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Deaths_Baine
Posted: Friday, July 25, 2014 8:15:07 PM
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Here is a rough draft for a piece that will usable at this year's MinisMania Tournament: If anyone would like to use her in a playtest and let me know the results, I would appreciate it. The rules are there is no booming voice, act control, mouse droids do not provide cover and can be walked through, gambit is 10 points.

Jedi Master Shaak Ti 52

Hit Points: 130
Defense: 21
Attack: 11
Damage: 20

Unique
Melee Attack Twin Attack
Acrobatic (Ignores enemy characters when moving)
Momentum (If this character has moved this turn, she gets +4 Attack and +10 Damage against adjacent enemies)
Camaraderie (A character name Maris Brood gains stealth.)
Stealth (If this character has cover, she does not count as the nearest enemy for an attacker farther than 6 squares when choosing targets)
Makashi Style (When hit by a melee attack, this character takes no damage with a save of 11. Shii-Cho Style cannot be used against this character.)

Force Powers:
Force 2 Force Renewal 1
Master Speed (Force 1: This character can move 6 extra squares on her turn as part of her move)
Force Alter (Force 1: range 6; any 1 enemy rerolls its last attack)

Commander Effect:
At the end of this character's turn, 1 follower within 6 squares can immediately move 2 squares.
jak
Posted: Saturday, July 26, 2014 7:56:00 AM
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I like it, if that matters.

pairing w/Brood would be coolCool
Deaths_Baine
Posted: Saturday, July 26, 2014 8:05:03 AM
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jak wrote:
I like it, if that matters.

pairing w/Brood would be coolCool



yeah that helps BigGrin
Jonnyb815
Posted: Saturday, July 26, 2014 12:23:35 PM
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I like it as is. The only think I would Change is maybe Give her a better boost for Brood and take a few things off maybe. Yes the CE helps her just think she could there is something missing.
thereisnotry
Posted: Saturday, July 26, 2014 3:22:34 PM
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Pretty cool concept; I've been wanting to see a new Shaak Ti for some time. Love the synergy with Maris.

However, I think that a 52pt piece that cannot do more than 60dmg per round is a bit weak. You might consider Riposte. Or maybe LS Duelist (the original had it, but I think I do like Makashi better). I could see this piece costing closer to 43pts than 52, but maybe that's just me. Remember that it's getting harder and harder to play jedi these days.
Deaths_Baine
Posted: Saturday, July 26, 2014 3:51:10 PM
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thereisnotry wrote:
Pretty cool concept; I've been wanting to see a new Shaak Ti for some time. Love the synergy with Maris.

However, I think that a 52pt piece that cannot do more than 60dmg per round is a bit weak. You might consider Riposte. Or maybe LS Duelist (the original had it, but I think I do like Makashi better). I could see this piece costing closer to 43pts than 52, but maybe that's just me. Remember that it's getting harder and harder to play jedi these days.



oh i forgot to mention that a lot of the vset stuff was banned for this tournament, we only kept 60 figures in what we are calling V-Set Allstars. So the damage output should not be as much of an issue.
thereisnotry
Posted: Saturday, July 26, 2014 6:34:06 PM
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Deaths_Baine wrote:
thereisnotry wrote:
Pretty cool concept; I've been wanting to see a new Shaak Ti for some time. Love the synergy with Maris.

However, I think that a 52pt piece that cannot do more than 60dmg per round is a bit weak. You might consider Riposte. Or maybe LS Duelist (the original had it, but I think I do like Makashi better). I could see this piece costing closer to 43pts than 52, but maybe that's just me. Remember that it's getting harder and harder to play jedi these days.



oh i forgot to mention that a lot of the vset stuff was banned for this tournament, we only kept 60 figures in what we are calling V-Set Allstars. So the damage output should not be as much of an issue.
Ok, in that case I do like her. Charging 12 to hit someone twice is fun. She seems a bit like the Assaj Ventress, Nightsister (twin, master speed, assassin, parry). I really do like that style of jedi pieces...mobile and survivable.

