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if there is a new jedi exile......... Options
CC-23478
Posted: Monday, September 19, 2011 3:15:03 PM
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Yes, I had to make a new character discussion thread haha

Having just recently acquired the exile, I must say that while her stats are good I am not satisfied.....so I just wanna see what you all think about what a new one could or should have (though I doubt we'd see a new one of her in some time)

I'd like a CE that both better reflects the character and is also yammosk proof 100% haha

This is my idea:

Unique allies gain Synergy (+4 attack and +4 defense while an ally whose name contains Jedi Exile is within 6 squares). Allies with a force rating start the skirmish with 2 additional force points.



Side note, wonder if we will learn what her and Revan's real names are in the upcoming book
gwek
Posted: Monday, September 19, 2011 4:08:00 PM
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One of my old custom Exiles had a special ability call Adaptive Style that allowed her to pick a single special ability whose name includes "style" (I think either from an ally or enemy). I like the Synergy idea, but mine granted Protective +10, so allies near an injured Exile struck harder.
EmporerDragon
Posted: Monday, September 19, 2011 4:11:38 PM
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CC-23478 wrote:

Side note, wonder if we will learn what her and Revan's real names are in the upcoming book


It'd be funny (and sad to some degree) if they were Ray Vann and Jey Dexile.
Dimetrodon
Posted: Monday, September 19, 2011 4:57:23 PM
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If we got a new Exile, I think Light tutor would be a good idea.. how many characters does she (or can she) teach the force again? enough to warrant light tutor methinks. But I am tired and don't want to think of more ideas right now, time for sleep!

but first...

EmporerDragon wrote:

It'd be funny (and sad to some degree) if they were Ray Vann and Jey Dexile.


ThumbsUp
FlyingArrow
Posted: Tuesday, September 20, 2011 6:10:40 AM
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I haven't played the game, but according to Wikipedia, the Jedi Exile uses Ionize:

http://starwars.wikia.com/wiki/Ionize

I already suggested this in the earlier thread about too many activations, but this is the perfect Force Power to rein in Mouse Droids:

Ionize 1: Force 1, usable only on this character's turn: range 6, small non-living with printed Damage of 0 only; target is considered activated.

Ionize 2: Force 2, replaces attacks: range 6, non-living only; 10 damage. Each player may select one Droid. All non-selected Droids within 6 squares of the target take 10 damage.

Ionize 3: Force 3, replaces turn: range 6, non-living only; 30 damage. All non-living characters within 6 squares of the target take 10 damage. Damaged characters are considered activated, save 11. Huge and larger characters ignore the non-damaging effect.

Ionize 4: Force 4, replaces turn: range 6, non-living only; 40 damage. All other non-living characters within 6 squares of the target take 10 damage. Damaged characters are considered activated, save 16. Huge and larger characters ignore the non-damaging effect.


Obviously, the details would have to be worked out by the design team, but auto-activation (no save) and an attack that hits everything within a certain range. Range 6 might be too high, and it would also be good to allow each side to "protect" one droid each. That eliminates the "activation" mouse droids but keeps alive the "CE propgating" mouse droids.
Dimetrodon
Posted: Tuesday, September 20, 2011 6:59:08 AM
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it was never called Ionize ever. possibly in the abilities description but I don't recall that either.

It was all just destroy droid and such, which is even listed in that wookieepedia article. the in game names were literally that.

CC-23478
Posted: Wednesday, September 21, 2011 2:43:26 PM
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Dimetrodon wrote:
it was never called Ionize ever. possibly in the abilities description but I don't recall that either.

It was all just destroy droid and such, which is even listed in that wookieepedia article. the in game names were literally that.



Jedi versus sith calls it ionize
Dimetrodon
Posted: Wednesday, September 21, 2011 4:46:45 PM
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CC-23478 wrote:
Dimetrodon wrote:
it was never called Ionize ever. possibly in the abilities description but I don't recall that either.

It was all just destroy droid and such, which is even listed in that wookieepedia article. the in game names were literally that.



