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AndyHatton, Maul's Apprentice 9 Similar Approach to what I came up with (rush in and lay down some hurt), very nice.
Gungan Batman Clone, Wayward Apprentice 8.75 Fairly Beastly potential, unfortunately Indiscriminate Rage ends up being here mostly for flavor and likely not very useful.
General Grievous, Monster 8.75 Much better after the revisions though the 200 HP is still probably a bit over the top with Dark Armor. Scale it back to about 160 and I think it'd be great.
donnyrides, Betrayed Apprentice 9 FPs are excellent, and Savage isn't as big a drawback here as on others, overall nicely done.
pegolego, Dark Acolyte 9 Nice all offense Version.
poppins88, Dark Apprentice 8.5 Not a fan of the faction dependant SAs it just seems unecessary overall, and while in a Mando squad he should probably also gain Death Watch.
CerousMutor, Sith Apprentice 9 Great Character to reuse Force Dash on.
saber1, Dark Warrior 8.75 with Dark Armor and Teras Kasi he's a bit too defensive for my taste - he's much more of an offensive brute IMO.
Vote goes to... pegolego
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Rank: Advanced Bloo Milk Member Groups: Member
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Gungan Batman Clone. 9 Savage Oppress, Wayward Apprentice Independent Outfit is a cool yet risky choice. You've wisely opted for a base 20 damage with access to Karrde's CE. The affinity might have been more thematically accurate if it allowed him access to Maul's faction instead of Maul to his. The rest of the Maul love is accurate and well done. I am hesitant about a minor character having Overwhelming Force, but I understand why you used it here.
AndyHatton. 9.5 Savage Oppress, Maul's Apprentice There's a lot to like here. His abilities are all spot on, the only eyebrow-raiser is Charging Assault. At first glance it seems odd, but when viewed against the backdrop of the Maul synergies it makes sense. He charged in and laid down the smack at his brother's bidding. I think you went the right direction with Affinity and Dark Armor is nice to see. Knight Speed, however, feels redundant and could have been dropped or swapped.
General Grievous. 8.75 Savage Oppress, Monster Your switch to Double Attack is wise, though I don't think 200HP is warranted. As a minor character and a character with Counterattack/Dark Armor, 160-ish HP would suffice and feel more appropriate. Battering Charge is potent, especially if you can catch some grouped enemies and spend 1 FP for Overwhelming Force. As mentioned above, I'm not thrilled with this character having OF.
Lord Ball. 9.25 Savage Oppress, Dark Acolyte Enforcer First, my apologies for not commenting on this piece during the week. I am not sure how I missed it but it certainly wasn't intentionally overlooked. Callous is cool and a creative way to control the fortunes of the game for Impulsive Momentum. This makes Ambush that much cooler. Parry makes sense given his low-ish stats and I like your minimalist approach to his Force powers. See comments above about Overwhelming Force.
donnyrides. 8.75 Savage Oppress, Betrayed Apprentice Rival fits the theme as laid down by his subtitle. I see we had very similar ideas regarding Affinity and Savage. Mighty Swing is cool (was on an early version of my entry as well) but it gives him a potential 60 damage a hit with Bandon in the Sith faction. That is HUGE for 36 points. Savage helps mitigate this as points mush be spent for Empathy. However, w/o he gains the benefits of the Sith Wrangler. With your use of OF (4th so far this week), I'm starting to question my resistance to its use on this character.
pegolego. 9 Savage Oppress, Dark Acolyte What?! No Overwhelming Force?! Are you crazy?! :-) Brutal Strike is a decent alternative and LSThrow3 gives him great range. I like the interaction of Hand of Tyranus, Sith Rage, base 20 damage, Double and Momentum. He can hit hard on the move 1 time, Twice for more overall if immobile. With Tyranus, he is almost guaranteed Sith Rage & Brutal Strike on every one of his turns. It was a nice move to balance him with a paltry defense and no defensive abilities.
poppins88. 8.75 Savage Oppress, Dark Apprentice I like the suite of Force powers you've assembled here. Brutal Enforcer is fun and thematic, as are Sith Apprentice and Conflicted Apprentice. My only qualm is that with so much faction-specific diversity, it seems as though this is stealing the thunder of future versions as it attempts to cover every base. I feel like any 2 of the 3 would still result in a fun piece that provides different tools in each faction. The inclusion of Dark Armor is a good decision.
