"6The6Bull6;935606" wrote:
"Durrun;935472" wrote:
I see the plan but I feel like it stunts him for the rest of the encounter... he has to be pretty damn slow. He's your dispel on team too so if you get locked into taunts with such low speed he's gonna be less useful
Well my plan is zaul, Sith assassin, palp, nihilus, Gk. After the opening barrage the enemy should be forced to use basics and Gk will use negotiator and give all sith retribution, in my gw testing this has proved very effective at removing taunt and anything else that might happen to come up and reduces cd of force drain rapidly (have used it back to back). But that was with a regular maul lead the real problem comes with the extra tm at the start. I think I will try this team but just crank everyone's through the roof and let RNG decide.
That's probably the best bet. In the past I had tried to control turn order with ST Han with an Ackbar lead to try and control TG and it didn't work well. Then somebody that actually did it, told me I had to slow my characters way down. I don't think that's a good thing with a Maul squad. You gain such an advantage on turn 1 with everybody going right away, then if you get a couple stuns, dazes, and DN's 2nd ability, you go into turn 2 with a good advantage that you don't want to lose momentum. The only time it could be tricky is if Rex lead makes a comeback and you want Maul going before Palp.