bonuses, but half the Turn Meter bonus.

14 Replies

  • "Ichiraikou;c-2218686" wrote:
    "TheChild_eats_eggs1;c-2218660" wrote:
    Love it. I noticed you took inspiration from Talia in Savage’s Overpower.

    I think that if you add 2 more Zabraks, and a good Zabrak leader, that could also make a team. Add Eeth Koth to that.

    I’ll check Sidious in a sec. If a Zabrak leader gives a 20% chance to inflict daze for 2 turns, doubled when using a basic ability, and increase Maul’s special cooldown was increased and reduced by 1 when an enemy gains daze. If so, Maul could increase cool downs by 2 instead of 1


    Glad you like them and nice of you to notice. Thou on the Zabrak and daze idea, I won't do that. They where designed with sith in mind. As for the daze idea, that sounds broken to be honest. For as far as I can understand it at least cause you worded it really vaguely.
    Still glad you like them.


    Yh I didn’t word it clearly soz. I’ll explain it later when I have time.
  • I am fascinated by your idea of Darth Maul, so that I won't need to devise one on my own. But there is one thing I don't understand:
    Since Maul is ability blocked all the time, he can only use Whirling Blade for 1 time throughout the encounter? Or you are saying Ability Block can't be dispelled, but can expire? So that Darth Maul's special can be used again?
    For Savage Oppress's unique "Brute", I would say 20% TM in the unique is fair enough.
  • "Sebek;c-2249884" wrote:
    "PigRiderStarWatcher;c-2249870" wrote:
    I am fascinated by your idea of Darth Maul, so that I won't need to devise one on my own. But there is one thing I don't understand:
    Since Maul is ability blocked all the time, he can only use Whirling Blade for 1 time throughout the encounter? Or you are saying Ability Block can't be dispelled, but can expire? So that Darth Maul's special can be used again?
    For Savage Oppress's unique "Brute", I would say 20% TM in the unique is fair enough.


    It's only dispelled that can't happen, not can't expire


    Yeah, what @Sebek tried to say (used a few to many negatives there buddy. Ended up being worded confusingly). Ability Block can't be dispelled from Darth Maul, but it can still expire naturally. He doesn't regain it or extend it duration after all. So it will still expire after one turn. It just can't be cleansed from him.
    Also on Savage, he currently has 30% turn meter gain in the game. Which is why I used 30% here as well. I didn't want to weaken that part, especially when its tied to the zeta (currently in game at least).

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