Darth Revan Dark Side, Attacker, Old Republic, Sith Mortal Wound Basic: Deal special damage to target enemy and inflict the Mortal Wound unique debuff for 2 turns. If the target is already...
Ok. I've thought about every part of the kit and have full feedback for the kit here. I've placed every ability in it's own spoiler folder with some explanation as to why I did what I did. It was way to long otherwise. Also got some name idea's here.
Deal Special damage to target enemy and inflict Mortal Wound for 2 turns. If they were already suffering Mortal Wound, this attack deals 25% More Damage and Darth Revan gains 25% Turn Meter. Mortal Wound: This unit is immune to cooldown reduction effects and takes damage equal to 2% of Darth Revan's current Max Health at the start of each turn. Can't be Resisted, Copied or Dispelled. This was my first idea. The debuff helps to keep enemies like Chewacca and C3PO in check. It also deals damage at the start of every turn (similar to how Ahsoka fulcrum dispels and heals at the end of every turn). Since the idea is to sacrifice you're allies I've removed the damage bonus for allies. That kinda goes against the idea.
Deal Special damage to all enemies, inflict Offence and Speed Down on target enemy for 2 turns, and inflict Shock on all buffed enemies for 2 turns. All allies have their Health Percentages Equalized, then all Sith and Old Republic allies recover 2% Health and Protection for each Status effect on all units. This attack can’t be Evaded or Resisted. This attack has pretty much remained the same. Just had a name idea. A current is essentially a flow of energy, which suggests movement and connection. So I thought it fit.
Deal Special Damage to target enemy and inflict Marked on them for 2 turns (can’t be Resisted, Copied or Dispelled). In addition, Inflict Marked on target ally for 3 turns (can’t be Resisted, Copied or Dispelled) and grant them an Immediate Bonus Turn, which can’t be Prevented. This attack can’t be Evaded. (Zeta) Inflict Healing Immunity on target enemy (can’t be Resisted, Copied or Dispelled) and increase their Cooldowns by 1, target ally recovers 100% Protection, which can’t be Prevented. I once again removed the bonus damage for allies part. Really don't think that fits. Also removed the already marked condition. Limiting yourself so specifically is just going to make the ability needlessly long and confusing. Not many characters can inflict marked and matches against those who do will just be more interesting this way. The name is based on Direct Focus from Jedi Knight Revan. If that fits there I think this fits here. Zeta is more focused on helping the ally a bit and triggering Conqueror. Also got your cooldown increase back into it. Cooldown of 3 is already fast so removed cooldown reduction part.
All enemies have -100% Tenacity and lose 25% Turn Meter at the start of each encounter, which can’t be Evaded or Resisted. All Sith and Old Republic allies gain +25% Max Health and Max Protection. In Addition, whenever they use a Special Ability, they remove 20% turn meter from the target enemy, which can’t be Evaded or Resisted. While a Sith ally is Marked, they gain +10% Defence (stacking) whenever they are damaged, which lasts until they are no longer Marked. When a Marked enemy is defeated, they can’t be Revived. (Zeta) Whenever a Sith ally is damaged by an out-of-turn attack, they recover 20% Protection and gain 10% Turn Meter. While a Sith ally is Marked, they gain +10% Tenacity (stacking) whenever they are damaged, which lasts until they are no longer Marked. While Darth Revan is active, enemies can’t gain Bonus Protection.
Added -100% Tenacity to help other sith allies. Also added some health and protection buffs for allies to help it stand a bit more and help them survive Conqueror a bit longer. The bonus damage to debuffed enemies is too much actually. Sith already deal massive amounts of damage (even instant defeat with Nihilus) so that was overkill. Also Darth Treya's unique cleanses sith allies and Darth Revan's unique Villain also cleanses allies. The cleanse here is really redundant. Removed it. Added tenacity bonuses to marked allies with zeta and changed removing bonus protection to preventing it in the first place. Overall I think this stands pretty nicely now but this is the part I'm still doubting about.
While another Sith ally is present, Darth Revan ignores Taunt during his turn. Whenever any unit falls below 100% Health or Protection, all other allies lose 3% of their Max Health, Max Protection, Offence, Defence and Speed (Stacking) until the end of the encounter. Then, Darth Revan gains + 8% Max Heath, Max Protection, Offence, Defence and Speed (Stacking) until the end of battle. Whenever any unit is defeated, Revan gains +10% Critical Chance and Critical Damage (stacking) Until the end of battle.
Added the taunt ignore here since Villain ended up being longer. Also Removed the enemy reduction. I liked the idea but thought that continually removing enemy stats while increasing your own could very easily be broken. with allies only there is some form of risk involved. Also, raid bosses. That text is getting 2 pages longer just to account for those. But yeah this part I'm still not sure about.
Whenever any unit with Marked is defeated, all allies Dispel all Debuffs on themselves, all other allies gain 50% Turn Meter, Darth Revan Recovers 100% Health and Protection and he gains an immediate bonus turn. While there are any Marked allies or while there are no active other allies, Darth Revan gains +300% Tenacity and +100% Counter Chance. (Zeta) Darth Revan is immune to Stun and Ability Block. If Darth Revan would be reduced to 1% Health while any other allies are active, the Least Healthy other ally is reduced to 1% Health and Revan Recovers 100% Health and Protection, and gains an immediate Bonus turn. These effects can’t be Prevented.
I'm no expert on Revan or something. Don't know that much. but searching for him online it seemed that he had a tenancy to not die when he should have. Decided that that would be an awesome zeta that synergised well with Conqueror. Also removed the effect on enemies. You are already doing lots of damage to them and becoming more and more powerful. Seemed redundant to the point of being broken. Added 50% turn meter gain for other allies to make up for it a bit. I didn't liked the HK-47 synergy. Would prefer that one to be with droids. And such a powerful heroes journey character should not be forced to be with another specific character anyway. The condition with old republic characters was also weird. The main idea is sacrificing your allies to gain strength. So why only when there is another ally. And why with buffs. We don't need to have a massive amount of Green blocks wit yellow locks obscuring our view. Changed the conditions and added it to the non zeta part of the unique. I think that zeta is powerful enough on its own.
So. What do you think? (P.s. MY HANDS!!!!! THEY HURT FROM THE TYPING!!!!)
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