Unit Name: Sith Jet Trooper
Tags: Dark Side, Sith, First Order, Final Order
Basic: Heavy Blaster Assault (Omaga)
Deal physical damage to target enemy and gain advantage for 2 turns. This attack can't be evaded.
Special: TIE Dagger Assault (Omega) Cooldown: 4
Deal Physical damage to all enemies and inflict Ability Block and Expose on them for 2 turns. All allies gain Advantage and Offence Up for 2 turns. This ability starts on cooldown.
Special: Jetpack Assault (Zeta) Cooldown: 4
Deal physical damage to to target enemy with bonus damage equal to 10% of thier max health. Inflict speed down on all enemies for 2 turns and remove 30% turn meter from them. All First Order, Sith, and Final Order allies gain 30% potency (Stacking) for the rest of the battle.
Overall this is a good kit idea. But there is one giant problem for me: The massive damage in the first special. I find that that doesn't work at all.
Lets look at all characters currently in the game that deal massive damage: Rey, Imperial Probe Droid, and Darth Savage. Rey deals massive damage 3 times to target enemy and Physical damage to all enemies. But only after a light side ally has fallen below 60% Health. Savage can only deal massive damage against enemies below 50% Health, and only gains some buffs on a finishing blow. Both only deal damage and only after a certain condition that is mostly dependent on the state of the battle. Imperial Probe Droid is the only outlier, as he not only deals massive damage, but also 30% health damage and exposes all enemies. But he also needs to be below 100% health while another ally is active, only exposes target locked enemies, and is immediately defeated. The thing they all have in common is that they depend on the state of the battle, and all mostly only deal damage. Nothing else. IPD is the outlier, but is also immediately defeated in return for this. Your ability however, can just be used after 5 turns, also inflict Ability Block for 2 turns (a very powerful debuff), and grants all allies powerful buffs with no condition necessary. Now matter how you put this, this ability is too powerful compared to those like it for me. Simply because it does a lot with few restrictions. Increasing the cooldown or adding a zeta also won't really work, as it will go from to powerful to practically unusable in no time. It's very difficult to balance this, if at all possible.
But that's not the only problem. Massive damage is essentially a fixed amount of true damage. Meaning it ignores defence, and cant critically hit. First Order, however, is a very critical hit heavy team. This character also has quite the focus on advantage as well, so he is no exception. Because of this, Massive damage doesn't really fit his theme either. It is out of place. The rest of the kit is really good thou. but yeah, I suggest removing the Massive damage and making the Special like this:
Deal Physical damage to all enemies and inflict Ability Block and Expose on them for 2 turns. All allies gain Advantage and Offence Up for 2 turns. This ability starts on cooldown.
(P.s. If you wanna know why I changed the Critical Damage Up with Offence Up, it's because SLKR's lead grants allied attackers that buff already when they gain Advantage. So this works better for the synergy. I assume he's an attacker, since you haven't given him a role yet.)
Overall this is a good kit idea. But there is one giant problem for me: The massive damage in the first special. I find that that doesn't work at all.
Lets look at all characters currently in the game that deal massive damage: Rey, Imperial Probe Droid, and Darth Maul. Rey deals massive damage 3 times to target enemy and Physical damage to all enemies. But only after a light side ally has fallen below 60% Health. Maul can only deal massive damage against enemies below 50% Health, and only gains some buffs on a finishing blow. Both only deal damage and only after a certain condition that is mostly dependent on the state of the battle. Imperial Probe Droid is the only outlier, as he not only deals massive damage, but also 30% health damage and exposes all enemies. But he also needs to be below 100% health while another ally is active, only exposes target locked enemies, and is immediately defeated. The thing they all have in common is that they depend on the state of the battle, and all mostly only deal damage. Nothing else. IPD is the outlier, but is also immediately defeated in return for this. Your ability however, can just be used after 5 turns, also inflict Ability Block for 2 turns (a very powerful debuff), and grants all allies powerful buffs with no condition necessary. Now matter how you put this, this ability is too powerful compared to those like it for me. Simply because it does a lot with few restrictions. Increasing the cooldown or adding a zeta also won't really work, as it will go from to powerful to practically unusable in no time. It's very difficult to balance this, if at all possible.
