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Nutellathehut's avatar
7 years ago

Ideas for Kits/Reworks for Anakin and his Clone Wars Friends

A little while back, I posted an idea for a Jedi Knight Anakin rework. I didn’t get very much good feedback, however, because it was too game-breaking and, in the words of one particular comment, “made Jedi Knight Revan look like an eight-year-old boy with a glow stick”. After much brainstorming, I think I have this Anakin rework idea figured out. Not only will I be showcasing my new idea for an Anakin rework, however. In this discussion I will also share my ideas for characters who would synergize the best with him in an Anakin-led team. These characters include Jedi Master Obi-Wan (as seen in Revenge of the Sith), Captain Rex, Ahsoka Tano, and most important of all, Padmé Amidala. I have created kit/rework ideas for each of these characters and, after analyzing them deeply, believe that this may be the team to take Anakin into the meta. I believe this team is beatable, but only through careful strategy. Don’t expect to be automatically beating this team every time. Not without Revan, anyway.

The first character that I will showcase is Jedi Master Obi-Wan, a graceful Jedi Tank who Surprises his enemies at the start of the battle with a Taunt. I believe this version of Obi-Wan, should he come to the game, would synergize better with Anakin than he has before.

Spoiler
Jedi Master Obi-Wan

Light Side, Jedi, Galactic Republic, Tank

Graceful Jedi Tank who surprises his enemies at the start of the encounter with a Taunt.

Basic: Soresu Mastery
Deal Physical Damage to target enemy with a 70% chance to gain Foresight for 2 turns. If Obi-Wan already has Foresight, he has a 70% chance to grant a random ally who doesn’t have it Foresight for 2 turns instead. On a Critical Hit, these chances are increased to 100%.

Special 1: Versatile Blows (cooldown: 3)
Deal Physical Damage to target enemy, dispel all debuffs on target other ally, and call them to assist. If Jedi Knight Anakin is present, he will also dispel all debuffs on himself and assist. All attackers gain a buff for 2 turns based on the role of the selected ally (applied after the attack).
-Attacker: Advantage (this Advantage is applied to allies AFTER the attack)
-Tank: Retribution
-Support: Critical Hit Immunity
If target ally or Anakin have no debuffs before this ability is used, they also become Inspired for 2 turns.
(Inspiration: +25% Offense, Critical Chance, and Defense Penetration, doubled on Galactic Republic allies)

Special 2: Masterful Mind Trick (cooldown: 4) (ZETA)
Inflict Daze and Offence Down for 2 turns, remove 25% Turn Meter and increase the cooldowns of all enemies by 1. Obi-Wan Taunts for 2 turns. When this Taunt Expires, Obi-Wan gains a bonus turn. This attack can't be Evaded.

Leader: Bold and Brave
Jedi and Galactic Republic allies have +30% Critical Avoidance and +70% Defense. Whenever Foresight expires on an ally, they recover 10% of their Max Health and gain 10% turn meter. These bonuses are doubled for Jedi allies.

Unique 1: Hello There! (ZETA)
At the start of the encounter, inflict Surprise on all enemies for 2 turns (can’t be copied, resisted, Evaded, or dispelled) and Obi-Wan gains Taunt for 2 turns. Obi-Wan has +40% Defense, doubled while he has Taunt, and can’t be Critically Hit while Taunting. In addition, he gains +35% Critical Damage and Potency against Sith enemies. If Jedi Knight Anakin is present, he also gains this anti-Sith bonus.

Whenever another ally falls below 50% Health, that ally gains Stealth for 2 turns and Obi-Wan gains Taunt for 1 turn. If the suffering ally had Taunt, or was Marked or Deathmarked, it is immediately dispelled.
(Surprise: -25% Critical Avoidance, Tenacity and Defense, doubled on Separatists)


Hopefully, most of you get the joke when it comes to Obi-Wan’s first unique. The second kit I will showcase is the rework for Ahsoka Tano, which will be quite similar to her current kit when it comes to her focus on health regeneration.

Spoiler
Ahsoka Tano

Light Side, Jedi, Galactic Republic, Attacker

Versatile Attacker with team healing capabilities who has superior stats as long as she can avoid being Critically hit.

