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Windu vs Windu Options
jak
Posted: Tuesday, August 9, 2011 2:31:53 PM
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Compare Characters~between EPIC Windu & R&R Windu





Mace Windu, Master of the Order
Cost: 140 (+75)

Hit Points: 160 (+10)
Defense: 24 (+2)
Attack: 19 (+3)
Damage: 20
Special Abilities:

* Unique
* Melee Attack
* Quadruple Attack
* Greater Mobile Attack
* Flurry Attack
* Vaapad Style Mastery

Force Powers:

* Force 3
* Force Renewal 2
* Master of the Force 2
* Force Absorb
* Force Repulse 3
* Lightsaber Precision 2
* Lightsaber Reflect
* Lightsaber Riposte

Commander Effect:
Characters in your squad with a Force rating (including this character) do not provoke attacks of opportunity.
Rarity:
Average Rating: 8.50 (4) My rating:



The stats that make Epic Mace better are in bold



Mace Windu, Legacy of the Light Side
Cost: 65 (-75)

Hit Points: 150 (-10)
Defense: 22 (-2)
Attack: 16 (-3)
Damage: 20
Special Abilities:

* Unique
* Melee Attack
* Greater Mobile Attack
* Triple Attack
* Flurry Attack
* Vaapad Style Mastery

Force Powers:

* Force 2
* Force Renewal 2
* Master of the Force 2
* Force Absorb
* Lightsaber Reflect
* Lightsaber Riposte

Commander Effect:
None
Rarity: Rare
Average Rating: 7.75 (8)
qvos
Posted: Tuesday, August 9, 2011 10:22:31 PM
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I'd take R and R!
Wedge772
Posted: Tuesday, August 9, 2011 10:51:09 PM
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Seems 75 points doesn't buy you a huge upgrade. For 79 points, you could be getting General Skywalker, Jolee Bindo + R2-AM, which kinda brings R&R Mace into the same performance range, plus gives you another major threat in Anakin. I think R&R Mace was just very aggressively costed and steals the spotlight from Epic Mace.
Dimetrodon
Posted: Tuesday, August 9, 2011 11:11:52 PM
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Aggressively costed perhaps for R&R Mace, but that has been a trend anyway. Do keep in mind that Epic Mace is also designed for the Epic Duos format in any case.

But aside from cost, they are very similar. Epic Mace basically does it all better and with higher stats. Which I have to say is kind of cool that they match up so well. I think it makes R&R Mace more attractive because he seems so much like the Super Duper Mace, and it makes it easier to play both in multiple formats based on familiarity.
imyurhukaberry
Posted: Wednesday, August 10, 2011 1:16:59 AM
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I love the addition of Precision 2.
I totally missed that R&R Mace had Reflect. In which case, I do think that compared to the older Mace characeters, he is a bit undercosted. Which would bring the gap of the 75 pts a bit closer.
coffeebean
Posted: Wednesday, August 10, 2011 3:07:00 AM
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i would have to agree that the r&r mace is undercosted by at least 10-15 points. but it has to be expected that the v-sets will follow the same powercreep patterns that wizards set out. because in all honesty why would the vset designers go to all the trouble of making these sets if they didnt outshine all the previous ones and not get used.
Sithborg
Posted: Wednesday, August 10, 2011 3:13:39 AM
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Things to keep in mind, the Epics weren't designed with skirmishes in mind. They were designed to be 100+ pieces to be used with one other piece. They won't necessarily match up with the standard pieces.

That said, let's really look at it here. Don't dismiss the stat upgrade. The +19 makes things a lot easier when you don't crit. Don't knock the 24 Def. 23 is still very good, and we don't have very many examples of 24 Def to easily recognize how good it is. And GMA Quad of course is much better than GMA Triple. More attacks means more chances of a crit. Add in Precision 2, this Mace has a much higher damage output. R&R has a base of 60 without a crit, and the Epic can do 120 without a crit. The Epic does not have to worry about crits for the majority of his damage output.

And then there is the CE. Probably where most of the points come from. Most people don't use Mobile Attack on Melee pieces for a fairly good reason, AoOs. Same reason people don't use GMA on a Melee Piece like on non-melee piece. Yes, the CE doesn't look like much for skirmishes, but put it in a format where you are pretty much gaurenteed to go against a heavy Melee hitter, even with Double/Twin over Triple, and look at it. This Mace can run up, hit his 4 times, and then run away, no AoOs. And with only 4 figures (including Mace) able to make more than 2 attacks on the move, that is a very powerful option on Mace in the Epic format. Add in whoever you team him up with, and your opponent will have some trouble getting their Triples/Double/Twins off.

