Mace windu event returning when?
What's with the lack of the mace windu event? It's been so long since the last run I have managed to slice all required toons mod sets to max level which is something I only do when an event proves a little more difficult than I anticipated. I'm even considering pushing relic level on the toons as well just in case but it would be nice to know when the event will be returning.3Views0likes0CommentsCharacter Kit Concept: Yaddle
Inspiration: - She first appeared in 'Star Wars- Episode I: The Phantom Menace' as a member of the Jedi Council; but her most prominent on-screen appearance was in the fourth episode of 'Tales of the Jedi'. - She was the master of Jaro Tapal, who in turn was the master of Cal Kestis - In legends, she was proficient in Morichro, an ancient art that enabled the user to slow the opponent's bodily functions to the point of death. - One of four characters required to unlock Jedi Master Dooku. Unit Name: Yaddle Relic Amplifier: Lightsaber Affiliation: Light Side, Attacker Tags: Galactic Republic, Jedi, Jedi Council, Jedi Vanguard, Order 66 Raid Attacks and Abilities Basic: There Is No Losing Deal Special damage to target enemy and gain Defense Penetration Up for 2 turns. If the target enemy was Debuffed, reduce the cooldown of Morichro by 1. Special 1: Wisdom of the Council (Cooldown: 4) Deal Special damage to all enemies, and dispel their Buffs. Then, inflict the opposite Buffs onto them, if any, for 2 turns. If an enemy had no Buffs, inflict Stun for 1 turn. This attack can't be evaded or resisted. Special 2: Morichro (Cooldown: 7) Dispel all debuffs from target enemy, then deal Special damage for each Debuff dispelled. If they had Morichro, instantly defeat them. This ability cannot be evaded and ignores Defense, and starts on cooldown. If an enemy is defeated by this ability, then Yaddle reduces her cooldowns by 1, then takes a bonus turn. Enemies defeated by this ability cannot be revived. Unique: Courage leads to Peace Yaddle has +10% Potency for each Galactic Republic Jedi ally, and +10 Speed for each Jedi Council ally. Whenever an enemy uses an ability against Yaddle, they inflict Morichro on themselves. Morichro: -50% Defense and -25% Speed, and can't recover Health; attacks by Yaddle deal double damage. While in Grand Arenas and if all allies are Jedi Council: Morichro no longer starts on cooldown. Yaddle has +20% Defense Penetration for each Jedi Council ally, and all Jedi Council allies gain +50% Offense, Tenacity and Potency and are immune to Ability Block.51Views1like1CommentAsajj Ventress (Dark Deciple) completely bugged in Coliseum.
here i will list 2 separate bugs involving Ventress in the Coliseum that are making it harder to score higher. Bug #1: her 1st special "Come back to me" does not grant her retribution as the ability claims it should. so you wont be getting any counter attacks out of her. another player already made a post about this one and its " Under Investigation" but i figured i'd repost it since im already here to report different bug anyways. which bring me to Bug #2: her Leader ability, at the level i have her at, it states that when an enemy starts their turn with more than 6 Debuffs they are inflicted with Daze for 1 turn, this would be useful against the Pirate AT-ST to shut down its turn meter gains.....exept it doesn't inflict daze as it states it should, even after i had 12 Debuffs on him not once did he ever get Dazed.15Views0likes0CommentsColiseum ability bug
I'm not sure why, but after the last patch I'm not getting close to where I was previously. Investigated it further and I think it's Asajj's special isn't giving retribution (or inflicting armor shred, but i don't remember that happening before so maybe I'm reading the kit wrong). Reddit reports after 55, I can at least confirm levels 64 and 70. Could we have this looked at soon? If we're all in this boat then it's RNG for placement (boo - you can't use her lead on Jotaz anymore), if it's not affecting everyone it's a problem.97Views6likes5CommentsBT-1 Haywire misbehaves in multi encounter battles
Replication: Take BT-1 with any investment, but having high offense to kill fast is ideal, into a multi encounter battle. DS 1-1 works. Kill the first wave. It is essential that BT-1 gets the last kill of the phase. If you did a low tier battle a single use of his special 1 should do it. The next phase will start and BT-1 will have at least 100% turn meter from the bonus turn triggered by his unique “Blastomech Prototype” however he cannot use “Haywire”8Views0likes0CommentsGrievous, Jedi Butcher: GL Kit Concept
Deciding he’s too good of a military asset to be sidelined, GL General Grievous brings Trench back into relevancy with bonuses for Tactical Supremacy. Like most GLs, he likes to work with his non-GL variant, though you can realistically plug 'n' play any Separatist droids with him. Is this kit overpowered? I dunno, quite possibly. Infamous General of the droid armies that ruthlessly punishes target locked enemies and has an impressive collection of lightsabers. Unit name - Grievous, Jedi Butcher Tags - Galactic Legend, Dark Side, Attacker, Leader, Droid, Separatist Mastery - Accuracy, Damage, and Defense Penetration (For appearance and animations, Grievous only has two arms deployed unless specified otherwise. His design would be some sort of cross between his 2003 and 2005 versions.) I Will Deal With This Slime Myself (Ultimate Ability) (I recommend reading this after the rest of the kit) Requires at least 70% Ultimate