Jedi Rework - Ideas and Suggestions

It's long overdue, and a Jedi Rework is needed. Here are a few of my own ideas on them; keeping what they already have and expanding on them so they become modernised and create a large overarching synergy between them.
This will be split into three categories: Useless (Nobody uses these characters... ever), Used (either for ships, gearing or all round usefulness) and Funsies (Things I thought of along the way that might be fun).

Useless

Ima-Gun Di
Sunder: Deal physical damage to target enemy,with a 50% chance to inflict Potency down and Defence Down. This attack deals double damage against droids and has a 100% chance to inflict Potency Down and Defence Down.
Rebuke: Deal physical damage to target enemy and grant all allies Defence Up and tenacity up for three turns. If this attack score a critical hit, all allies gain 12% turn meter and Offense Up for two turns.
Jedi Strategist: All allies gain 15% health and Ddefence, and have a 25% counter chance and 18% counter damage, doubled for Jedi and Clone allies. If any allies were damaged during a counter attack, they recover 30% of their max health.
Last Stand:Whenever Ima-Gun Di receives a critical hit, he gains advantage and recovers 15% of his maximum health each turn for three turns. Whenever an ally is defeated, Ima-Gun Di gains 15% turn meter, and his next attack heals all allies for 40% of their health, and the cooldown of Rebuke is reset.

Kit Fisto
Lightsaber Mastery: Deal physical damage to target enemy with a 40% chance to attack again. Kit Fisto has a 50% chance to gain 15% turn meter with each attack. These effects are doubled against Separatist and Sith enemies.
Turn the Tide: Deal special damage to all enemies and grant all allies Potency Up for 4 turns and all enemies Potency Down for 4 turns. Any enemies that were critically hit are stunned for one turn and gain ability block for one turn once the stun expires.
Jedi Protector: All Jedi allies gain 35% tenacity and 100% extra protection. While Jedi allies have Protection, they have Critical Hit Immunity and a 50% chance to gain Foresight at the end of their turn. Whenever Jedi allies lose protection, they gain Defence Penetration and Retribution until they fall below 50% health. When they fall below 50% health, they gain Health Steal Up for one turn.
Superior Bladework: Kit Fisto has 40% counter chance and +20% offence. Whenever he deals damage outside of his turn, he has a 50% chance to inflict Offence Down and Defence down.

Eeth Koth
Breaching Strike: Deal physical damage to target enemy with an 80% chance to inflict Defense Down and Offense Down. If the enemy was debuffed, all allies gain Defence Penetration Up for one turn.
Force Push: Deal special damage to target enemy with a 75% chance to inflict Stun for one turn and Ability Block for two turns. If the target is a droid,this attack can't be evaded or deflected and has a 100% chance to inflict debuffs. Eeth Koth gains protection equal to the damage dealt.
Stalwart Jedi Defender: Eeth Koth has +10% bonus defence for each Jedi ally. Whenever a Jedi ally is damaged, Eeth Koth gains 2% turn meter and loses 5% protection, while the Jedi ally who was damaged gains 5% protection. Whenever Eeth Koth or a Jedi ally falls below 100% protection, the cooldown of Force Push is reduced by one.
Anti-Droid Specialist (Leader): Each ally has a +10% Critical Chance and +10% Critical Damage for each Droid and Separatist enemy. Jedi and Clone allies also have a 20% chance to remove 15% turn meter when damaging a Droid or Separatist enemy.
#MakeTuskensGreat
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Replies

  • Alijar1
    381 posts Member
    edited January 2019
    Used

    Plo Koon
    Quelling Blow:Deal physical damage to target enemy. Dispel all positive effects on target enemy. If any positive status effects were dispelled, Plo Koon gains Accuracy Up for three turns.
    Force Judgement: Deal special damage to all enemies and inflict Shock for two turns, with a 70% chance to inflict evasion down for three turns and a 70% chance to remove any defensive buffs.
    Take Charge: Dispel all negative effects from all allies, then all allies gain accuracy up for three turns. If Plo Koon already had Accuracy Up, then also grant Potency Up to all allies for three turns. Clone and Jedi allies gain 50% turn meter, other allies gain half that amount.
    Overwatch: Each ally has a 60% chance to remove stealth from each enemy at the start of their turn. If they dispel any enemy, they gain Offence Up for one turn and the enemy gains tenacity down for one turn. If no enemies were dispelled, each stealthed enemy gains expose for two turns.

    Aayla Secura
    Inspiring Strike: Deal physical damage to target enemy with a 40% chance to call an ally to assist. If that ally was a Jedi or Clone, they deal 100% more damage, halved for non-Jedi allies.
    Survivor: Deal physical damage to target enemy with a 30% chance to call an ally to assist. Aayla recovers protection equal to 45% of the damage done and health equal to 65% of the damage done, halved for the assisting ally. This attack deals double damage to enemies who were debuffed.
    Jedi Valour: Jedi and Clone allies have +60% tenacity and recover 10% of their max health whenever the resist a debuff. Whenever a Jedi or Clone ally is called to assist, they gain advantage and Critical Chance up for two turns.
    Superior Riposte: Aayla has +15% Critical Damage, 65% Counter Chance and +50% counter damage. Whenever she deals a critical hit, she stuns the target enemy for one turn and gain foresight for one turn.

