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CG_Doja_Fett's avatar
4 years ago

Kit Reveal: Mace Windu Rework and Omicron





UNIT NAME: Mace Windu
ALIGNMENT: Light Side
CATEGORIES: Jedi, Galactic Republic, Leader, Tank, Fleet Commander
Aggressive Jedi tank with devastating damage if left unchecked.

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ABILITIES:

BASIC: Invincible Assault


OLD FINAL TEXT: Deal Physical damage to target enemy. If Mace is above 50% Health, this attack deals 50% more damage. If Mace is below 50% Health, he recovers Health equal to 70% of the damage dealt.

NEW FINAL TEXT: Deal Special damage to target enemy and inflict Ability Block for 1 turn. This attack deals bonus damage equal to 5% of Mace's Max Health. If Mace is above 50% Health, he gains 15% Turn Meter. If Mace is below 50% Health, he recovers Health equal to 100% of the damage dealt.

SPECIAL: Smite (Cooldown 3)


OLD FINAL TEXT: Deal Special damage to target enemy and remove all positive status effects.

NEW FINAL TEXT: Deal Special damage to target enemy and dispel all buffs on them. If target enemy had Shatterpoint, Stun them for 1 turn and remove 50% Turn Meter, then Mace gains 50% Turn Meter.

NEW SPECIAL: This Party's Over (Cooldown 3)


FINAL TEXT (ZETA): Deal Special damage to target enemy and call target other ally to assist. If target enemy had Shatterpoint and target ally is Galactic Republic, swap Turn Meter with target ally. If target enemy had Shatterpoint and target ally is Jedi, Mace gains 2 stacks of Resilient Defense (max 8) for the rest of the encounter. Both Mace and target ally recover 30% Protection.

LEADER: Take a Seat (Formerly "Vaapad”)
OLD FINAL TEXT: Jedi allies gain 20% Offense and 9% Critical Chance, and they recover 5% of their Max Health when scoring a Critical Hit.

NEW FINAL TEXT: Jedi allies gain 20% Max Health and Offense, and recover 10% of their Health when they score a critical hit.

UNIQUE: Vaapad (Formerly “Shatterpoint”)
OLD FINAL TEXT (ZETA): At the start of each of his turns, Mace has a 45% chance to Expose a random enemy until the end of his turn. This effect can't be Resisted. In addition, Mace gains 25% Turn Meter whenever he attacks an Exposed enemy.

FINAL TEXT (ZETA): Mace gains 30% Max Health. At the end of each turn, if another ally with Protection was damaged by an attack that turn, Mace gains 3 stacks of Resilient Defense (max 8) for the rest of the encounter if he has not gained Resilient Defense this way since his last turn. While Mace has Resilient Defense, he has +10% Offense per stack and 100% counter chance. Whenever Mace gains Taunt, he dispels it and gains 2 stacks of Resilient Defense.

Resilient Defense: Enemies will target this unit; lose one stack when damaged by an attack

NEW UNIQUE: Sense Weakness
FINAL TEXT (ZETA/OMICRON): Mace gains 30% Offense. At the start of Mace's turn, dispel Stealth on all enemies and a random enemy (excluding raid bosses and Galactic Legends) is inflicted with Speed Down for 1 turn and Shatterpoint, which can't be evaded or resisted. Shatterpoint is dispelled at the end of each ally's turn. When an ally damages an enemy with Shatterpoint, all allies recover 10% Protection, and all Galactic Republic Jedi allies gain Foresight for 1 turn.

Shatterpoint: Receiving damage dispels Shatterpoint and reduces Defense, Max Health, and Offense by 10% for the rest of the encounter; enemies can ignore Taunt to target this unit

While in Territory Wars: At the start of each other Light Side ally's turn, a random enemy (excluding Galactic Legends) is inflicted with Speed Down for 1 turn and Shatterpoint, which can't be evaded or resisted. When an ally damages an enemy with Shatterpoint, all allies gain 5% Turn Meter.

37 Replies

  • I think Resilient Defense is a GREAT concept for the record.

    I just don't like the part where you can't have a full Taunt at the same time.

    OR, as I said way up top, it needs to be FAR more than a couple stacks of it when it dispels a Taunt.

    Like, 8+ or so. You need to be able to take a FULL TURN of fire (or 2 if it was a 2 turn taunt) from an enemy team just like Taunt would let you do.

    That means HOLDING AGRO through 5 full enemy character turns.
    And I assume somewhere in there are some double attacks, assists, or even a full group attack, etc etc.
    So even 5 stacks isn't enough.
    I think 8-12 stacks is far more realistic in measuring how long the "Taunt" should be in effect for.

    Its sad to me that of all the GR/Jedi out there, you have ONE that can actually cast a TAUNT.
    Now they just took away the ability of Kenobi to force one of the few another tanks do it.
  • "Schwartzring;c-2346640" wrote:
    I think Resilient Defense is a GREAT concept for the record.

    I just don't like the part where you can't have a full Taunt at the same time.

    OR, as I said way up top, it needs to be FAR more than a couple stacks of it when it dispels a Taunt.

    Like, 8+ or so. You need to be able to take a FULL TURN of fire (or 2 if it was a 2 turn taunt) from an enemy team just like Taunt would let you do.

    That means HOLDING AGRO through 5 full enemy character turns.
    And I assume somewhere in there are some double attacks, assists, or even a full group attack, etc etc.
    So even 5 stacks isn't enough.
    I think 8-12 stacks is far more realistic in measuring how long the "Taunt" should be in effect for.

    Its sad to me that of all the GR/Jedi out there, you have ONE that can actually cast a TAUNT.
    Now they just took away the ability of Kenobi to force one of the few another tanks do it.