Charge to activate. Ultimate Charge: Grievous, Jedi Butcher gains 2% Ultimate Charge whenever a Target Locked enemy is Critically hit, and 5% Ultimate Charge whenever he gains a stack of Stolen Lightsaber. All allied Separatists dispel all their debuffs and double their Defense for the rest of the encounter. Grievous, Jedi Butcher, gains 100% turn meter, which can't be prevented, and 4 stacks of Stolen Lightsaber. On his next attack, Grievous, Jedi Butcher, deals bonus true damage to the target enemy equal to 100% of his current Defense, tripled against Jedi, which can't be evaded. If 100% Ultimate Charge was used, Grievous, Jedi Butcher, also gains 50% of other Separatist allies' Defense, no longer loses stacks of Stolen Lightsaber for the rest of battle, and instead instantly defeats the next enemy he targets, which can't be evaded or resisted. The defeated enemy can't be revived. [He would also deploy his other two arms for the rest of battle, with ability animations altered accordingly] To See You Die (Basic) (Final text, Zeta) Deal Physical damage to target enemy, dealing additional true damage equal to 5% of his Max Health, and if the target is a Jedi and defeated by this attack, gain 1 stack of Stolen Lightsaber (max 4) until the end of the encounter. If they are Target Locked, this attack has +40% Health Steal, can’t be evaded or countered, and reduces their Potency and Defense by 4% (stacking) until the end of the encounter. Stolen Lightsaber: +6% Offense, Defense and Resistance per stack; while at 4 stacks, gain +2 Speed (stacking) at the start of each unit’s turn and deal an additional instance of damage when using any ability (limit once per turn) (Animation - Grievous strikes with both of his lightsabers, one after the other) A Fine Addition (Special 1, cooldown 3) (Final text, Zeta) Dispel all buffs on Target Locked enemies and call all Magnaguard allies to assist. For each Target Locked enemy that is Critically hit, gain 1 stack of Stolen Lightsaber. All Separatist allies gain Tactical Supremacy for 3 turns, and allied Tank Magnaguards Taunt for 2 turns, which can’t be copied or dispelled. If an enemy did not have Target Lock, they are inflicted with Fear for 1 turn and Protection Disruption for 2 turns, which can’t be dispelled, evaded or resisted. Tactical Supremacy: +30% Critical Damage and Potency; recover 10% Protection at the start of turn; if dispelled, recover 40% Health then gain Advantage and Foresight for 2 turns at the end of that turn (Animation - that moment in ROTS where he slowly backs away as he tells his Magnaguards “Kill him”) Make Them Suffer (Special 2, cooldown 5) (Final text, Zeta) This ability can’t be used unless Grievous, Jedi Butcher has 4 stacks of Stolen Lightsaber. Deal Physical damage to all enemies equal to 35% of Grievous, Jedi Butcher’s Max Health and inflict Armour Shred until the end of battle and Target Lock for 2 turns. If an enemy was already Target Locked, inflict them with an additional stack of Armour Shred, and also inflict Burning and 3 Damage Over Time effects for 3 turns, which can’t be dispelled. Then, lose all stacks of Stolen Lightsaber. This attack can’t be evaded or resisted. (Animation - one of his weird hand/feet attacks but probably the one he used in his 2003 debut scene) General Of The Droid Army (Leader) (Final text, Zeta) Dark Side allies have +20 Speed, +20% Mastery and +15% Defense, doubled for Separatists. Separatist Droids take 25% reduced damage from Target Locked enemies. Whenever a Separatist ally inflicts Target Lock on an enemy, they gain 2% Mastery until the end of battle (stacking). If that ally has Tactical Supremacy, they also reduce that enemies mastery by 2% (stacking) until the end of battle, which can’t be resisted. Allied Separatist droids with Tactical Supremacy have +30% Defense. Non-droid Separatist allies with Tactical Supremacy are immune to all debuffs. Enemies inflicted with Shock have -10% Potency and Tenacity for each Separatist ally, each droid ally with Tactical Supremacy, and each Jedi enemy. Whenever a Separatist ally is defeated, all other Separatist allies reset their cooldowns. At the start of each encounter after the first, Separatist allies gain 50% Protection Up until the end of the encounter, plus an additional Protection Up equal to their current mastery until the end of the encounter, which can’t be copied, dispelled or prevented, and all enemies are inflicted with Target Lock for 6 turns, which can’t be dispelled, prevented or resisted. No Room For Failure (Unique) (Final text, Zeta) Grievous, Jedi Bucher has bonus Offense equal to his Defense, doubled against Target Locked enemies, and his basic ability deals double damage to Jedi. Whenever a Jedi enemy or Separatist ally is defeated, Grievous, Jedi Butcher gains 1 stack of Stolen Lightsaber, and whenever a Separatist ally is critically hit all allied Separatists gain Critical Avoidance Up and Defense Up for 2 turns. Separatist allies can’t be revived. Target Locked enemies lose 1% Defense at the start of their turn, which can’t be resisted, then Grievous, Jedi Butcher gains that much until the end of the encounter. Galactic Legend (Unique) (Final text, Zeta) This unit takes reduced damage from percent Health damage effects and massive damage effects. They take massive damage from destroy effects (excludes raid bosses) and are immune to stun effects. This unit has +10% Max Health and Max Protection per Relic Amplifier level, and damage they receive is decreased by 30%.384Views5likes4Comments