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OutrunWhistle's avatar
23 days ago

Tai'ruhn: Kit Concept

(If you don't have something actually constructive to say, kindly keep it to yourself)

Lore: An ambitious padawan learner who struggled with controlling his darker urges, Tai'ruhn was the lone survivor of Arkra's assault on a research temple in the Outer Rim, and subsequently grew a deep loathing for the Sith lord. Against the wishes of the Jedi council, he pursued a personal quest against Arkra after enlisting the help of former soldier Ash Dremer, eventually confronting him in the midst of an attack inside a Republic base. After a battle during which Arkra revealed his name and status as the Sith god to Tai'ruhn, a massive attack by Republic ships allowed Tai'ruhn to escape, leaving Arkra to be buried and presumably dead underneath the base's ruins. However, some enemies are more difficult to kill than expected.

Tai'ruhn would serve as a major anti-Sith unit with specific callouts to both Sith Empire and Arkan Empire. His use of Ferocity, while a Sith Empire debuff, is meant as a reference to his aggressive nature, and has several other mechanics to work opposite to Arkra's own kit. His home would be in either a JKR or JML squad as a mini lifter unit.

 

Steadfast Jedi padawan with massive offensive bonuses against Sith and an iron resolve to defeat his enemies.

Unit Name - Tai’ruhn

Tags - Light Side, Attacker, Jedi, Old Republic

Mastery - Critical Chance, Critical Damage, and Damage

 

Prideful Slash (Basic) (Final text, Omega)

Deal Physical damage to target enemy and gain 10% turn meter. If they are Sith, deal 50% more damage and gain 1 stack of Ferocity for 2 turns, which can’t be dispelled or resisted.

If Tai’ruhn is debuffed and a Sith enemy used an ability in the previous turn, this attack ignores Defense and Protection.

 

Advance of the Vanguard (Special 1, cooldown 6) (Final text, Omega)

Dispel all buffs and debuffs on self and gain Resolve for 3 turns, which can’t be copied, dispelled or prevented. If the target enemy has Buff Immunity or Marked remove 50% turn meter from all enemies, which can’t be evaded, and Daze them for 2 turns. These effects can’t be dispelled or resisted by Sith.

Jedi allies gain Offense Up until they are damaged. When this Offense Up expires, they gain Retribution for 2 turns.

Resolve: Enemies must target this unit; +200% Defense and +40% Counter Chance

 

Training Pays Off (Special 2, cooldown 5) (Final text, Omega)

If all enemies are Sith or Sith Empire, all allies gain 70% Offense until the end of the turn, then call all Jedi allies to assist. Dispel all buffs on all enemies with Wild Rage and inflict them with Force Influence for 2 turns, and target enemy is reduced to their base Offense and Speed. Tai’ruhn gains Critical Damage up for 3 turns. If he already has Critical Damage Up, reduce the cooldown of Advance of the Vanguard by 1. 

If Tai’ruhn has Strategic Advantage, increase the cooldowns of all enemies by 1 and all enemies are reduced to their base Offense and Speed. This ability can’t be evaded by Sith.

Force Influence: Can't assist, counter attack, or gain buffs (raid bosses and Galactic Legends: -30% counter chance)

 

Impatient Padawan (Unique) (Final text, Zeta)

Tai’ruhn has +15% Critical Damage for each Jedi and Old Republic ally and will assist whenever another ally targets a Sith enemy during their turn, dealing 50% less damage. If the target was also Sith Empire or Arkan Empire, a random ally who doesn’t have it gains Advantage for 1 turn. While he has any stacks of Ferocity, he has -20% Defense and Speed and is immune to Confuse and turn meter reduction. While another ally is inflicted with Fracture, Tai’ruhn can’t be critically hit and ignores Taunt, Stealth and Shrouded.

While Tai’ruhn is active, cut the Health Steal of all Sith and Sith Empire enemies in half, which can’t be resisted.

2 Replies

  • Jaines1's avatar
    Jaines1
    Seasoned Traveler
    23 days ago

    Are you wanting him to be an attacker or a tank? Tag says attacker, your spiel at the start says attacker but then you give him one of the best taunts in the game, except that it isn't a taunt so the ability to ignore taunt wouldn't even work. This is not including the fact that it is literally always up because it has a 4 turn cooldown, lasts 3 turns, can't be dispelled and training pays off reduces the CD by one. 

    Besides that it's just incredibly broken. There is way too much stacked on the specials. 

  • Increased the cooldown of Advance of the Vanguard to 6, removed all its TM gains, -30% Offense gain on Training Pays Off and allies don't deal 20% more damage, and the cooldown of his first special is only reduced if he already has CD Up (since JKR grants it to allies, it synergises a bit better with him now).

    I want him to be an attacker but had previously toyed with the idea of a character who "forcibly taunts", even if they aren't a tank (like with Plo and Spy's ships). Resolve would still count as a Taunt effect, like Marked is, so it can be ignored.

    Hopefully this balances out the kit better. He's supposed to punch up against Arkra, a GL, so he'd have to be relatively strong but I definitely saw the issue with the long taunt effects (it wouldn't have been a permataunt because his second special was on a longer cooldown).

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