6v6 GAC's And TW Tiles
Can we give this a trial? This could be a fun little addition and freshen things up imo Even if its used rarely, I want to see different line ups and see how far people can push synergys. For TW just have the front 2 Tiles as 6 man teams then revert to 5 man teams after the 1st 2 Tiles are wiped.64Views1like4CommentsI'm cooking up two neutral ship ideas. Tell me what you think so far.
So far I have two ship ideas both are based off of the Hondo Ohnaka pirate gang. I don't have a second character for the ship yet though, but I'll make it soon. First ship Corona-class armed frigate (The big giant disk one) Neutral, Tank, Smuggler, Scoundrel, Cargo Ship Crew: Hondo Ohnaka and (another character I haven't made yet) Unlocks at 85 shards Abilities Medium turbo laser cannons (Basic): Deal physical damage to target enemy and inflict defense down for 2 turns. If target locked call an allied Flarestar-class attack shuttle to assist. If breached inflict expose on target enemy for 2 turns. Ion Barrage (Cooldown 3 turns): Deal special damage to enemy, call another allied bounty hunter and an allied Flarestar-class attack shuttle to assist. If target enemy was target locked remove 10% turn meter from all enemies and Corona-class armed frigate gains turn meter equal to amount of turn meter removed. If target enemy was breached Corona-class armed frigate gains taunt and max health up for 2 turns. Name TBD (Cooldown 4 turns): Summon a Flarestar-class attack shuttle and it gains 20% bonus protection for 2 turns. If there is an allied Flarestar-class attack shuttle already present Corona-class armed frigate and Flarestar-class attack shuttle recover 40% health and protection. Passive abilities Name TBD: When allied scoundrel falls below 40% health dispel all debuffs on that ally and recover 5% protection for each debuff dispelled, then Corona-class armed frigate gains taunt and potency up for 2 turns. Name TBD: When a scoundrel ally defeats an enemy that ally gains 12 speed stacking (Max 36) and their cooldowns are decreased by 1. Second ship Flarestar-class attack shuttle (Summon) Neutral, Support, Scoundrel, Smuggler Crewless Abilities Light Lasers (Basic): Deal physical damage to target enemy and if an allied Corona-class armed frigate has taunt grant the allied Corona-class armed frigate protection up 15% for 2 turns, if not Flarestar-class attack shuttle gains stealth for 1 turn. Name TBD (Cooldown 3 turns): Grant all scoundrel allies speed up, critical chance up, and 30% turn meter. Passive Name TBD: When a scoundrel ally scores a critical hit Flarestar-class attack shuttle gains 5% turn meter. If you have any ideas for the copilot of the Corona-class ship, names for the abilities, and other suggestions I would love to hear it.11Views1like1CommentFrustrated Enoch Omi!