And one of the best things about her is this: you get to finally have a reason to use that awesome sculpt from TFU! ThumpUp
Deathwielded
Posted: Saturday, July 26, 2014 6:57:41 PM
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I do like how mobile she is, Momentum with Twin while moving upto 12 to attack is pretty nice and is a pretty good damage output for the Jedi. Stealth helps her against shooters which is nice. I also like the CE, but does the Republic really need another movement breaker? If shes a Rebel then that's fine with me!ThumpUp I do think she could cost less and I think a stiff Rapport for Maris is in order (no less than Rapport 10, maybe even more IMO) plus an attack boost, both would make Maris playable, otherwise you may as well drop the Camaraderie as she would literally still never be played. I think Lightsaber Sweep fits her flavor wise and helps increase the damage input and versatility of the piece. 11 attack is really horrid on a 52 point cost melee piece.

Personally I always thought of her as a Shii Cho specialist. (maybe that's just the original clone wars series talking)
Deaths_Baine
Posted: Saturday, July 26, 2014 7:26:46 PM
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thnx for the feedback, but with momentum she is swinging at a 15, respectable for sure. she is not meant to be a power piece or anything as well, just a fun piece that may be useful and fun in some games.
Deaths_Baine
Posted: Sunday, July 27, 2014 7:55:30 AM
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and this is our V-set all star list that will be legal at minis mania:


THE SETLIST

OR
1. Old Republic Senator
2. Arkanian Jedi General
3. Satele Shan
4. Ulic Qel Droma
5. Carth
6. Thon

Sith
1. Sith Recruit
2. Exar Kun FS
3. Darth Caedus
4. Darth Talon
5. Sorcerer Acolyte
6. Alema Rar

Republic
1. Spaarti Clone
2. Commander Fox
3. Coruscant Guard
4. Aayla Secura
5. Quinlan Vos, Double Agent
6. Cin Drallig

Seps
1. Cad Bane, Bounty Hunter
2. BX Sniper
3. Asajj Ventress, Nighsister
4. General Grevious, Hero of Hypori
5. A-Series Assassin
6. Sora Bulq

Rebels
1. Lando
2. Leia
3. Han
4. Biggs
5. Spec Tech
6. Bothan Spymaster

Imps
1. Roan Fel, True Emperor
2. Darth Vader, Agent of Evil
3. IK Strike Team Leader
4. Rukh
5. Carnor Jax
6. Imp Knight Master

New Republic
1. R23P0
2. Chewie Galactic Hero
3. Luke Skywalker, Galactic Hero
4. Galactic Alliance Specforce Trooper
5. Jedi Infiltrator
6. Corran Horn

Mandos
1. Kelborn
2. Shae Viz
3. Mando Scientist
4. Mando Demolitionist
5. Pre Vizsla
6. Fenn Shysa

Fringe
1. Dr. Evazan, Glactic Criminal
2. Figrin D'an
3. Buzz Droid
4. IG88A
5. Embo
6. Klat Captain
7. Ponda Baba
8. Momaw
9. Marn
10. Czerka ST
11. Dray
12. HK-47 Assassin Droid
Deaths_Baine
Posted: Thursday, July 31, 2014 9:45:52 AM
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Here is a fringe piece that will be legal in Minismania. Hope you all like it.



Chadra-Fan Slicer -14 (Chadra-Fan Pickpocket) Fringe
HP: 30
Def: 14
Atk: 3
Dmg: 10

Special Abilities:
Hacker: At the end of it's turn, if this character is adjacent to a door, this character can designate 1 door on the map, regardless of line of sight, as open or closed. It remains open or closed until the end of this character's next turn, or until it is defeated.
atmsalad
Posted: Thursday, July 31, 2014 9:52:59 AM
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Deaths_Baine wrote:
Here is a fringe piece that will be legal in Minismania. Hope you all like it.