Basic: Energetic Slash
Deal Physical Damage to target enemy and Ahsoka recovers 25% of her Max Health. On a Critical Hit, she recovers 40% instead and other allies recover half that amount.

Special 1: Protective Maneuver (cooldown: 3)
Deal Physical Damage to target enemy. If the target had more than 50% Health, all allies recover Health equal to 50% of Ahsoka’s Max Health. Otherwise, this attack deals 50% more damage and all allies recover 25% instead. On a Critical Hit, grant all allies Speed Up for 2 turns.

Special 2: Learning From the Best (cooldown: 4)
Target other ally and Jedi Knight Anakin attack and then Ahsoka assists them, dealing 30% more damage. All attackers gain a bonus effect based on the role of the selected ally.
-Attacker: +100% Critical Chance for this attack
-Support: +35% turn meter gain
-Tank: +25% Health recovery

Unique: Daring Padawan (ZETA)
Ahsoka has +50% Max Health, +50 Speed, and +20% Critical Chance. If Jedi Knight Anakin is present, he also gains these bonuses. Ahsoka loses one of these effects each time she is Critically Hit, but whenever she or Anakin defeat an enemy, she regains them all. While Anakin is present, Ahsoka gains Critical Hit Immunity for 1 turn at the start of the encounter and whenever she uses a Special ability. If Jedi Master Obi-Wan is also present, this effect can’t be prevented or dispelled.


As the padawan of Anakin, it should be natural that she synergizes better with him. The same goes for Obi-Wan, who, in his current Clone Wars appearance as General Kenobi, doesn’t currently synergize as well with his apprentice as he should. Another character Anakin should have close synergy to is Captain Rex, who I have given a relatively smaller rework so that Anakin can synergize better with his second-in-command of the 501st Legion.

Spoiler
CT-7567 “Rex”

Light Side, Clone Trooper, Galactic Republic, Support

Clone leader focused on protecting his squad with turn meter gain, dispels and Tenacity Up.

Basic: Impeding Shot
Deal Physical Damage to target enemy and remove 25% turn meter. On a Critical Hit, this turn meter removal is doubled.

Special 1: Squad Discipline (cooldown: 4)
Dispel all debuffs on all allies and grant them Tenacity Up for 3 turns. Clone allies gain 60% turn meter, plus an additional 10% for each debuff dispelled this way, and other allies gain half that amount.

Special 2: Subdue (cooldown: 4)
Deal Physical Damage to target enemy, plus bonus damage equal to 25% of the target’s Max Health. On a Critical Hit, Stun the target for 1 turn.

Leader: Captain of the 501st Legion
Clone and Galactic Republic allies have +25% Max Health, and other allies gain half that amount. In addition, whenever an ally suffers a Critical Hit, Clone allies gain 20% turn meter, and other allies gain half that amount.

Unique: Experience Outranks Everything (ZETA)
Rex has +25% Max Protection, and gains 5% Max Protection (stacking) for the rest of the encounter whenever a Galactic Republic ally or a Separatist enemy scores a Critical Hit. If Jedi Knight Anakin is present, he also gains these bonuses.


I changed the title of his leader ability because Rex can work well not just with his brothers in arms, but also with non-Clone allies such as Anakin, Obi-Wan, and Ahsoka. As for the title of his new unique, I hope you enjoy the callback to the good old days of the Clone Wars.
Now, Padmé has yet to be introduced to the game, and so I think coming up with a kit for her was the second-hardest part of this brainstorm. I say second-hardest because a lot of trial and error was used in the making of my new Anakin rework idea. If this Padmé kit idea is too overwhelming or underwhelming, I’m sorry. But see what you think about this:

Spoiler
Padmé Amidala

Light Side, Galactic Republic, Tank

Diplomatic Tank who dispels debuffs to heal her allies and synergizes extremely well with Anakin.

Basic: Diplomatic Solution
Deal Physical Damage to target enemy with a 50% chance to Stun them for 1 turn. On a Critical Hit, this chance is doubled.

