6 years ago
General Grievous Rework ideas and speculations
Well, Ahnald (and the rest of us) finally got his wish and we're getting a General Grievous/b2 battle droid/Magnaguard rework, along with the B1 battle droid and Droideka. So i'm sure everyone's heads are spinning with ideas and speculations, So lets discuss just that! I apologize in advance if this isn't the correct place for this thread. Anyway here is my idea for what General Grievous could look like.
Ability 1 (basic) Furious Assault
Deal Physical/Special damage to target enemy, this attack cannot be evaded or countered.
-/+5%/+10%/+15%/+5%/+10%/+15%/+30% damage (omega)
Just like it is originally, pretty solid and should remain the same IMO.
Ability 2 (special) Grievous Wounds/Sinister Laugh
(Final Text) Inflict Health Down on all enemies (can't be evaded) for 2 turns, Jedi enemies cannot resist this effect. Deal Physical/Special Damage to all enemies, which cannot be evaded, with an 80% chance to inflict healing immunity for 1 turn. Also 40% chance to remove 30% Turn meter, chance is doubled against Jedi enemies.
Cooldown: 3 turns
-/+5%/+10%/+15%/+5% damage +15% healing immunity chance/+10%/+15%/Jedi enemies cannot resist this effect & +15% healing immunity chance (omega)
I mashed grievous's 2nd and 3rd ability together thinking that it could free up his kit for some other cool stuff while still retaining some of his anti jedi ability. Might be a bit too strong. A good place for his signature Laugh.
Ability 3 (special) Daunting Presence/Tactical Retreat
(Final Text) Target Droid ally gains Taunt for 3 turns which cannot be dispelled, in addition, General Grievous gains Stealth for 3 turns, which cannot be prevented or dispelled. Target Droid ally assists dealing 30% reduced damage.
Cooldown 3 turns
Unlocked at Gear Level 2
-/-5% Damage Penalty/-5% Damage Penalty/+1 Stealth & Taunt Duration/-5% Damage Penalty/-1 Cooldown/-10% Damage Penalty/Stealth & Taunt cannot be dispelled (omega)
Here's where we begin to get into the bread and butter of what (or rather who) General Grievous is, a Selfish Commander who will throw his droids into the meat grinder to protect himself no matter the cost or the loss. I added the assist function because without I couldn't really figure out how exactly the skill would level up. GG will continue to be untargetable in case of an enemy who can ignore taunts (zNest, CLS, JKR) Of course this would be a good place to implement Grievous's signature Cough.
*cough cough* *commands a droid to the front*
Ability 4 (Leader) General of the Droid Army
(Final Text) All Droid allies gain +15 speed, +20% offence, defense, critical chance, and critical damage. In addition General Grievous gains the Summon Reinforcement ability.
Summon Reinforcement: Target Separatist Droid ally, summon forth an exact copy of that ally. Summoned Droid starts with no protection and gains 50% turn meter. This ability cannot be used until a Droid ally has been defeated.
Cooldown: 4
Unlocked at Gear Level 4
-/+5 speed/+5 speed/add 10% offence & defense/add 10% critical chance/add 10% critical damage/+10% offence, defense, CC & CD/Add Summon Reinforcement ability (Zeta)
This is his ARMY, and he Commands endless hordes of droids to throw forward at the enemy. Separatist Droids are specified here since they're the generic droid minions and it would make no sense for GG to be able to summon a second T3-M4 or C3-P0. This works to empower HIS droids and really solidify his role as a Droid Leader. But if GG is out of Droid allies, then this leaves him vulnerable and exposed.
Ability 5 (Unique) Tactical Advantage
(Final Text) General Grievous gains +10% Max Health for each living Droid ally. Whenever General Grievous uses a basic or special ability, Call any Magnaguard allies to assist, dealing 50% less damage. In addition, after taking damage for the 7th time, General Grievous immediately takes a bonus turn, all negative status effects are dispelled on him and his cooldowns are reset.
Unlocked at Gear Level 8
-/+1% Max Health/+1% Max Health/+1% Max Health/Add call Magnaguard allies to assist/+1% Max Health/+1% Max Health/Add after taking damage for the 7th time, General Grievous immediately takes a bonus turn, all negative status effects are dispelled on him and his cooldowns are reset (Zeta)
Here's where GG's kit wraps up into one nice snuggable blanket. He should be a terrifying leader and even when he is targetable, enemies might want to think twice before attacking him or accidentally applying burn/DoT, as doing so might cause him to inflict some nasty debuffs, force a taunt/stealth, or summon forth another droid. Obviously this was ripped straight from GG from the AAT raid but i think it would make an excellent addition to his kit, only difference being it's not a buff and can't be prevented when triggered. Maybe that could be revised.
