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Durge Jedi Hunter Options
wannabe mexican
Posted: Monday, October 17, 2011 5:02:35 AM
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Durge Jedi Hunter. Why is he not seen more often? I used him on the weekend and he kicked some large amounts of butt.
Weeks
Posted: Monday, October 17, 2011 5:34:37 AM
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Because you get 3 IG-86's for his cost. In the age of bastilla he's not a bad call. Lots of squads have Jedi in them so he's solid against them. Triple twin on a Jedi will almost certainly kill whatever Jedi it is.
Hydrowhip
Posted: Monday, October 17, 2011 5:39:28 AM
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I use him in Fearsome Foursomes, but when I play Separatists - I usually go for droids. Asajj, Durge and even the new Sora Bulq usually sit in my case when building a regular squad.
Sithborg
Posted: Monday, October 17, 2011 6:34:07 AM
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His 110 HP is a bit too easy to go through at range, and Regen isn't likely to be of much use. Add in that he is rather immobile at his cost range, it is a tough choice. If you are expecting heavy Jedi/Sith, then he is a decent option. Especially when facing Mace.
Galactic Funk
Posted: Monday, October 17, 2011 7:31:20 AM
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I had loads of trouble against him recently while using an Old Republic squad but ended up prevailing anyway. That being said more experienced players prob wouldn't have had quite so much trouble as I did.
FlyingArrow
Posted: Monday, October 17, 2011 7:49:03 AM
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Sithborg wrote:
His 110 HP is a bit too easy to go through at range, and Regen isn't likely to be of much use. Add in that he is rather immobile at his cost range, it is a tough choice.


This.

He is by far at his best standing still. As such, he needs an out-of-turn movement breaker to let him stand still Regen and Triple. Swap or out of turn movement. I don't think Seps should get swap, but an ability like this in Seps might work:

Coordinated Movement: Replaces turn; adjacent small or medium ally may move up to its Speed.
wannabe mexican
Posted: Monday, October 17, 2011 9:54:04 AM
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I was using Bulk Loaders to move him around. But it didn't really work out like that.
Sithborg
Posted: Monday, October 17, 2011 10:12:28 AM
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Weeks wrote:
Because you get 3 IG-86's for his cost. In the age of bastilla he's not a bad call. Lots of squads have Jedi in them so he's solid against them. Triple twin on a Jedi will almost certainly kill whatever Jedi it is.


Really depends on the Jedi. Triple Twin is nice, but he needs that barrage. I'm not betting the farm on him taking out a JBM in cover, even if he still has Twin.

And really, anything to boost Durge doesn't have to boost Droids. The more living CEs for the Seps, the better.
Mando
Posted: Monday, October 17, 2011 11:20:00 AM
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FlyingArrow wrote:
Sithborg wrote:
His 110 HP is a bit too easy to go through at range, and Regen isn't likely to be of much use. Add in that he is rather immobile at his cost range, it is a tough choice.


This.

He is by far at his best standing still. As such, he needs an out-of-turn movement breaker to let him stand still Regen and Triple. Swap or out of turn movement. I don't think Seps should get swap, but an ability like this in Seps might work:

Coordinated Movement: Replaces turn; adjacent small or medium ally may move up to its Speed.


Why shouldn't the seps get a swap CE? I say they need a swap CE for living allies only. I understand what you are saying about swap for droids, but in order to make the living seps really competitive, swap would help a ton! Maybe then we would see play of Durge, Assaj, Dooku and Maul on a tourney level rather than the same old Lancer/IG-86 squads we are all getting tired of seeing/playing.
Sithborg
Posted: Monday, October 17, 2011 1:32:08 PM
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I think with the Seps massive activation adavantage, that swap would be a bad idea, even if limited to Living. San, Nute, plus 2 pt Mice and Drones combined with swap is not a real appealilng idea to me at the moment.
EmporerDragon
Posted: Monday, October 17, 2011 2:40:04 PM
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What about instead giving the Seps access to Tow Cable?

Something like:

Mustafarian Panning Droid

Cost: 12
HP: 30
Def: 12
Attk: 0
Damage: 0

Droid
Rudimentary Brain (Cannot be affected by CEs that affect Droids)
Fireproof
Flight
Tow Cable
countrydude82487
Posted: Monday, October 17, 2011 11:30:32 PM
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although he is one of my favorite living seps, he does have a mobility problem. With no movement breakers he is hard to play though it is the same story for all of the living seps beats too
Lord_Ball
Posted: Tuesday, October 18, 2011 12:06:16 AM
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A Tyrannus that offers Living Seps Greater Mobile or at least the movement portion of Darth Revans (the original) would help him greatly. Though I think Greater Mobile would be the way to go as it invalidates his regeneration, so he certainly wouldn't become too powerful.
Galactic Funk
Posted: Tuesday, October 18, 2011 3:11:56 AM
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Lord_Ball wrote:
A Tyrannus that offers Living Seps Greater Mobile or at least the movement portion of Darth Revans (the original) would help him greatly. Though I think Greater Mobile would be the way to go as it invalidates his regeneration, so he certainly wouldn't become too powerful.