Special 1: Aggressive Negotiations (cooldown: 5)
Deal Physical Damage to all enemies and dispel all buffs on them. For each buff dispelled this way, this attack deals 5% more damage and all allies recover 2% Health, doubled for Galactic Republic allies. If Jedi Knight Anakin is present, he is called to assist. This attack can’t be Evaded.

Special 2: Foiling the Enemy Plan (cooldown: 4)
Dispel all buffs on target enemy and inflict the opposite debuffs for 3 turns on all enemies, if any. These effects can't be Evaded. Padmé and Anakin gain all non-unique Buffs dispelled this way for 3 turns and Padmé Taunts for 2 turns. When this Taunt expires, Padmé dispels all debuffs on herself and gains Stealth for 2 turns.

Leader: Royal Senator of Naboo (ZETA)
Galactic Republic allies have +40% Critical Chance and +60% Potency. Whenever a Galactic Republic ally inflicts or suffers a debuff, they gain +2% Tenacity (stacking) for the rest of the encounter. Whenever a Galactic Republic ally scores a Critical Hit, they gain +5% Critical Damage (stacking) for the rest of the encounter.

Unique: Undying Love (ZETA)
Padmé gains +10% Offense, Health Steal, Accuracy and Critical Damage for each living Galactic Republic ally. If Jedi Knight Anakin is present, he also gains these bonuses. Whenever Anakin uses a Special ability, Padmé will assist him, dealing 20% less damage.

Whenever Padmé takes damage from an enemy attack, Anakin gains 3% Offense (stacking) until the end of the encounter. The first time Padmé is defeated, Anakin will have doubled Offense on his next turn.


Again, apologies if you don’t like the kit. However, if you do like it, let me know. This could be a potential starting block for when Padmé’s actual kit is designed.
And last, but definitely not least, the man, the myth, the legend, the Chosen One himself: Anakin Skywalker. I have thought long and hard about this kit, and have incorporated elements of his current kit and my previous draft into this kit here. Please join me in saying...this is where the fun begins.

Spoiler
Jedi Knight Anakin

Light Side, Jedi, Galactic Republic, Attacker

High-pressure Jedi Attacker who punishes his enemies for wounding his allies while allowing his allies to thrive off Critical Hits as the leader.

Basic: Deft Bladework
Deal Physical Damage to target enemy and inflict Healing and Buff Immunity for 2 turns. If this attack scores a Critical Hit, these effects can’t be resisted. This attack has +10% Critical Damage for each Galactic Republic ally, doubled for defeated allies.

Special 1: Reckless Assault (cooldown: 3)
Deal Physical Damage to all enemies, plus bonus damage equal to 20% of Anakin’s Max Protection. For each enemy Critically Hit, all allies have a 25% chance to become Inspired for 2 turns. For each enemy not Critically Hit, Anakin loses 10% Protection and has a 20% chance to become Exposed for 2 turns.
(Inspiration: +25% Offense, Critical Chance, and Defense Penetration, doubled for Galactic Republic allies)

Special 2: Protective Advance (cooldown: 5)
Deal Physical Damage to target enemy. All allies recover Protection equal to the damage dealt. If Anakin had no Protection, deal double damage.

Leader: Always on the Move (ZETA)
Jedi and Galactic Republic allies have +40% Offense, +30% Critical Damage, and +20 Speed, and other allies gain half these amounts. Whenever an ally is Evaded, they gain 20% turn meter and Advantage for 2 turns. An ally with Advantage can’t be Evaded. Whenever an ally scores a Critical Hit, they recover 5% Protection, doubled for Galactic Republic allies.

Unique: Righteous Fury (ZETA)
Anakin has +50% Counter Chance, plus an additional 10% for each Inspired ally. If Jedi Master Obi-Wan, Ahsoka Tano, Captain Rex, or Padmé Amidala are present, they also gain this bonus.

Whenever another ally takes damage from an enemy attack, Anakin gains 5% turn meter. Whenever another ally falls below 50% Health or is defeated, Anakin dispels all debuffs on himself, resets his cooldowns, and takes an immediate bonus turn. During this turn, Anakin has +75% Offense if the suffering ally fell below 50% Health, or +150% Offense if the suffering ally was defeated.


