Forum Discussion
8 years ago
"Krayden_Phogg;d-102511" wrote:
So I, like many if you, can't wait till Jedi pass month. I'm hoping it's in May and here are some characters/reworks I'd like to see released...
When Sith pass came out (and this is off the top of my head, so forgive me if I miss some things) we got a rework to Kylo Ren (non sith) the release of his ship & reworks to all sith in game (except EP?) We also got 3 new sith toons. Darth Nihilus and two generic but decent generic toons in Sith Trooper & Sith Assassin. I'm going to try to follow a similar suit with the Jedi pass.
The rework and new ship release will be farmboy Luke and his Red 5 X-Wing. What I'd like them to do is swap out the skin for the rebel luke Skywalker one, add Jedi tag & then the abilities rework. I'm thinking similar to Boba Fett in that he had the Carbine he never used and they added it to his attack. Difference here being a skin swap and additional attack
Rebel Jedi Luke
Lightside, Rebel, Jedi, Attacker
Power:8,306
Speed: 157
Health:19,864
Saber Strike:
Deal Physical Damage to target enemy & inflict damage over time for 3 turns. If this attack scores a Critical Hit, gain 50% Turn Meter & defense up until the end of Luke's next turn. This buff cannot be dispelled. This attack deals double damage to empire & sith.
Damage: 4,537-5,013
Aggressive bladework: (cooldown 3 turns)
Deal Physical damage to target enemy & stun for 2 turns. If this attack scores a Critical Hit remove 50% turn meter and also inflict Defense Down and Speed Down for 2 turns. This attack deals double damage to empire & sith.
Damage: 7,560-8,354
Controlled Assault: (Cooldown 4 turns)
Deal physical damage to all enemies and remove a random buff from each. If an enemy has no buffs or is suffering only debuffs, call a Jedi or Rebel ally to assist. If an enemy is critically hit, remove 35% turn meter & dispel all buffs. If Old Ben is called to assist Luke gains 25% max health & gains offense up till the end of his next turn.
Damage: 3,633-4,014
A New Hope: (Leader) Rebel & Jedi allies gain 45% tenacity and 45% Potency. Whenever a Jedi or Rebel resists an effect they gain speed up till the end of their next turn & remove 20% turn meter from that enemy (stacked if the attack was an AOE) Whenever a Jedi or Rebel applies a debuff, they gain advantage until the end of their next turn & gain 20% Max health (stacked per debuff)
Use the force Luke: (Unique) Luke has a 34% chance to gain critical chance and/or critical damage up for 2 turns at the start of each of his turns. If Luke goes more then 2 turns without gaining critical chance & critical damage up (at the same time) he gains advantage till the end of his next turn and his attacks deal 50% more damage.
Luke's X-Wing
Bullseye:(basic) Deal physical damage to enemy & inflict target lock for 2 turns. This cannot be evaded or resisted.
Target lock: guaranteed critical hit dealing 50% more critical damage.
Rogue Leader: Target locked enemies have 25% evasion down. When a target locked enemy is critically hit call a rebel ally to assist. When Luke is the one attacking, if wedge and/or Biggs is present they are called to assist.
Red 5 Standing by: (4 turn cooldown) inflict defense down & ability block for 2 turns. Luke gains speed up & advantage for 2 turns.
Target Lock: dispel all buffs & remove 20% turn meter for each buff dispelled.
For the Jedi version of Nihilus it'll be Revan (Plenty have threads with his potential builds. He'd have the Jedi & Sith tags) for Sith Assassin and Sith Trooper I'm going with Jedi Temple Guard & Cin Drallig (I know not "generic" but not super well known)
Cin Drallig
Lightside, Jedi, Attacker
Power: 8,978
Speed: 133
Health: 19,763
Swordsman's blow: Deal physical damage to target enemy and grant a Jedi ally offense up until the end of their next turn. If this ally already has offense up, also give them advantage till the end of their next turn.
Damage: 7,171-7,924
Offensive Teachings: (3 turn cooldown) Deal physical damage to target enemy & call a Jedi to assist. If Jedi Temple Guard is present, he also assists and grants all allies defense up until the end of their next turns.
