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Post by gwek on Mar 27, 2010 6:02:54 GMT -5
I'll second 49 to move this along. How about 49, folks?
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Post by bountyhunter9 on Mar 27, 2010 10:08:25 GMT -5
I think 49 sounds like a good cost.
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Post by Dendrite on Mar 27, 2010 10:16:26 GMT -5
Agreed
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Post by surfrider56 on Mar 27, 2010 17:00:34 GMT -5
RS, opinion? Any other members want to weigh in? Going, Going, ...
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Post by Roque Saber on Apr 1, 2010 21:58:18 GMT -5
Sorry, I had to take a break from these debates for a couple days. 49 sounds good, stats look good to. Let's get a "prettied up" version of the stats, and we'll be ready for lockdown.
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Post by surfrider56 on Apr 7, 2010 12:58:36 GMT -5
Pretty Enough? ;D
Joruus C'boath
Faction: Imperial Cost: 49pts Hit Points: 110 Defense: 20 Attack: +0 Damage: 0
Special Abilities Unique Dominate (Replaces turn: Target living character takes an immediate turn under your control, which does not count as one of your 2 activations this phase, even if it has already been activated this round; save 11. The target character cannot move this turn.) Self-Destruct 40 (When this character is defeated, each adjacent character takes 40 damage)
Force Powers Force 2, Force Renewal 2 Battle Meditation [/b](Force 2, replaces attacks: For the rest of the skirmish, this character gains the following commander effect: Allies who combine fire grant an additional +2 Attack, and enemy characters cannot combine fire) Force Corruption 1 (Force 1, replaces attacks: range 6, non-Droids only: 10 damage, and target is corrupted. Each time the corrupted character activates, it must attempt a save of 11. On a failure, that character takes 10 damage. On a success, that character is no longer corrupted.) Force Lightning 4 (Force 4, replaces attacks: range 6; 50 damage to target. Huge or smaller characters are considered activated this round; save 16)
Commander Effect Whenever a follower within 6 squares makes an attack that benefits from combined fire, damage from that attack cannot be prevented or redirected.
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Post by Dendrite on Apr 10, 2010 22:37:47 GMT -5
Looks good to me
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Post by gwek on Apr 11, 2010 9:28:30 GMT -5
Still looks good to me. We ready to lock and move on to the last two?
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Post by Dendrite on Apr 20, 2010 17:59:57 GMT -5
Looks like it.
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Post by Roque Saber on Apr 21, 2010 11:03:54 GMT -5
K, lockdown commencing.
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Post by Roque Saber on May 3, 2010 10:15:10 GMT -5
Well, fardreamer and I just tested out Joruus and he is an absolute beast, period. I used him with 6 stormies, Greivous KW, Dengar HK, Thrawn, and Dash. They obliterated Saba, Caedus, and Wedge (we stopped before they got to kill Ben).
His CE just makes even Stormies insanely powerful. I didn't even have to use Battle Meditation, they were already at a +12 with Thrawn, which is enough to hit most things often enough, and no Evade against it makes it very brutal. Dengar is off the charts. Instakill with no way to prevent it?
A couple fixes we thought of were:
*Make the CE only apply to followers when they are adjacent to Joruus. This either limits the attacker's firing LOS or puts Joruus closer to danger.
*Make the CE only affect Imperial followers. This limits his options a lot, the Imperial doesn't have access to a lot of powerful shooters in their faction.
*Make the CE only affect non-uniques. IMO, this won't help much as there are still tons of pieces that can abuse the CE.
*Bump his cost way up. I mean wayyy up. Probably in the 60+ point region if we want to keep it followers, range 6. The range 6 is especially killer because Mas can boost it.
Beyond his CE, Renewal 2 with Lightning 4 is very nasty. I was able to pull it off twice in our...3? round match. Maybe a starting force of 3 or 4 with Renewal 1 would be better. ---------------------
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Post by gwek on May 3, 2010 13:32:19 GMT -5
As discussed in the other thread, we also need to account for the fact that his stats currently do not fit on a card (noted by Surf and independently confirmed by Galak Fyyar). Back to the drawing board.
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Post by Roque Saber on May 3, 2010 15:21:45 GMT -5
Well, if you'll let it go, we could take out definitions for Dominate, Corruption, and/or Battle Med. All of those take up a lot of room and, at least for Corruption, are usually simple enough to remember. But, as noted elsewhere, I don't know anyone who really looks at the ability's definition.
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Post by gwek on May 3, 2010 15:55:02 GMT -5
I can't sign off any removing the definitions for any of those. None of them are commonly used abilities, like Double Attack or even Stealth.
Deleting those definitions is really just "cheating" to fit more stuff on the card, and, as previously discussed, that doesn't make us look "professional."
There are multiple issues at play with Joruus. Not only does he not fit, but your playtesting indicated that he's probably under-priced. We should try to address both of those issues simultaneously if possible.
I wonder if simply removing the commander effect accomplishes both goals (yes, yes, yes, I know that opens up the whole "But is Battle Meditation isn't as good as it is in the books then" argument... I'm just throwing out what might be a possible simple fix).
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Post by bountyhunter9 on May 3, 2010 16:34:07 GMT -5
Agreed. I think the changes we should make are:
-Remove Force Corruption 1, which isn't very useful for Joruus and takes up a huge amount of room -Change the CE to only provide the bonus to adjacent followers -Maybe drop the cost by up to three points
Thoughts?
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