So that's my idea for what GG could look like, let me know what you think, and also what ideas you might have?
Ability 1 (basic) Furious Assault
Deal Physical/Special damage to target enemy, this attack cannot be evaded or countered.
-/+5%/+10%/+15%/+5%/+10%/+15%/+30% damage (omega)
Just like it is originally, pretty solid and should remain the same IMO.
Ability 2 (special) Grievous Wounds/Sinister Laugh
(Final Text) Inflict Health Down on all enemies (can't be evaded) for 2 turns, Jedi enemies cannot resist this effect. Deal Physical/Special Damage to all enemies, which cannot be evaded, with an 80% chance to inflict healing immunity for 1 turn. Also 40% chance to remove 30% Turn meter, chance is doubled against Jedi enemies.
Cooldown: 3 turns
-/+5%/+10%/+15%/+5% damage +15% healing immunity chance/+10%/+15%/Jedi enemies cannot resist this effect & +15% healing immunity chance (omega)
I mashed grievous's 2nd and 3rd ability together thinking that it could free up his kit for some other cool stuff while still retaining some of his anti jedi ability. Might be a bit too strong. A good place for his signature Laugh.
Ability 3 (special) Daunting Presence/Tactical Retreat
(Final Text) Target Droid ally gains Taunt for 3 turns which cannot be dispelled, in addition, General Grievous gains Stealth for 3 turns, which cannot be prevented or dispelled. Target Droid ally assists dealing 30% reduced damage.
Cooldown 3 turns
Unlocked at Gear Level 2
-/-5% Damage Penalty/-5% Damage Penalty/+1 Stealth & Taunt Duration/-5% Damage Penalty/-1 Cooldown/-10% Damage Penalty/Stealth & Taunt cannot be dispelled (omega)
Here's where we begin to get into the bread and butter of what (or rather who) General Grievous is, a Selfish Commander who will throw his droids into the meat grinder to protect himself no matter the cost or the loss. I added the assist function because without I couldn't really figure out how exactly the skill would level up. GG will continue to be untargetable in case of an enemy who can ignore taunts (zNest, CLS, JKR) Of course this would be a good place to implement Grievous's signature Cough.
*cough cough* *commands a droid to the front*
Ability 4 (Leader) General of the Droid Army
(Final Text) All Droid allies gain +15 speed, +20% offence, defense, critical chance, and critical damage. In addition General Grievous gains the Summon Reinforcement ability.
Summon Reinforcement: Target Separatist Droid ally, summon forth an exact copy of that ally. Summoned Droid starts with no protection and gains 50% turn meter. This ability cannot be used until a Droid ally has been defeated.
Cooldown: 4
Unlocked at Gear Level 4
-/+5 speed/+5 speed/add 10% offence & defense/add 10% critical chance/add 10% critical damage/+10% offence, defense, CC & CD/Add Summon Reinforcement ability (Zeta)
This is his ARMY, and he Commands endless hordes of droids to throw forward at the enemy. Separatist Droids are specified here since they're the generic droid minions and it would make no sense for GG to be able to summon a second T3-M4 or C3-P0. This works to empower HIS droids and really solidify his role as a Droid Leader. But if GG is out of Droid allies, then this leaves him vulnerable and exposed.
Ability 5 (Unique) Tactical Advantage
(Final Text) General Grievous gains +10% Max Health for each living Droid ally. Whenever General Grievous uses a basic or special ability, Call any Magnaguard allies to assist, dealing 50% less damage. In addition, after taking damage for the 7th time, General Grievous immediately takes a bonus turn, all negative status effects are dispelled on him and his cooldowns are reset.
Unlocked at Gear Level 8
-/+1% Max Health/+1% Max Health/+1% Max Health/Add call Magnaguard allies to assist/+1% Max Health/+1% Max Health/Add after taking damage for the 7th time, General Grievous immediately takes a bonus turn, all negative status effects are dispelled on him and his cooldowns are reset (Zeta)
Here's where GG's kit wraps up into one nice snuggable blanket. He should be a terrifying leader and even when he is targetable, enemies might want to think twice before attacking him or accidentally applying burn/DoT, as doing so might cause him to inflict some nasty debuffs, force a taunt/stealth, or summon forth another droid. Obviously this was ripped straight from GG from the AAT raid but i think it would make an excellent addition to his kit, only difference being it's not a buff and can't be prevented when triggered. Maybe that could be revised.
So that's my idea for what GG could look like, let me know what you think, and also what ideas you might have?