Damage:5,482-6,058
Master Swordsman: When attacking a debuffed enemy, Cin Drallig gains the opposite buff (if one is available) until the end of his next turn. If Drallig attacks an enemy who has a lightsaber, his attack deals 50% more damage. If he is attacked by an enemy who has a lightsaber, he'll counter attack (no damage bonus, unless provided by other means)
Jedi Temple Guard
Jedi, Lightside, Tank
Power: 8,831
Speed: 117
Health 26,661
In another skin swap, swapping out JKG for JTG
Saber Sweep: Deal Physical damage to target enemy and inflict Offense Down for 2 turns. If target already has offense down, remove ability block from a random Jedi ally. If no ability blocks are present, remove a random debuff instead. If no Jedi allies are debuffed, give a random ally defense up for 2 turns & JTG gains foresight for 1 turn.
Damage: 4,222-4,665
Saber Throw: (4 turn cooldown) Deal Physical damage to all enemies with a 55% chance to inflict Ability Block for 1 turn. This chance is increased to 100% on a Critical Hit. In addition, Jedi Temple Guard gains Defense Up for 2 turns.
Damage: 3,031-3,349
Defend the Order: While below 50% Health, Jedi Temple Guard has +30% Tenacity, gains evasion up and recovers 20% of his Max Health at the start of each of his turns. Additionally, anytime a Jedi ally is given a debuff, JTG taunts for 1 turn. If Cin Drallig is present, he gains retribution anytime JTG taunts.
Old Ben
Lightside, Jedi, Tank
Power: 9,269
Speed: 118
Health: 20,242
Elegant Form: Deal Physical damage to target enemy and grant random ally Evasion Up for 2 turns. If target was suffering a debuff, give a different random ally advantage till the end of their next turn.
Damage: 3602-3,980
Mind Tricks (cooldown 5 turns) Inflict Ability Block on all enemies for 1 turn and Offense Down for 2 turns, with an 80% chance remove 60% Turn meter. If Rebel Luke Skywalker is present, he is called to assist & the cooldown is reduced by 1.
Old Jedi Knight: (Leader) All allies gain 20% Evasion and gain 30% Turn Meter whenever they Evade an attack. In addition, whenever a sith loses stealth they are stunned for 2 turns.
If you Strike me down: (unique) When Old Ben Kenobi is defeated, he grants all allies Advantage, Evasion, Speed, Defense, Offense, Health (25%), Defense Penetration, Tenacity, Potency and Critical Damage Up for 2 turns. If any enemies are currently stealthed, they lose their stealth. Then remove buffs from enemies that lost stealth. If Luke and/or Leia are present when Old Ben dies their health gain is 100%.
Help me Obi-Wan Kenobi: (unique) Old Ben taunts for 1 turn at the beginning of the encounter, anytime an ally is critically hit & anytime an ally falls to 50% health or below. This taunt cannot be dispelled. If any ally dies before Old Ben, they are revived to 100% max health (this ignores if they were killed by can't be revived, unless the can't be revived is from a raid boss) Old Ben is sacrificed instead and can't be revived. In addition, if Rebel Luke Skywalker is present when Old Ben dies, he also gains retribution for the remainder of the encounter and it can't be dispelled. Luke's next attack after Old Ben dies deals 100% more damage. If Leia is present when Old Ben dies, she goes into stealth for the remainder of the encounter and can't be dispelled.
Eeth Koth
Jedi, lightside, Support
Power: 8,698
Speed: 144
Health: 18,753
Breaching Strike: Deal Physical damage to target enemy with a 50% chance to inflict Defense Down for 3 turns. If the target is a Droid, this attack deals double damage, has a 100% chance to inflict defense down for 3 turns & shocks them for 1 turn.
Damage: 3,265-3,609
Force Push: (3 turn cooldown) Deal Special damage to target enemy with a 75% chance (100% against droids) to Stun for 1 turn and a 100% chance to inflict Ability Block for 3 turns if the target is a Droid. This attack deals double damage against droids.
Damage: 4,383-4,843
Stalwart Jedi Defender: Jedi allies gain 60% defense (100% against droids) in addition, they also gain evasion up for 1 turn anytime they are critically hit by a droid & recover 30% of their max health.
Anti-Droid Specialist: Eeth Koth has +35% Critical Chance and +25% Critical Damage when attacking Droids. In addition, He has a 75% counter chance against droids. If he is critically hit or applied with a debuff from a droid, his counter chance is 100% & they are stunned for 1 turn.