Well, there you have it. The fan made version of Anakin’s well-deserved rework, along with his greatest friends from the Clone Wars era. What do you think? Too powerful? Or could this be beaten easily? Whatever your answer is, I firmly believe that if anyone deserves to be the most powerful character in Galaxy of Heroes, it’s the Chosen One.

9 Replies

  • I see you have put a lot of effort into this. I'm only quickly looking at this in my break so I don't have any in dept feedback at the moment. That will come later when I have some time. I have noticed a bit of a problem with the post itself. It is very long. On top of that The entire post is just text. This makes it difficult on a glance to see where the kits are and where the normal text is. This makes it very intimidating and tiring to read. Therefore I'm going to tell you 2 tricks you can use to help you with big post like these: Bold text and Spoiler tags.
    Lets start with bold text. I recommend you make all the names (both character and ability's) in a kit bold. This helps as a visual break between the different ability's and the rest of the text. Making it easier to take in.
    The second is the spoiler tags. Put the entire kits in spoiler tags. This makes the entire post a lot shorter at first glance. Making it less intimidating. It also allows others to open and close them as needed. Making them easy to find and serves as another visual break between the kits and the normal text. You use the spoiler tags like this:

    (spoiler)(/spoiler)
    replace ( with
    I use these techniques in my kits a lot. Even adapt some old ones to it. Check these out for some examples. They are also my kit and rework idea's of galactic republic characters. So you can leave some feedback while you're there ;)
    Clones:
    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/192009/clone-rework-ideas
    Ahsoka Tano, Jedi Knight Anakin and General Kenobi:
    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/180236/galactic-republic-tag-idea-with-ahsoka-tano-jedi-knight-anakin-and-general-kenobi
    Padmé Amidala:
    https://forums.galaxy-of-heroes.starwars.ea.com/discussion/186845/padme-amidala-kit-idea
    Hope these tips help for you. As mentioned before I'll leave some in-dept feedback once I have some time.
  • Thanks! I will definitely do that once I have the time. And hopefully, your in-depth feedback is a lot better than it was the last time...
  • Okay, I have made some edits to the formatting so that the kits can be collapsed at will to see the others so that this whole thing is less intimidating. I have also bolded the names of the abilities so that you can tell them apart from the actual text. Hope this makes it a bit easier for you.
  • Ok I've had some time to think about these and I've got some feedback for you here:
    Some overall feedback first: You haven't specified anything about zeta's. Which ability's have them and what do they do? Would be nice to know.
    Jedi Master Obi-wan:

    Overall I really like this kit. It's pretty nice. Thou I do have some points with it.
    For his first special the bonuses are pretty nice except the Advantage. This buff is a bit weirder compared to the others. He already has advantage in his leadership and the assists will use the buffs immediately. Making it seem out of sync with the other buffs. I recommend changing it with either Critical chance up or Critical Damage Up. Both have their pros and cons (crit chance up synergises with his basic and Anakin's special, Crtit damage up with his leadership and Anakin's risky nature, both synergise with ahsoka) so this comes down to personal preference.
    Another think is the buff inspiration and the debuff surprise. I myself have a unique buff inspiration in my anakin rework idea as well, which I actually like. We both agree these characters are pretty inspirational. The problem is with the speed in these buffs and the lack of uniqueness.
    First the speed: -50% speed? +50% speed?! that is way too much man. For an example the ewok pabloo has +25% speed from his unique. Using this with mods he can be one of the fastest if not the fastest character in the game. Despite having one of the lowest base speeds in the entire game! Imagine what this would do. It is too much.
    The lack of uniqueness is also something that annoys me a bit. While I think the effects are pretty clever and synergyse with him (except the speed) They are basically 3 generic buffs slapped together. Which is a bit disappointing. Going back to my idea, I had inspired make characters immune to daze, as to help the assists and counters in the team. Adding something like this would be nice.
    The the unique hello there. I love this. This is really unique, nice and fits his character so much. Only problems I have are the evasion and Stealth/taunt effect. He already has Foresight so evasion seems redundant. Probably should remove it. As for the Stealth/taun, what bothers me is the 75% health part. Anakin gains bonuses when an ally falls below 50% health. So why is this here 75% instead of 50%? Seems to hinder anakin a bit, doesn't it?
    Finally his second unique. While I love the name, I don't like the ability itself for multiple reasons. First the fact that it is his 6th ability. With very few exceptions, 6 ability's are given to journey type characters (cls, rjt, revan(s)) and I think this position needs to be open for Darth Vader (ep3), or anakin (fallen), whichever you prefer.
    Second reason is that it gives anakin taunt. Anakin gains bonuses whenever his allies take damage. So the enemy will want to take him out first and your team should try to prevent that at all cost. So any ability that makes him taunt seems like a really bad idea.
    Third reason is that the ability is too specific. It only does something good against sith (see prevois problem). Agains all other teams this ability does nothing. Not to mention obi-wan got knocked out by dooku shorty after this. So the line was mostly just boasting. From that standpoint it also doesn't make much sense for the character. Combine that with the fact that sith currently in game mostly counter them (palpatine's unique, treya's lead just to name a few) and I don't think this will do any good. I really recommend removing it completely.
    Overall a really great idea. I've stretched the text quite a bit but this is basically it:

