Self-Proposed Paz Vizla (and bkm) touch up
As per title:
Stalwart Barrage
Level 8 (Basic)
Old:
Deal Physical damage 3 times to target enemy.
Gain 3 stacks of Heat (max 10) or Overheat (max 20) until the end of the battle, which can't be copied, dispelled, or prevented.
- 5+ Stacks of Heat: Gain 1 stack of Resilient Defense (max 10) until the end of the encounter
- 1+ Stack of Overheat: Deal an additional instance of True damage to target enemy, which can't be evaded
New:
Deal Physical damage 3 times to target enemy.
Gain 3 stacks of Heat (max 10) or Overheat (max 20) until the end of the battle, which can't be copied, dispelled, or prevented.
- 1+ Stacks of Heat: Inflict 2 Damage Over Times on target enemy for 2 turns.
- 5+ Stacks of Heat: Gain 2 stacks of Resilient Defense (max 12) until the end of the encounter
- 10 Stacks of Heat: Mandalorian allies recover Health and Protection equal to 5% of Paz’s Max Protection.
- 1+ Stacks of Overheat: Deal an additional instance of True damage to target enemy, which can't be evaded.
Ancestral Broadside
Level 8 (Special) • 3 turn cooldown
Old:
Deal Physical damage to all enemies and inflict Breach and Critical Damage Down for 2 turns.
Gain 5 stacks of Heat (max 10) or Overheat (max 20) until the end of the battle, which can't be copied, dispelled, or prevented. Gain 1 stack of Resilient Defense (max 10) until the end of the encounter. Mandalorian allies recover Protection equal to 10% of Paz's Max Protection.
- 5+ Stacks of Heat: Light Side Mandalorian allies gain Critical Avoidance Up for 2 turns
- 10 Stacks of Heat: Inflict Daze on all enemies for 1 turn
- 5+ Stacks of Overheat: Remove 15% Turn Meter from all enemies
New:
Deal Physical damage to all enemies and inflict Breach and Critical Damage Down for 2 turns.
Gain 5 stacks of Heat (max 10) or Overheat (max 20) until the end of the battle, which can't be copied, dispelled, or prevented. Gain 1 stack of Resilient Defense (max 12) until the end of the encounter. Mandalorian allies recover Protection equal to 10% of Paz's Max Protection.
- 5+ Stacks of Heat: Light Side Mandalorian allies gain Critical Avoidance Up for 2 turns.
- 10 Stacks of Heat: Inflict Daze on all enemies for 1 turn and ally LS Mandos gain one stack of Bulwark for 2 turns.
- 5+ Stacks of Overheat: Remove 20% Turn Meter from all enemies.
- 20 Stacks of Overheat: Ally BAM gains 1 stack of Whistling Birds for each enemy hit by this ability.
Vengeful Incineration
Level 8 (Special) • 3 turn cooldown
Old:
Deal Physical damage to all enemies and inflict Burning for 2 turns. Inflict Expose and Stagger on target enemy for 1 turn. Paz gains Protection Up (50%) and Retribution for 2 turns.
This ability deals 30% more damage for each stack of Overheat Paz has. Remove all stacks of Overheat.
New:
Deal Physical damage to all enemies and inflict Burning and Stagger for 2 turns. Inflict Expose on target enemy for 1 turn. Paz gains Shield Up (50%) and Retribution for 2 turns.
This ability deals 30% more damage for each stack of Overheat Paz has. Remove all stacks of Overheat.
If any enemies are defeated by this ability, inflict Fear on all remaining enemies for 1 turn, which can’t be evaded, resisted, or dispelled.
Legacy of House Vizsla
Level 8 (Unique)
Old:
At the start of battle, Paz gains 10% Defense and Max Health for each other Mandalorian ally and 15% Defense and Max Health for each other Light Side Mandalorian ally. Whenever Paz gains Taunt, he dispels it and gains 2 stacks of Resilient Defense (max 10) until the end of the encounter. Paz has +10% Critical Avoidance and Defense for each stack of Resilient Defense he has.
At the start of each encounter if the ally in the Leader slot is a Light Side Mandalorian: Paz gains Frenzy for 2 turns and 2 stacks of Resilient Defense (max 10) until the end of the encounter.
