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Post by Dendrite on Dec 14, 2009 17:01:02 GMT -5
Maybe super-stealth for allied commandos. (The Seperatist commando will see some use with it) or maybe just for followers with stealth?
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Post by gwek on Dec 14, 2009 21:01:31 GMT -5
Currently, Assaj and the Sep Commandos are the only non-Droid Seps with Stealth. Don't know if that factors into things.
How about:
Separatist followers gain Stable Footing and Avoid Defeat. Non-Unique Separatist followers gain Advantageous Cover.
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Post by Roque Saber on Dec 15, 2009 1:53:27 GMT -5
Seems a little long and drawn out for a CE. Why not just have him affect one group of allies intead of splitting it up? And should all followers gain Avoid Defeat? That could get nasty with pieces like Maul, CotS, Durge, etc.
Maybe just:
Non-Unique Separatist followers gain Stable Footing, Avoid Defeat, and Advantageous Cover.
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Post by bountyhunter9 on Dec 15, 2009 16:45:41 GMT -5
Three abilities? Is there a WotC precedent for that?
I think Avoid Defeat should be dropped from the CE. I think the other two SAs fit much better. Also, I think it would be better to make is just:
Separatist followers gain Stable Footing and Advantageous Cover.
Sure, Durge, Maul, Dooku, etc. will have Adv. Cover, but there is very little reason to play them (bar Durge, who has a low defense). Dooku with Adv. Cover is scary, yes, but it only affects shooters, who currently dominate the game and are the bane of melee pieces (which also makes Adv. Cover one of my favourite abilities to give out if Evade doesn't fit), and I don't think it would be a stretch for the uniques to have some protection against enemy shooters.
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Post by Roque Saber on Dec 15, 2009 17:06:31 GMT -5
A. Cover for followers is fine, I was only worried about Avoid Defeat. So Stable Footing and A. Cover for Sep. followers?
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Post by gwek on Dec 15, 2009 20:21:35 GMT -5
I can live with that.
So where does that leave us overall?
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Post by gwek on Dec 16, 2009 13:22:21 GMT -5
Three abilities? Is there a WotC precedent for that? Although incidental, apparently there IS precedent, if the Dark Times rumors are correct. Merumeru's commander effect looks something like this: Wookiees from any faction may be in a squad with this character. Allied Wookiees gain Mighty Swing, Demolish, and Close Quarters Fighting.
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Post by bountyhunter9 on Dec 16, 2009 16:07:33 GMT -5
What base stats/abilities are we going with again? There's been so much talk of the CE that I've forgotten... Three abilities? Is there a WotC precedent for that? Although incidental, apparently there IS precedent, if the Dark Times rumors are correct. Merumeru's commander effect looks something like this: Wookiees from any faction may be in a squad with this character. Allied Wookiees gain Mighty Swing, Demolish, and Close Quarters Fighting.I laughed when I saw that CE. That's something I could see an amature customizer coming up with on his/her first or second piece that single-handedly boosts a faction or specific piece, not WotC themselves. I hope the rumors are wrong, at least on Merumeru. They gave Wookiees a bunch of useless abilities, other than something actually useful. The only real use I can is the bring Wookiees from any faction in. Of course, someone with that CE had to be in the Republic, which already has that (even though it was only non-Uniques, they're pretty much the only useful Wooks anyway). *Rolls eyes*
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Post by gwek on Dec 16, 2009 20:17:15 GMT -5
How about something like this: Alto StratusCost: Faction: Separatist Hit Points: 90 Defense: 19 Attack: 11 Damage: 20 Unique Melee Attack; Double AttackAdvantageous Cover (+8 Defense from cover instead of +4) Bloodthirsty (+10 Damage on melee attacks against enemies at half Hit Points or less) Parry (When hit by a melee attack, this character takes no damage with a save of 11) Stable Footing (Not slowed by difficult terrain or low objects.) Commander Effect:Separatist followers within 6 squares gain Advantageous Cover and Stable Footing.
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Post by Dendrite on Dec 16, 2009 20:18:58 GMT -5
I like it. Since you put a , I'd cost it about 36
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Post by Roque Saber on Dec 17, 2009 1:07:10 GMT -5
36? (forgive my temper) For a melee piece, he's got pretty weak HP and attack (weaker on attack than HP). Without an attack booster, he'll be struggling to hit...pretty much anything. As is, I would cost him around 25-28 (he seems similar to Argyus). I would boost his attack by 2 points. Also, after seeing what he looks like so far, I really think Ambush would fit him. He's got the Double and Stable Footing to really make it effective.
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Post by gwek on Dec 17, 2009 1:24:31 GMT -5
Ambush doesn't seem to be intended for "normal" folk (savage and droids have it). If he were a Sith Lord, all full of rage, I could see it...
Remember, he does have great defensive abilities (between Parry and Advantageous Cover) and also offers a commander effect that could be quite useful.
He should be priced appropriately, but I think he's in pretty much the right power range (seems like he can go head-to-head with a mid-level Jedi). Not every piece has to be a powerhouse.
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Post by Roque Saber on Dec 17, 2009 2:06:25 GMT -5
True, but he should be able to hit something. I thing a 10 or 11 attack would make him more useful in attacking anything other than scrubs.
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Post by gwek on Dec 17, 2009 2:26:59 GMT -5
I've tentatively upped his attack to 11. Anything else?
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Post by bountyhunter9 on Dec 17, 2009 19:34:36 GMT -5
I like it a lot, I'd say it's good. I agree with RS on the cost, about 26-29 would be good, I think.
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