With the introduction of mods, and the even newer introduction of Palpatine, things have been looking good for Star Wars' real heroes: the Sith. However, can this bring about the use of the glassiest of the glass cannons?
Imo, one of the few things EA messed up about this game was Darth Maul, DM for short. One of the longest surviving badasses in lore, it should have been a duty to EA out of honor (if not, then money, because let's be real here, Maul makes money.) to give him some use, or at least make him farmable, just if only to have him be your bench warmer. But can he be saved? Allow me to explain (AKA throw numbers around to make me look like an smrt).
One of DM's major problems was his health. Even at his max everything, he holds a mere 9883 HP. But with the right buffs, he has plenty.
Now take a look at Palpatine's leader ability. It gives Empire and Sith alike +32% HP (and potency, but that is irrelevant in my claim I'm trying to prove).
Then take a look at mods. Even the weakest mods for health, when maxed, give +15% HP, and that is leaving out a few added percentages that could come with the individual mods, not just the set bonus.
Now for the real number tossing part. 32% of 9883 is 3162.56. 15% of 9883 is 1482.45. Those two percentages added to DM's max hp results in 14528. If you don't believe that's much, allow me to compare. Maxed ST Han has merely less than one thousand HP more, and depending on your individual health mods, the added one to five percent along with it should seal the deal, making Maul as strong as one of EAs best tanks.
You're probably getting ready to type right now, "that takes care of HP, but what about damage?" In which case, I'm glad I/you asked.
You see, his maxed basic attack does 4655 damage, at the very least. However, when given Offense Up (which someone can either give him, or he can give himself when he kills a character), it raises his damage by 2327. The total equals out to 6982, which tops even the character with the highest basic damage in the game, and yes, even beats Rey's. Not to mention, there is still a crit factor to be worked in, which means there is only pain to be brought, ESPECIALLY if you're trying to get rid of a pesky Anikin, Qui-Gon or Yoda, since he deals double damage to Jedi.
Finally, there's the turn meter problem. Unfortunately, by using the health mods and Leader ability of EP, not much can be done about his speed, unless you pack fast with Speed Ups. However, this is not to say he is still not fast and deadly.
You see, on his basic, for those unaware, he receives 100% turn meter for each kill he gets. So, while you might have to set it up, DM could potentially get two hits in one each time, combining the annoyance of Dooku's multi-attacks with the HP of ST Han.
In conclusion, as you can tell, I am a huge fan of DM, both in game and in lore, which is why I've tried to make this guide explaining how you can potentially set him up without having to necessarily revolve your team around him.
If you guys can, I'd love to hear your thoughts on this below, maybe if this thread gets enough attention EA will redo Maul and make him better/farmable, haha.
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Nah? What do you mean Nah?
What do you mean by "it?"
It's this simple: He's SLOW! Not even the best speed mods will make Maul relevant. By the time it's his turn he can easily be 1 shotted by most every decent toon in the game. He needs to be buffed by EA, plain and simple; Maul was never slow in lore.
He and my Siths do help me get thru the first 6 nodes of GW, tho.
Disclaimer: Darth Maul is also one of my all-time favorites
No I do not think EA is going to listen to this thread.
If speed is your game, he can be made fairly decent. He sits at max 94 speed. Each max speed set of two gives +10% speed. 30% of 94 = 28 (approx.). 28 + 94 = 122, which is four off of ST Han. Some people he beats in speed terms: Lando, Ackbar, Biggs and Luke, aka part of the Rebel Meta, aka the people Sith/Empire teams would clash against the most.
He should get some lovin for sure and definitely should be a stronger character but as is stands he's really not so bad...
Here's my honest feedback
He does nutso damage... Even more so vs Jedi... I've seen some crazy damage numbers from maul.. He can even hit Lando numbers! (Although only vs Jedi and only for one turn (and not repeatedly))
Full TM on kill? Yes please... Lays waste to any team with multiple Jedi... Maybe? Granted he needs some speed or a TM boost but once he gets going he can cause some problems if things go your way... Sometimes they do and sometimes they don't
Have you tried him as leader in a all Sith team?
I have... and while it can compete it's stil pretty lackluster compared to the teams people are using nowadays... Another pure RNG team that can either do amazing or fail miserably
He could use a reevaluation for sure and needs something to make him the character he should be given his rarity and popularity
Error #2: if you put the same mod set to other toon who has a higher base speed, hat toon will be viable either, maybe even more
I believe he will get a rework, but most likely just before they make him FTP. They seem to like keeping most paid toons weak and them buffing them for FTP (Rex and B2 excluded).
Just raise his Default Non-modded Speed with +30 or 40 and you'd see some changes in performance.
You see, he means nah. As in... Nah
Error #1: Not gonna lie, I didn't take a good enough look at that. I've never fiddled around with Speed Mods, mainly health and critical chance. Regardless, I should have taken a better peek, simply because I never even knew some relied on four to retain a set bonus.
Error #2: I didn't give the same mod set to another toon, simply because there's a diversity in plenty other mods besides health and speed. To list them off, Critical Chance, Critical Damage, Defense, Offense, Potency, and Tenacity.
I never said he would be better than them. They have an AoE, especially Lando if he gets crits, that Darth Maul can't compete with. I simply said that he would be faster than them in combat.
Maul actually does recover 25% Max Health after the third enemy dies, however it's with every successful hit, not when an enemy dies
However I wouldn't hold my breath on a rework. After all, this is one thread of many... it's most likely going to drown out and never see that light of day that is even potential consideration
https://youtu.be/IUAth6qE7M0
1) I compared him to unmodded STHan simply because there's a diversity in plenty other mods besides health and speed. To list them off, Critical Chance, Critical Damage, Defense, Offense, Potency, and Tenacity.
2) I did ignore protection, mb. Maul has 8659 Protection.
3) You can get rid of the squishy problem by either giving him a Health Up, or adding health mods. You can get rid of the speed problem by either giving him a Speed Up, or by adding speed mods. He hits (and crits) for more on his basic than Rey and Leia do. https://swgoh.gg/characters/stats/#2
4) I do not have Darth Maul. I am FTP, and I do not make nearly enough crystals to justify that kind of reckless spending.
That would be pretty cool, I'll admit
Oh, I got it now. Thanks bro. lol
Indeed it would, but we can either use what's available to make him decent, or whine about a reform for Maul, since EA doesn't actually care about our concerns so long as people give them money
https://youtu.be/IUAth6qE7M0
You already posted that mate
But, at least it proves the worth of DM. TY for the further evidence.
look a tthis fanfilm to get what he should be
https://www.youtube.com/watch?v=Djo_91jN3Pk
fast and agile