7 years ago
Proposed Separatist Rework
Hello there, it's my first post but I've been following these forums for a while for info, strategy and stuff. I hadn't made an account because I didn't really have much to say until I found this part of the forum and got a wave of creativity and here's what's come of that so far.
B1, B1 Commander, Droid Commando, Droideka, Admiral Trench and reworks for Magnaguard + all Separatist leaders except Asajj (because she's already good).
New Characters
Reworked abilities.
Overview.
B1, B1 Commander, Droid Commando, Droideka, Admiral Trench and reworks for Magnaguard + all Separatist leaders except Asajj (because she's already good).
New Characters
Spoiler
B1 Battle Droid - DS, Separatist, Droid, Support
Programmed Shot (Basic) - Deal Physical damage to target enemy with a 20% chance of all Droid and Separatist allies gaining Accuracy Up for 1 turn. This chance is doubled if the attack is evaded.
Roger Roger (Special, CD:2) - Gain Offense Up, Crit Chance Up and Speed Up for 1 turn and each Droid ally has a 40% chance of also gaining each of these buffs for 2 turns. Taunt until next taking damage.
Mass Production (Unique) - B1 Battle Droid is called to assist dealing 65% less damage whenever a Separatist ally uses a Basic ability. If B1 Battle Droid is defeated and an ally in the Leader Slot uses an ability, it revives at 100% Health and Taunts until next taking damage. The Revive can't be prevented.
Battle Droid Commander - DS, Separatist, Droid, Support (Healer?)
Leading by Example (Basic) - Deal Physical damage to target enemy and call target ally to assist dealing 50% less damage. Then Target ally gains Advantage and 15% turn meter.
Reinforcements (Special, CD:4) - Revive a random Droid ally with full Health, Protection and no Turn Meter; inflicting Speed Down and Expose on them for 1 turn. Droid allies recover 20% Health.
Chain of Command (Special, CD:7) - Reset the Health, Protection and Turn Meter of all Droid allies and dispel all status effects on them. For each status effect dispelled, that ally gains +10% Defence for the rest of this encounter. Non-Droid Separatist allies gain Stealth for 2 turns.
Droid Commando - DS, Separatist, Droid, Attacker
Battlefield Awareness (Basic) - Deal Physical damage to target enemy. If the enemy had full Health, gain Stealth for 2 turns.
Vibroblade (Special, CD:4) - Deal Physical damage to target enemy with and inflict Armour Shred. Until either Droid Commando's or target enemy's next turn, Droid Commando gains Foresight if he does not have it at the start of each enemies' turn.
Assassinate (Special, CD:5) - Deal Special damage to target enemy. This attack has +15% Crit Damage for each of the following: Target enemy has below 15% Turn Meter, has no Protection, has Armour Shred; Commando Droid has full Protection, is Stealthed, all allies are active.
Elite Computing (Unique) - Droid Commando starts the encounter with Stealth for 2 turns, and has +12% Evasion (double while not Stealthed) and +15% Crit Chance against debuffed enemies.
Droideka - DS, Separatist, Droid, Attacker
Twin Blasters (Basic) - Deal Physical damage twice to target enemy and dispel offensive buffs if either attack is evaded.
Reposition (Special, CD:5) - Lose all Protection and gain Speed Up, Accuracy Up and Crit Damage Up for 2 turns. During Droideka's next turn, gain Protection Up (100%) and take up to three bonus turns as long as its attacks are not evaded.
Deflector Shield (Unique) - Droideka has +50% Armour. At the start of each of Droideka's turns, recover 40% Protection.
Admiral Trench - DS, Separatist, Support
Last Resort (Basic) - Deal Physical damage to target enemy with a 20% chance to Stun for 1 turn. If target is not Stunned, there is a 40% chance to inflict Ability Block for for 1 turn.
Cybernetic Augmentations (Special, CD:5) - Deal Physical damage to target enemy and Stun for 1 turn with a 40% chance of also inflicting Speed Down. This Stun can't be resisted.
Bombing Raid (Special, CD:4) - Taunt for 2 turns with a 30% chance to Exapose all enemies for 1 turn. Enemies who are exposed gain 20% Turn Meter. Deal Physical damage and inflict Daze for 2 turns on all other enemies.
Blockade (Special, CD:5) - Inflict Healing Immunity, Buff Immunity with a 25% chance of also inflicting Tenacity Down on all enemies, gain Foresight for 2 turns and target ally Taunts for 1 turn. Debuffs last 2 turns from the next time Admiral Trench takes damage and can't be dispelled until then.