CerousMutor. 9 Savage Oppress, Sith Apprentice Your choice to have Affinity pull Maul or Savage into the other's faction is interesting and provides maximum flexibility. I didnt notice this previously, but this build has huge damage potential. With synergy, he can attack 4 times at up to 60 damage each. Granted, Bloodthirsty in most cases either won't apply on the first swing (or 2), or will be wasted on the last swing (or 2) but that still leaves a realistic 160 damage (50x3, 60x1). This assumes access to Bandon's CE and thats a fair amount of points for Bandon, Savage and Maul. Fortunately, there isn't a great movement breaker available for that situation @ 200 points.
saber1 Savage Oppress, Dark Warrior Needs a pinch of salt.
I need to bail so my ratings and vote will be posted later today. Tough competition this week, but then that describes pretty much every week.
EDIT: Ratings are posted and my vote goes to AndyHatton.
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Rank: Advanced Bloo Milk Member Groups: Member
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Gotta keep it short this week. Sorry guys. Andy Hatton, Maul's apprentice 8.9 Like - Bloodthirsty Don't like - to many abilities and the straight link into mandos Gungan Batman Clone 9 Like - +2 synergy over +4 and overwhelming force Don't like - the busy stat card your affinity. I had to read it a few times to get it. General_Grievous, Monster 8.5 Like - counter attack and low D Don't like - 200 Hp and dark armor is too much. The maul CE is quite a boost to an already bad ace piece Lord Ball, Dark Acolyte Enforcer - 9 Like - the cost and parry and ambush don't like the lack of force, and the lack of opress' signature grip FP DonnyRides, Betrayed Apprentice - NA Easily put on the battle field. Savage sucks but I wanted him to have a downside. PegoLego, Dark Acolyte 9.3 Like - cost, HP - glass cannon feel Don't like - lack of grip, That it is better than mine Poppins88, Dark Apprentice - 8.9 Like - outside the box thinking. Don't like - Far too much to get on a card Cerous_Mutor, Sith Apprentice -9 Like - cost, twin and synergy and bloodthirsty Don't like - could get too powerful if all his combos trigger. 200 damage output with Crushing, sync, and bloodthirsty Saber1 8.5 Like - Twin, deathwatch, savage and camaraderie Don't like - TS style and dark armor with 20 D VOTE = PegoLego - nice work
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I'll get my votes in asap
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Rank: Advanced Bloo Milk Member Groups: Member
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donnyrides wrote:PegoLego, Dark Acolyte 9.3 Like - cost, HP - glass cannon feel Don't like - lack of grip, That it is better than mine I actually STRONGLY considered Grip (among other things like Dark Armor that seemed natural fits), but in the end I elected to forgo it in my type of build, I'm glad you still liked the overall product Better than your own, though? I'm not sure.... I ALMOST voted for yours; it was a STRONG entry.
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donnyrides wrote:Gotta keep it short this week. Sorry guys.
Andy Hatton, Maul's apprentice 8.9 Like - Bloodthirsty Don't like - to many abilities and the straight link into mandos
What straight link into Mandos? He needs Maul to get into Mandos. I only put the symbol there to remind myself while building (they should have been taken down before the contest.) But he has no direct way into Mandos.
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Savage Oppress, Wayward Apprentice by Gungan Batman Clone 8.75 I like IO and Camraderie but he just feels like he has one too many Force Powers.
Savage Opress, Monster by General_Grievous 8.5 200 HP and Dark Armor just feels like way too much even without Defensive abilities. Battering Charge is a cool idea and Savage had a tendency to charge but usually it was just against one guy to slam with his horns or saber...the attacking everyone aspect of it just feels off to me. Force Powers and everything else looks nice, CE is a good way to prevent some crazy Follower interactions.
Savage Opress, Dark Acolyte Enforcer by Lord_Ball 8.5 HP seems low for Savage. Force Powers seem light but makes sense for Early Savage...I like the general idea of Callous, but not sure what the practical use of it is...if it let him target allies and he had some kind of Force Power that he could use at range maybe...but it is flavorful which I like.