    Mace Windu
    Role: Attacker
    Invincible Assault: Deal physical damage to target enemy. While Mace has protection, he deals damage directly to the enemy's health. If Mace is above 50% health, this attack deals 30% more damage. If Mace is below 50% health, he recovers Health equal to 75% of the damage dealt.
    Smite: Deal physical damage to the target enemy and remove all positive status effects. If any positive status effects were removed, Mace Windu gains 50% turn meter and the cooldown is reduced by 1. If the target was above 50% health, they gain Health Down. If the target was below 50% health, Mace recovers 15% protection.
    Vaapad: Jedi Allies gain 30% Offense, Critical Chance and Critical Damage. Whenever they score a critical hit, they inflict Expose on the enemy for 1 turn and recover 10% of their max health and turn meter. All Sith enemies have -35% Potency, Offense, Critical Chance and Critical Damage.
    Shatterpoint: At the start of each of his turns, Mace Windu has a 75% chance to inflict Expose on the target enemy and a random enemy until the end of his turn, with a 45% chance to inflict Expose on another random enemy, which can't be resisted. Mace Windu can target any enemy with Expose. Additionally, Mace Windu gains 25% turn meter whenever he damages an exposed enemy.
    Mace Windu deals double damage against Sith enemies and is immune to Shock.

    Ahsoka Tano (Padawan)
    Energetic Slash: Deal physical damage to target enemy. Ahsoka recovers 20% of her max health, doubled on a critical hit. If the enemy was buffed, this attack deals 10% more damage and Ahsoka gains Speed Up for two turns.
    Protective Manoeuvre: Deal physical damage to target enemy. If the target had 50% or more health, all allies recover 40% of Ahsoka's health and gain Offence up for 2 turns. Otherwise, this attack deals 50% more damage and all allies gain Health Steal Up for one turn.
    Quick Steps: Jedi allies have +15% evasion and +22 speed. Whenever they evade an attack, they gain 20% turn meter and evasion up for two turns. Whenever an ally sores a critical hit, they gain Potency Up.
    Daring Padawan: Ahsoka has +45% Health, +45 Speed and +15% Critical Damage. When she is critically hit, she loses one of these effects. When she scores a Critical Hit or defeats an enemy, she regains one of these effects. If Jedi Knight Anakin is present, Ahsoka gains Critical Hit Immunity for two turns and whenever she uses a special ability, and Jedi Knight Anakin also gains these effects.

    Jedi Knight Anakin
    Deft Bladework: Deal physical damage to target enemy with a 70% chance to inflict Healing Immunity and Buff Immunity for two turns. If target already had Healing or Buff Immunity, remove 10% turn meter and inflict Accuracy Down for one turn.
    Reckless Assault: Deal physical damage to all enemies. For each enemy critically hit, all allies gain 3% offence (stacking to 150%). Each enemy critically hit by this attack is exposed for one turn. Each enemy that wasn't critically hit gains Offence Down for one turn. For each enemy not critically hit, Anakin has a 25% chance to gain Taunt.
    Always on the Offensive: Jedi and Clone allies gain 30% Critical Chance and Critical Damage, other allies gain half that amount. Whenever an enemy evades an ally's attack, that ally gains Advantage for two turns. Whenever an ally deals a critical hit, that ally inflicts Armour Shred on the target enemy (not stacking).
    Righteous Fury: Whenever another ally falls below 100% protection, 100% health, 50% health or is defeated, Anakin gains 100% turn meter and his next attack deals 35% more damage, with a 50% chance to inflict Armour Shred on the target enemy.
    #MakeTuskensGreat
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  • Funsies
    Captain Keeli
    Roles: Light Side, Clone Trooper, Galactic Republic, Tank
    Fast Blows (Basic): Deal physical damage to target enemy, then attack again. If target enemy is a Droid, attack a third time. This attack has a 25% chance to give Keeli Taunt for one turn each time he attacks.
    Focused Strike (Special 1): Deal physical damage to target enemy and inflict Taunt for two turns. If target was suffering any debuffs, all allies gain Defence Up and this attack removes 35% turn meter from target enemy.
    Final Assault (Special 2): Deal physical damage to all enemies and Stagger them for one turns, and also inflict Daze for two turns. Droid and Seperatist enemies also are inflicted with Health Down. All allies gain advantage for one turn.
    Not finished yet! (Unique 1): Whenever Keeli is defeated in battle for the first time, he revives with 100% turn meter and Taunt for one turn. Whenever Keeli is defeated with Taunt, he revives and gains +5% health.
    Protector of Ryloth: Captain Keeli has +20% protection and +10% health for each Galactic Republic ally present. For each Droid or Separatist enemy present, Captain Keeli also has +10% Defence and deals +10% damage to Droid and Separatist enemies. If Ima-Gun Di is present, he also gains these perks.

    Qui-Gon Jinn
    Humbling Blow: Given a unique animation to distinguish it from Harmonious Assault

    Barriss Offee
    Jedi Betrayer (unique): Whenever Barriss Offee falls below 100% protection or 50% health, she grants Taunt to a random Jedi ally for three turns.

    Jedi Knight Anakin
    Dark Influence (unique): Whenever Jedi Knight Anakin defeats or assists in defeating an enemy, he gains 20% offence (stacking to 100%). If there are any Sith or Separatist allies present, Jedi Knight Anakin gains +20% Critical Chance and all Sith and Separatist allies have a +50% Critical Chance and +20% Offence.
    #MakeTuskensGreat
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  • TheLordOfMadness
    292 posts Member
    edited January 2019
    All round, all very solid reworks, would make most of the Jedi actually usable. love the changes to Anakin, especially the idea for a new unique, it'd make him a power house vs Nightsisters.
  • Nice.
  • Brings tears of joy to mine eyes.
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