5 years ago
Possibilities for a future Inquisitor team
Given that the idea of the Inquisitorius has been around for several years now, I was a bit confused when I first started this game about why they have not been added yet. Here is my take on what their general gameplay would be like.
All character abilities will be at their maxed state, and the bolded information in an ability's explanation are the stats that would change when the ability is leveled up.
Overview:
An Inquisitorius team would be very effective mainly against Jedi teams, possessing anti-health and anti-protection abilities. Inquisitors also all possess the ability Blade Whirl (except Fifth Brother, the main tank for the Inquisitorius team), which can be used to significantly increase their turn meter gain.
Vader could also be a good member of an Inquisitorius team (but not in the leader position, where the Grand Inquisitor would be much more effective), since he could easily take advantage of the range of debuffs used by Inquisitors with his Culling Blade ability. In addition, the Grand Inquisitor possesses an ability that grants both him and Vader Critical Hit immunity, which could prove to be useful against a hard-hitting Jedi team as well.
Against non-Jedi teams, Inquisitorius teams are not very useful or effective, however if paired up against Jedi teams they become very powerful and deadly with high turn meter gain and anti-protection mechanics. In other words, this team is nothing special unless it is paired against a Jedi team.
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Grand Inquisitor:
Tags: Dark Side, Attacker, Empire, Inquisitorius
Makashi Adept (Basic): Deal basic damage to target and 50% to stun them. If the enemy is a Jedi, their turn meter is reset to 0%.
Blade Whirl (Special, 3 turn cooldown): Gain the Whirling Blade buff, providing +40% turn meter every turn for the next three turns. This ability's turn meter gain cannot stack with other Blade Whirl uses.
Mind Probe (Special, 4 turn cooldown): Inflicts a debuff on target that allows the player to see target's move choice for the next 3 turns. This debuff cannot be dispelled.
Grand Inquisitor (Leader): All basic damage and special damage dealt by Inquisitorius allies ignore all enemy protection. In addition, all enemies have 5% less turn meter gain per living Jedi enemy, and Jedi enemies defeated by an Inquisitorius teammate cannot be revived.
Servant of Vader (Unique): If Darth Vader (teammate) is attacked or debuffed by an enemy, then Grand Inquisitor has an 70% to counter that enemy. Both Vader and Grand Inquisitor then gain critical hit immunity for 1 turn.
Former Jedi (Unique): Formerly being a Jedi himself, Grand Inquisitor can predict Jedi fighting tactics and therefore has +30% evasion against incoming Jedi attacks.
Other Notes: Meant to be used as the go-to leader of an Inquisitorius team. His leader ability provides Inquisitors the ability to completely ignore enemy protection, a major part of most Jedi teams. In addition, his leader ability shuts down enemy reviving, which can be very harsh against Jedi Knight Revan teams
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Second Sister:
Tags: Dark Side, Attacker, Empire, Inquisitorius
Spinning Maneuver (Basic): Deal basic damage to all enemies and 20% to inflict both stagger and speed down (both 2 turns) on each enemy (double chance if the target is a Jedi).
Blade Whirl (Special, 3 turn cooldown): Gain the Whirling Blade buff, providing +40% turn meter every turn for the next three turns. This ability's turn meter gain cannot stack with other Blade Whirl uses.
Transmission Hack (Special, 3 turn cooldown): Second Sister gains a buff called Health Intercept (2 turns) that causes all enemy healing to be redirected to her. If the Second Sister is already at full health, then she then gains +50% offense for 2 turns.
Expert Duelist (Unique): Second Sister has +100% counter chance.
Other Notes: Can be used to virtually eliminate enemy healing, which can be very useful against Jedi teams. Due to this, Second Sister would be a core part of any Inquisitorius team.
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Fifth Brother:
Tags: Dark Side, Tank, Empire, Inquisitorius
Knockback Strike (Basic): Deal basic damage to target and Fifth Brother gains Taunt for 1 turn. This Taunt cannot be dispelled by a Jedi enemy.
Intimidation Tactics (Special, 2 turn cooldown): Inflict stagger on all enemies (2 turns). In addition, Jedi targets have a 30% to be stunned for 1 turn.