I skipped Enoch’s omi because it was labeled for TB, only to find out today it was GAC All along. Enoch had been out for a while now you all didn’t think to fix this forever ago! Get it together CG, you all make way too much money for consistent mislabeling skills, and non stop bugs! This game is robbery. where does the money you all make go? We know it isn’t towards decent developers.73Views0likes1CommentNaboo Raid - Jedi Consular kit update
Hello Darth CG and fellow Holotable Heroes, For the lucky few who took JC up to high relics for ROTE ops, we were very excited to use those Ops Jedi for this raid. Unfortunately, they are little better than filler (Eeth and JC). Bummer. The faction bonus for GR is great for the raid, but unfortunately again... there was a swing and a miss, JC lead GR jedi have no way of applying heal over time to capitalize on the bonus true damage if you are already using a Lumi and Kit Jedi team separately - which almost everyone is. My suggestion - tweak JCs kit to include passive HOT with a unique or to buff HOT with both or one of his specials. This will bring more use to the raid toons and allow for more enjoyment in an already rigid event that has a frustrating amount of RNG associated with it. This would at least give us the Pot Up from the fleet bonus that grants locked buffs. BUT if you were feeling froggy and wanting to extend a gesture of good faith to the player base, add both Pot up and HOT to JCs kit in some way. Rooting for you guys to make some quality of life updates for this raid. Still holding out hope. Best wishes and MTFBWY, A very tired guild leader - Stor #saveNaboo #maketheraidgreatagain #throwusabone #itsokaytomakethingsfuntoo CG_Meatheadshot in the dark if you see this or choose to reply, but if you could advocate for us on the raid, that would be UH-MAZE-ING, I think this would be a great move. CC: EA_Rtas or if you could pass this along please173Views3likes3CommentsThe game became trash with nongreat Mothers
Hey, EA, and developers!? Are you sure you wanna go such way? you discourage the desire to play That mothers are so unbalanced thing, you throwing all you done , with all last such heroes All we invested , by including real money becameing trash because of gyour will. Many people decided to leave the game forever, that was the last line1.2KViews13likes16CommentsEV-9D9 Character Concept
Inspiration:The Hutt Cartel is lacking a Droid unit. EV-9D9 was the sadistic Droid overlord in Jabba the Hutt's dungeon that delighted in torture and dictating new responsibilities to incoming droids (or determining their ends). Unit Name:EV-9D9 Relic Amplifier: Droid Restraining Bolt Affiliation: Dark Side, Support Tags: Droid, Hutt Cartel Attacks and Abilities Basic: See Pain Inflict Pain on target enemy for 2 turns, which can't be Evaded or Resisted, then call a Hutt Cartel ally to assist, dealing 50% less damage. If the enemy is a Light Side Droid, inflict Ability Block for 2 turns, which can't be Evaded or Resisted. Special 1: Delight in Torture (Cooldown: 5) Inflict Torture on target enemy for 3 turns, which can't be Copied, Dispelled, Evaded or Resisted. If the target already has Torture, inflict Torture on the healthiest other enemy and a random Light Side Droid enemy for 2 turns. All Hutt Cartel allies gain 4% Turn Meter each time Torture is inflicted or expires. Special 2: Learn Some Respect (Cooldown: 4) Stun the target enemy for 2 turns, 3 turns if it's a Light Side Droid enemy, which can't be Evaded or Resisted. When Stun expires, inflict Burning on the target enemy for 1 turn. Unique: Sadistic Supervisor EV-9D9 gains +24% Potency for each Hutt Cartel ally or Light Side Droid enemy. Whenever an enemy is inflicted with Pain, Torture, Stun or Burning, EV-9D9 gains +2 Speed (stacking) until the end of the encounter. When there are no other active allies, EV-9D9 escapes from battle.28Views0likes0CommentsKit Reveal: Morgan Elsbeth
