Rework Suggestion: Jedi Knight Guardian
Even though the Jedi Knight Guardian gains the Jedi Vanguard tag to fit well with Jedi Master Mace's squad, along with Aayla Secura, I feel that she needs more boost to balance the weight of the meta.
Here is my idea of her ability kit:
Basic: Saber Sweep
Deal Physical damage to target enemy and inflict Offense Down for 2 turns.
If it's Jedi Knight Guardian's turn, deal 50% less damage to all other enemies. Otherwise, inflict Offense Down on an enemy who doesn't have it for 2 turns. This damage penalty is halved when attacking an enemy with Revealed or a stack of Investigation.
Special: Saber Throw
Gain Taunt and Defense Up for 3 turns. Then, deal Physical damage to all enemies with a 55% chance (guaranteed on a Critical Hit) to inflict Ability Block for 1 turn. Stagger enemies with Offense Down for 3 turns. For each enemy critically hit, gain Protection Up (10%, stacking) for 2 turns.
Unique #1: Defend the Order
Jedi Knight Guardian has 30% Tenacity (doubled while at 50% Health). At the start of battle, Jedi Knight Guardian gain 10% Max Health for each Jedi ally (doubled for Galactic Republic Jedi).
While Taunting, Jedi Knight Guardian recovers 20% Health and Protection at the start of the enemy's turn (once per turn)*. Whenever she resists a debuff or detrimental effect, she gains 5% Defense (stacking) for 1 turn.
Unique #2 [NEW]: Maintain Peace (Zeta + Omnicron)
Whenever an ally is critically hit while Jedi Knight Guardian is not Taunting, she gains 20% Turn Meter.
Whenever she inflicts a debuff, she has 35% chance to gain a stack of Bulwark (max 5 stacks) for 1 turn (doubled if all allies are non-Galactic Legend Galactic Republic Jedi).
Enemies with Offense Down have -35% Critical Chance and -40% Critical Damage, which persists through defeat.
If all allies are non-Galactic Legend Galactic Republic Jedi:
- The first time Jedi Knight Guardian falls below 50% Health, she gains 5 stacks of Endure for 3 turns, which can't be dispelled, copied, or prevented.
- Jedi Knight Guardian gains 35% Critical Chance and 60% Critical Damage and Defense.
- Whenever she critically hits an enemy, inflict Critical Damage Down for 1 turn.
While in Raids:
At the start of each encounter, all non-Tank Jedi allies gain 50 Speed and 70% Offense for 2 turns, and Jedi Tank allies gain 100% Defense for 2 turns. Enemies with Offense Down have -50% Potency and -10% Speed, which persists through defeat.
When another Jedi ally is inflicted with Order 66, they gain 3 stacks of Endure for 3 turns, and Jedi Knight Guardian gain Retaliate for 2 turns (once per turn).
If she has 5 stacks of Bulwark, she dispels them and gains Perfect Defense for 1 turn (once per turn).
*Jedi Knight Guardian can recover Health and Protection the first time an enemy start their turn. It will reset when she starts her turn.