Forum Discussion

Xcien's avatar
4 years ago

Imperial Remnant Officer Kit Idea

Here is the kit idea for the Imperial Remnant Officer.



Unit Name: Imperial Remnant Officer
Tags: Dark Side, Support (TAC), Empire, Imperial Remnant, Imperial Troopers
Description: Deadly Imperial Remnant Support that Marks his allies and manipulates the flow of battle to ensure an allied victory.
Relic: Imperial Officer Cap

Basic: Imperial Order (Omega):
Spoiler
Deal special damage to target enemy and reduce their Turn Meter by 20%. If the target is buffed, grant all Imperial Remnant allies 10% Turn Meter.
Animation: Imperial Remnant Officer fires at target enemy with his blaster pistol.

Special: Victory or Death (Cooldown 3) (Omega):
Spoiler
Dispel all debuffs on Imperial Remnant allies and they recover 10% Health and Protection for each debuff dispelled on themselves. Then, inflict Marked on the healthiest ally for 2 turns. While the ally is Marked, they have +25% Tenacity, +25% Defense, and 100% Counter Chance.
Animation: Imperial Remnant Officer speaks into his communications device, then Marks the healthiest ally.

Unique: Long Live the Empire (Zeta):
Spoiler
While Imperial Remnant Officer is active, all Imperial Remnant allies have +20% Potency, and +15% Offense. In addition, Imperial Remnant Officer has +10% Evasion for each Empire ally, and all Empire allies gain 5% Turn Meter each time Imperial Remnant Officer evades an attack.
-Zeta: Whenever an Empire ally is defeated, all other Empire allies dispel all debuffs on themselves, gain 30% Turn Meter, and recover 25% Health and Protection.
  • "Sebek;c-2276793" wrote:
    Too much TM gain on basic, too much Health&Protection Recovery on special (All Imperial Remnant allies had Defense Down and Potency Down for example, and now they recover 100% Health&Protection on a 3 turn CoolDown).
    Also the TM gain on Unique should probably be 5% not 10%. For the Zeta, i would lower the TM gain to 30%.


    For the special, they would only recover 20% Health and Protection. Each unit dispels their debuffs and recovers Health and Protection for each debuff dispelled from themselves.
    As for the other things, I will fix them. Thank you for evaluating.
  • "Sebek;c-2276824" wrote:
    "Xcien;c-2276819" wrote:
    "Sebek;c-2276793" wrote:
    Too much TM gain on basic, too much Health&Protection Recovery on special (All Imperial Remnant allies had Defense Down and Potency Down for example, and now they recover 100% Health&Protection on a 3 turn CoolDown).
    Also the TM gain on Unique should probably be 5% not 10%. For the Zeta, i would lower the TM gain to 30%.


    For the special, they would only recover 20% Health and Protection. Each unit dispels their debuffs and recovers Health and Protection for each debuff dispelled from themselves.
    As for the other things, I will fix them. Thank you for evaluating.


    You added that it would be debuffs dispelled on themselves afterwards.


    Yes, to clarify it so that nobody else gets confused.