Ichiraikou
6 years agoSeasoned Ace
Mace Windu rework idea (Galactic Republic Jedi)
Light Side, Tank (TAC), Galactic Republic, Jedi, Fleet Commander
Aggressive Jedi tank that controls the flow of battle by exploiting enemy Shatterpoints.
Basic: Invincible Assault
FINAL TEXT: Deal Special damage to target enemy. If target enemy has Shatterpoint, Mace Windu recovers 30% Protection. Otherwise he recovers Health equal to 70% of the damage dealt.
Special 1: Smite (Cooldown: 3)
FINAL TEXT: Dispel all buffs from target enemy and deal Special damage to them. If target enemy has Shatterpoint, dispel all buffs from all other enemies and deal Special damage to them, which can’t be countered. This attack can’t be evaded.
Unique 1: Vaapad
FINAL TEXT: At the start of battle, Mace Windu gains Armor equal to his Resistance and Resistance equal to his Armor. In addition, Mace Windu has +30% Counter Chance and +30% Critical Damage.
Mace Windu has +50% Critical Avoidance and +100% Tenacity against enemies with Shatterpoint. At the start of each enemy’s turn, if they have Shatterpoint, Mace Windu gains Taunt until the end of the turn.
Unique 2: Shatterpoint
FINAL TEXT: (ZETA) Whenever Mace Windu deals damage to an enemy, he inflicts Shatterpoint on them for 2 turns, which can’t be resisted. If all allies are Galactic Republic Jedi at the start of battle, enemies with Shatterpoint have -30% Offense and -70% Defense Penetration.
Shatterpoint: This unit has -30% Critical Avoidance and takes bonus damage from Mace Windu.
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Some explanations and Stat/G13 finisher change suggestions:
Spoiler
This was originally a response to another post idea, but I wanted to give it it's own place. Especially after all the changes I made compared to then. I also originally thought that since Mace has really low Critical Chance I wanted him to not be so critically focused. But since his high tenacity works really well with GMY's lead, I eventually decided some Critical Synergy in there would be nice and logical.
Finally I suggest these changes to his G13 finisher, since I don't use Physical damage at all and heavily rely on health steal in this kit.
Power Cell Injector (Plasma) – Mace Windu:
Current:
New suggested:
This was originally a response to another post idea, but I wanted to give it it's own place. Especially after all the changes I made compared to then. I also originally thought that since Mace has really low Critical Chance I wanted him to not be so critically focused. But since his high tenacity works really well with GMY's lead, I eventually decided some Critical Synergy in there would be nice and logical.
Finally I suggest these changes to his G13 finisher, since I don't use Physical damage at all and heavily rely on health steal in this kit.
Power Cell Injector (Plasma) – Mace Windu:
Current:
- +265 Tactics
- +50 Physical Critical Chance
- +50 Special Critical Chance
- +65 Armor Penetration
- +60 Resistance Penetration
- +10.0% Health Steal
- +8 Speed
New suggested:
- +265 Tactics
- +105 Special Critical Chance
- +120 Resistance Penetration
- +25.0% Health Steal
- +8 Speed
As always, tell me what you think.