Savage Opress, Betrayed Apprentice by donnyrides 8.75 I like the cheap cost...Rival and Mighty Swing are both good. Not sure why you had an issue with my Affinity, we have the same version.
Savage Opress, Dark Acolyte by pegolego 9.5 Hand of Tyrannus is nice and has a good Acolyte feel.
Savage Oppress, Dark Apprentice poppins88 8.5 The various abilities per faction is interesting and the abilities look good, but I'm with saber1 that I just think it tries to accomplish too much at once.
Savage Oppress, Sith Apprentice by CerousMutor 8.5 Similar to mine in a few ways, and I'm glad you decided to stick with Twin instead of Triple. Force Dash is sort of like a Force Power Charging Assault which is interesting. Not a fan of Synergy handing out things other than stat boosts and I really don't think he needs the Extra attack.
Savage Oppress, Dark Warrior by Saber1 9 Giving Maul Empathy is very nice keeps him in check while working together (makes him crazy if his brother goes down.) I really like that. Teras Kasi and Dark Armor together seems like a little overkill even with his HP and no defensive abilities. Helps him a little bit if he is stuck Savage though so I see the appeal.
My vote goes to Pegolego this week.
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I'm not gonna have time to vote this week, sorry.
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Rank: Advanced Bloo Milk Member Groups: Member
Joined: 8/27/2008 Posts: 990
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Have to say this was a fun one to do! Make something out of some one who is pretty much cut and dried as abilities and character. I didn't really know much about him, except from what I have read and the last 2 Maul clone was episodes, my view was somewhat blinkered, so it was interesting to see everyone's take on him. Andy Hatton, Maul's apprentice 8.8 Simple sturdy build, bodyguard is good. Dont think KS is needed and CAM is Great for Maul. Gungan Batman Clone Wayward Apprentice 8.9 I like the tidied up version. General_Grievous, Monster 8.8 200hp seems too much, 130 Hp and is cost could have plummeted. Lord Ball, Dark Acolyte Enforcer 8.9 Low HP, to try and keep cost down? Seems odd on 20 Dam DonnyRides, Betrayed Apprentice 8.9 Like the Rival on this one. PegoLego, Dark Acolyte 9 This is an intersting build, he was only with dooku for a short time, but you created something solid out of it. Poppins88, Dark Apprentice 8.5 Great idea, alot going on though. A rethink on this at it could be an epic version. Cerous_Mutor, Sith Apprentice Should probably have lowered his def or dropped Extra, as he can pop out so much Damage, my bad. Saber1 9 Neat and compact version, nice work as usual. As an all round aid to Maul I'll vote Saber1, but tough choice because Pegos is a very creative version.
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Andy Hatton's, Maul's apprentice 9,8.5,9.5,9,9.5,8.9,8.8 for an average of 9.02857 Gungan Batman Clone's, Wayward Apprentice 8.6,9,8.75,9,9,8.75,8.9 for an average of 8.85714 General_Grievous', Monster 8.75,9,8.75,8.75,8.5,8.5,8.8 for an average of 8.72143 Lord Ball's, Dark Acolyte Enforcer 8.7,9,9.5,9.25,9,8.5,8.9 for an average of 8.97857 DonnyRides', Betrayed Apprentice 8.9,8.9,9.5,9,8.75,8.75,8.9 for an average of 8.95714 PegoLego's, Dark Acolyte 8.8,9.25,9,9,9.3,9.5,9 for an average of 9.12143 Poppins88's, Dark Apprentice 8.7,8.5,8,8.5,8.75,8.9,8.5,8.5 for an average of 8.54375 Cerous_Mutor's, Sith Apprentice 9,9,9,9,9,8.5 for an average of 8.91667 Saber1's 9.1,9.25,9.5,8.75,8.5,9,9 for an average of 9.01429 Pegolego has the highest rated character in this weeks contest so he gets the bonus 2 for a total of 6! What a win! Congrats
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Congrats, pego!
