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- It always been 3 turn cooldown for me. It still goes really quick though becuase I run him with Lumi and QGJ so the time between heals isn't bad at all.
- his basic saber attack does offer a chance to reduce remaining cool down by 1. so his heals can come pretty fast.
- Yeah I'm pretty sure JC is the most reliable toon in the game purely because he is just good at everything, not great at anything though
- Hmm, sorry must be trippin
- My JC's cooldown is still 2 rounds, as it should be for every one with ability 6+
"dkredsox;120682" wrote:
"Ztyle;120678" wrote:
My JC's cooldown is still 2 rounds, as it should be for every one with ability 6+
swgohcantina.com/jedi-consular/
Says his cooldown is 5. -1 at lvl3, and -1 at lvl6.
Cooldown counts the turn you use it on. Are you perhaps confusing your cooldown of 2 because of this?
Ok that makes absolutely no sence to count the round you using the skill- It's the same thing as 1-round debuffs falling off when delivered via counter-attack or 1-round buffs picked up as the result of a unit's own action (i.e. Ventress's rampage; Savage getting offense/defense up due to being counter-attacked) only to have them fall-off.
The game doesn't consider a character's turn-phase to be over until everything associated with it has occurred. So... A level 6 JC heal had a 3-round cool-down. It gets used, cool-down begins, his turn ends. Next turn, the JC's heal shows a counter value of 2 (instead of 3). So... Yeah. Mechanics of the game.
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