Mace Windu
Lightside, Jedi, Tank
Power:9,507
Speed: 149
Health:25,695
Invincible Assault: Deal Physical damage to target enemy. If Mace is above 50% Health, this attack deals 50% more damage. If Mace is below 50% Health, he recovers Health equal to 70% of the damage dealt. If target is a sith, he gains both bonuses at 100% regardless of health.
Damage: 4,368-4,827
Smite: (3 turn cooldown) Deal Special damage to target enemy and remove all positive status effects. If the target was a sith, place the opposite debuffs on all enemy siths.
Damage: 7,463-8,247
Grand Master Jedi: (leader) Jedi allies gain 25% Offense, 20% Critical Chance, and 15% critical damage. In addition they recover 10% of their Max Health when scoring a Critical Hit.
Shatterpoint: (unique) At the start of each of his turns, Mace has a 50% chance to Expose a random enemy (100% if it's a sith) until the end of his turn. This effect can't be Resisted. In addition, Mace gains 25% Turn Meter & deals 25% more damage whenever he attacks an Exposed enemy. If that enemy is a sith, double the turn meter gain.
Master of Vaapad: (unique) If Mace is damaged or debuffed by a sith, he gains advantage & offense up until the end of his next turn. If he is critically hit or stunned by a sith he gains 100% tm. In addition anytime a sith dies, Mace gains 20% of his max health & gains retribution for 1 turn.
Plo Koon
Lightside, Jedi, Tank
Power: 8,866
Speed: 124
Health: 23, 640
Quelling Blow: Deal Physical damage to target enemy and dispel a random positive status effect on them, with a 50% chance to dispel all positive status effects instead and call a clone or Jedi to assist dealing 30% more damage. If an effect is dispelled, Plo Koon gains Defense Up for 3 turns.
Damage: 5,115-5,652
Force Judgement: (4 turn cooldown) Deal Special damage to all enemies with a 70% chance to inflict Offense Down for 3 turns. In addition, any enemy above 50% turn meter is dazed for 1 turn.
Damage: 3,022-3,339
Take Charge: (4 turn cooldown) All allies gain Defense Up for 4 turns. Clone and Jedi allies gain 50% Turn Meter and other allies gain half that amount.
Overwatch: (leader) Each ally has a 55% chance to remove Stealth from each enemy at the start of their turn. If they dispel any enemies, they gain advantage for 1 turn. If that ally is a Jedi or clone, their cooldowns are reduced by 1. Also, at the start of their turns, clone allies have a 50% chance to gain offense up for 1 turn and a 35% chance to gain foresight. If any clones were critically hit the prior turn Plo Koon taunts for 1 turn.
Kit Fisto
Lightside, Jedi, Attacker
Power: 9,098
Speed: 135
Health: 24,993
Lightsaber Mastery: Deal Physical damage to target enemy with a 30% chance to attack again. Kit Fisto has a 50% chance to gain 15% Turn Meter with each attack. In addition, there's a 25% chance to call a clone to assist each attack, dealing 50% less damage.
Damage: 3,828-4,230
Turn the Tide: (6 turn cooldown) Deal physical damage to all enemies & remove all buffs. In addition, remove all debuffs from allies.
Damage: 3,044-3,364
Force Orb: (3 turn cooldown) Deal physical damage to target enemy. This attacks deals 75% more damage to droids with a 50% chance to stun them for 1 turn.
Republic Protector: (leader) All Clone & Jedi allies gain 35% Tenacity & 45 Defense. At the beginning of their turns they gain 10% of their max protection. Anytime they attack a droid they have a 15% to stun them for 1 turn.
Superior Bladework: Kit Fisto has 55% Counter Chance and +25% Offense. If he counters a droid it's a guaranteed critical hit with a 50% chance to call a clone or Jedi to assist.
If you got this far, thanks for taking the time to read it, as it took me quite awhile to come up with and write.
ok a few things first off in the italics while an auto taunt would make him great that ability is way to strong and does need to be cooled down quite a bit and as for the rest of Old Ben while the other unique and leader feels more anti zaul than anything else it'll be fine and the moves are terrific improvements.(edit: just read the other comments lol)
As for Plo Koon i think that this was the best rework u designed and it hits it on the point of what he should be. The only thing i will say is that take charge should grant more bonuses to clone and jedi but otherwise perfect.
The rest are terrific as u put them while some changes could be made here or there its overall really good besides ben(who was simply just overpowered with that last unique) so keep up the good work.
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