  • Replace advantage in first special with crit chance up or crit damage up
  • reduce/remove the speed effects from inspired and surprise. add something unique.
  • remove evasion from first unique, (optional) add something else in return
  • change first unique stealth/taunt trigger from 75% to 50%
  • Remove second unique.

    The rest I absolutely love. Well done.


    Ahsoka Tano:

    This one is pretty good. Nothing to say about the basic. Thou the first special is weird. In that the effects seem reversed. In your version you say that if the enemy is below 50% health. The health recovery is stronger and if the enemy is above 50% health the damage is stronger. I think you mean more than 50% health instead of less.
    The new special seems to be pretty similar to Ezra's watch and learn. But considering all things that does make sense. I quite like it. I do think the turn meter gain for support is a bit too much. Maybe reduce that one to 40%. You do give it to 3 characters after all.
    Not sure ahsoka needs a leadership. It's not really useful and the others got that covered already. I'm also a bit worried how having 5 ability's will affect her ship. But overall it's not really a problem.
    Unique is nice. Pretty unique and synergises with both anakin and obi-wan. Just nice
    so to sum it up:

  • special 1 seems reversed.
  • special 2's turn meter gain might be a tad too much
  • leadership might be unnecessary

    That's all. Just a really nice kit.


    CT-7567 "Rex":
    Spoiler

    Actually no complaints here. like the additional stun to subdue and the new unique. Really balanced and synergises nicely. Thou I do think the bonus protection from the unique might be too much. I mean "any unit" is a bit to wide an area. Maybe change that to "a Galactic Republic ally". Is a bit more balanced.


    Padmé Amidala:

    Her basic does to much. This team calls assists quite a lot and she assists anakin due to her unique. So this doe sway to much. Remove the can't be resisted and turn meter for anakin parts. Anakin already gains turn meter and bonus turns from his unique. He doesn't need any more and Stun and Cooldown reduction are already pretty powerful.
    I love the first special. Especially in how it does almost nothing.... I mean you say:
    Deal Physical Damage to all enemies and dispel all buffs on them. For each debuff dispelled this way...

    So you dispel buffs and then do something for each debuff dispelled. Quite the mistake buddy. But I do actually like this ability. I got nothing else on it.
    I also really like the second special...Except for the wording. It is worded quite weirdly with the multiple can't be evaded and the non unique brackets. I have nothing to say about the name and it's effects thou. Really love this ability but I would word it like this:
    Dispel all buffs on target enemy and inflict the opposite debuffs for 3 turns on all enemies, if any. These effects can't be Evaded. Padmé and Anakin gain all non-unique Buffs dispelled this way for 3 turns and Padmé Taunts for 2 turns. When this Taunt expires, Padmé dispels all debuffs on herself and gains Stealth for 2 turns.
    Nice leadership. Thou shouldn't the Stacking tenacity be when they suffer a debuff? So that with each debuff the chance for another one decreases?
    One major Issue with the unique: the 2 bonus turns for anakin. Anakin already gains a bonus turn on defeat from his unique. Not only is 3 bonus turns too much. But the bonus offence from the bonus turns are different. You try telling me which bonus turn the game will prioritize cause I sure won't know. It's also better to specify this in anakin's unique (that he gains another bonus turn if the defeated ally is padmé). All the other things are nice thou.
    to sum it up:

