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Post by saber1 on Jan 10, 2010 1:28:27 GMT -5
Scepter Of Power (Replaces attacks, range 2: 40 Damage, save 11 for 20 Damage. Huge and smaller targets are considered activated, save 16.) ---------------------- Does Scepter of Power need to be there? It seems like an unnecessary new SA. Besides that, I think he needs something else. A flair ability maybe, something to make him unique. Umm, how about Scepter of Power? Not uniquey or flairy enough?
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Post by Roque Saber on Jan 10, 2010 14:58:36 GMT -5
It's unique, but it's a new SA (which we are trying to limit).
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Post by saber1 on Jan 10, 2010 18:10:39 GMT -5
I can appreciate not wanting to complicate things much with new abilities. However, as new abilities go, its pretty similar to existing abilities and uses existing mechanics.
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Post by Roque Saber on Jan 11, 2010 12:16:47 GMT -5
I'm not saying there's anything bad with the mechanics or anything, it's a new SA, that's all there is to it. We are trying to prevent from creating even very similar abilities simply because they are new. Perhaps you could give him Spit Poison 40 instead (that would work because it is an existing ability with different variables)
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Post by bountyhunter9 on Jan 11, 2010 16:09:28 GMT -5
This is what we have (reposting on this page so we don't have to go to the previous one):
Supreme Overlord Shimrra Cost: 69 Faction: Yuuzhan Vong Hit Points: 200 Defense: 20 Attack: 15 Damage: 20
Special Abilities Unique, Melee Attack, Triple Attack Commanding Presence (Suppresses enemy commander effects within 6 squares and this character may not be activated by an enemy.) Deadly Attack (Scores a critical hit on an attack roll of natural 19 or 20) Force Immunity (Enemies cannot affect this character with Force powers, or spend Force points to reroll attacks against this character or to respond to this character's attacks and abilities) Melee Reach 2 (When attacking, this character treats enemies up to 2 squares away as adjacent) Scepter Of Power (Replaces attacks, range 2: 40 Damage, save 11 for 20 Damage. Huge and smaller targets are considered activated, save 16.) Vonduun Crab Armor 6 (When this character takes damage, he can reduce the damage dealt by 10 with a save of 6)
Commander Effect Yuuzhan Vong allies gain +4 Attack and +10 damage against wounded enemies.
Spit Poison 40 could work, but could he actually spit poison? I can never remember...
In terms of unique abilities, some possibilities would be Cleave, Vicious Attack (note that he already has Deadly Attack), Poison or Virulent Poison +10. There may be more, but those are the ones that stood out to me. Of course, none of them provide the ranged damage output we're looking for, but his stand-still melee damage isn't really that impressive (60 with Triple) for a mostly combat-oriented mini.
Also, although this is almost trivial, I'd suggest lowering his HP (to 180), and maybe getting his cost up into the low 70s. An extremely low number of character have the massive 200 HP, and combining it with VCA6 is very potent. I bring this up because there is already a defensive juggernaut in the faction and the cost range - Warmaster Tsavong Lah. I don't think we want to encroach on his territory, so I think it would be best if we drop the HP by 20, increase his damage potential (to more than 60 in melee), and get the cost at about 71.
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Post by saber1 on Jan 11, 2010 21:42:37 GMT -5
Spit Poison 40 would perform a similar function though I don't recall the character every having a poison ability in the books, nor do I recall his staff poisoning Luke when it speared him during their duel.
Cleave is an option although the Warmaster already has that SA. Vicious Attack would certainly fit his personality and make him a critical behemoth. (Deadly & Vicious)
I considered the implications of 200 HP when designing my version, especially with VCA6. It just feels wrong to give the Supreme Commander less HP than the Warmaster, especially as Shimrra was such a physically imposing YV. He was likely the largest of his species. Forced to choose between the two, I'd rather give Shimrra VCA11 than <200 HP. This could be justified, I suppose, with the possibility of the Supreme Commander having armor that was more ceremonial than that of the Warmaster.
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Post by Roque Saber on Jan 12, 2010 0:39:36 GMT -5
I agree that he should have the massive 200 HP with Crab Armor (6 or 11 could work). A possibility to make him Unique is to give him Parry. In addition to his HP and Crab Armor, Parry would help him survive against big Jedi beats. Give him Opportunist and there you go. Run him up to get attacked, take little to no damage, and retaliate.
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Post by saber1 on Jan 12, 2010 10:07:44 GMT -5
The idea of VCA6, 200 HP and Parry frightens me. Imagine GOWK with shields! Way too difficult to kill, especially with Force Immunity.
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Post by Roque Saber on Jan 12, 2010 11:43:54 GMT -5
Hmm true at that. But if he's gonna cost about as much as big Sith Lords, he should be a tough nut.
What could we give him to make him stand out?
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Post by darthgrievous on Jan 12, 2010 20:50:10 GMT -5
Well he is The Supreme Overlord of all of the Vong so parry with crab armor would give him survivability with so many shooters now. what about 180 HP?
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Post by saber1 on Jan 12, 2010 21:23:53 GMT -5
How would Parry help the the abundance of shooters?
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Post by Dendrite on Jan 12, 2010 23:00:53 GMT -5
I read up on him...he doesn't seem like a defensive guy that he would have a defensive ability more than just a high defense... The highest Vong defense is 18. Maybe just a 22-23 defense and leave it at that?
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Post by Roque Saber on Jan 13, 2010 0:33:38 GMT -5
21 might even be enough if he's got 200 HP and CA6. Good call though, he probably was more of a Bane-type figure. Victory through superior firepower.
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Post by saber1 on Jan 13, 2010 0:52:30 GMT -5
Victory through overwhelming firepower.
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Post by gwek on Jan 13, 2010 11:44:20 GMT -5
Parry and VCA is overkill.
I also think we're getting a little too nit-picky with some of these new special abilities. I say replace commanding presence with Disruptive (mostly the same thing). If you don't want him activate-able, make that a new special ability.
Also, if he can stun foes with his mighty strikes, why not just give him Jolt?
The commander effect is good, but I kinda want to see more for him.
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