2 years ago
{Kit Concepts - Community Help Requested} Jedi: Survivor Kit Concepts
Hey, can't wait to see Cal Kestis and his friends (and enemies). Kinda confused why they got left being by this Sith fleet stuff (not that I'm exactly complaining, we sure need some more ships out there). As a huge fan of the Star Wars Jedi games, however, I simply can't let this go by lol. Anyone wanna help me out finishing, revising and maybe rethinking these kits?
(Question to mods, admins, managers and whatnot: should I delete the older, very similar posts about this that are in General Discussion?)
Cal Kestis (Survivor)/Jedi Knight Cal
Description:
“{insert name}” (Unique); Cal Kestis (Survivor) has +20% Counter Chance, Potency and Defense Penetration. For each debuff on him, Cal Kestis (Survivor) has +15% Defense and +10% Health Steal. If the enemy Leader is Dark Side Unaligned Force User at the start of an encounter, enemies have -50 Speed and -15% Potency. At the end of his turn, Cal Kestis (Survivor) dispels up to 3 debuffs from himself and grants a random ally Tenacity Up for 2 turns if this dispel removes all debuffs from him
Dark Side Unaligned Force User enemies’ Unique abilities are ignored while they have Ability Block or Vulnerable. For each Light Side Scoundrel ally, Cal Kestis (Survivor) has +15% Offense. For each Jedi ally, Cal Kestis (Survivor) has +15% Critical Avoidance. For each Unaligned Force User ally, Cal Kestis (Survivor) has +10% Max Health.
If all allies are Light Side at the start of battle, Cal Kestis (Survivor) takes a bonus turn at the beginning of each encounter and whenever an ally is defeated.
“Stand Against the Darkness” (Leader); Light Side Scoundrels, Light Side Unaligned Force Users and Jedi have +15% Max Health and Critical Damage for each other Light Side Scoundrel, Light Side Unaligned Force User and Jedi ally.
Empire enemies have -30% Max Protection and Dark Side Unaligned Force User enemies have -30% Counter Chance and Critical Damage.
Light Side Scoundrel allies have +5% Critical Chance and +2% Evasion for each active enemy and defeated ally and gain Advantage for 2 turns whenever they Evade or are Evaded.
Light Side Unaligned Force User allies have +10% Speed and Offense for each active ally and defeated enemy and cannot be Critically Hit while they have more than 25% Protection.
Jedi allies have +35% Critical Damage and 15% Counter Chance for each defeated ally and gain the new Special ability, There Is Only the Force.
“There Is Only the Force” (Special); Cooldown of 4; Inflict the target enemy and one random other enemy without Protection with Ability Block and Vulnerable for 2 turns. This cannot be Resisted by enemies that are not Jedi, Sith, or Unaligned Force User. Then, all Light Side allies gain +1% Mastery (stacking) for the rest of battle, doubled for Jedi.
“Crossguard Lightsaber” (Basic); Deal Physical Damage 3 times and Stun the target enemy for 1 turn. If the target enemy has Vulnerable, this attack cannot be resisted. If the target enemy has Armor Shred, this attack cannot be countered.
“Sundering Strike” (Special); Cooldown of 3; Deal Physical Damage to the target enemy and inflict Armor Shred for the rest of battle. If this attack scores a Critical Hit, Cal Kestis (Survivor) gains +10% Speed (stacking) and the target enemy loses 20% Max Protection (stacking) for the rest of the encounter. Grant a random other ally 30% turn-meter; if Cal Kestis (Survivor) is the only active ally, instead he gains Advantage for 2 turns.
“Cal and BD” (Special); Cooldown of 6; Deal Physical Damage to the target enemy and inflict a random enemy with Target Lock for 2 turns. If the target enemy has Vulnerable or Armor Shred, this attack has a 60% chance to ignore the target enemy’s Protection and instead deal 35% more damage if the target enemy is without Protection. Reduce the cooldown of this ability by 1 whenever Cal Kestis (Survivor) uses his Basic ability, and Cal Kestis (Survivor) has +25% Critical Chance and Critical Damage against Target-Locked enemies.
“Dark Grasp” (Special); Cooldown of 4; Deal Special Damage to the target enemy and remove 100% turn-meter from them, which cannot be resisted. Inflict 3 stacks of Damage Over Time for 2 turns, the application of each stack gaining 25% bonus Potency for each previous stack that was resisted. Cal Kestis (Survivor) then gains Offense Up and Critical Damage Up for 2 turns.
