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- ... Nihilus increases toon health.
Palps drains health to regain his.
Nihilus lets all toons life steal "Grpeephole303;909138" wrote:
... Nihilus increases toon health.
Palps drains health to regain his.
Nihilus lets all toons life steal
Yeah - but notice Nihilus also removes all protection from allies, but they gain the health. Under him, allies cannot critically hit either.
IMO - Nihilus will fit in well under someone, not as a leader. Could be wrong - pure speculation at this point."sneeyatch;909222" wrote:
"Grpeephole303;909138" wrote:
... Nihilus increases toon health.
Palps drains health to regain his.
Nihilus lets all toons life steal
Yeah - but notice Nihilus also removes all protection from allies, but they gain the health. Under him, allies cannot critically hit either.
IMO - Nihilus will fit in well under someone, not as a leader. Could be wrong - pure speculation at this point.
Nihilus will be a very effective leader against Zarriss, GK and Chaze teams that rely on other teams to crit to gain specific buffs. It won't be very effective against teams with a lot of healing immunity debuffers because no more health steal.
It kinda depends on who else you're running and who your enemies are running.- He's going to be awesome IMO -
If he's on a team that deals heavy DoT's, his basic (Ceasless Craving) will amplify his Force Drain, which will in turn allow him to use Annihilate even sooner. Even though Annihilate starts with an 8 turn cooldown, if you're out there dealing heavy DoT's, I can see him using Annihilate in 3, maybe 4 turns.
Like you said though - depends on who you're up against. If your opponent is heavy cleansing, he may be harder to use. - I don't know though... Looking back at his stats it says sith allies lose all protection, but gain that protection back in health. Even at his basic leader ability (level 1), sith have 70% health steal. at zeta level, it's 150% health steal. That's pretty good considering all your team has to do is hit someone to get back at least 70%.
Granted, they can't be healed by anyone else - only through health steal.
Now can't scoring a critical hit bothers me - don't like that too much - but it might be worth it to mess around with some mods on some key players like Palps, Vader, etc. Maybe remove critical chance and damage mods and replace them with health, potency and protection secondaries. All the protection secondaries "should" convert over to extra health.
All sith would almost have tank stats.
I'll have to play around with this...
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