Mace Windu Rework

Tony12345
98 posts Member
edited August 2019
Mace Windu

Light Side, Tank, Jedi, Galactic Republic, Fleet Commander

Aggressive Jedi Tank with devastating damage if left unchecked

Invincible Assault (Basic): Deal physical damage to target enemy and inflict potency down and speed down for 2 turns. Then Mace Windu gains Protection Up (15%) for 1 turn.

Smite (Special, Cooldown of 3): Remove all buffs and then deal special damage to target enemy. Mace Windu deals 30% more damage for each effect removed. If the target had no buffs, inflict ability block for 2 turns, which cannot be resisted. If the target has shatterpoint this attack can not be evaded and the cooldown of this attack is reduced by 1.

Battle-Attuned Master Of The Force (Leadership): Galactic Republic allies gain 35% offense and 25% critical damage. Galactic Republic Jedi gain double these bonuses and 10% Health Steal. Clone allies gain 50% counter chance. Whenever a Jedi scores a critical hit, they gain foresight and all allies recover 5% Max Health. Whenever an ally scores a critical hit during their turn, clone allies have an 80% chance to assist.

Shatterpoint (Unique 1, Zeta): At the start of each of his turns, Mace has an 80% chance to inflict Shatterpoint on a random enemy. In addition, whenever Mace suffers damage from an enemy, he has a 50% chance to inflict shatterpoint on the attacking enemy at the end of their turn (applied after counters). This effect can not be evaded, resisted or dispelled.

Shatterpoint (Debuff): This Unit cannot gain bonus turn meter or attack out of turn. Mace Windu is able to target this enemy regardless of any taunts. If Mace Windu attacks this unit, they lose 20% of their Max Health when hit. If Mace Windu defeats this unit it cannot be Revived. This effect can only be dispelled when this unit suffers damage from an attack.

Vaapad (Unique 2, Zeta): Mace gains 5% tenacity (stacking to 100%) for each time he dispels an enemy buffs, gains 5% counter chance (stacking to 100%) whenever he resist a detrimental effect, and gains 2.5% offense (stacking to 100%) whenever he counters an enemy. While Mace has no debuffs, he gains taunt while no other ally is taunting, defense equal to half of his tenacity percentage, +50% health steal, and is immune to daze, stun and shock.

Zeta is underlined.
Post edited by Tony12345 on

Replies

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    Nice. OP but nice.
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    Nah, nobody cares now about MW
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    Nah, nobody cares now about MW

    How dare you!!!!!
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    Nah, nobody cares now about MW

    https://www.youtube.com/watch?v=DFlaL_EJuto
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    DarthKoon wrote: »
    Nah, nobody cares now about MW

    How dare you!!!!!

    CG team put a big polycarbon shl0ng on him. But there is a small chance Mace will be reworked during/before Geo lightside battles
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    Updated and left and explanation to the changes.
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    Best Kit i’ve Seen so far.
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    Shatterpoint (Unique 1, Zeta): At the start of each of his turns, Mace has an 80% chance to inflict Shatterpoint on a random enemy for 2 turns. In addition, whenever Mace suffers damage from an enemy, he has a 50% chance to inflict shatterpoint for 2 turns on the attacking enemy at the end of their turn. This effect can not be evaded, resisted or dispelled.

    Shatterpoint (Debuff): This Unit cannot gain bonus turn meter or attack out of turn. Mace Windu is able to target this enemy regardless of any other taunts. If Mace Windu attacks this unit, they lose 5% of their Max Health when hit. If Mace Windu defeats this unit it cannot be Revived.

    Vaapad (Unique 2, Zeta): Mace gains 5% tenacity (stacking to +100%) for each time he dispels an enemy buffs, gains 2.5% critical chance (stacking to +50%) whenever he resist a detrimental effect, and gains 2.5% critical damage (stacking to +50%) whenever he lands a critical hit. While mace has no debuffs he gains +50% health steal, +50% counter chance and is immune to daze, stun and shock. In addition, Mace Taunts when he has no debuffs and there are no other Taunting allies.

    I’d probably suggest these changes to his uniques though.

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    Yea he needs another special ability that gives all Jedi a buff on crItical chance and damage and calls an ally to assist or something to that degree. Maybe a unique like ezras where at full health every turn he gains +%10 critical chance stacking up to 50%. Cause he should be doing more damage for his skill set
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