Whenever Paz loses a stack of Resilient Defense, he gains 1 stack of Heat (max 10) until the end of the battle, which can't be copied, dispelled, or prevented. At 10 stacks, abilities and effects that generate Heat instead generate Overheat (stacking, max 20) until the end of the battle, which can't be copied, dispelled, or prevented. Whenever he gains Overheat, he gains 10% Turn Meter. Whenever he's inflicted with a debuff that can be dispelled, he gains 5% Turn Meter.
The first time Paz reaches 1% Health, he dispels all debuffs on himself, recovers 100% Health, gains Damage Immunity for 1 turn, takes a bonus turn, and then is defeated, and all other Light Side Mandalorian allies recover 100% Protection. During this bonus turn, his cooldowns are reset, he has +100% Offense, and his Heat and Overheat stacks are set to max.
Heat: +10% Potency per stack; abilities gain additional effects based on the number of stacks
Overheat: +10% Offense and -5% Tenacity per stack; abilities gain additional effects based on the number of stacks
While in Territory Battles: Paz has +25% Defense, Max Health, and Max Protection.
At the start of each encounter, Paz gains 3 stacks of Resilient Defense (max 10) until the end of the encounter.
Whenever an enemy is revived, Paz gains:
- 5 stacks of Heat (max 10) or Overheat (max 20) until the end of battle which can't be copied, dispelled, or prevented
- 3 stacks of Resilient Defense (max 10) until the end of the encounter
- 50% Turn Meter
- All Light Side Mandalorian allies recover 50% Health and Protection
- Inflict all enemies with Healing Immunity for 2 turns which can't be evaded or resisted.
New:
At the start of battle, Paz gains 10% Defense and Max Protection for each other Mandalorian ally and 15% Defense and Max Protection for each other Light Side Mandalorian ally. Whenever Paz gains Taunt, he dispels it and gains 3 stacks of Resilient Defense (max 12) until the end of the encounter. Paz has +10% Critical Avoidance and Defense for each stack of Resilient Defense he has. If allies are LS Mandos, they gain 15% of all these bonuses.
At the start of each encounter if the ally in the Leader slot is a Light Side Mandalorian: Paz gains Frenzy for 2 turns and 2 stacks of Resilient Defense (max 12) until the end of the encounter.
Whenever Paz loses a stack of Resilient Defense, he gains 1 stack of Heat (max 10) until the end of the battle, which can't be copied, dispelled, or prevented. At 10 stacks, abilities and effects that generate Heat instead generate Overheat (stacking, max 20) until the end of the battle, which can't be copied, dispelled, or prevented. Whenever he gains Overheat, he gains 10% Turn Meter. Whenever he's inflicted with a debuff that can be dispelled, he gains 5% Turn Meter.
The first time each encounter Paz gains 10 stacks of Heat, Paz gains Perfect Defense until he is defeated. The first time each encounter Paz gains 20 stacks of Overheat, all Mandalorian allies gain immunity to Tenacity Down. If all allies are LS Mandos at the start of battle, the first time each encounter Paz gains 100 stacks of Ancestral Resolve, all other LS Mandalorian allies can’t be targeted while he has Resilient Defense.
The first time Paz reaches 1% Health, he dispels all debuffs on himself, recovers 100% Health, gains Damage Immunity for 1 turn, takes a bonus turn, and then is defeated, and all other Light Side Mandalorian allies recover 100% Protection. During this bonus turn, his cooldowns are reset, he has +100% Offense and +100% Crit Damage, and his Heat and Overheat stacks are set to max.
Heat: +12.5% Potency per stack; abilities gain additional effects based on the number of stacks
Overheat: +12.5% Offense and -5% Tenacity per stack; abilities gain additional effects based on the number of stacks
While in Territory Battles: Paz has +25% Defense, Max Health, and Max Protection.
At the start of each encounter, Paz gains 3 stacks of Resilient Defense (max 10) until the end of the encounter.
Whenever an enemy is revived, Paz gains:
- 5 stacks of Heat (max 10) or Overheat (max 20) until the end of battle which can't be copied, dispelled, or prevented
- 3 stacks of Resilient Defense (max 10) until the end of the encounter
- 50% Turn Meter
- All Light Side Mandalorian allies recover 50% Health and Protection
- Inflict all enemies with Healing Immunity for 2 turns which can't be evaded or resisted.
BKM:
BKM is immune to Tenacity Down.