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STRlKEBOMB's avatar
8 years ago

Separatist Faction Pass Idea

Something happened to my first version of this post so I had to repost it. Finally got some time to do it since college started. I don't know if this includes all the changes that I made to it after I originally posted it and I don't really have a way of knowing if it includes said changes.

Droideka : Dark Side, Droid, Separatist, Tank. Stats - 5,000 Health, 60,000 Protection, 145 speed

Description - Low Health high Protection Droid Tank that has high sustainability, hinders enemy Turn Meter gain and protects allies through buffs.

Dual Twin Blaster Cannons (Basic Ability) - Deal physical damage to target enemy with a 65% chance to attack again, successive attacks cannot be Critical Hits. Each attack has a 45% chance to inflict Stagger for 2 turns. 4,000 - 4,500 damage

Redeployment (Special Ability) - Gain Taunt for 2 turns and dispell all debuffs on itself, then inflict Speed Down on itself for 2 turns. (4 Turn Cooldown)

Deflector Shield Generator (Unique Ability) - At the start of each of its turns recover 20% of its Max Protection. In addition, Droideka is immune to percentage based affects and cannot take Health based damage until its Protection is gone and whenever Droideka uses Dual Twin Blaster Cannons inflict Protection Down (5%) on itself for each attack for 2 turns. Zeta - Increase Protection recovery to 35% and gain Defense Up and Critical Hit Immunity for 1 turn at the end of each of its turns.

Colicoid Design (Unique Ability) - At the start of each encounter Droideka deploys its shield gaining Taunt for 2 turns, then grants all Separatist and Droid allies Defense Up and Protection Up (25%) for 3 turns. In addition, if there is at least 1 other Separatist or Dark Side Droid ally this Taunt cannot be removed or prevented. Zeta - Droideka gains 65% Counter Chance while taunting and Defense Up and Protection Up cannot be removed.

General Grievous : Dark Side, Droid, Separatist, Attacker

Relentless Assault (Basic Ability) - Deal physical damage to target enemy with a 75% chance to attack a second time, 50% chance to attack a third time, and a 25% chance to attack a fourth time. Hits after the first deal 50% less damage and cannot be Critical Hits. This attack cannot be Evaded or Countered.

Grievous Wounds (Special Ability) - Deal physical damage to all enemies and inflict Healing Immunity and Stagger for 2 turns. These effects cannot be resisted. For each Critical Hit scored he has a 50% chance to call a Droid ally to Assist. (4 Turn Cooldown)

Sinister Laugh (Special Ability) - Remove 35% Turn Meter from all enemies and inflict Daze and Offense Down for 2 turns. For each enemy suffering a negative Status Effect gain 10% Turn Meter. Zeta - Remove all Buffs from all enemies and remove all Debuffs from all Dark Side Droid Allies (5 Turn Cooldown)

Supreme Commander of the Droid Armies (Leader Ability) - All Droid and Separatist allies gain 30% Offense and 25% Critical Chance. Whenever a Droid ally scores a Critical Hit all Droid allies gain 15% Turn Meter. This effect cannot happen more than once per turn. Zeta - Whenever a Separatist ally uses a Special Ability all Droid allies gain Critical Damage Up for 2 turns.

You Are Doomed (Unique Ability) - General Grievous gains 8% Max Health and Max Protection for each Droid ally and other Droid allies also gain this affect. Whenever General Grievous attacks a Clone or Jedi enemy he has a 75% chance to inflict Expose for 2 turns and remove 20% Turn Meter. Zeta - General Grievous also gains 80% Counter Chance, these hits cannot be Critical Hits and deal 30% less damage.

IG-100 Magnaguard : Dark Side, Droid, Separatist, Tank

Electrostaff Assault (Basic Ability) - Deal physical damage to target enemy and inflict Stagger for 2 turns.

Disruption (Special Ability) - Deal physical damage to all enemies and remove 20% turn meter. Also inflict Speed Down for 2 turns on all enemies and Daze the primary target for 2 turns. (3 Turn Cooldown)

Bodyguard (Unique Ability) - IG-100 has 100% counter chance against jedi and 65% Counter Chance against all other characters. In addition, whenever General Grievous is damaged IG-100 gains Speed Up, Offense Up and Taunt for 2 turns and Counter Attacks the enemy.