I like this. I guess the big question then is if that makes other characters too powerful.

I would think you would see a lot more of Assaj Ventress SA who could do 120 damage w/ Double/Twin and Sith Rage from 6 squares away.

Darth Maul CotS would get GMA to go w/ his Quad but I'm thinking the Darth Maul Sith Infiltrator would prob still see more play. And since the Maul SI already has Ambush it's not like he get's beefed up too crazily.

Considering what the cost of that Tyrannus would have to be you would likely sink a significant chunk of your squad build into 2 characters w/o being able to competitively field 2 beatsticks (although Assaj and Sora could prob still work together). I'm not an expert squad builder at this point though so others would prob know the answer to that much better than I do.

Interesting conversations.
swinefeld
Posted: Tuesday, October 18, 2011 4:01:11 AM
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I don't think I would want to see Maul CotS able to make 8 attacks with Sith Rage from 6 squares out.

Well, if I was the one playing him, sure. Tongue


I like Coordinated Movement. Maybe replaces attacks instead of turn depending on what piece it goes on.
Lord_Ball
Posted: Tuesday, October 18, 2011 4:25:10 AM
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Galactic Funk wrote:
I would think you would see a lot more of Assaj Ventress SA who could do 120 damage w/ Double/Twin and Sith Rage from 6 squares away.

Mara Jade, Jedi does the same on her own and only costs 2 points more than Asajj, so I don't think a 2 character combo to pull it off would be too crazy.

swinefeld wrote:
I don't think I would want to see Maul CotS able to make 8 attacks with Sith Rage from 6 squares out.

Well, if I was the one playing him, sure. Tongue

Maul CotS + Whorm +GMA is pretty scary but since Tyrannus wouldn't benefit from Whorm it makes for a pretty expensive (as Tyrannus with GMA CE should be a spendy figure capable of holding his own) combo that in this day and age of CE cancelling might not be the best option - Maul, SI would probably be the better bet over half the time. Though it would be a fun combo for casual play.

Just to be on the safe side offer a cheap Fringe Disruptive piece (i.e. Malfunctioning Droid 50 HP 14 Def DR 10 Disruptive Weak Spot).
FlyingArrow
Posted: Tuesday, October 18, 2011 7:07:09 AM
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Mando wrote:
[quote=FlyingArrow]
Why shouldn't the seps get a swap CE? I say they need a swap CE for living allies only.


I think the factions should play differently, as they do currently. We have boardwide swap for Rep/Imp. Swap (unused) in Rebels, and self-swapping Revan/Winter/Handmaidens. I don't think Seps need to join the swapping group. They have their own flavor.
StevenO
Posted: Tuesday, October 18, 2011 9:39:03 AM
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FlyingArrow wrote:
Mando wrote:
[quote=FlyingArrow]
Why shouldn't the seps get a swap CE? I say they need a swap CE for living allies only.
I think the factions should play differently, as they do currently. We have boardwide swap for Rep/Imp. Swap (unused) in Rebels, and self-swapping Revan/Winter/Handmaidens. I don't think Seps need to join the swapping group. They have their own flavor.
Don't forget that the Sith also have access to swapping although it happens to be tied to a pretty tough piece.

With all the complaints about how weak the living Seps are adding some kind of movement breaker shouldn't be all bad. Maybe a "problem" with the Seps is that many of its living members would be pretty strong if they had support. It also seems to me that most of them are a lot more dangerous if they can stand to fight because needing to move will really cut into their damage potential. Durge JH's triple, Maul CotS, and Assaj SA are all pretty good IF they could deliver a full attack but that just doesn't happen.
CC-23478
Posted: Tuesday, October 18, 2011 2:07:15 PM
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It all really depends on how you play and who you play with....at this current time he is NOT tier 1, no.....but he could be

He certainly has the potential, and in casual games he is a beast

My problem with him is that he isn't mobile enough for competitive play, bit he's too much of a bad@ss in casual
Lord_Ball
Posted: Wednesday, October 19, 2011 12:12:43 AM
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Any movement breaker is going to offer the Maul, COTS problem so the only real solution is to put it on a fairly expensive piece (50+ pts) as a CE (or that has a CE/twin) so it doesn't benefit from Whorm and adding Whorm to the mix really wouldn't be worth it most of the time.

I'm al for a new Tyrannus/Dooku with a CE "Seperatist Allies gain Double Attack and Greater Mobile Attack". Double Attack offers a nice boost to the non-uniques while GMA is a huge boost to the uniques (and the Non-uniqes thanks to granting Double). GMA could be switched for Ambush/Backlash, but the basic premise is still the same.
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