And yes, the R&R Mace is aggressively costed, but not by much. I view him as a more offensive Loda. So, 70 isn't out of the question, but not much more. I don't think it is nearly as bad as many think. I encourage you to keep track of how many crits you roll in a game, even with Vapaad Mastery, and how much it makes a difference. And should he really be compared to the MOTF Mace or ROTS Mace?
FlyingArrow
Posted: Wednesday, August 10, 2011 3:36:25 AM
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Sithborg wrote:
Things to keep in mind, the Epics weren't designed with skirmishes in mind. They were designed to be 100+ pieces to be used with one other piece. They won't necessarily match up with the standard pieces.

That said, let's really look at it here. Don't dismiss the stat upgrade. The +19 makes things a lot easier when you don't crit. Don't knock the 24 Def. 23 is still very good, and we don't have very many examples of 24 Def to easily recognize how good it is. And GMA Quad of course is much better than GMA Triple. More attacks means more chances of a crit. Add in Precision 2, this Mace has a much higher damage output. R&R has a base of 60 without a crit, and the Epic can do 120 without a crit. The Epic does not have to worry about crits for the majority of his damage output.

And then there is the CE. Probably where most of the points come from. Most people don't use Mobile Attack on Melee pieces for a fairly good reason, AoOs. Same reason people don't use GMA on a Melee Piece like on non-melee piece. Yes, the CE doesn't look like much for skirmishes, but put it in a format where you are pretty much gaurenteed to go against a heavy Melee hitter, even with Double/Twin over Triple, and look at it. This Mace can run up, hit his 4 times, and then run away, no AoOs. And with only 4 figures (including Mace) able to make more than 2 attacks on the move, that is a very powerful option on Mace in the Epic format. Add in whoever you team him up with, and your opponent will have some trouble getting their Triples/Double/Twins off.

And yes, the R&R Mace is aggressively costed, but not by much. I view him as a more offensive Loda. So, 70 isn't out of the question, but not much more. I don't think it is nearly as bad as many think. I encourage you to keep track of how many crits you roll in a game, even with Vapaad Mastery, and how much it makes a difference. And should he really be compared to the MOTF Mace or ROTS Mace?


He should be compared to Lord Vader - a top-level high-cost melee beast. With that comparison, his cost is reasonable.

He is clearly better than the other Maces, but he should be. The others weren't competitive. I do think he should have been costed higher, though, simply because at 65 he leaves zero room for RotS/MotF Mace to ever find any niche since they're weaker for exactly the same cost. That is, until there's a SA or CE that affect characters with a force rating and master in their names. (That should happen some day...)
Sithborg
Posted: Wednesday, August 10, 2011 3:50:54 AM
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Loda was a bit competitive at the time. I just see more parallels between Loda and Mace than Lord Vader and Mace. The better Renewal, the Reflect, the Twin vs GMA Triple, the Force Defense/Absorb, both followers.
coffeebean
Posted: Wednesday, August 10, 2011 9:08:37 AM
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vapaad style mastery + flurry attack makes mace difficult to price imo. because it could have such different outcomes. mace could move use GMA and have only 1 attack hit. not very impressive. or he could move, hit twice, crit twice spawn two free attacks that spawns another crit and so on, for 200+ damage.

+ MOTF 2 + deflect make mace a huge threat that he has never been.

dont get mne wrong, mace deserves these stats, just not at 65 pts. 73-76pts would be more appropriate imo.
Galactic Funk
Posted: Wednesday, August 10, 2011 9:21:57 AM
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FlyingArrow wrote:

He is clearly better than the other Maces, but he should be. The others weren't competitive.


This, to me anyway, is the key point of any of the discussions regarding the cost of the R&R Mace. This is a reason for people to use "any" Mace Windu. He certainly wasn't showing up in any competitive formats before. Perhaps we will see him now.



Lord_Ball
Posted: Wednesday, August 10, 2011 9:23:37 AM
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coffeebean wrote:
vapaad style mastery + flurry attack makes mace difficult to price imo. because it could have such different outcomes. mace could move use GMA and have only 1 attack hit. not very impressive. or he could move, hit twice, crit twice spawn two free attacks that spawns another crit and so on, for 200+ damage.

+ MOTF 2 + deflect make mace a huge threat that he has never been.

dont get mne wrong, mace deserves these stats, just not at 65 pts. 73-76pts would be more appropriate imo.


With +16 Attack it's not very likely that he's gonna miss more than once. Personally I don't see why they gave Vaapad Mastery an additional Crit # and triple damage Ataru style to Mastery only adds twin. I think a cool way to handle Vaapad Mastery would have been to grant Flurry on a crit.

