Serenity
Serenity
Light Side, Support, Force Priestess
Force Strike Basic: Deal special damage to target enemy and dispel all buffs from them.
Tranquillity Special: Deal special damage to target enemy and dispel all debuffs from all allies. (Cooldown 3)
Knowledge of the Force Leader: All Force Priestess allies are immune to critical hits and gain 100% max health and protection. All enemies have -30% offense. ZETA: When a Force Priestess ally uses a special ability, they revive a random defeated ally at 100% max health and 50% turn meter, then that ally is defeated again after 2 turns.
Ethereal Being Unique 1: Serenity takes reduced damage from percent health damage effects and her health can’t fall below 1% until an enemy has been defeated. Serenity can’t be instantly defeated and if she attempts to revive, the revive can’t be prevented.
Compassion Unique 2: Serenity starts each encounter with 30% turn meter. While Serenity is active, all Force Priestess allies gain 5% turn meter at the end of each turn.
Joy
Joy
Light Side, Support, Force Priestess
Force Onslaught Basic: Deal special damage to target enemy and gain foresight for 2 turns.
Happiness Special: Deal physical damage to target enemy and all Force Priestess allies recover 50% of their max health. (Cooldown 3)
Ethereal Being Unique 1: Joy takes reduced damage from percent health damage effects and her health can’t fall below 1% until an enemy has been defeated. Joy can’t be instantly defeated and if she attempts to revive, the revive can’t be prevented.
Immortality Unique 2: Joy has +30% health steal. While Joy is active, all Force Priestess allies gain 5% health steal (stacking) at the end of each ally’s turn until the end of the encounter.
Confusion
Confusion
Light Side, Support, Force Priestess
Force Onset Basic: Deal special damage to target enemy and inflict daze for 2 turns.
Bewilderment Special 1: Deal special damage to target enemy and revive all defeated Force Priestess allies at 25% max health. (Cooldown 3)
Ethereal Being Unique 1: Confusion takes reduced damage from percent health damage effects and her health can’t fall below 1% until an enemy has been defeated. Confusion can’t be instantly defeated and if she attempts to revive, the revive can’t be prevented.
Concentration Unique 2: Confusion has +30% offense. While Confusion is active, all Force Priestess allies gain 5% offense for each active enemy.
Sadness
Sadness
Light Side, Support, Force Priestess
Force Assault Basic: Deal special damage to target enemy and inflict offense down for 2 turns.
Melancholy Special: Deal special damage to target enemy. Reduce all allies cooldowns by 1, and increase all enemies cooldowns by 1. (Cooldown 3)
Ethereal Being Unique 1: Sadness takes reduced damage from percent health damage effects and her health can’t fall below 1% until an enemy has been defeated. Sadness can’t be instantly defeated and if she attempts to revive, the revive can’t be prevented.
Consciousness Unique 2: Sadness has +30% tenacity. While Sadness is active, all Force Priestess allies gain 5% tenacity (stacking) whenever they suffer a debuff until the end of the encounter.
Anger
Anger
Light Side, Support, Force Priestess
Force Foray Basic: Deal special damage to target enemy and gain retribution for 2 turns.
Fury Special: Deal special damage to target enemy and grant all Force Priestess allies defense up and foresight for 2 turns. (Cooldown 3)
Ethereal Being Unique 1: Anger takes reduced damage from percent health damage effects and her health can’t fall below 1% until an enemy has been defeated. Anger can’t be instantly defeated and if she attempts to revive, the revive can’t be prevented.
Preservation Unique 2: Anger has +30% max protection. While Anger is active, all Force Priestess allies recover protection equal to 5% of Anger’s max protection at the end of each enemy’s turn.
Replies
Are you suggesting it one character or multiple?
All five force priestesses.
Yes they are player controlled. Priestesses versus priestesses would probably time out but I think a team like nightsisters or troopers could beat them on offense.
Good point. Maybe there could be a percent chance for the revive to not be prevented, and at max the percent chance is 100%.