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Insane Felcors and Rebel Insanity Options
dengardude
Posted: Sunday, November 1, 2009 7:10:38 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 5/16/2009
Posts: 73
maverick
Posted: Sunday, November 1, 2009 7:17:09 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 9/23/2008
Posts: 259
commented and rated
mercenary_moose
Posted: Sunday, November 1, 2009 7:44:20 AM
Rank: Advanced Bloo Milk Member
Groups: Member

Joined: 12/11/2008
Posts: 1,122
Rated and commented on both.
imyurhukaberry
Posted: Monday, November 2, 2009 3:47:16 AM
Rank: Moderator
Groups: Member , Moderator

Joined: 5/8/2008
Posts: 2,220
Location: East Coast
Felcors in Seps is ok. As stated, they last insanely long (with good saves) versus melee...but don't expect much when facing non-melee. The damage potential is nice as long as they survive to use it. BlooMilk

I ran a Twin Felcor in Republic during a melee only tournament. Used Yoda CS to double the Parry saves. It was pretty brutal. My only oopsie was forgetting that Yoda could cancel a reroll which cost me my Jar Jar (lost by 1pt and would have easily taken 1st).
(ex: http://www.bloomilk.com/Squads/View.aspx?ID=21253 )


I've found that in NR they fit the best. They can have Evade & Parry with rerolls on both from newest Leia and still have FPs left just in case!
(ex: http://www.bloomilk.com/Squads/View.aspx?ID=29880 )

In Rebel they aren't too bad either...having Evade & Parry and then rerolls from FPs from Yoda.
(ex: http://www.bloomilk.com/Squads/View.aspx?ID=32756 )

Oh...and in both the above Factions (NR & Rebel), the Felcors gain GMA. Cool
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