Chadra-Fan Slicer -14 (Chadra-Fan Pickpocket) Fringe
HP: 30
Def: 14
Atk: 3
Dmg: 10

Special Abilities:
Hacker: At the end of it's turn, if this character is adjacent to a door, this character can designate 1 door on the map, regardless of line of sight, as open or closed. It remains open or closed until the end of this character's next turn, or until it is defeated.


That's really powerful, why would I ever have them leave the starting area? I could have 2 and manipulate the game so much without even having to move them into position. That's broken even for 14 points... Lol
atmsalad
Posted: Thursday, July 31, 2014 9:58:23 AM
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Don't get me wrong it is a cool ability, but if that was legal I would play 2 of them and Lobot and just lock them in the starting area...
pegolego
Posted: Thursday, July 31, 2014 9:58:47 AM
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Location: In a sinkhole on Utapau
atmsalad wrote:
Deaths_Baine wrote:
Here is a fringe piece that will be legal in Minismania. Hope you all like it.



Chadra-Fan Slicer -14 (Chadra-Fan Pickpocket) Fringe
HP: 30
Def: 14
Atk: 3
Dmg: 10

Special Abilities:
Hacker: At the end of it's turn, if this character is adjacent to a door, this character can designate 1 door on the map, regardless of line of sight, as open or closed. It remains open or closed until the end of this character's next turn, or until it is defeated.


That's really powerful, why would I ever have them leave the starting area? I could have 2 and manipulate the game so much without even having to move them into position. That's broken even for 14 points... Lol


Good point... I think the 'hacking' would be an interesting concept if it worked in the 'gambit' area perhaps (would bring the cost down considerably, obviously), and possibly more correct thematically. Doing it from the safety of your own starting spot is quite dangerous, now that I look again.
FlyingArrow
Posted: Thursday, July 31, 2014 10:05:35 AM
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Joined: 5/26/2009
Posts: 8,428
Sounds like a good ability for a scenario. Not so much for a standard skirmish.
Deaths_Baine
Posted: Thursday, July 31, 2014 10:20:38 AM
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except for the fact that doors can still be blown open... what about that part of the game? the doors can still be overridden and another hacker can open or close a door that has already been hacked. The ability stops people from killing ur door control and winning by lockout with yoda on kybuck and lancers.
atmsalad
Posted: Thursday, July 31, 2014 10:25:36 AM
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Deaths_Baine wrote:
except for the fact that doors can still be blown open... what about that part of the game? the doors can still be overridden and another hacker can open or close a door that has already been hacked. The ability stops people from killing ur door control and winning by lockout with yoda on kybuck and lancers.


It takes skill out of the game...
Deaths_Baine
Posted: Thursday, July 31, 2014 10:39:05 AM
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atmsalad wrote:
Deaths_Baine wrote:
except for the fact that doors can still be blown open... what about that part of the game? the doors can still be overridden and another hacker can open or close a door that has already been hacked. The ability stops people from killing ur door control and winning by lockout with yoda on kybuck and lancers.


It takes skill out of the game...



makes fighting and squad synergy most important part of game.
atmsalad
Posted: Thursday, July 31, 2014 10:41:28 AM
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Deaths_Baine wrote:
atmsalad wrote:
Deaths_Baine wrote:
except for the fact that doors can still be blown open... what about that part of the game? the doors can still be overridden and another hacker can open or close a door that has already been hacked. The ability stops people from killing ur door control and winning by lockout with yoda on kybuck and lancers.


It takes skill out of the game...



makes fighting and squad synergy most important part of game.


It makes out activating your opponent the most important part of the game... Or possibly map role
atmsalad
Posted: Thursday, July 31, 2014 11:29:08 AM
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The easiest way to do what your wanting isn't by creating something that has the potential to be an even bigger NPE. It would be to make lobot the only character with override and every other piece that has it gains door gimmick. The ability to close a door is one of the most underrated abilities in the game.(IMO) I think the R7 is under costed.

If you want to stop lock out victories you could make it so hack can only open doors. Otherwise there are going to people who will exploit this to win by decreasing engagement. In short I think it is to powerful.
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