Eye for Detail (Leader) - Separatist allies gain Crit Hit Immunity for 2 turns at the start of the encounter and have +20% Potency. Inflict Potency Down and Crit Chance Down on Stealthed enemies. While Admiral Trench is alive, these may not be resisted or dispelled. Admiral Trench revives one turn after benig defeated with 50% Health, 100% Protection and his Cooldowns reset. Whenver he revives, he gains +30% Offence and all allies gain +7% Accuracy (both stacking).
B1 Battle Droid - DS, Separatist, Droid, Support
Programmed Shot (Basic) - Deal Physical damage to target enemy with a 20% chance of all Droid and Separatist allies gaining Accuracy Up for 1 turn. This chance is doubled if the attack is evaded.
Roger Roger (Special, CD:2) - Gain Offense Up, Crit Chance Up and Speed Up for 1 turn and each Droid ally has a 40% chance of also gaining each of these buffs for 2 turns. Taunt until next taking damage.
Mass Production (Unique) - B1 Battle Droid is called to assist dealing 65% less damage whenever a Separatist ally uses a Basic ability. If B1 Battle Droid is defeated and an ally in the Leader Slot uses an ability, it revives at 100% Health and Taunts until next taking damage. The Revive can't be prevented.
Battle Droid Commander - DS, Separatist, Droid, Support (Healer?)
Leading by Example (Basic) - Deal Physical damage to target enemy and call target ally to assist dealing 50% less damage. Then Target ally gains Advantage and 15% turn meter.
Reinforcements (Special, CD:4) - Revive a random Droid ally with full Health, Protection and no Turn Meter; inflicting Speed Down and Expose on them for 1 turn. Droid allies recover 20% Health.
Chain of Command (Special, CD:7) - Reset the Health, Protection and Turn Meter of all Droid allies and dispel all status effects on them. For each status effect dispelled, that ally gains +10% Defence for the rest of this encounter. Non-Droid Separatist allies gain Stealth for 2 turns.
Droid Commando - DS, Separatist, Droid, Attacker
Battlefield Awareness (Basic) - Deal Physical damage to target enemy. If the enemy had full Health, gain Stealth for 2 turns.
Vibroblade (Special, CD:4) - Deal Physical damage to target enemy with and inflict Armour Shred. Until either Droid Commando's or target enemy's next turn, Droid Commando gains Foresight if he does not have it at the start of each enemies' turn.
Assassinate (Special, CD:5) - Deal Special damage to target enemy. This attack has +15% Crit Damage for each of the following: Target enemy has below 15% Turn Meter, has no Protection, has Armour Shred; Commando Droid has full Protection, is Stealthed, all allies are active.
Elite Computing (Unique) - Droid Commando starts the encounter with Stealth for 2 turns, and has +12% Evasion (double while not Stealthed) and +15% Crit Chance against debuffed enemies.
Droideka - DS, Separatist, Droid, Attacker
Twin Blasters (Basic) - Deal Physical damage twice to target enemy and dispel offensive buffs if either attack is evaded.
Reposition (Special, CD:5) - Lose all Protection and gain Speed Up, Accuracy Up and Crit Damage Up for 2 turns. During Droideka's next turn, gain Protection Up (100%) and take up to three bonus turns as long as its attacks are not evaded.
Deflector Shield (Unique) - Droideka has +50% Armour. At the start of each of Droideka's turns, recover 40% Protection.
Admiral Trench - DS, Separatist, Support
Last Resort (Basic) - Deal Physical damage to target enemy with a 20% chance to Stun for 1 turn. If target is not Stunned, there is a 40% chance to inflict Ability Block for for 1 turn.
Cybernetic Augmentations (Special, CD:5) - Deal Physical damage to target enemy and Stun for 1 turn with a 40% chance of also inflicting Speed Down. This Stun can't be resisted.
Bombing Raid (Special, CD:4) - Taunt for 2 turns with a 30% chance to Exapose all enemies for 1 turn. Enemies who are exposed gain 20% Turn Meter. Deal Physical damage and inflict Daze for 2 turns on all other enemies.
Blockade (Special, CD:5) - Inflict Healing Immunity, Buff Immunity with a 25% chance of also inflicting Tenacity Down on all enemies, gain Foresight for 2 turns and target ally Taunts for 1 turn. Debuffs last 2 turns from the next time Admiral Trench takes damage and can't be dispelled until then.
Eye for Detail (Leader) - Separatist allies gain Crit Hit Immunity for 2 turns at the start of the encounter and have +20% Potency. Inflict Potency Down and Crit Chance Down on Stealthed enemies. While Admiral Trench is alive, these may not be resisted or dispelled. Admiral Trench revives one turn after benig defeated with 50% Health, 100% Protection and his Cooldowns reset. Whenver he revives, he gains +30% Offence and all allies gain +7% Accuracy (both stacking).