Brutal Spinning Slash (Special, 4 turn cooldown): Deal special damage with a bonus of +5% special damage per living Inquisitorius teammate. This attack cannot be avoided.
Hatred of Jedi (Unique): This unit deals +20% damage to Jedi enemies.
Other Notes: Meant to be the main Taunting tank of an Inquisitorius team. If Taunt is not a priority for your team, then Purge trooper could suffice as an alternative tank for an Inquisitorius team.
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Seventh Sister:
Tags: Dark Side, Support, Empire, Inquisitorius
Severing Strike (Basic): Deal basic damage to target and 35% to remove all debuffs from one teammate.
Blade Whirl (Special, 3 turn cooldown): Gain the Whirling Blade buff, providing +40% turn meter every turn for the next three turns. This ability's turn meter gain cannot stack with other Blade Whirl uses.
Calculated Strike (Special, 4 turn cooldown): Provide one teammate with 100% turn meter, and then give them a +110% damage buff (2 turns).
Seventh Sister's Probe Droid (Unique): Seventh Sister has +40% critical chance and +30% to gain foresight (1 turn) at the start of each of her turns.
Other Notes: Meant to be the debuff remover of the team, although given that two-thirds or so of the Jedi characters in the game do not have debuff capabilities, this character may not be necessary in an Inquisitorius team although her 3rd ability could prove to be very useful in terms of offense.
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Ninth Sister:
Tags: Dark Side, Attacker, Empire, Inquisitorius
Spinning Saber Throw (Basic): Deal basic damage to all enemies, and 100% to inflict Speed Down on all enemies for 1 turn.
Blade Whirl (Special, 3 turn cooldown): Gain the Whirling Blade buff, providing +40% turn meter every turn for the next three turns. This ability's turn meter gain cannot stack with other Blade Whirl uses.
Anger (Unique): Every time Ninth Sister or an Inquisitorius ally is attacked by a Jedi, Ninth Sister gains +20% damage (cap of +120% damage).
Other Notes: Since Ninth Sister's basic attack does damage to all enemies, she would be good in an Inquisitorius team that focuses on AoE damage (damage dealt to all enemies).
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Purge Trooper:
Tags: Dark Side, Tank, Empire, Imperial Trooper, Inquisitorius
Anti-Jedi Tactics (Basic): Deal basic damage to target (deal double damage and inflict Stagger for one turn to Jedi enemies).
Smoke Grenade (Special, 3 turn cooldown): All allies except Purge Trooper gain Stealth for 2 rounds. In addition, Purge Trooper gains +20% evasion and +20% critical chance for 2 turns.
Lightsaber-Resistant Armor (Unique): Purge Trooper takes 70% less damage from Jedi enemies. In addition, Inquisitorius allies receive 20% less damage from Jedi enemies.
Other Notes: Serves as an aggressive tank that can reduce incoming damage on itself and it's teammates. It can be used as an alternative to Fifth Brother as the tank in an Inquisitorius team.
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Recommended Teams:
Grand Inquisitor (Lead), Second Sister, Seventh Sister, Fifth Brother, Darth Vader
By stacking as many debuffs as possible on a specific enemy to target, then using Seventh Sister's Calculated Strike ability on Vader, and then finally using Vader's Culling Blade ability, enemies can be taken out completely in single hits without any problem.
Grand Inquisitor (Lead), Second Sister, Fifth Brother, Ninth Sister, Purge Trooper
By allowing Fifth Brother to soak up damage, which would be reduced by 20% (when ability is maxed) due to Purge Trooper's Lightsaber-Resistant Armor ability, the Ninth Sister's Anger ability would give her a large damage bonus (up to more 120% damage when ability is maxed). Since Ninth Sister also possesses a basic attack (Spinning Saber Throw) that deals AoE damage, she would be able to constantly deal devastating damage to the entire enemy team while at the same time inflicting speed down upon them. When paired up with Second Sister's Transmission Hack ability, the enemy team will struggle significantly to recover from several of these hits.
