Forum Discussion

Aerendhil67's avatar
8 years ago

Plo Koon modification

Plo koon is only half decent for his dispell, which is not reliable (believed to be buggy)

This rework would make him so much usefull :
Quelling Blow (basic attack) : dispel all positive status effect on target. In addition, for each effect dispelled, Plo Koon has 65% chance to gain that effect for 1 turn.

13 Replies

  • 1) Make his basic 100% chance to dispel all effects. Dispelling 1 buff is useless and is also bugged when the buffs last more than 2 turns. (i.e. He can attack a character that only has Defense up, "dispel" most of it and get defense up for himself, but the other character will still have defense up.)

    2) Make his leader ability useful or change it to a unique:

    Overwatch (Leader) - (current) 55% chance to remove stealth from each enemy at start of turn, gain offense up for 1 turn if dispel.
    Zeta'd (It's a lvl 7 ability currently) - All allies have a 60% chance to remove stealth or a taunt from each enemy at the start of each of their turns. This chance is increased to 80% for Jedi and 100% for clones. If any stealth is dispelled the ally will gain offense up for 2 turns. If any taunts are dispelled the ally will gain speed up for 2 turns and call a random clone ally to assist with their next attack. Whenever any clone ally drops below 100% health, if Plo is still alive he will taunt and grant the clone ally Protection Up (20%) for 2 turns. Non-Zeta would be stealth only and lower percentages.
    OR
    Overwatch (Unique) - All Jedi and clone allies have a 55% chance to remove stealth or a taunt from each enemy at the start of their turn. If any effects are dispelled, that ally will gain offense up and speed up for 2 turns.

    3) 70% chance to apply offense down is fine, but give it a 70% chance to apply daze to any enemy without any buffs, and up the damage output a little bit, with it's current damage output it'd honestly be better if it didn't hit the enemy at all, but just applied effects like OB and Tarkin lol.

    4) Make "Take Charge" grant something besides Defense Up. Defense up is pretty useless nowadays, make it give protection or crit immunity or something, but defense up is useless, the only good thing about the buff is that it lasts 4 turns and the skill has a 4 turn cooldown so it's great for the AAT. If another buff was added it shouldn't last as long as 4 turns, but it would make the skill worth using for the buff instead of just the TM gain.

  • I'll take anything. I'm going with him because his Taunts with Mace in the ship battles is critical for me...... but... now I have this modded Jedi that sucks for anything else.

    Probably wouldn't even have seen this as a post if he wasn't a pilot. But now lots of people have a benched toon they're spending gear/shards/mods on.