Reworked abilities.
Spoiler
Count Dooku
Master Tactician (Leader) - All allies gain 15% Evasion and gain Offence Up for 2 turns whenever they evade. Whenever an ally gains Offence Up in this way, Count Dooku gains Potency Up and Advantage for 1 turn.
Poggle the Lesser
Machine Overlord (Leader) - Droid and Geonosian allies gain Offence. Droid allies have +15% Max Protection and Geonosian allies have +10% Health Steal.
Metal Hive (Unique) - Poggle the Lesser gains 7% Evasion for each living Droid ally and gains 25% Turn Meter whenever he evades an attack. While Poggle the Lesser is alive, allies who don't Crit when using a Basic ability have an 80% chance of calling a Separatist ally to assist. This attack is guaranteed not to Crit and does not call any further assists.
Nute Gunray
Shrewd Tactics (Unique) - Nute Gunray gains 4% Defence for each living ally, and has 65% Crit Chance while Stealthed. Defence gain is 8% while Nute Gunray is in the Leader Slot and doubled for Droid allies. Nute Gunray enters Stealth for 1 turn whenever he is evaded or resisted.
General Grievous
Sinister Laugh (Special, CD:4) - Inflict Health Down on all enemies for 2 turns with a 55% chance to remove 30% Turn Meter. This chance is doubled againstJedi Galactic Republic enemies. Target ally Taunts for 2 turns.
Daunting Presence (Leader) - All enemies have -20% Crit Chance and -20% Crit Damage. While an ally is Taunting, Grievous has a 70% chance of gaining Foresight if he does not already have it at the start of each enemy's turn. While an enemy is Taunting, Grievous has +40% Offence.
Tactical Retreat (Unique) - Grievous has +10% Max Health for each living Droid ally. In addition, whenever Grievous falls below 50% Health, he will dispel all negative status effects on himself and force a random ally to Taunt for 1 turnif no ally is currently Taunting for him. If he does, that ally also gains 100% Turn Meter.Grievous has +35 Speed for each active Taunt in the encounter.
IG-100 Magnaguard
Relentless Assault (Unique) - Magnaguard has +55% Counter Chance and Taunts until his next turn whenever he Counter attacks. In addition, Magnaguard gains Speed Up for 2 turns at the start of each of its turns if it hasn't been damaged since the end of its last turn or had Taunt.If it already has Speed Up, it also gains Offense Up and Protection Up (15%) for 1 turn. Taunt at the start of the encounter until taking damage.
Count Dooku
Master Tactician (Leader) - All allies gain 15% Evasion and gain Offence Up for 2 turns whenever they evade. Whenever an ally gains Offence Up in this way, Count Dooku gains Potency Up and Advantage for 1 turn.
Poggle the Lesser
Machine Overlord (Leader) - Droid and Geonosian allies gain Offence. Droid allies have +15% Max Protection and Geonosian allies have +10% Health Steal.
Metal Hive (Unique) - Poggle the Lesser gains 7% Evasion for each living Droid ally and gains 25% Turn Meter whenever he evades an attack. While Poggle the Lesser is alive, allies who don't Crit when using a Basic ability have an 80% chance of calling a Separatist ally to assist. This attack is guaranteed not to Crit and does not call any further assists.
Nute Gunray
Shrewd Tactics (Unique) - Nute Gunray gains 4% Defence for each living ally, and has 65% Crit Chance while Stealthed. Defence gain is 8% while Nute Gunray is in the Leader Slot and doubled for Droid allies. Nute Gunray enters Stealth for 1 turn whenever he is evaded or resisted.
General Grievous
Sinister Laugh (Special, CD:4) - Inflict Health Down on all enemies for 2 turns with a 55% chance to remove 30% Turn Meter. This chance is doubled against
Daunting Presence (Leader) - All enemies have -20% Crit Chance and -20% Crit Damage. While an ally is Taunting, Grievous has a 70% chance of gaining Foresight if he does not already have it at the start of each enemy's turn. While an enemy is Taunting, Grievous has +40% Offence.
Tactical Retreat (Unique) - Grievous has +10% Max Health for each living Droid ally. In addition, whenever Grievous falls below 50% Health, he will dispel all negative status effects on himself and force a random ally to Taunt for 1 turn
IG-100 Magnaguard
Relentless Assault (Unique) - Magnaguard has +55% Counter Chance and Taunts until his next turn whenever he Counter attacks. In addition, Magnaguard gains Speed Up for 2 turns at the start of each of its turns if it hasn't been damaged since the end of its last turn or had Taunt.If it already has Speed Up, it also gains Offense Up and Protection Up (15%) for 1 turn. Taunt at the start of the encounter until taking damage.