  • remove can't be resisted and turn meter from basic
  • fix debuff error/misswording in first special
  • fix weird wording in second special
  • (optional) change tenacity gain from leadership to on suffering instead on inflicting.
  • Remove anakin's bonus turns from unique

    Great idea's thou. Especially the specials.


    Jedi Knight Anakin:

    Like his basic. Really neat extra's. Thou I personally would have doubled the bonus for defeated allies. To synergyse with his unique more. Just a suggestion thou:
    This attack has +10% Critical Damage for each Galactic Republic ally, doubled for defeated allies.
    Like the forst special as well. Nice addition to damage and synergy with new rex. Thou makes my point about his unique stronger. Already talked about Inspiration over at obi-wan. So nothing new to add here. Just a nice ability.
    Second special is also nice. Thou I do think the condition is too easy. Especially since there doesn't seem to be any protection recovery anywhere else in any of the other 4 kits. And he won't always be in the leadership (thou even then he is bound to lose his protection way faster than he can gain it) So below 50% protection is really easy to be. I think the condition should be if he has no protection.
    Nothing to say about his leadership. Just nice.
    I've got mixed feelings about this unique. First the counter chance. This I really like. It completes the team in may ways. Thou it also reinforces my feedback on padmé's basic.
    But then the rest is pretty weird. Why does he need different effects whan an ally falls below 50% turn meter or is defeated. In that rspect his current version is stronger. Jus let him gain a binus turn on both triggers. Thou you could change the effect in the turns. Like: if the ally fell below 50% health, anakin deals 75% more damage during this bonus turn, doubled if the ally is defeated.
    The turn meter gain and Offecne Up are just too much. The turn meter gain goes back to padmé's basic: he already can gain massive amounts of bonus turns and turn the tide from his unique. Any more is just redundant and broken. And the offence up. If you count inspired (+50%) plus the bonus damage, plus his other bonuses in his kit, plus offence up... Yeah that is just too much. Inspired doesn't say it doesn't stack after all (thou it probably should)
    oh and don't forget the extra bonus turn if the defeated ally is padme.
    So to sum it up:

  • (optional) double bonus crit damage for defeated allies in basic
  • change condition to no protection in second special
  • Make both conditions (50% and Defeated) give a bonus turn in unique.
  • remove bonus turn meter on damage and offence up in unique
  • change/adapt bonuses during bonus turn in uique
  • add padmé defeat synergy in unique



    Well. This is my full feedback on your kits. They where overall really good. Great job.
    Now if you excuse me. Typing this comment took more than an entire hour so I'm slamming my hands into the wall in hopes of returning some feeling into them.
  • Thank you for the feedback. I have made edits to these kits according to your feedback, and I hope that they catch the attention of Capital Games. These edits include:

    Obi-Wan:
    -The Advantage granted by Obi-Wan on his first special will be applied AFTER the attack.
    -Inspiration will grant allies bonus Offense, Critical Chance, and Defense Penetration rather than Speed and Potency.
    -The Foresight expiration bonus on Obi-Wan's leadership will no longer grant Advantage, but will instead grant 10% turn meter, doubled for Jedi allies.
    -The second unique is gone, and has left a bit of Critical Damage and Potency against Sith enemies to be shared between Obi-Wan and Anakin in the first unique instead.
    -The 75% Health threshold on Obi-Wan's unique has been changed to 50% Health in order to synergize better with Anakin's unique.
    -Surprise will inflict enemies with decreased Critical Avoidance, Tenacity and Defense rather than Accuracy and Speed.

