I love Maul’s current kit but think it could use one more special ability.
Brutal Assault: CD 10
Deal physical damage twice to target enemy, inflict daze for 2 turns which cannot be dispelled, and gain one stack of Brutality which cannot be dispelled or prevented.
Damage is increased by 2% for every turn taken by every character in combat.
This attack deals 75% more damage to light side enemies.
This ability starts on cooldown and it’s cooldown is decreased by one every time maul critically hits an enemy or is critically hit.
This ability can not be evaded.
Brutality (stacking)
+15% crit damage, +10% offence, +5% health steal per stack. One stack expires if an enemy evades one of maul’s attacks.
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I did a rework idea of Darth Maul and Savage Oppress a while ago (which also contains a link to a Rework idea of Darth Sidious btw), I also did a kit idea for Maul (him during the time of the solo movie and the rebels cartoon) check them out, if you're interested:
Maul and Savage rework idea's: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/223566/darth-maul-and-savage-opress-rework-ideas
Maul kit idea: https://forums.galaxy-of-heroes.starwars.ea.com/discussion/229183/maul-kit-idea
I think a maul focused on his criminal underworld that we see in the end of clone wars should be a new addition to the game - he has enough character growth that I think each stage of his life deserves to be split into 2 separate toons. I love the maul kit you have there ^^
Maul was never dooku's apprentice. Never. He was sidious' apprentice in the first movie and after that pretty much nobody's apprentice.
But what darth maul represents the most is failure. He doesnt learm from his mistakes but does grow frpm his successes. This is quite nicely represented in his current unique (increasong stats and stacking health based on damage) and I tried to build even furture on in my rework idea. Specificaly that even in failure he still pushes onward and is quite a thread. Watch this video to see what I mean (I've linked to this one so many times, but its just a really good breakdown of an awesome fight.)
https://m.youtube.com/watch?v=8sCQBBXNH_o&t=351s
Another thing that bothets me is the little thibgs that dont work with his kit. His current unique has something in it that makes him recover 25% heatl whenever he deals any ammount of damage. What is 5% health steal going to do with that. He also already dazes enenmies with his other special. And the 2% damage increase for every turn taken, which gors direvtly aganst the failure thing I just mentioned.
Finaly the loss on evade atrack. His kit has damage bonusses against jedi, yet they are the mosy evasion heavy team in the game. So the team that he is supposed to be the best against already counters him and this effect just made that even worse.
Overall its not that bad of an idea, it just has sone things in it that bother me personally.
P.s. glad you like my maul idea, thou which one? The rework of the old, the later new one, or both? Might be just me but isn't clear to me.
Keeping with the idea I’ve given how would you change it to remove the little bits you don’t like? Obvs remove the loss of brutality on evade, and could always switch out the health steal for max health?
The new one! Very cool kit
If I had to, I would probably do something like this:
Dispel all buffs from target enemy, Stagger them for 1 turn, and Maul gains 1 stack of brutality until the end of battle. Then deal physical damage tot target enemy twice. This ability can't be Evaded or Countered, Starts on cooldwn, and has it's cooldown reduced by 1 whenever Maul Scores or Suffers a Critical Hit. In addition, enemies can't gain any positive effects during this turn. On a finishing blow, Maul gains a bonus turn.
Brutality: +10% Critical Damage, Offence, and Accuracy per stack (max 10 Stacks). Can't be Prevented, Copied or Dispelled.
But this is just a quick draft.