Overview.
Spoiler
The idea was to give the Separatists a sense of identity. Resistance have exposes, FO have Advantage, NS have plague etc. The idea is they'll have a couple of strong characters - most importantly whoever happens to be the leader that the team will collapse without and they need to protected between Taunts and Stealths because when we see them in the films/CW, for the most part they do rely on a commander's strategy and the droid army falls apart without them.
B1 is like the new paper zombie. Easy to ignore (besides randomly taunting at odd times) but its damage will stack up over time as he keeps assisting. Blasting through his low hp is easy but futile if you can't take out the leader.
Commando Droid is kind of a Sabine equivalent - various damages with most of it heavy and Armour Shred with it. However, he's difficult to deal with between the Stealths and Evasions.
Along with B1 and B2, Droideka completes the trifecta of annoying droid that don't do enough damage to be priorities but has to be dealt with carefully anyway. It's incredibly tanky until it uses Reposition but if you don't burst it during then, you miss your chance and have to eat the damage.
Commander Droid is like the battle droid we see in CW - definitely less useful than a competent character but necessary in Droid zerg-rush teams. He's another one that can protect the leader.
Trench appears with the first 2 abilities based on his appearance in the Bad Batch episode, and the other specials on his first appearance. He's pretty debuff heavy and works counter-intuitively to most Separatist leaders. Instead of the leader dying and your team falling apart - you want him to die and hold on long enough in the interim to start turning up the gears.
Dooku isn't one I wanted to buff much partly because of how annoying his kit is and partly because I think he's a good candidate to remain a plug and play lead like Old Ben/Rex.
Poggle becomes a better leader (considering how vanilla the ability is) and gains a Zeta on his currently level 7 unique. Spoiler alert - its a good reason to keep him alive.
Nute Gunray - another one missing a level 8 ability with a zeta to fit in. He gets more defence leading - and between spending more time either in stealth or with stealthed characters (Commando, Commander, Trench), his lead increases in utility.
Grievous gains an ally taunt on an ability that's otherwise useless and gets huge buffs on his both lead AND unique for as long as enemies and allies are taunting. The Speed buff with taunts present hopefully makes him crazy fast to make up for his low base speed and synergises with part of Magnaguard's new special.
Speaking of him, Magnaguard is now a more reliable tank without sacrificing his bonuses for not taking hits. Like B2, he's another to focus despite not being a priority target.
B1 is like the new paper zombie. Easy to ignore (besides randomly taunting at odd times) but its damage will stack up over time as he keeps assisting. Blasting through his low hp is easy but futile if you can't take out the leader.
Commando Droid is kind of a Sabine equivalent - various damages with most of it heavy and Armour Shred with it. However, he's difficult to deal with between the Stealths and Evasions.
Along with B1 and B2, Droideka completes the trifecta of annoying droid that don't do enough damage to be priorities but has to be dealt with carefully anyway. It's incredibly tanky until it uses Reposition but if you don't burst it during then, you miss your chance and have to eat the damage.
Commander Droid is like the battle droid we see in CW - definitely less useful than a competent character but necessary in Droid zerg-rush teams. He's another one that can protect the leader.
Trench appears with the first 2 abilities based on his appearance in the Bad Batch episode, and the other specials on his first appearance. He's pretty debuff heavy and works counter-intuitively to most Separatist leaders. Instead of the leader dying and your team falling apart - you want him to die and hold on long enough in the interim to start turning up the gears.
Dooku isn't one I wanted to buff much partly because of how annoying his kit is and partly because I think he's a good candidate to remain a plug and play lead like Old Ben/Rex.
Poggle becomes a better leader (considering how vanilla the ability is) and gains a Zeta on his currently level 7 unique. Spoiler alert - its a good reason to keep him alive.
Nute Gunray - another one missing a level 8 ability with a zeta to fit in. He gets more defence leading - and between spending more time either in stealth or with stealthed characters (Commando, Commander, Trench), his lead increases in utility.
Grievous gains an ally taunt on an ability that's otherwise useless and gets huge buffs on his both lead AND unique for as long as enemies and allies are taunting. The Speed buff with taunts present hopefully makes him crazy fast to make up for his low base speed and synergises with part of Magnaguard's new special.
Speaking of him, Magnaguard is now a more reliable tank without sacrificing his bonuses for not taking hits. Like B2, he's another to focus despite not being a priority target.