I would have much preffered something like:
Vaapad-Style Mastery (This character scores a critical hit on attack rolls of 18, 19, or 20. When this charcter scores a critical hit against an enemy he gains Flurry Attack)

billiv15
Posted: Wednesday, August 10, 2011 9:37:50 AM
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Lord_Ball wrote:


I would have much preffered something like:
Vaapad-Style Mastery (This character scores a critical hit on attack rolls of 18, 19, or 20. When this charcter scores a critical hit against an enemy he gains Flurry Attack)


You have Vaapad confused with Juyo. Here's what Epic Maul got.

Juyo Style Mastery [Scores a critical hit on an attack roll of natural 17, 18, 19, or 20. Whenever this character scores a critical hit, make a save of 11; on a success, this character can make 1 immediate extra attack.]

That's Juyo, Vaapad is a form of that, however it's different. Specifically because the user adds his own enjoyment of the fight (dark side) to the strikes as well as turning the power and energy of the opponent into additional power in his strikes. Vaapad is extra power on top of lightning quick strikes. Come on LB, you are better than this.
Sithborg
Posted: Wednesday, August 10, 2011 12:30:19 PM
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Lord_Ball wrote:
coffeebean wrote:
vapaad style mastery + flurry attack makes mace difficult to price imo. because it could have such different outcomes. mace could move use GMA and have only 1 attack hit. not very impressive. or he could move, hit twice, crit twice spawn two free attacks that spawns another crit and so on, for 200+ damage.

+ MOTF 2 + deflect make mace a huge threat that he has never been.

dont get mne wrong, mace deserves these stats, just not at 65 pts. 73-76pts would be more appropriate imo.


With +16 Attack it's not very likely that he's gonna miss more than once. Personally I don't see why they gave Vaapad Mastery an additional Crit # and triple damage Ataru style to Mastery only adds twin. I think a cool way to handle Vaapad Mastery would have been to grant Flurry on a crit.

I would have much preffered something like:
Vaapad-Style Mastery (This character scores a critical hit on attack rolls of 18, 19, or 20. When this charcter scores a critical hit against an enemy he gains Flurry Attack)



ONLY adds Twin?????
That is pretty powerful, imo. Twin doubles a character's damage output. GM Yoda can pull off some very nasty tricks with it, and Epic Yoda turns into a beast. When it comes down to it, I will consider my placement much easier to accomplish than the roll of a die.

As for +16, it is okay against a large majority of stuff. Other beatsticks it isn't as reliable as you think. Needing a 7 is fairly reliable, sure, but not the best. And if you face one of the "duelists", needing an 8 or 9, you become much more unreliable. And forbid you face Atris with a high defense beatsick (really, my Revan Sith Lord was having issues with Barriss Ofee).

Personally, I am really curious how Shii-cho Mastery will come out.
Greybird
Posted: Wednesday, August 10, 2011 4:48:14 PM
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Lord_Ball wrote:
coffeebean wrote:
vapaad style mastery + flurry attack makes mace difficult to price imo. because it could have such different outcomes. mace could move use GMA and have only 1 attack hit. not very impressive. or he could move, hit twice, crit twice spawn two free attacks that spawns another crit and so on, for 200+ damage.

+ MOTF 2 + deflect make mace a huge threat that he has never been.

dont get mne wrong, mace deserves these stats, just not at 65 pts. 73-76pts would be more appropriate imo.


With +16 Attack it's not very likely that he's gonna miss more than once. Personally I don't see why they gave Vaapad Mastery an additional Crit # and triple damage Ataru style to Mastery only adds twin. I think a cool way to handle Vaapad Mastery would have been to grant Flurry on a crit.

I would have much preffered something like:
Vaapad-Style Mastery (This character scores a critical hit on attack rolls of 18, 19, or 20. When this charcter scores a critical hit against an enemy he gains Flurry Attack)



I think I might have preferred that too. My friends and I just played earlier tonight with some of the new cards, and the new Mace spent his first offensive activation of the game running up to take out a fresh Unleashed Vader with 140 HP in three rolls of the dice followed by the two extra swings granted by Flurry taken out on Vader's nearby Secret Apprentice. It was a little disheartening.
Lord_Ball
Posted: Thursday, August 11, 2011 12:49:05 AM
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billiv15 wrote:
Lord_Ball wrote:


I would have much preffered something like:
Vaapad-Style Mastery (This character scores a critical hit on attack rolls of 18, 19, or 20. When this charcter scores a critical hit against an enemy he gains Flurry Attack)


You have Vaapad confused with Juyo. Here's what Epic Maul got.

