Mace Windu Rework

Mace Windu:

Light Side, Jedi, Tank

Resilient Jedi Tank with devastating damage if left unchecked

Health: 22,790
Protection: 19,550
Physical Damage: 2590
Special Damage: 3250
Speed: 110
Potency: 44%
Critical Chance: 35%
Critical Damage: 150%

Invincible Assault(Basic): Deal physical damage to target enemy. If Mace is above 50% health, this attack deals 75% more damage. If Mace is below 50% health, he gains health equal to 70% of the damage dealt. This attack deals 100% more damage to Sith enemies. If this attack is evaded, attack again.

Smite(Special): Deal Special damage to target enemy and remove all positive status effects from the target. If any effects were removed, inflict daze for 2 turns. If the target is Sith, remove 100% turn meter, and Mace gains turn meter equal to the turn meter removed.

Might of the Jedi(Leader): All Jedi allies gain 35% offense and 15% critical chance. When a Jedi ally scores a critical hit, they gain critical damage up(25%) for 2 turns.

Vaapad(Unique): Mace Windu has +45% critical damage when attacking a Sith enemy. In addition, Mace inflicts Fear on a random Sith enemy for 2 turns. If more than 2 Sith enemies have Fear inflicted, Mace Windu gains offense up and health up(20%) for 2 turns. Fear can't be resisted or removed.(Fear: When a target with Fear is attacked, they are ability blocked for 1 turn, and lose 30% turn meter.)


Replies

  • Options
    I'm impressed, a mace rework idea that doesn't mention his power in the lore. Well done ✅
  • Options
    Nice.

    Here's my idea:
    Mace Windu
    Speed:155
    Physical Damage:2.5k
    Prot:25k
    Health:25k
    Invincible Assualt
    Deal physical damage to target enemy with a 75% chance to gain damage immunity for one turn. 5k+

    Smite (3Turn Cooldown)
    Deal special damage to target enemy. For each effect dispelled gain that much TM and reduce that much TM. Gain 5% max health for each effect dispelled. Inflict the opposite debuff for 4turns. Gain damage immunity for 1 turn. 8k+

    In Arms We Fight/Together We Fight/To Arms (5 Turn Cooldown)
    All allies gain defense and offense up for 2 turns. Clone allies gain critical chance up.
    Jedi allies gain health up and a 50% chance to gain damage immunity for 1 turn.
    Republic allies gain 25% TM.
    Mace Windu gains taunt for 1 turn. If the taunt is dispelled, reset all cooldowns.

    Vaapad
    Jedi and Republic allies gain 30% offense, 20% critical chance and 20% critical damage and 10% health steal. Whenever a Jedi or Republic ally criticaly hits a target they gain 5% offense. Whenever a Jedi or Republic ally gets criticaly hit they gain 10% max health. Jedi and Republic allies gain 2% max health of the damage they deal.

    Shatterpoint
    Macewindu has a 70% chance to expose every enemy until the end of his turns. This expose can't be resisted. If mace deals damage to an exposed enemy he gain 50% TM and reduces his cooldowns by 1 and if Mace Windu has: shock, expose, shaken, deathmark, daze, buff immunity, healing immunity, or stagger, dispel those negative status effects (before gaining buffs from basic). If an ally hits an exposed enemy he gains 30% TM with a 50% chance to reduce his cooldowns by one. Mace Windu has 30% counter chance and an additional 60% while taunting.



    Damage immunity can't be copied, it can be dispelled/blocked.





    Don't be a ****(4), and follow forum guidelines.
  • Options
    Sounds really good and makes him a good counter to sith and zauls. Hopefully something like that comes out when they do Jedi month.

    It does make him very situational though, hes a must have against sith but he may still a liability against other enemies... add in something on his unique that applies to all enemies and then get the bonus on sith enemies would make him more well rounded.

    I would also remove his tank tag, his abilities don't really reflect a tank, he would be more of a support/ attacker or throw in a taunt in his unique or something. Maybe something like... If he doesn't take direct damage (single target only) in a turn he gains taunt for 1 turn.
  • Options
    kodias wrote: »
    Sounds really good and makes him a good counter to sith and zauls. Hopefully something like that comes out when they do Jedi month.

    It does make him very situational though, hes a must have against sith but he may still a liability against other enemies... add in something on his unique that applies to all enemies and then get the bonus on sith enemies would make him more well rounded.

    I would also remove his tank tag, his abilities don't really reflect a tank, he would be more of a support/ attacker or throw in a taunt in his unique or something. Maybe something like... If he doesn't take direct damage (single target only) in a turn he gains taunt for 1 turn.

    Good ideas, thnx for the feedback ☺
  • Options
    I'm impressed, a mace rework idea that doesn't mention his power in the lore. Well done ✅

    Lol thnx
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