Jedi versus sith calls it ionize


Wookieepedia says it was first identified as Ionize in the KOTOR RPG book, and Jedi vs Sith came out just a year earlier. Is this an error? Just wondering about it, because I'd love to catch Wookieepedia being wrong like that BigGrin

The different levels of destroy droid are just a matter of game progression. Leveling up and having a new rank of the same ability (that now does more) just for flavor, as to give the player an advantage over droids. Basically Bioware (and obsidian) made up a special force lightning just to give the game more flavor and diversity in what you get to do. think about all the different buffs or types of stuns and such they give you. lots of it similar but slightly different. The game would be pretty lame if you had like 4 abilities as opposed to the 25 or so you could pick from instead.

Seems pretty silly to give a hyperbole type ability it's own special name when its basically just force lightning anyway.

red apples, to green apples here... same thing really

sorry for the rant, but the idea of naming the abilities into one like Ionize perplexes me.


BUT to keep this about the Jedi Exile...

I say how about some kind of rapport with the Jedi Crusaders. She was after all a General during the Mandalorian Wars. Maybe Mandalorian Hunter as an ability too.

This representation would be of her at War before KOTOR 2

Quote:
The Jedi Exile, Republic General
Faction: Old Republic
Cost: 50

HP: 120
Defense: 20
Attack: 14
Damage: 20

Special Abilities
Melee Attack
Twin Attack
Rapport (Characters whose name contains Jedi Crusader cost 1 less when in the same squad as this character)
Soresu Style
Mandalorian Hunter
Lightsaber Duelist

Force Powers
Force 2
Force Renewal 1
Master of the Force 2
Master Speed
Lightsaber Assault
Lightsaber Block

Commander Effect
Non-unique allies with a Force Rating gain Force Renewal 1
Followers gain Mandalorian Hunter

CC-23478
Posted: Thursday, September 22, 2011 3:31:14 PM
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I like the combo of Lightsaber assault, motf 2 and master speed....very lethal range
Dimetrodon
Posted: Thursday, September 22, 2011 4:08:51 PM
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CC-23478 wrote:
I like the combo of Lightsaber assault, motf 2 and master speed....very lethal range


Gotta be aggressive when on the Hunt for Mandalorians. I figured that depicts the sort of edge the Jedi might have had at the time while following Revan.

I thought about the force renewal for just the Crusaders as a CE but it felt too narrow. Unless we were to have another crusader figure, in which case I'd go with it.
FlyingArrow
Posted: Friday, September 23, 2011 3:31:43 AM
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CC-23478 wrote:
I like the combo of Lightsaber assault, motf 2 and master speed....very lethal range


Nice combo, but the Jedi Exile there is undercosted. With Bastila and Twin, that's 120 damage from 12 away (160 to Mandos), plus a great CE, plus free Evade (SS) plus Block w/MotF2. Something's gotta give. Another 5-15 to the cost, I think.
Dimetrodon
Posted: Friday, September 23, 2011 4:00:09 AM
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FlyingArrow wrote:
CC-23478 wrote:
I like the combo of Lightsaber assault, motf 2 and master speed....very lethal range


Nice combo, but the Jedi Exile there is undercosted. With Bastila and Twin, that's 120 damage from 12 away (160 to Mandos), plus a great CE, plus free Evade (SS) plus Block w/MotF2. Something's gotta give. Another 5-15 to the cost, I think.


Probably right. I was looking at Zannah when I made it for some influence on cost, and rounding out abilities. I wanted OR to have something similar. Guess I neglected to fully consider that Zannah had no CE lol, and Twin makes a big difference.

But yeah LSA and twin plus the CE and all should be a cost raiser. I'll go for 59 to 61. easily when you bring it up as such Arrow.
CC-23478
Posted: Friday, September 23, 2011 4:01:52 PM
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Don't forget though that at 45 mara jedi can do 120 damage WITHOUT Bastila
FlyingArrow
Posted: Friday, September 23, 2011 4:13:59 PM
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CC-23478 wrote:
Don't forget though that at 45 mara jedi can do 120 damage WITHOUT Bastila


Yep. It's more than just the damage potential, though. Greater survivability, a great movement breaker (built-in), and a very good CE.
FlyingArrow
Posted: Friday, September 23, 2011 4:23:02 PM
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Dimetrodon wrote:
I was looking at Zannah when I made it for some influence on cost, and rounding out abilities.


Yeah, Zannah has great survivability, but keep in mind that she only does 40 damage on the move (60 with Bandon or Sith Rage if haunted - 80 with both). And she can only do that on the move from 6 away (8 with Move Faster/MotF2). The proposed Exile has less survivability, but could do double the damage from twice the distance, plus the CE.
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