    Ahsoka:
    -The first special's health recovery has been inversed. At first, I thought it should have done more damage when the target was above 50% Health so that it would have caused the target to fall below 50% Health. Oh, well...
    -Turn meter gain for Ahsoka's second special has been decreased to 35%
    -Ahsoka no longer has a leadership. I only included one at first because she had one in her current kit.

    Rex:
    -Changed the stacking Max Protection effect to only trigger whenever a Galactic Republic ally or a Separatist enemy scores a Critical Hit.

    Padme:
    -Basic has become more simplified and will no longer trigger a whole bunch of crazy effects.
    -The first special's accidental (and embarrassing) mistype has been fixed.
    -The second special is now easier to read.
    -Padme's leadership will now grant stacking Tenacity whenever an ally inflicts or suffers a debuff.
    -The bonus for Padme's defeat has been changed to Anakin having doubled Offense on his next turn.

    Anakin:
    -Basic's Critical Damage bonus for defeated Galactic Republic allies is doubled.
    -Second special will now deal double damage if Anakin has no Protection instead of less than 50%.
    -Anakin's unique has been tweaked in order to grant the same bonus turn whenever an ally falls below 50% Health or is defeated, with 75% Offense if the ally fell below 50% Health or 150% Offense if the ally was defeated. As a result of Padme's basic, Anakin will deal double damage on this bonus turn if Padme was defeated.

    I hope these tweaks were satisfactory, sir. I will be adding a few more tweaks in order to specify which abilities are affected by zetas momentarily.
  • Zetas have been added. Obi-Wan, Anakin, and Padme will each have two, and Ahsoka and Rex will each have one. The effects of the zetas are in italics.
  • "ElijahSkywalker9;c-1823350" wrote:
    Zetas have been added. Obi-Wan, Anakin, and Padme will each have two, and Ahsoka and Rex will each have one. The effects of the zetas are in italics.


    Tnx for adding the zeta's. With this new information and the changes you made after my previous feedback I've gone over them again. I've come against 2 more things that bother me, both of which have to do with the zeta's: Obi-wan's Masterful Mind Trick and Anakin's Always on the Move.
    Lets do anakin first, as that one is just the zeta. As I see it the zeta is the can't be evaded part. Which I find weird. I didn't think just that was the zeta. In fact prior to this I thought the 5% protection on crit was the zeta, o at least part of it. There are others with similar zeta's after all. But that is also it for Anakin. Just a bit of a weird zeta.

    With obi-wan I actually think the ability is both really powerful and really weak. The multi turn ability block is actually pretty powerful. But that is also it. The cooldown seems a tad too long. The daze is average, the offence down is good but only single target and the accuracy down is just weak. It's an ability that is quite all over the place. But back then I didn't think it have a zeta and thus focused on the other things instead (the post was long enough). But now I would like to propose something different for the ability. I propose this:
    Special 2: Masterful Mind Trick (cooldown: 5/4) (5 before zeta/ 4 after, see zeta part for details)
    Inflict Daze and Offence Down for 2 turns and remove 25% Turn Meter from all enemies. Obi-Wan gains Taunt for 2 turns. This ability can't be evaded.
    (Zeta) Cooldown -1; Increase the cooldowns of all enemies by 1. When this taunt expires, Obi-Wan gains a bonus turn.
    FINAL TEXT: Inflict Daze and Offence Down for 2 turns, remove 25% Turn Meter and increase the cooldowns of all enemies by 1. Obi-Wan Taunts for 2 turns. When this Taunt Expires, Obi-Wan gains a bonus turn. This attack can't be Evaded.
    This seems more like a zeta special ability to me and is also more focused. Especially since Obi-Wan is a tank and is drawing attacks towards him after this.
    The rest is pretty good. They seem like really good kits now. but what do you think about these 2 zeta's?
  • Hmmm... yeah, I think your version of Obi-Wan’s ability is better than it is currently. As for Anakin’s leader, I’ve seen zetas that do even less. However, you do make a good point. I may tweak those a bit momentarily...
  • Okay, Obi-Wan's Mind Trick ability and Anakin's leader ability have been updated. Anakin's zeta now includes the Protection regeneration, and Obi-Wan's has been changed to fit with your description. Hope this fixes your issue.

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