This one's fairly complete imo but if others have different ideas, I'd be happy to hear them (for example, I had the idea of Cal using different stances with Specials but I feel like we should hold off on that until the 3rd installment when --maybe-- Cal moves thru stances more fluidly). I'm hoping to see what the community thinks these kits should look like and think it'd be fun to figure out some kits as a group. Have a great day, y'all.
(Question to mods, admins, managers and whatnot: should I delete the older, very similar posts about this that are in General Discussion?)
Cal Kestis (Survivor)/Jedi Knight Cal
Description:
“{insert name}” (Unique); Cal Kestis (Survivor) has +20% Counter Chance, Potency and Defense Penetration. For each debuff on him, Cal Kestis (Survivor) has +15% Defense and +10% Health Steal. If the enemy Leader is Dark Side Unaligned Force User at the start of an encounter, enemies have -50 Speed and -15% Potency. At the end of his turn, Cal Kestis (Survivor) dispels up to 3 debuffs from himself and grants a random ally Tenacity Up for 2 turns if this dispel removes all debuffs from him
Dark Side Unaligned Force User enemies’ Unique abilities are ignored while they have Ability Block or Vulnerable. For each Light Side Scoundrel ally, Cal Kestis (Survivor) has +15% Offense. For each Jedi ally, Cal Kestis (Survivor) has +15% Critical Avoidance. For each Unaligned Force User ally, Cal Kestis (Survivor) has +10% Max Health.
If all allies are Light Side at the start of battle, Cal Kestis (Survivor) takes a bonus turn at the beginning of each encounter and whenever an ally is defeated.
“Stand Against the Darkness” (Leader); Light Side Scoundrels, Light Side Unaligned Force Users and Jedi have +15% Max Health and Critical Damage for each other Light Side Scoundrel, Light Side Unaligned Force User and Jedi ally.
Empire enemies have -30% Max Protection and Dark Side Unaligned Force User enemies have -30% Counter Chance and Critical Damage.
Light Side Scoundrel allies have +5% Critical Chance and +2% Evasion for each active enemy and defeated ally and gain Advantage for 2 turns whenever they Evade or are Evaded.
Light Side Unaligned Force User allies have +10% Speed and Offense for each active ally and defeated enemy and cannot be Critically Hit while they have more than 25% Protection.
Jedi allies have +35% Critical Damage and 15% Counter Chance for each defeated ally and gain the new Special ability, There Is Only the Force.
“There Is Only the Force” (Special); Cooldown of 4; Inflict the target enemy and one random other enemy without Protection with Ability Block and Vulnerable for 2 turns. This cannot be Resisted by enemies that are not Jedi, Sith, or Unaligned Force User. Then, all Light Side allies gain +1% Mastery (stacking) for the rest of battle, doubled for Jedi.
“Crossguard Lightsaber” (Basic); Deal Physical Damage 3 times and Stun the target enemy for 1 turn. If the target enemy has Vulnerable, this attack cannot be resisted. If the target enemy has Armor Shred, this attack cannot be countered.
“Sundering Strike” (Special); Cooldown of 3; Deal Physical Damage to the target enemy and inflict Armor Shred for the rest of battle. If this attack scores a Critical Hit, Cal Kestis (Survivor) gains +10% Speed (stacking) and the target enemy loses 20% Max Protection (stacking) for the rest of the encounter. Grant a random other ally 30% turn-meter; if Cal Kestis (Survivor) is the only active ally, instead he gains Advantage for 2 turns.
“Cal and BD” (Special); Cooldown of 6; Deal Physical Damage to the target enemy and inflict a random enemy with Target Lock for 2 turns. If the target enemy has Vulnerable or Armor Shred, this attack has a 60% chance to ignore the target enemy’s Protection and instead deal 35% more damage if the target enemy is without Protection. Reduce the cooldown of this ability by 1 whenever Cal Kestis (Survivor) uses his Basic ability, and Cal Kestis (Survivor) has +25% Critical Chance and Critical Damage against Target-Locked enemies.
“Dark Grasp” (Special); Cooldown of 4; Deal Special Damage to the target enemy and remove 100% turn-meter from them, which cannot be resisted. Inflict 3 stacks of Damage Over Time for 2 turns, the application of each stack gaining 25% bonus Potency for each previous stack that was resisted. Cal Kestis (Survivor) then gains Offense Up and Critical Damage Up for 2 turns.
This one's fairly complete imo but if others have different ideas, I'd be happy to hear them (for example, I had the idea of Cal using different stances with Specials but I feel like we should hold off on that until the 3rd installment when --maybe-- Cal moves thru stances more fluidly). I'm hoping to see what the community thinks these kits should look like and think it'd be fun to figure out some kits as a group. Have a great day, y'all.