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Ichiraikou's avatar
Ichiraikou
New Spectator
7 years ago

Luminara Unduli rework idea

Luminara Unduli
Light Side, Jedi, Galactic Republic, Healer
Versatile attacker with buffs, ability block and a powerful party heal.


Flow of the Force (Basic)
Deal Physical damage to target enemy and gain Evasion Up for 2 turns. If Luminara already has Evasion Up, she gains 25% Turn Meter.

Force Blast (Special) (Cooldown: 2 turns)
Deal Physical damage to target enemy, remove 50% Turn Meter and inflict Ability Block for 1 turn. (Omega) The least healthy ally gains Health Steal Up for 1 turn.

Master Healer’s Blessing (Special) (Cooldown: 4 turns)
Each ally recovers Health equal to 45% of Luminara Unduli’s Max Health, plus an additional 20% of her Max Health on the start of their next 2 turns.

Master Healer’s Wisdom (Leader)
Healer allies gain +30% Max Health and gain Offence equal to 5% of their Max Health. Other allies receive half the Health and Offence bonuses. Whenever a Healer ally is Critically Hit, they gain Speed Up for 1 turn. Whenever a Healer ally falls below 65% Health, they heal themselves for 10% of their Max Health and gain Stealth and Evasion Up for 1 turn.
(Zeta) Buffs Duration +1 turn and whenever an ally gains a buff they do not have, they gain a Heal Over Time effect for 2 turns.
  • I see. Nicely done. This indeed seems a lot more balanced and practical so tnx. ill definitely use it.
  • lol full healer squad, i think theyd need something other than just buffs for healers. the more healers you have, the less damage you do. or something to help spread the damage like "At the start of each turn, the healthiest ally gains Taunt and Critical Hit Immunity until the end of turn. These Buff's can't be prevented."
  • full healer squad indeed.
    The taunt and crit immunity isn't a good idea. Healer allies already gain stealth whenever they fall below 50% Health. that already helps spread the damage. However you do make a goo point on the damage. Also, in a full healer squad everybody is going to be healing left and right, on top of the heal over time effects. so the "Heal 10% of their max health at the start of their turns" part of the leadership is overkill. I've changed it to "Gain offence equal to 10% of their max health" to help offset the low damage output
  • QGJ zeta lead adds up to 1200 offence, so adding 5000-9000 offence to barris is not a good plan
    mod sets even only give up to 2000-3000 and thats 6dots
    with all the massive amounts of damage in the game, whatever makes them fall below 50% hp probably kills them, making the stealth almost never proc, you could raise the health % to 65% or something if youre set on stealth, but a big part of multiplayer teamfights (in real time games) is the healthiest person body blocking (physically moving themselves in between the enemy and their team, aka "taunting". and while yes, the almost dead people run away, they cant run faster than anyone else so its only via the enemy being slowed that distance and safety are made.
    i suggest something like
    "Healer allies gain +30% Max Health and gain Offence equal to 5% of their Max Health. Other allies receive half the Health and Offence bonuses. Whenever a Healer ally is Critically Hit, they gain Speed Up for 1 turn. Whenever a Healer ally falls below 65% Health, they heal themselves for 10% of their Max Health and gain Stealth and Evasion Up for 1 turn."
    this gives them much more (reasonable with only 5%) use of the leader ability while still being able to deal damage with +2500-4500 offence (which is highest from any leader i can think of)
  • i double checked, embo can give 50% via offence up and another 50% after payout, giving up to (premods) 3200 (within the 5% Off/health)
    DN gives sith 60%, treya can get +3000, from her 5000ish special offence
    so the 5% may be on the weaker side, but 10% is huge (maybe thats what you want due to their naturally low dmg) either is gonna be crazy with 6dot +16% health mods and health sets
    also technically the highest Sidius gives 2% every crit so he doesnt start highest but after 20 crits is higher than the average leader and after 50 is higher than anyone else