8 years ago
General grevious/ ig 100 rework please
Yeah, yeah, I know there are a lot of these threads running around, but I've wanted to make my own grevious/magna guard rework ideas for a while. I made a few other threads about this in the past, but they were mainly just my drunk rambling and ranting. I'll put those in the first comment on this thread. Anyway, here we go:
General Grevious
Dark side, attacker, separatist, droid
Brutal attacker with terrifying speed and damage. Although he hates being called one, grevious counts as a droid in combat.
Basic: furious assault
(no change)
Special 1: grevious wounds
Deal physical damage to all enemies twice and inflict healing immunity for 3 turns with a 60% chance to deal damage a third time and a 30% chance to deal damage a 4th time, doubled for jedi enemies. Each hit has a 50% chance to inflict DOT for 2 turns. Hits after the first deal 50% less damage.
(Cool down: 4 turns)
Damage 2K - 3k
Special 2: You are doomed
Inflict death mark on target enemy and remove 30% turn meter from all enemies, with an 70% chance to inflict health down. If magna guard is present, call him to assist, and if he is defeated revive him at 80% health.
(Cool down: 5 turns)
Leader: Daunting presence
All enemies have -20% critical chance and -30% critical damage.
Zeta: Enemies without protection or with less than 50% turn meter cannot resist debuffs or evade attacks and have -25 speed.
Unique ability: unorthodox fighter
Grevious has a 50% chance to gain 20% turn meter every time he performs an action. Additionally, he has +10% max health and speed for each living enemy, and has a 25% chance to inflict mortal wound for 2 turns whenever he attacks. This effect cannot be resisted.
Mortal wound: Affected unit is immune to cleanses. This effect cannot be dispelled.
Zeta: +35% counter chance and +25% mortal wound chance.
Explanations:
-His basic is fine as is.
-I made grevious wounds the way it is because I like the multi damage idea that I've seen some people come up with for his basic. However, his basic is fine as it is. I also wanted to implement DOT effects, anti jedi stuff, and healing immunity and I though that this would be the best way.
-I changed the name to "you are doomed" because it better fits grevious than "sinister laugh" and he says it to obi wan in ROTS. I though death mark would make a fine addition to grevious's collection, along side some magna guard synergy. I kept the health down because I thought it worked well with his kit.
-I always thought daunting presence could have been a really cool ability, but it never really lived up to expectations. The idea behind my zeta is that weaker toons get affected by daunting presence more usual, and it could help stick grevious's many debuffs in his kit.
-unorthodox fighter is what brings this idea together. My idea for grevious is that he'd break the triple cleanse teams that are running around lately, and that he'd be a strong counter to GK, as they're rivals n'stuff. The counter chance is so he can gain turn meter from attacking (part of his unique) and the health and speed are to help give him a boost without giving him a complete gear overhaul.
K now that that's done, here's magna guard
ig-100 magna guard
Dark side, tank, separatist, droid
Disruptive tank that inflicts and exploits shock
Basic: Electrostaff assault
Deal physical damage to target enemy with an 80% chance to inflict shock for 2 turns. If target was already shocked, guaranteed critical hit and stun them for 1 turn.
Damage: 2K - 4K
Special: disruption
Deal physical damage to all enemies, inflict crit chance down, and remove 30% turn meter. Shocked enemies are dealt double damage and are exposed for 2 turns.
(3 turn cool down)
Damage: 2k - 3k
Unique: relentless vanguard
Magna guard has 50% counter chance and 50% counter damage and has a 50% chance to counter attack and gain taunt for 1 turn when ever an ally is damaged, doubled if the ally damaged is general grevious.
Explanations:
-his basic should obviously inflict shock and stun, because he's hitting them with an electric pole thingy. I gave him bonuses for shock to sort of synergies with count dooku a little, as dooku also uses magna guards.
-I like the expose from the magna guards in the tank raids so I put it in this guy. I also think if it's a move called "disruption" it should disrupt the enemy team by removing to and reducing crit chance. I have it more shock benefits for the same reason as on its basic.
-well, for starters, his name is literally magna guard, so he should guard n'stuff. I also gave him grevious synergy that sort of goes hand in hand with the revive grevious gives him, as ig100 is protecting GG and GG is reviving 100.