Geonosian Soldier : Dark Side, Geonosian, Separatist, Attacker

Aggressive Advance (Basic Ability) - Deal physical damage to target enemy and gain Offense Up for 3 Turns. In addition, inflict Tenacity Down and Offense Down on a Critical Hit.

Swarm (Special Ability) - Deal physical damage to target enemy and call a random ally to Assist. If there are any Geonosian allies a random one assists instead with a 75% chance to call another Geonosian ally to assist. Zeta - Geonosian allies deal 25% more damage and have a 35% chance each to inflict Speed Down, Stagger, Expose and Daze for 2 turns. (4 Turn Cooldown)

Hive Tactics (Unique Ability) - Geonosian allies gain 8% Critical Chance, 10% Speed and 10% Critical Damage for each Geonosian ally. In addition, Geonosian Soldier gains 50% Turn Meter on a Critical Hit and other Geonosian allies gain 10% Turn Meter .

Geonosian Spy : Dark Side, Geonosian, Separatist, Attacker

Feint (Basic Ability) - Deal physical damage to target enemy with a 50% chance to not attack at all (I know, its kinda weird but it is called 'feint' after all). If it does not attack deal 300% damage the next time it is used and it is guaranteed to attack.

Silent Strike (Special Ability) - Deal physical damage to target enemy and remove all status effects on the target and Geonosian Spy. For each status effect removed deal 40% more damage. Zeta - If the target survived inflict Expose and Stagger for 2 turns and gain Critical Damage Up and Offense Up for 3 turns. (3 Turn Cooldown)

Illicit Insect (Unique Ability) - Geonosian Spy gains Stealth for 2 turns at the start of each encounter and whenever he deals a Critical Hit. Whenever a Geonosian ally inflicts a negative status effect gain 45% Turn Meter and whenever a Geonosian ally uses a special ability gain Speed Up and Evasion Up for 2 turns.

Nute Gunray : Dark Side, Separatist, Scoundrel, Support, Chump

Cowardly Shot (Basic Ability) - Deal physical damage to target enemy and gain Stealth for 2 turns. If he was already Stealthed also place a Thermal Detonator on the target enemy.

Grenade Toss (Special Ability) - Place a Thermal Detonator on all enemies that explode after 2 turns and lose Stealth. (5 Turn Cooldown)

Backroom Subterfuge (Leader Ability) - Stealthed allies gain 55% Critical Chance and gain 50% Turn Meter the first time they score a Critical Hit during their turn.

Shrewd Tactics (Unique Ability) - Whenever Nute Gunray is attacked inflict Tenacity Down on the attacker for 2 turns. In addition, Nute Gunray gains 5% evasion for each Droid ally and 5% Defense for each Separatist ally. Zeta - All Thermal Detonators cannot be removed or resisted and when they explode they inflict Daze on the primary target for 2 turns and deal 40% damage to all other enemies.

Poggle the Lesser : Dark Side, Geonosian, Separatist, Support

Quash (Basic Ability) - Deal physical damage to target enemy with a 60% chance to inflict Ability Block for 2 turns and gain Speed Up for 2 turns.

Droid Assault (Special Ability) - All allies gain Offense Up for 3 turns. Droid and Geonosian allies gain 8% Turn Meter for each other Droid ally. In addition, Poggle the Lesser gains 15% Turn Meter for each Droid ally. Zeta - Droid and Geonosian allies are also cleansed of all negative status effects and are healed for 5% of their max protection for each effect removed. (6 Turn Cooldown)

Machine Overload (Leader Ability) - Droid and Geonosian allies gain 30% Offense and gain Defense equal to their Potency.

Metal Hive (Unique Ability) - Poggle the Lesser gains 10% Evasion and 5% Speed for each Droid ally. Zeta - Droid allies recover 10% of their protection at the start of each of their turns and gain 15% Health Steal.

Sun Fac : Dark Side, Geonosian, Separatist, Tank

Browbeat (Basic Ability) - Deal physical damage to target enemy and Dispel all positive status effects on them and deal 20% more damage for each effect removed. If any effects were removed this way Sun Fac recovers 20% of his max Health.

