"Gank_Killer;792741" wrote:
He starts with 20% TM, Hidden, and Crit Immune. I'm not saying he's going to be the beast under your bed, but I don't think he's useless anymore. Not to mention he gains MAX HEALTH of 10% the damage he deals. This is not a heal, he increases his max health. Let's say he does his AOE and does 10k per enemy, 50k damage total. He just gave himself 5k more HP. Unless I'm totally wrong about the wording, that could be scary.
Leave him for last and he'll have 50k HP and heal 25% Max Health Recovery every hit, whaaaaaaat?
Exactly. How can you say he's cutting it when you don't have him at max gear and you don't have his Zeta? His gear 11 pieces should give him more HP and damage potential. Between the crit mitigation within his abilities and if you pair him with Shoretrooper, not to mention his Evasion bonus from being lead; he gains a lot of survivability. You probably just don't have good mods and can't make him much faster than 100. If Baze is messing you up with his AOE it's going to happen versus anybody, not just Darth Maul.
With Mods you should be able to get him to around +80 speed on him. Yes not as fast at a Wiggs squad but he should be starting the encounter stealthed so he's not getting hit anyway and even an AOE is a non-crit and Lando will be shut-down for 2 turns. Maybe do something with a DM Lead, EP, and then leave big character visible like Boba Fett, Sun Fac, and Shoretrooper. Boba Fett isn't big but he comes back to life and is pretty useful all around. Shoretrooper's taunt will give more crit immunity and a heal. Maul's AOE has a good chance to Daze everybody if your Potency is good enough (say 40% to 50%) and that should really slow down the other squad.
It's not perfect and every team is beatable in some way. But you have to max your character and give him the new ability before you can say the update isn't good.