UNIT NAME: Morgan Elsbeth ALIGNMENT: Dark Side CATEGORIES: Dark Side, Tank, Nightsister Key Attributes: Durable Tank that synergizes with Foresight and Stealth to help Acolyte and Spirit do big damage Provides tons of survivability with health and protection mechanics around Foresight and Stealth. Sets the stage for a new Nightsister squad Inspiration: The Ahsoka show! Especially the granting of the Blade of Talzin and the fights that take place between Morgan and Ahsoka. We really wanted to make a kit that shows off how powerful Morgan is and how important her Nightsister ancestry is to her. The animations for her attackers were inspired by the choreography of the aforementioned fight between Morgan and Ahsoka We were inspired for her to be the Tank in the new Nightsister squad from Thrawn’s request that she stall, and hold off Ahsoka while he escaped. Strategy Tips: Morgan has a reactive Taunt to allies gaining Stealth. Use Acolyte's Basic ability so Morgan can protect her allies! Or, if the target enemy had Defense Down whenever Morgan uses her Basic, it grants the weakest non-Tank Nightsister ally Stealth. Whenever a Nightsister ally critically hits an enemy, that enemy is inflicted with Defense Down, which helps Morgan give out Stealth on her Basic and deals more Damage on her Special 2 Omicron! For survivability, Morgan provides Health recovery and Protection recovery whenever a Nightsister ally Stealths or gains Foresight. Morgan creates an Offensively strong squad by providing Offense increases when she is Taunting or to a Nightsister ally who has Foresight and Critical Damage to a Stealthed Nightsister. FAQ: How do I acquire Morgan Elsbeth? Marquee starting on 11a Pacific July 18th. This uses the new Marquee structure. Does she have an exclusive datacron? No, however she will have an affix in an upcoming datacron set. Why does she prevent Nightsisters from reviving? We wanted this new Nightsister squad to feel distinct from the existing one that centers around Plague and revives. Additionally, this allowed us to put the power we wanted into Morgan without concern of lifting Talzin’s squad too high. Who leads this new Nightsister squad? The Great Mothers, coming soon Do I need Morgan for anything upcoming? Baylan Skoll’s Epic Confrontation requirements will require Morgan Elsbeth at relic 7 There will be no official Q/A with this Kit Abilities BASIC: Blade of Talzin Final Text: Deal Physical damage to target enemy and Morgan gains Defense Up and Protection Up (50%) for 1 turn. If target enemy is inflicted with Defense Down, the weakest other non-Tank Nightsister ally Stealths for 1 turn. If Morgan is Taunting, inflict target enemy with Vulnerable for 1 turn. SPECIAL 1: My Loyalty, My Life - 4 CD Final Text: Dispel all buffs on all enemies, and all Nightsister allies recover 50% Health and Protection and gain Defense Penetration Up for 2 turns. If Morgan is Taunting, all Nightsister allies gain 20% Turn Meter and Tenacity Up for 2 turns. SPECIAL 2: Let None Pass - 4 CD (OMICRON) Final Text: Deal Physical damage to target enemy, Blind them for 1 turn, inflict them with Armor Shred for the rest of the encounter, and call all other Nightsister allies to assist. If this attack defeats an enemy, Blind all enemies for 2 turns, which can't be evaded or resisted. While in Grand Arenas: Stagger target enemy for 2 turns, and Expose all enemies and inflict them with Buff Immunity for 2 turns. If target enemy is inflicted with Defense Down, Nightsister allies deal an additional 5% damage and the cooldown of their abilities is decreased by 1. All Nightsister allies gain Frenzy for 1 turn and Protection Up (50%) for 2 turns. UNIQUE 1: Preordained Destiny (ZETA) Final Text: At the start of Battle, all Nightsister allies gain 10% Critical Chance, Defense, and Max Health, 30% Tenacity, and 50% Max Protection. Whenever another Nightsister ally Stealths, they gain 15% Critical Damage for 1 turn, Morgan Taunts for 1 turns and all Nightsister allies recover 25% Health. Whenever a Nightsister ally gains Foresight, they gain 20% Offense for 1 turn and all Nightsister allies recover 25% Protection. Whenever a Nightsister ally critically hits an enemy, that enemy is inflicted with Defense Down for 1 turn, which can't be resisted. The first time each other Nightsister ally falls below 20% Health, they gain Foresight and Stealth for 2 turns, Morgan gains 20% Defense until the end of the encounter, and they and Morgan recover 30% Health and Protection, and gain 30% Turn Meter. Whenever Morgan is defeated, inflict all enemies with Health Down for 2 turns which can't be dispelled, evaded, or resisted, all Nightsister allies recover 100% Health and Protection, and gain 5% Critical Avoidance and Defense, plus an additional 10% Critical Avoidance and Defense per Relic Amplifier level Morgan had until the end of the encounter. Whenever Morgan Taunts, all Nightsister allies recover 20% Health and Protection, and gain 15% Offense until she loses Taunt. Whenever she loses Taunt, she recovers 5% Health and Protection and gains 10% Turn Meter. Defeated allies can't be revived. This effect persists through defeat.26KViews16likes23Comments