Subjugate (Special Ability) - Gain Taunt for 2 turns and inflict Offense Down and Defense Down on target enemy for the duration of the Taunt. In addition, the target enemy also loses 100% Turn Meter. (3 Turn Cooldown)

Spiteful Strike (Special Ability) - Deal physical damage to target enemy and inflict Stagger and Daze for 2 turns. In addition, remove all positive status effects on Sun Fac and the enemy and inflict the opposite status effect, if any, for 3 turns

Superiority (Unique Ability) - Sun Fac has 50% Counter Chance and gains 12% Counter Chance for each other Geonosian ally. In addition, whenever he attacks outside his turn he deals 50% more damage and inflicts Tenacity Down and Speed Down on the target for 1 turn.

Super Tactical Droid : Dark Side, Droid, Separatist, Support. Stats - 24,000 Health, 26,000 Protection, 135 Speed.

E-5 Blaster Rifle (Basic Ability) - Deal physical damage to target enemy and remove 20% Turn Meter from them and grant a random Droid or Separatist ally 20% Turn Meter.

Coordinate (Special Ability) - Remove all negative status effects from target ally and grant all other Droid or Separatist allies 35% Turn Meter and Speed Up for 3 turns. Zeta - Also grant all allies Critical Damage Up for 2 turns. (5 Turn Cooldown)

Superior Tactics (Leader Ability) - Whenever a Droid or Separatist ally suffers or resists a negative status effect they gain 15% Turn Meter and whenever an enemy suffers a negative status effect they lose 10% Turn Meter. Other allies gain half this amount.

Advanced Processing (Unique Ability) - Super Tactical Droid gain 10% Tenacity for each Droid ally and 10% Potency for each living enemy. Other Droid allies gain half this amount.

Jango Fett : Dark Side, Mandalorian, Bounty Hunter, Separatist, Attacker. Stats - Same as Boba, cuz clone.

Dual WESTAR-34 Blaster Pistols (Basic Ability) - Deal physical damage to target enemy with a 75% chance to attack again. Each attack removes 10% Turn Meter with a 50% chance to inflict Defense Down for 2 turns.

ZX Miniature Flame Projector (Special Ability) - Deal special damage to all enemies and inflict Burning for 3 turns with a 65% chance to also inflict Health Down for 2 turns. (4 Turn Cooldown)

Whipcord Thrower (Special Ability) - Deal physical damage to target enemy and inflict Daze, Speed Down, and Stagger for 2 turns each. These effects cannot be resisted. (4 Turn Cooldown)

Mandalorian Armor (Unique Ability) - Jango Fett is immune to Turn Meter reduction, cannot take damage from percentage based effects and gains 10% Turn Meter and Defense Up whenever he suffers from a negative status effect. If Boba Fett is present he also gains this effect.

Bounty Hunter's Resolve (Unique Ability) - At the start of battle, and whenever he defeats an enemy, Jango Fett gains Bounty Hunter's Resolve until he is defeated. Bounty Hunter's Resolve: Jango Fett ignores Taunts during his turn. When defeated, revive at 100% Health. Can't be Dispelled or prevented. Zeta - Recover 100% Protection on a finishing blow.

Edit: Added 15k protection to Droideka to reflect gear 12 level.

Edit 2: Buffed Grievous quite a bit since its been a long time since I created his rework.
  • Why is Jango a Separatist? I mean Boba isn't Empire, and its the same thing.
  • Love it all... with one exception... jango getting BHR buff like boba... i mean okay, sure but in that case Mace Windu needs to have a 100% permakill vs jango with his shatterpoint move.

    Oh and they need to include the head rolling on the ground and if boba is in the enemy group he is inflicted with the low morale debuff & vice versa if boba is killed with jango in the group. To be fair this should trigger even if boba/jango are on opposite teams too... wouldn't that be something.
  • It didn't dawn on me until I looked my my guildies' profile (who started the game several months after myself) today and realized why they had a higher GP then I did.

    Most of them had 5-8 more toons at 7*.

    Myself?

    I have a 7* Grievous.

    Now he's really a toon that doesn't have anything to show for.

    Please rework him!
  • Update: Reduced his damage penalty on his basic attack from 65% to 50%.

    Added "For each Critical Hit scored he has a 50% chance to call a Droid ally to Assist" to Grievous Wounds.

    Increased TM Removal on Sinister Laugh from 15% to 35% and also added "Remove all Buffs from all enemies and remove all Debuffs from all Dark Side Droid Allies" and increased the cooldown from 4 turns to 5 turns to accommodate this buff.

    And finally, changed his zeta lead ability to grant Critical Damage Up to all Droid allies instead of Offense Up.