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Thoughts? Would this be a good addition to the game (keep in mind it was designed to be a strong counter to a Jedi Knight Revan team)? What needs to be improved to further meet its purpose?
Thanks :)
All character abilities will be at their maxed state, and the bolded information in an ability's explanation are the stats that would change when the ability is leveled up.
Overview:
An Inquisitorius team would be very effective mainly against Jedi teams, possessing anti-health and anti-protection abilities. Inquisitors also all possess the ability Blade Whirl (except Fifth Brother, the main tank for the Inquisitorius team), which can be used to significantly increase their turn meter gain.
Vader could also be a good member of an Inquisitorius team (but not in the leader position, where the Grand Inquisitor would be much more effective), since he could easily take advantage of the range of debuffs used by Inquisitors with his Culling Blade ability. In addition, the Grand Inquisitor possesses an ability that grants both him and Vader Critical Hit immunity, which could prove to be useful against a hard-hitting Jedi team as well.
Against non-Jedi teams, Inquisitorius teams are not very useful or effective, however if paired up against Jedi teams they become very powerful and deadly with high turn meter gain and anti-protection mechanics. In other words, this team is nothing special unless it is paired against a Jedi team.
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Grand Inquisitor:
Tags: Dark Side, Attacker, Empire, Inquisitorius
Makashi Adept (Basic): Deal basic damage to target and 50% to stun them. If the enemy is a Jedi, their turn meter is reset to 0%.
Blade Whirl (Special, 3 turn cooldown): Gain the Whirling Blade buff, providing +40% turn meter every turn for the next three turns. This ability's turn meter gain cannot stack with other Blade Whirl uses.
Mind Probe (Special, 4 turn cooldown): Inflicts a debuff on target that allows the player to see target's move choice for the next 3 turns. This debuff cannot be dispelled.
Grand Inquisitor (Leader): All basic damage and special damage dealt by Inquisitorius allies ignore all enemy protection. In addition, all enemies have 5% less turn meter gain per living Jedi enemy, and Jedi enemies defeated by an Inquisitorius teammate cannot be revived.
Servant of Vader (Unique): If Darth Vader (teammate) is attacked or debuffed by an enemy, then Grand Inquisitor has an 70% to counter that enemy. Both Vader and Grand Inquisitor then gain critical hit immunity for 1 turn.
Former Jedi (Unique): Formerly being a Jedi himself, Grand Inquisitor can predict Jedi fighting tactics and therefore has +30% evasion against incoming Jedi attacks.
Other Notes: Meant to be used as the go-to leader of an Inquisitorius team. His leader ability provides Inquisitors the ability to completely ignore enemy protection, a major part of most Jedi teams. In addition, his leader ability shuts down enemy reviving, which can be very harsh against Jedi Knight Revan teams
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Second Sister:
Tags: Dark Side, Attacker, Empire, Inquisitorius
Spinning Maneuver (Basic): Deal basic damage to all enemies and 20% to inflict both stagger and speed down (both 2 turns) on each enemy (double chance if the target is a Jedi).
Blade Whirl (Special, 3 turn cooldown): Gain the Whirling Blade buff, providing +40% turn meter every turn for the next three turns. This ability's turn meter gain cannot stack with other Blade Whirl uses.
Transmission Hack (Special, 3 turn cooldown): Second Sister gains a buff called Health Intercept (2 turns) that causes all enemy healing to be redirected to her. If the Second Sister is already at full health, then she then gains +50% offense for 2 turns.
Expert Duelist (Unique): Second Sister has +100% counter chance.
Other Notes: Can be used to virtually eliminate enemy healing, which can be very useful against Jedi teams. Due to this, Second Sister would be a core part of any Inquisitorius team.
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Fifth Brother:
Tags: Dark Side, Tank, Empire, Inquisitorius
Knockback Strike (Basic): Deal basic damage to target and Fifth Brother gains Taunt for 1 turn. This Taunt cannot be dispelled by a Jedi enemy.
Intimidation Tactics (Special, 2 turn cooldown): Inflict stagger on all enemies (2 turns). In addition, Jedi targets have a 30% to be stunned for 1 turn.