    Agreed. I like concept of him being the defacto tank. I never leveled out Juhani’s taunt power and it lasts four turns if the other team can’t dispell it.

    The only problem with this idea is Mace is a basic character, has 3 zetas and an omicron. That’s tough to make as powerful as you want without some kind of prerequisite, like relics 3 of all the other basic GR Jedi

    Edit: maybe R9 or 10 a bonus power of how you described could be justified
  • "Schwartzring;c-2346640" wrote:
    I think Resilient Defense is a GREAT concept for the record.

    I just don't like the part where you can't have a full Taunt at the same time.

    OR, as I said way up top, it needs to be FAR more than a couple stacks of it when it dispels a Taunt.

    Like, 8+ or so. You need to be able to take a FULL TURN of fire (or 2 if it was a 2 turn taunt) from an enemy team just like Taunt would let you do.

    That means HOLDING AGRO through 5 full enemy character turns.
    And I assume somewhere in there are some double attacks, assists, or even a full group attack, etc etc.
    So even 5 stacks isn't enough.
    I think 8-12 stacks is far more realistic in measuring how long the "Taunt" should be in effect for.

    Its sad to me that of all the GR/Jedi out there, you have ONE that can actually cast a TAUNT.
    Now they just took away the ability of Kenobi to force one of the few another tanks do it.


    I love the concept, but just like a few concepts (like Dooku’s Riposte) it looked a lot better on paper. Because right now RD’s flat out worse then Taunt, unless for some reason the indefinite duration is more valuable than the remove-on-damage is hurtful.

    That being said, I’d love to see it show up in different kits. Imagine a character that gained an RD stack whenever another ally took damage.
  • "Schwartzring;c-2346640" wrote:
    I think Resilient Defense is a GREAT concept for the record.

    I just don't like the part where you can't have a full Taunt at the same time.

    OR, as I said way up top, it needs to be FAR more than a couple stacks of it when it dispels a Taunt.

    Like, 8+ or so. You need to be able to take a FULL TURN of fire (or 2 if it was a 2 turn taunt) from an enemy team just like Taunt would let you do.

    That means HOLDING AGRO through 5 full enemy character turns.
    And I assume somewhere in there are some double attacks, assists, or even a full group attack, etc etc.
    So even 5 stacks isn't enough.
    I think 8-12 stacks is far more realistic in measuring how long the "Taunt" should be in effect for.

    Its sad to me that of all the GR/Jedi out there, you have ONE that can actually cast a TAUNT.
    Now they just took away the ability of Kenobi to force one of the few another tanks do it.


    I’ve liked resilient defense in a dueling tank team, I’ve found Mace very useful on my JKR team along with GK, mace isn’t the tankiest tank, and resilient defense allows him to take a couple of hits, then pass the burden to GK, who takes a few hits and passes the protection role back to Mace, all the while I have the time I need to heal up. If he just straight taunted he would probably take more damage than my healing could keep up with
  • "Obi_six_Kenobi;c-2348684" wrote:

    I’ve liked resilient defense in a dueling tank team, I’ve found Mace very useful on my JKR team along with GK, mace isn’t the tankiest tank, and resilient defense allows him to take a couple of hits, then pass the burden to GK, who takes a few hits and passes the protection role back to Mace, all the while I have the time I need to heal up. If he just straight taunted he would probably take more damage than my healing could keep up with


    I hear what your saying.

    In my case I'm looking at fielding 4 teams of GalRep characters & there aren't enough taunting tanks to go around.

    GAS
    QGJ
    JMK
    Padme

    As I mentioned above, having him be able to be invulnerable while taunting under JMK was really nice since he isn't as tanky as GK.

  • dunfalach's avatar
    dunfalach
    Seasoned Novice
    4 years ago
    "Schwartzring;c-2349592" wrote:
    "Obi_six_Kenobi;c-2348684" wrote:

    I’ve liked resilient defense in a dueling tank team, I’ve found Mace very useful on my JKR team along with GK, mace isn’t the tankiest tank, and resilient defense allows him to take a couple of hits, then pass the burden to GK, who takes a few hits and passes the protection role back to Mace, all the while I have the time I need to heal up. If he just straight taunted he would probably take more damage than my healing could keep up with


    I hear what your saying.

    In my case I'm looking at fielding 4 teams of GalRep characters & there aren't enough taunting tanks to go around.

    GAS
    QGJ
    JMK
    Padme

    As I mentioned above, having him be able to be invulnerable while taunting under JMK was really nice since he isn't as tanky as GK.



    As someone who doesn't have either Jedi Master GL yet, I think he offers the most benefit for mid-level players. I don't have QGJ ready for prime time yet, and just unlocked Jedi Knight Luke, so my equation goes like:

    GAS
    JKL
    JKR
    Padme

    With Hoda shifting over to Jedi Knight Luke, I'm finding my G12 Mace is slotting decently into Jedi Knight Revan's team where Resilient Defense seems to fit well in my first few battles so far. It focuses more as a distraction to keep the enemy from focusing GMY or Jolee as much so you have a chance to get back around to using one of the various heals and buffs the rest of the team offers before damage stacks up on your key team members too fast. I need to gear him up more to see if he really has staying power over time, but it feels helpful given that team relies on keeping GMY alive and passing heals and buffs around frequently.

    I'm less certain how it will slot in once the Jedi Master GLs get in the mix and start breaking up my teams again.
  • "KobeSkywalker;c-2373625" wrote:
    For this Party’s Over what if the ally is both Galactic Republic and Jedi? Does Mace and the ally get both benefits or which faction gets precedence?


    It will trigger both effects

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