But that's not the only problem. Massive damage is essentially a fixed amount of true damage. Meaning it ignores defence, and cant critically hit. First Order, however, is a very critical hit heavy team. This character also has quite the focus on advantage as well, so he is no exception. Because of this, Massive damage doesn't really fit his theme either. It is out of place. The rest of the kit is really good thou. but yeah, I suggest removing the Massive damage and making the Special like this:
Deal Physical damage to all enemies and inflict Ability Block and Expose on them for 2 turns. All allies gain Advantage and Offence Up for 2 turns. This ability starts on cooldown.
(P.s. If you wanna know why I changed the Critical Damage Up with Offence Up, it's because SLKR's lead grants allied attackers that buff already when they gain Advantage. So this works better for the synergy. I assume he's an attacker, since you haven't given him a role yet.)
Darth Maul has Massive damage? I think you meant savage
Overall this is a good kit idea. But there is one giant problem for me: The massive damage in the first special. I find that that doesn't work at all.
Lets look at all characters currently in the game that deal massive damage: Rey, Imperial Probe Droid, and Darth Savage. Rey deals massive damage 3 times to target enemy and Physical damage to all enemies. But only after a light side ally has fallen below 60% Health. Savage can only deal massive damage against enemies below 50% Health, and only gains some buffs on a finishing blow. Both only deal damage and only after a certain condition that is mostly dependent on the state of the battle. Imperial Probe Droid is the only outlier, as he not only deals massive damage, but also 30% health damage and exposes all enemies. But he also needs to be below 100% health while another ally is active, only exposes target locked enemies, and is immediately defeated. The thing they all have in common is that they depend on the state of the battle, and all mostly only deal damage. Nothing else. IPD is the outlier, but is also immediately defeated in return for this. Your ability however, can just be used after 5 turns, also inflict Ability Block for 2 turns (a very powerful debuff), and grants all allies powerful buffs with no condition necessary. Now matter how you put this, this ability is too powerful compared to those like it for me. Simply because it does a lot with few restrictions. Increasing the cooldown or adding a zeta also won't really work, as it will go from to powerful to practically unusable in no time. It's very difficult to balance this, if at all possible.
But that's not the only problem. Massive damage is essentially a fixed amount of true damage. Meaning it ignores defence, and cant critically hit. First Order, however, is a very critical hit heavy team. This character also has quite the focus on advantage as well, so he is no exception. Because of this, Massive damage doesn't really fit his theme either. It is out of place. The rest of the kit is really good thou. but yeah, I suggest removing the Massive damage and making the Special like this:
Deal Physical damage to all enemies and inflict Ability Block and Expose on them for 2 turns. All allies gain Advantage and Offence Up for 2 turns. This ability starts on cooldown.
(P.s. If you wanna know why I changed the Critical Damage Up with Offence Up, it's because SLKR's lead grants allied attackers that buff already when they gain Advantage. So this works better for the synergy. I assume he's an attacker, since you haven't given him a role yet.)
Overall I think its good, I was just hoping that SEE and ST would have better synergy and would make a Final Order (oh I got the word now lol) faction that would give them good synergy with a 3rd toon for a 3v3 team. But it never happened
“But you know what I always say: Speak softly and drive a big tank.”
Overall I think its good, I was just hoping that SEE and ST would have better synergy and would make a Final Order (oh I got the word now lol) faction that would give them good synergy with a 3rd toon for a 3v3 team. But it never happened
My final order 3v3 team is Pryde, Sith Trooper, SJT (Sith Jet Trooper)
Interesting. No plan on including SEE at all? I thought that in the beginning when CG released SEE and ST they were going to have something to actually have him on a team that makes sense according to the movies. Which they obviously haven't. I always hoped for SEE, ST, and Pryde
“But you know what I always say: Speak softly and drive a big tank.”