Brutal Spinning Slash (Special, 4 turn cooldown): Deal special damage with a bonus of +5% special damage per living Inquisitorius teammate. This attack cannot be avoided.
Hatred of Jedi (Unique): This unit deals +20% damage to Jedi enemies.
Other Notes: Meant to be the main Taunting tank of an Inquisitorius team. If Taunt is not a priority for your team, then Purge trooper could suffice as an alternative tank for an Inquisitorius team.
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Seventh Sister:
Tags: Dark Side, Support, Empire, Inquisitorius
Severing Strike (Basic): Deal basic damage to target and 35% to remove all debuffs from one teammate.
Blade Whirl (Special, 3 turn cooldown): Gain the Whirling Blade buff, providing +40% turn meter every turn for the next three turns. This ability's turn meter gain cannot stack with other Blade Whirl uses.
Calculated Strike (Special, 4 turn cooldown): Provide one teammate with 100% turn meter, and then give them a +110% damage buff (2 turns).
Seventh Sister's Probe Droid (Unique): Seventh Sister has +40% critical chance and +30% to gain foresight (1 turn) at the start of each of her turns.
Other Notes: Meant to be the debuff remover of the team, although given that two-thirds or so of the Jedi characters in the game do not have debuff capabilities, this character may not be necessary in an Inquisitorius team although her 3rd ability could prove to be very useful in terms of offense.
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Ninth Sister:
Tags: Dark Side, Attacker, Empire, Inquisitorius
Spinning Saber Throw (Basic): Deal basic damage to all enemies, and 100% to inflict Speed Down on all enemies for 1 turn.
Blade Whirl (Special, 3 turn cooldown): Gain the Whirling Blade buff, providing +40% turn meter every turn for the next three turns. This ability's turn meter gain cannot stack with other Blade Whirl uses.
Anger (Unique): Every time Ninth Sister or an Inquisitorius ally is attacked by a Jedi, Ninth Sister gains +20% damage (cap of +120% damage).
Other Notes: Since Ninth Sister's basic attack does damage to all enemies, she would be good in an Inquisitorius team that focuses on AoE damage (damage dealt to all enemies).
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Purge Trooper:
Tags: Dark Side, Tank, Empire, Imperial Trooper, Inquisitorius
Anti-Jedi Tactics (Basic): Deal basic damage to target (deal double damage and inflict Stagger for one turn to Jedi enemies).
Smoke Grenade (Special, 3 turn cooldown): All allies except Purge Trooper gain Stealth for 2 rounds. In addition, Purge Trooper gains +20% evasion and +20% critical chance for 2 turns.
Lightsaber-Resistant Armor (Unique): Purge Trooper takes 70% less damage from Jedi enemies. In addition, Inquisitorius allies receive 20% less damage from Jedi enemies.
Other Notes: Serves as an aggressive tank that can reduce incoming damage on itself and it's teammates. It can be used as an alternative to Fifth Brother as the tank in an Inquisitorius team.
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Recommended Teams:
Grand Inquisitor (Lead), Second Sister, Seventh Sister, Fifth Brother, Darth Vader
By stacking as many debuffs as possible on a specific enemy to target, then using Seventh Sister's Calculated Strike ability on Vader, and then finally using Vader's Culling Blade ability, enemies can be taken out completely in single hits without any problem.
Grand Inquisitor (Lead), Second Sister, Fifth Brother, Ninth Sister, Purge Trooper
By allowing Fifth Brother to soak up damage, which would be reduced by 20% (when ability is maxed) due to Purge Trooper's Lightsaber-Resistant Armor ability, the Ninth Sister's Anger ability would give her a large damage bonus (up to more 120% damage when ability is maxed). Since Ninth Sister also possesses a basic attack (Spinning Saber Throw) that deals AoE damage, she would be able to constantly deal devastating damage to the entire enemy team while at the same time inflicting speed down upon them. When paired up with Second Sister's Transmission Hack ability, the enemy team will struggle significantly to recover from several of these hits.
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Thoughts? Would this be a good addition to the game (keep in mind it was designed to be a strong counter to a Jedi Knight Revan team)? What needs to be improved to further meet its purpose?
Thanks :)