Turn-based RPGs have always to some extent been about speed, as I'm sure we all know. Where an RPG goes, you can be sure that closely behind will come the community compiling great lists of speed tiers. It doesn't matter how hard you hit, you ain't doing nothing if you get one-shot killed before you can move. Or two-shot to your one.
We have speed tiers here too. So we have debates over the merits of QGJ and Dooku and so on. But this game presents an interesting side-step to the speed dynamic by having the ability to manipulate turn meters.
I was intrigued by the opportunity to exploit this so I started to consider teams that could take advantage. As in any squad based RPG, it's all about building around a core. So what could be the turn-manipulation cores in GoH?
Here's my attempt, but I would be interested to see yours.
I start with what to me seems the master turn manipulator, which is Stormtrooper Han. He forces people to hit him and every time they do, you get a bump to all your turn meters. On top of that, every time he moves, he can reduce the opposition meters. It's the ideal character to build turn manipulation around.
So now I need to complete the core with some synergistic DPS to take advantage of the turns given and do some manipulation of their own.
My solution was to turn to a leader that manipulates turn meters and supports an assassin to take advantage of it. That's HK-47 and IG-86. With HK as lead, IG-86 is critical hitting almost every time it goes. And with HK as lead, every time IG crits, it increases its turn meter. Meanwhile, it hits like a freakin' truck. To top it off, it even has a chance to call HK with its special move, almost guaranteeing /both/ of them a crit and thus turn meter increases. This three man core therefore sets up IG-86 to hit multiple times before the opposition can really get into its groove.
So that's the core. I find GS goes well with it because it also has a decent crit chance and increases its turn meter if it does crit. Also its speed off the bat helps to eliminate potential problems early in the game.
And then, since this is a team that needs a round to set up, I think you do ideally need a healer. Although there is an argument for some like Phasma to increase the chaos.
That's my attempt to take advantage of turn meter manipulation. What's yours?
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To put it simply, the team is to slow. Turn meter manipulation is great to go with high base speed, but doesn't really stand on it's own.
Ackbar is an interesting pick if you have some glass cannons who can get extra shots off.
Ani is another really good pick if you use glass cannons
Maul can be really cool with Daka and GS/ QGJ to call in assists and chance a revive.
There are a ton of characters with turn meter manipulation... GS, Luke, Han, Hoth Scout, Yoda, Sid, etc etc. I think most teams should have at least two of their guys with some form of turn meter advantage