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Rank: Advanced Bloo Milk Member Groups: Member
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Thanks, saber1! I for one was surprised that YOU didn't win (I did vote for your piece; a Very strong entry!), and as always I am very humbled and greatly appreciative of each and every vote! Thanks everybody
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Indeed!
I probably would have dropped Knight Speed, it is overkill. Maybe I'll have to edit, but ultimately I liked the way he turned out. And not too bad this week rankingwise either :D
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@Andy, Sorry for my rating, I took what I had on the card an it looked to be directly linked to mandos with the faction icon in the corner. If that was my only gripe, then you had a very good piece. Congrats Pego!! A very playable piece. My rating criteria: 1.Would I play this piece over already existing forms of this character? - YES I WOULDAND 2.How do the stats and abilities relate to the price of the piece. - I THINK THEY WERE GREATAND 3. How do the abilities relate to each other and to the lore of the piece itself. - PICKED A SPOT IN TIME AND NAILED IT. Great job
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donnyrides wrote:@Andy, Sorry for my rating, I took what I had on the card an it looked to be directly linked to mandos with the faction icon in the corner. If that was my only gripe, then you had a very good piece.
Its no problem I was just curious and wanted to make sure you understood.
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Great job pego'! These have been some close competitions! The ratings have really been the tie breaker.
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Congrats Pego AndyHatton wrote:Savage Opress, Dark Acolyte Enforcer by Lord_Ball 8.5 I like the general idea of Callous, but not sure what the practical use of it is...if it let him target allies and he had some kind of Force Power that he could use at range maybe...but it is flavorful which I like. Callous has several uses - most obvious for my version of Savage being to gain Momentum by using him to defeat a low point unique such as Salacious Crumb. Similarly you can take out your Muun Tactics Broker after he's outlived his usefulness.
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For those that had issues with Dark Armor paired with TKS, is it more the damage reduction itself being too much or too much for this particular character? He only reduces ranged damage by 10 on a save. Yes, the Melee damage is a guaranteed -10 damage but with the power creep of the last few years, most attacks will still do decent damage to him during their turn. The bigger the hit an attacker does, the less advantageous TKS is over LSBlock. Bane will still deal 40 damage a hit against TKS, but may end up dealing no damage at all if Blocked.
Sure, Oppress wasn't a finesse dueler like Obi or Dooku, but he was a bruiser who is described as shrugging off most blows.
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^I thought it was fine. And thanks everyone
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Lord_Ball wrote:Congrats Pego AndyHatton wrote:Savage Opress, Dark Acolyte Enforcer by Lord_Ball 8.5 I like the general idea of Callous, but not sure what the practical use of it is...if it let him target allies and he had some kind of Force Power that he could use at range maybe...but it is flavorful which I like. Callous has several uses - most obvious for my version of Savage being to gain Momentum by using him to defeat a low point unique such as Salacious Crumb. Similarly you can take out your Muun Tactics Broker after he's outlived his usefulness. I see, I guess I didn't quite think of that...it is just in Seps with Poggle Bombs it seems like a waste of Savage's turn to use him in such a way to clear out your own fodder. saber1 wrote:For those that had issues with Dark Armor paired with TKS, is it more the damage reduction itself being too much or too much for this particular character? He only reduces ranged damage by 10 on a save. Yes, the Melee damage is a guaranteed -10 damage but with the power creep of the last few years, most attacks will still do decent damage to him during their turn. The bigger the hit an attacker does, the less advantageous TKS is over LSBlock. Bane will still deal 40 damage a hit against TKS, but may end up dealing no damage at all if Blocked.
Sure, Oppress wasn't a finesse dueler like Obi or Dooku, but he was a bruiser who is described as shrugging off most blows. I think people just look at it and it looks like he will consistently take less damage because of these abilities, it may not be true, but I think that is just what people say. Folks are used to having their damage negated every once in a while, but having the damage reduced (and in such a way that some people might never even damage Savage,) I think people just see it is unfair (again whether or not that is an unfair assessment I'm not sure.) But then again it makes me think of a piece like the Zann Consortium Droideka...obviously there are limitations to its double reduction, but it can also get 2 reducers and people don't seem to have an issue with that (that I have heard of at least.) EDIT: So perhaps it is just a kneejerk reaction that people don't like but would settle into.
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