This might be one of the best rework idea's I've seen of Mace Windu. I do have some feedback for it thou.
"Tony12345;d-192939" wrote:
Invincible Assault (Basic): Deal physical damage to target enemy and inflict daze for 2 turns. If the target is a Sith, this attack has a 50% chance to inflict Healing Immunity as well. Then Mace Windu gains 10% turnmeter and recovers 10% protection. (Damage: 7112 - 7858, increased by 60%)
First, due to Traya and her unique the Healing Immunity is going to be practically useless in end game content. And I really want him to be a viable option in TW, even without his current bonuses. So I think you need to make the Healing Immunity undispellable or just add damage increase.
But this is just a minor thing. What actually works against him is the turn meter gain. While the 10% turn meter gain doesn't seem bad at all it actually really works against him. His 2nd unique can grant him all kinds of buffs when he falls below 35% health. But due to the 1 turn limitation this turn meter gain pretty much guarantees that it wont last long. A few attacks at most. On top of that he already has large amounts of TM gain trough his leadership. I recommend removing it.
Smite (Special, Cooldown of 3): Deal special damage to target enemy and remove all buffs from them. Then Mace Windu gains all non-unique buffs that were dispelled. If the target was a bounty hunter, this attack deals 50% more damage. If the target was exposed, reduce the cooldown of this attack by one. If this attack defeats the target while they are exposed, they cannot be revived. This attack can not be evaded. (Damage: 8229 - 9093, increased by 10%.)
You say he gains all non-unique buffs dispelled, but you don't specify for how long he gains those buffs. Other than that I've got nothing. Great ability.
Jedi Of The Republic (Leadership): Galactic Republic and Jedi allies gain +8% Offense and 4% Critical Chance for each Jedi ally, and +8% Max Health and 4% Max Protection for each Galactic Republic ally. When a Jedi scores a critical hit, they recover 10% of their max health, and all other allies gain 15% turn meter.
Neat idea. I really would like to se how something like this works out in both 5v5 and 3v3. Only problem is the 15% Turn meter gain. More specifically how it applies to all other allies. This means that you can place any ally in here and they can benefit from this. Which seems to kinda go against the Galactic Jedi synergy. Not to mention it could easily lead to unintended broken teams. I recommend making the turn meter gain for all other Galactic Republic allies. To prevent unintended consequences and solidify the Galactic Jedi synergy.
Shatterpoint (Unique 1, Zeta): At the start of each of his turns, Mace has a 70% chance to expose a random enemy until the end of his turn. In addition, Whenever Mace suffers damage from an enemy, he has a 55% chance to expose the attacking enemy (prior to countering) till the end of that enemy’s turn. This effect can not be evaded or resisted. Mace can ignore taunt, stealth and marked to target an exposed enemy. Mace gains 25% turn meter whenever he attacks an exposed enemy.
Great unique here. Especially when combined with the other unique. Only thing I don't like is the Ignore taunt, stealth and marked aspect. There is no mechanic in the game that allows you to ignore stealth. This is a really complicated solution to an easy problem. I personally don't think it should be handled this way. Just let mace mark exposed enemies. Something like this:
"Whenever an enemy becomes Exposed, Mace inflicts Marked on them until they are no longer Exposed, which can't be Evaded or Resisted."
Shatterpoint in battle seems to work more in the sense that it allows him to know which action to take, but it never specifies that he is the one who has to take that action. So I personally believe it could be used to guide his allies as well. Which this marked would definitely help doing as well (in certain situations).
Vaapad (Unique 2, Zeta): Mace gains 5% tenacity (stacking) each time he dispels enemy buffs, he gains 5% counter chance (stacking) whenever he resist a detrimental effect, and gains 2% offense (stacking) whenever he counters an enemy. In addition, Mace is immune to daze, stun, and shock. While Mace has no debuffs, he gains defense equal to his tenacity percentage and gains 50% health steal. The first time Mace Windu is reduced below 35% max health, he dispels all debuffs on himself and he gains taunt, damage immunity, tenacity up, retribution and health steal up for 1 turn. These buffs can not be dispelled or prevented.
I definitely agree Vaapad shouldn't be a leader ability and I absolutely love what you made of it. However, as I have already mentioned in the feedback of his basic, the buffs lasts too short and can be countered to easily. If this effect is triggered while he has 95% turn meter, he is pretty much guaranteed to immediately lose them. I recommend increasing the duration to 2 turns and adding an immediate bonus turn on trigger. This bonus turn I recommend to not make the duration too long. Cause due to the bonus turn he will use 1 of the 2 turn duration. Thus guaranteeing that he has these effects at 0% turn meter. Other idea I had was making him immune to turn meter gain while he has taunt but that seemed to go against his leadership. But the option is yours.
When all is said and done, this is still a fantastic kit idea.