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TheRealCaloNord
6 years agoNew Spectator
"DaPowerfulJedi;c-1774048" wrote:"TheRealCaloNord;c-1773995" wrote:"Vertigo;c-1773183" wrote:
The zeta is pretty bad though. I understand not needing the zeta to be meta defining, but Defense Up when you drop below 100% health is nearly useless.
actually, better yet, im thinking critical hit immunity. Too over powered?
I would change it to "Galactic Republic allies gain Critical Hit Immunity for 2 turns whenever they drop below 100% health."
That’s better but still a bit weak. Definitely not over powered for a zeta. I would change his leader ability to be something sorta like this:
LEADER - Republic Protector
At the start of the battle, Galactic Republic Allies gain +10% Tenacity, 10% Max Health and 2% health steal for each Galactic Republic ally and Separatist enemy. Galactic Republic Allies also gain 3% Offense (stacking) until the end of the encounter whenever they attack out of turn. (ZETA-) Additional 10% tenacity. Galactic Republic Allies gain retribution and offense up for 3 turns whenever they drop below 100% Health. When a Galactic Republic Ally attacks out of turn, they remove 20% turn meter from the target which can’t be resisted.
I added in health steal so that they can keep going back up to and falling below 100% health to get the buffs from the zeta. I also changed the stacking offense for each assist to each out of turn attack and put in retribution so that they attack out of turn more often. And since you said he’s good for facing the AAT I added in TMR, otherwise his team would never get past p1 or p3.
great ideas. I added a few and I hope these changes make a little more sense. I appreciate the feedback!
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