9 years ago
Tarkin Rework Suggestion
The amazing reworks/additions given to Veers and Imperial Troopers are amazing, but I still feel like Tarkin is in a need for a rework. I tried making my suggestions match his original purpose (suppor...
"3Cheers4Tyranny;c-1049768" wrote:"codenamevadah;c-1049587" wrote:"3Cheers4Tyranny;d-108229" wrote:
The amazing reworks/additions given to Veers and Imperial Troopers are amazing, but I still feel like Tarkin is in a need for a rework. I tried making my suggestions match his original purpose (support Empire character), so I hope these ideas are taken into consideration.
Grand Moff's Attack - Basic:
Deal physical damage to target enemy. This attack deals 15% more damage for each living Empire ally. If this attack scores a critical hit, all Empire allies gain 20% Turn Meter and Advantage for 1 turn.
Ultimate Firepower - Special:
Deal unavoidable and irresistible physical damage to all enemies and remove 75% of their turn meters. If this attack scores 2 or more critical hits, all Empire allies gain 25% Turn Meter and have all their cooldowns reduced by 1.
Intimidation Tactics - Special:
(leave it untouched)
Tighten The Grip - Leader (Zeta):
Empire allies gain +30 speed. In addition, if Darth Vader is present, all Empire allies have a 50% chance to expose an enemy. If the exposed enemy is a Rebel, Tarkin will assist dealing 25% more damage.
I like your ideas, but i don't really fancy the "random" in special 1 and 2. It shouldn't be randomized at all, it's not very convincing.
I quoted you and changed some of your ideas to an alternate rework. Either way, good job ;)
No cleanser? :( Also, leader abilities don't have synergy with one character, those are unique abilities.