Juyo Style Mastery [Scores a critical hit on an attack roll of natural 17, 18, 19, or 20. Whenever this character scores a critical hit, make a save of 11; on a success, this character can make 1 immediate extra attack.]

That's Juyo, Vaapad is a form of that, however it's different. Specifically because the user adds his own enjoyment of the fight (dark side) to the strikes as well as turning the power and energy of the opponent into additional power in his strikes. Vaapad is extra power on top of lightning quick strikes. Come on LB, you are better than this.


I don't think you quite understood what I was saying:
Vaapad-Style Fighting scores crits on rolls 18-20. Mastery adds 17 and triple damage to the mix, which to me is a little much. Juyo Mastery doesn't really apply either cause it is a newly created ability as well so I'm not bothering to include that in here (though it would've needed changing).

Overall I chose to suggest that it would've added Flurry on a crit because the figure was given that ability which is very synergetic with Vaapad, and granting flurry instead of just an immediate attack means a CE that grants Flurry would have no effect on mace.

Sithborg wrote:

ONLY adds Twin?????
That is pretty powerful, imo. Twin doubles a character's damage output. GM Yoda can pull off some very nasty tricks with it, and Epic Yoda turns into a beast. When it comes down to it, I will consider my placement much easier to accomplish than the roll of a die.

As for +16, it is okay against a large majority of stuff. Other beatsticks it isn't as reliable as you think. Needing a 7 is fairly reliable, sure, but not the best. And if you face one of the "duelists", needing an 8 or 9, you become much more unreliable. And forbid you face Atris with a high defense beatsick (really, my Revan Sith Lord was having issues with Barriss Ofee).

Personally, I am really curious how Shii-cho Mastery will come out.

Twin is great, but unlike Vaapad, the enemy can "turn off" Ataru simply by having more than 1 enemy in range - yes this poses other potential drawbacks, but the point is that the opponent has SOME control over the ability.

+16 is among the Highest attack values (asside from Exar Kun, Grand Master Luke Skywalker, and the Epics it is the highest), while it's certainly not miss proof, it certainly shouldn't miss as often as it hits, add in that 4 of those potential #'s rolled will result in an additional attack AND an extra 20 damage and it starts to get a little overpowering for 65 point IMHO.

R&R Mace Is a very strong figure, I just feel a higher cost or some minor changes should have been made to feel appropriately costed.
Kanis_Majoris
Posted: Thursday, August 11, 2011 2:11:19 AM
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I noticed that Bane is the only epic character limited to two attacks. Kinda surprised since the other epics have the ability to swing a minimum three or more times. I have tested him a little thus far. My guess is that with the armor and Djem So Style, he may be too powerful with a twin attack added. Just seems so far that when he went up against someone with a block and motf 2, its real hard for him to get a hit in, and he does gotta roll a save 11 to hit back for one swing. Just wanted to get your guys opinion?


Also, can someone refresh me on how avoid defeat takes place. Do you have to use it right when you hit 0 hp, or do you wait till you are done with the current battle?. Example (Epic Bane has 10 hp left, gets hit with 20 dmg, saves armor only once so he takes 10 dmg and is at 0. Do u gotta use avoid defeat right there, or do u use djem so style to hit back then use avoid defeat???)
Lord_Ball
Posted: Thursday, August 11, 2011 2:25:06 AM
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Kanis_Majoris wrote:
Also, can someone refresh me on how avoid defeat takes place. Do you have to use it right when you hit 0 hp, or do you wait till you are done with the current battle?. Example (Epic Bane has 10 hp left, gets hit with 20 dmg, saves armor only once so he takes 10 dmg and is at 0. Do u gotta use avoid defeat right there, or do u use djem so style to hit back then use avoid defeat???)


Djem so should technically be used before the armor saves as Djem So merely addresses the attack hitting the target (Bane) after that damage is applied so the armor saves come into play, then if the character is defeated you use avoid defeat.
Sithborg
Posted: Thursday, August 11, 2011 12:16:39 PM
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Oh god, adding Armor into Djem So chains...

(head explodes)

Seriously, you will need pen and paper to keep track. As Damage Reducing abilities take place after "when hit" abilities like Djem So. The Resolving Effects section of the FAQ is a god send.
swinefeld
Posted: Thursday, August 11, 2011 12:32:14 PM
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Epic Bane vs Luke last night. Luke had a bunch of FP, so we had Bane's armor and UTF/Flurry going on in the chain.

Lost track, but it didn't matter because they both died in fairly short order. Laugh
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