I have been working on some time on trying to make a full character with everything. Gear choices, stats, Relic stat growth and the whole garbanzo and Just a few minutes ago, so prior to this writing, I got finished with it all and decided to share it with you guys in hopes of getting as much Feedback as I could.
The Character in Question would be General Leia Organa, so Leia in Episodes 7, 8 and 9 in which she leads the Resistance.
However, I didn't want to re-post the whole 16 pages long Google Docs here and re-format it all, so I am resorting to sharing the Google Doc document. I know, a bit lazy, but I didn't want to rewrite this whole thing a second time just for re-formating on the forum.
https://docs.google.com/document/d/1e6YgDbyiTtHRvZZeI71agpadMeeatLqNziyGvszfpko/edit?usp=sharing
I also have attached a full Excel Table with all the stat calculations from which others could acccess the formula or see how I worked the stats out and how I made all the additions to get where I am with the list.
I sure hope you are all going to enjoy this albeit large read and that I can get some valuable feedback from the people who decide to share their 2 cents
2
Replies
I'll start with her basic and "lead" and then go over each formation individually and also show suggestions of my own.
Basic and "Lead"
p.s. why did you call it "rebel" formation? When she is a resistance character? (I mean I know why, but... Why?)
Her basic is actually pretty nice. Except for the target ally part. I mean, it's a basic. What do you do when she attacks out of turn? You can only target someone during your turn. This needs to change. You can do something like Wat Tambor does, change the effect when the ability is used during ones turn or out of turn. But I couldn't come up with another effect. So I changed the ally condition. (I also changed some of the effects, so they work better with my suggesstions.) If you have a better idea to address this problem I encourage you to share it.
Other than these things I've changed the wording to be both more clear and shorter.
Suggestions:
Spearhead Maneuver (Basic)
Call the least Healthy other ally to assist.
Formation (Unique)
At the start of each encounter, General Leya Organa takes a Bonus Turn. During this Bonus Turn she can only choose a Formation, which lasts until the end of the encounter. Until the end of this Bonus turn, She is immune to damage and debuff. Formation grants an effect to all Resistance allies and Gives General Leya Organa 2 Special ability’s and a Leadership ability.
If there are no active other allies, General Leya Organa escapes from the battle.
The other thing I changed was the special Divide and conquer. Because the stun and it's effects made no sense. Especially the can't be targeted part. I instead added stealth on target enemy to it. That buff is all about not targeting. I also connected the offence boost to stealth as opposed to stun. So that dispel and immunity don't make the ability practically useless. An advantage of undispellable stealth is that that character can't taunt. So it also gains a tactical edge this way.
Other than this I believe I only did rewording to make the ability's shorter and more clear. And removed some things that where useless (can't be reduced on a starting coolldown does practically nothing).
Suggestions:
Wedge Formation: -15% Max Health, -15% Defence, -15% Tenacity, -50% Critical Avoidance, +35% Offence, +35% Defence Penetration, +35% Critical Damage and +50% Health Steal.
Full Frontal Assault (Special) (Cooldown 4)
Call all other allies to assist. Assisting allies deal 15% more damage and gain +15% Critical Damage for each active ally. This ability starts on a cooldown of 2.
Divide and Conquer (Special) (Cooldown 4)
Apply Stealth to target enemy for 2 turns, which can’t be Prevented or Dispelled. Remove all turn meter from target enemy, and stun them for 2 turns. All allies gain +30% Offence until Stealth expires from that enemy.
Target other ally gains Taunt, Critical Hit Immunity, Health Up and Defence Up for 2 turns.
Guerrilla Assault (Leader)
At the end of their turn, Resistance allies gain a buff they don’t have yet. The buffs they gain is, in order: Critical Chance Up, Potency Up, Speed Up. These buffs can’t be Prevented or Dispelled.
When a Resistance ally deals no damage to an enemy’s Health or Protection with an attack, that ally loses these buffs and all enemies take damage equal to 5% of their Max Health for each buff lost, which ignores Protection, and can’t defeat enemies, be Evaded, or be Reduced (except by raid bosses).
I also made it so allies can't be critically hit at all, equalized the health and protection bonuses and made it so allies recover health every turn. Not just every ally turn. In return to balance things a bit I did add a -10% Speed penalty. To keep it fair and balanced.
And of course, again changed some wording to help keep things simple and clear. Without changing the actual effect.
Suggestions:
Tortoise Formation: Can’t Critically Hit or be Critically Hit, has -35% Offence, -10% Speed, +70% Max Health, +70% Max Protection, +50% Defence, and +75% Tenacity.
Take Cover (Special) (Cooldown 4)
Dispel all debuffs from all allies and grant them 10% Protection Up (stacking) for each active ally until the next time this ability is used, which can't be Dispelled. Apply Stealth to all non-tank allies for 2 turns. While there are any Stealthed allies, Tank allies are Taunting, which can’t be Prevented or Dispelled.
Regroup and Advance (Special) (Cooldown 4)
All allies equalize their Health and Protection, gain 35% Turn Meter, and recover 5% Health and Protection for each active ally. Then, call all other allies to Assist.
Mend the Wounded (Leader)
All Resistance allies are Immune to Healing Immunity and Tenacity down, and recover 5% Health and Protection at the start of each turn. In addition, they are immune to Turn Meter Reduction while buffed and gain +25% Defence for each buffed enemy.
P.s. I think calling it Skirmish instead of skirmisher would be better. But just a side note
Suggestion:
Skirmish Formation: +20% Speed, +25% Life Steal, +25% Accuracy, and +25% Critical Avoidance. When this unit falls below 50% Health, they gain Stealth and Foresight for 2 turns, which can’t be Prevented.
Force Concentration (Special) (Cooldown 5)
Inflict Marked on the weakest enemy for 2 turns, which can’t be Evaded, Resisted or Dispelled. Call Target other ally and 2 random other allies to assist. Debuffs inflicted by assisting Resistance allies can’t be Resisted.
Shoot and Scoot (Special) (Cooldown 5)
Apply Stealth to target ally until the next time this ability is used, which can’t be Prevented or Dispelled. Then call all Stealthed allies to assist. These assists deal 100% more damage and ignore Protection.
Suppressive Fire (Leader)
Whenever a Resistance ally uses a Basic ability during their turn, that ally gains +50 Speed for 1 turn and inflicts Stagger on target enemy for 2 turns, which can’t be Resisted.
Whenever an ally damages a Staggered enemy, they Suppress that enemy for 1 turn, which can’t be Prevented, Resisted or Dispelled. Whenever an enemy becomes Suppressed, all Resistance allies gain +50 Speed (stacking) for 2 turns and reduce their cooldowns by 1.
Suppressed: Immune to Stagger, can’t attack out of turn or gain bonus Turn Meter, has -35% Speed, Offence, and Critical Chance.
It is still an amazing idea and I seriously like it. Hope my feedback helped you improve it.