New tie recommendations to round out empire fleets

I’m kinda of the opinion that with the changes to ships in 2.0, it would be nice to see a bit more faction synergy/the ability to use one faction only (like in the squad arena. Since we only even have 4 empire ships (none of which are tanks), here’s a suggestion to round it out to 7, allowing you to have an entire fleet that’s solely empire.

Attacker:
Tie interceptor
Basic: deal damage and inflict target lock
Special: gain defense penetration up, then deal damage and inflict buff immunity and healing immunity to target. If target locked, also inflict stun.
Unique: Ignores taunt, +25% critical chance
Reinforcement:
Gain critical damage up, offense up and speed up for 2 turns

Support:
Tie bomber
Basic: Remove 125% tm from enemy capital ship (reduced by 15% for each enemy fighter and another 50% if bomber is target locked). Can’t be resisted.
Special: call target ally to assist (+50% potency for empire allies)
Unique: at the start of each turn, 25% chance to remove all debuffs from bomber
Reinforcement: 50/75/100% chance to increase enemy capital ship’s Cooldown by 1

Tank:
Tie defender (aka the non-taunting tank)
Basic: deal damage to target. If target locked, heal the ally with lowest health for 20% of defender’s max health (+20% protection if that ally is imperial)
Special: gain potency up for 2 turns then deal target lock to target enemy and one other random enemy. Gain 25% turn meter for each target locked enemy
Special 2: gain protection up (can’t be removed). While defender has protection up, allies have +20% defense (double for empire allies) and defender deals evasion down and buff immunity to any enemy that attacks it.
Unique: Whenever a target locked enemy attacks another ally, 70% chance to counter
Reinforcement: Remove target lock from all allies. Other allies can’t be target locked
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