Interesting. No plan on including SEE at all? I thought that in the beginning when CG released SEE and ST they were going to have something to actually have him on a team that makes sense according to the movies. Which they obviously haven't. I always hoped for SEE, ST, and Pryde
I thought SEE should be with Sith characters like CLS is with Rebels not Jedi and JKL is with Jedi not rebels
Ummmmmmm, I dont like the zeta here, this much potency makes tenacity up useless, which is not a good thing. The other problem is te basic being similar, but that I can live with
Ummmmmmm, I dont like the zeta here, this much potency makes tenacity up useless, which is not a good thing. The other problem is te basic being similar, but that I can live with
Tenacity Up resists all effects, even if the enemy that inflicts has 1000% Potency
Ummmmmmm, I dont like the zeta here, this much potency makes tenacity up useless, which is not a good thing. The other problem is te basic being similar, but that I can live with
Tenacity Up resists all effects, even if the enemy that inflicts has 1000% Potency
Replies
Thank you for evaluating. Your feedback is appreciated.
thanks!
Jetpack Assault is kinda like Rex's special although it does WAY less damage.
oh yeah, forgot to make it on cooldown and do you like the rest of the kit?
made it start on cooldown
Thanks!
Lets look at all characters currently in the game that deal massive damage: Rey, Imperial Probe Droid, and Darth Savage. Rey deals massive damage 3 times to target enemy and Physical damage to all enemies. But only after a light side ally has fallen below 60% Health. Savage can only deal massive damage against enemies below 50% Health, and only gains some buffs on a finishing blow. Both only deal damage and only after a certain condition that is mostly dependent on the state of the battle. Imperial Probe Droid is the only outlier, as he not only deals massive damage, but also 30% health damage and exposes all enemies. But he also needs to be below 100% health while another ally is active, only exposes target locked enemies, and is immediately defeated. The thing they all have in common is that they depend on the state of the battle, and all mostly only deal damage. Nothing else. IPD is the outlier, but is also immediately defeated in return for this. Your ability however, can just be used after 5 turns, also inflict Ability Block for 2 turns (a very powerful debuff), and grants all allies powerful buffs with no condition necessary. Now matter how you put this, this ability is too powerful compared to those like it for me. Simply because it does a lot with few restrictions. Increasing the cooldown or adding a zeta also won't really work, as it will go from to powerful to practically unusable in no time. It's very difficult to balance this, if at all possible.
But that's not the only problem. Massive damage is essentially a fixed amount of true damage. Meaning it ignores defence, and cant critically hit. First Order, however, is a very critical hit heavy team. This character also has quite the focus on advantage as well, so he is no exception. Because of this, Massive damage doesn't really fit his theme either. It is out of place. The rest of the kit is really good thou. but yeah, I suggest removing the Massive damage and making the Special like this:
Deal Physical damage to all enemies and inflict Ability Block and Expose on them for 2 turns. All allies gain Advantage and Offence Up for 2 turns. This ability starts on cooldown.
(P.s. If you wanna know why I changed the Critical Damage Up with Offence Up, it's because SLKR's lead grants allied attackers that buff already when they gain Advantage. So this works better for the synergy. I assume he's an attacker, since you haven't given him a role yet.)
Woops.
Changed it
Maybe, although what would it be? I think it has good synergy with Sith Trooper just not SEE
Yes, I am doing a final order faction, there is a general pryde kit I made
You are not a fan of anything I do
My final order 3v3 team is Pryde, Sith Trooper, SJT (Sith Jet Trooper)
I thought SEE should be with Sith characters like CLS is with Rebels not Jedi and JKL is with Jedi not rebels
this
Oops, yeah your right. It works then
You mean faction or tag? I believe he would be the same as Sith Trooper, so Sith and FO.
Thank you for evaluating. Your feedback is appreciated.
Attacker Class