Well dang. There goes 2 hours of my life. TIME WELL SPENT. But in all seriousness, I hope you guys like my ideas, feel free to give feedback or make your own ideas, or say why grevious needs/ doesn't need a rework (even though you're wrong if you pick the latter) and have a nice day/ night/ after noon/ morning :)
General Grevious
Dark side, attacker, separatist, droid
Brutal attacker with terrifying speed and damage. Although he hates being called one, grevious counts as a droid in combat.
Basic: furious assault
(no change)
Special 1: grevious wounds
Deal physical damage to all enemies twice and inflict healing immunity for 3 turns with a 60% chance to deal damage a third time and a 30% chance to deal damage a 4th time, doubled for jedi enemies. Each hit has a 50% chance to inflict DOT for 2 turns. Hits after the first deal 50% less damage.
(Cool down: 4 turns)
Damage 2K - 3k
Special 2: You are doomed
Inflict death mark on target enemy and remove 30% turn meter from all enemies, with an 70% chance to inflict health down. If magna guard is present, call him to assist, and if he is defeated revive him at 80% health.
(Cool down: 5 turns)
Leader: Daunting presence
All enemies have -20% critical chance and -30% critical damage.
Zeta: Enemies without protection or with less than 50% turn meter cannot resist debuffs or evade attacks and have -25 speed.
Unique ability: unorthodox fighter
Grevious has a 50% chance to gain 20% turn meter every time he performs an action. Additionally, he has +10% max health and speed for each living enemy, and has a 25% chance to inflict mortal wound for 2 turns whenever he attacks. This effect cannot be resisted.
Mortal wound: Affected unit is immune to cleanses. This effect cannot be dispelled.
Zeta: +35% counter chance and +25% mortal wound chance.
Explanations:
-His basic is fine as is.
-I made grevious wounds the way it is because I like the multi damage idea that I've seen some people come up with for his basic. However, his basic is fine as it is. I also wanted to implement DOT effects, anti jedi stuff, and healing immunity and I though that this would be the best way.
-I changed the name to "you are doomed" because it better fits grevious than "sinister laugh" and he says it to obi wan in ROTS. I though death mark would make a fine addition to grevious's collection, along side some magna guard synergy. I kept the health down because I thought it worked well with his kit.
-I always thought daunting presence could have been a really cool ability, but it never really lived up to expectations. The idea behind my zeta is that weaker toons get affected by daunting presence more usual, and it could help stick grevious's many debuffs in his kit.
-unorthodox fighter is what brings this idea together. My idea for grevious is that he'd break the triple cleanse teams that are running around lately, and that he'd be a strong counter to GK, as they're rivals n'stuff. The counter chance is so he can gain turn meter from attacking (part of his unique) and the health and speed are to help give him a boost without giving him a complete gear overhaul.
K now that that's done, here's magna guard
ig-100 magna guard
Dark side, tank, separatist, droid
Disruptive tank that inflicts and exploits shock
Basic: Electrostaff assault
Deal physical damage to target enemy with an 80% chance to inflict shock for 2 turns. If target was already shocked, guaranteed critical hit and stun them for 1 turn.
Damage: 2K - 4K
Special: disruption
Deal physical damage to all enemies, inflict crit chance down, and remove 30% turn meter. Shocked enemies are dealt double damage and are exposed for 2 turns.
(3 turn cool down)
Damage: 2k - 3k
Unique: relentless vanguard
Magna guard has 50% counter chance and 50% counter damage and has a 50% chance to counter attack and gain taunt for 1 turn when ever an ally is damaged, doubled if the ally damaged is general grevious.
Explanations:
-his basic should obviously inflict shock and stun, because he's hitting them with an electric pole thingy. I gave him bonuses for shock to sort of synergies with count dooku a little, as dooku also uses magna guards.
-I like the expose from the magna guards in the tank raids so I put it in this guy. I also think if it's a move called "disruption" it should disrupt the enemy team by removing to and reducing crit chance. I have it more shock benefits for the same reason as on its basic.
-well, for starters, his name is literally magna guard, so he should guard n'stuff. I also gave him grevious synergy that sort of goes hand in hand with the revive grevious gives him, as ig100 is protecting GG and GG is reviving 100.
Well dang. There goes 2 hours of my life. TIME WELL SPENT. But in all seriousness, I hope you guys like my ideas, feel free to give feedback or make your own ideas, or say why grevious needs/ doesn't need a rework (even though you're wrong if you pick the latter) and have a nice day/ night/ after noon/ morning :)