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Zayne in a Tourny worthy squad?!?!??!?!? Options
Uggie Demo
Posted: Friday, June 5, 2009 10:27:16 AM
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Check this out:Zayne in a Squad?
pretty clever huh? Blink

please leave comments. Smile
Tirade
Posted: Friday, June 5, 2009 10:48:39 AM
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Uggie Demo wrote:
Check this out:Zayne in a Squad?
pretty clever huh? Blink

please leave comments. Smile


Ummm, I've used him effectively in Rebel and NR squads. Zayne's biggest weakness is dealing with shooters. In your squad, I don't see how he deals with that. While I like Mira, I would recommend dropping her for Visas. That way she can Bodyguard Zayne. If that doesn't work for you, I'd consider dumping the JBM for a Human BG. Then you can spend the final 16 points on Lobot CLO. That should help Zayne's luck. Still short on activations, but it does shore up a few weaknesses.


Again, I don't necessarily dislike your original squad. I've just seen better Zayne squads out there.
awesome
Posted: Friday, June 5, 2009 11:15:49 AM
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UM no cortossis gountlet is only on rolls of 18 19 or 20 mettle does not help it, and Zayne would kill himself with that mettle.
Eroschilles
Posted: Friday, June 5, 2009 11:24:18 AM
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I believe both karmic and regular mettle would help with the rerolls of cortorsis as they add to your roll. As long as you had master of the force.
awesome
Posted: Friday, June 5, 2009 11:26:40 AM
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Eroschilles wrote:
I believe both karmic and regular mettle would help with the rerolls of cortorsis as they add to your roll. As long as you had master of the force.


It says on rolls of 18 or higher blah blah it doesnt say if it adds up to 18 or higher,

I dont know about it though, I think its like Disintegration were you have to roll a 20 not give him deadly and it work on that.
Tirade
Posted: Friday, June 5, 2009 11:27:28 AM
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Eroschilles wrote:
I believe both karmic and regular mettle would help with the rerolls of cortorsis as they add to your roll. As long as you had master of the force.


This would be correct. In uggie's squad, Zayne has the potential (via Vodo) to pull of CG with a roll of a 6.
Eroschilles
Posted: Friday, June 5, 2009 11:31:04 AM
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awesome wrote:
Eroschilles wrote:
I believe both karmic and regular mettle would help with the rerolls of cortorsis as they add to your roll. As long as you had master of the force.


It says on rolls of 18 or higher blah blah it doesnt say if it adds up to 18 or higher,

I dont know about it though, I think its like Disintegration were you have to roll a 20 not give him deadly and it work on that.


Disintergration says on a natural 20 roll. Cortorsis is with a save of 18.

This special ability appears only on characters with the Lightsaber Block Force power. Whenever this character gets a result of 18 or higher on a save when using Lightsaber Block against an enemy with a lightsaber, that enemy gets -20 Damage for the rest of the skirmish. This effect is not cumulative with repeated blocks, and Damage can never be reduced below 0.

It doesn't say on a natural roll of 18 or higher. So mettle is applicable. If karmic mettle is against you and roll a 20, cortorsis doesn't work b/c it's a 16.
awesome
Posted: Friday, June 5, 2009 12:13:16 PM
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OK but at what cost? 44 points and 20 damage on Zayne I dont think its worth it.
Tirade
Posted: Friday, June 5, 2009 12:48:23 PM
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awesome wrote:
OK but at what cost? 44 points and 20 damage on Zayne I dont think its worth it.


It depends on the squad. Zayne is a decent interference piece on his own.
awesome
Posted: Friday, June 5, 2009 1:01:31 PM
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Tirade wrote:
awesome wrote:
OK but at what cost? 44 points and 20 damage on Zayne I dont think its worth it.


It depends on the squad. Zayne is a decent interference piece on his own.


on his own but will be down to 50 hp or so after using mettle that much and 50 isnt that hard to kill, but I guess its how you use him
Tirade
Posted: Friday, June 5, 2009 1:02:15 PM
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awesome wrote:
Tirade wrote:
awesome wrote:
OK but at what cost? 44 points and 20 damage on Zayne I dont think its worth it.


It depends on the squad. Zayne is a decent interference piece on his own.


on his own but will be down to 50 hp or so after using mettle that much and 50 isnt that hard to kill, but I guess its how you use him


He only loses HPs if he fails a re-roll in which he spent a FP.
awesome
Posted: Friday, June 5, 2009 1:21:35 PM
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Tirade wrote:
awesome wrote:
Tirade wrote:
awesome wrote:
OK but at what cost? 44 points and 20 damage on Zayne I dont think its worth it.


It depends on the squad. Zayne is a decent interference piece on his own.


on his own but will be down to 50 hp or so after using mettle that much and 50 isnt that hard to kill, but I guess its how you use him


He only loses HPs if he fails a re-roll in which he spent a FP.


OH, but still he isnt that hard to kill, I guess I missed that part, what does he do hit himself in the face if he misses?
mercenary_moose
Posted: Friday, June 5, 2009 1:34:29 PM
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I like this squad, but you are outactivated at 200 with only 9 pieces, and no init control, which Zayne desperately needs.
Tirade
Posted: Friday, June 5, 2009 4:23:48 PM
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awesome wrote:
Tirade wrote:
awesome wrote:
Tirade wrote:
awesome wrote:
OK but at what cost? 44 points and 20 damage on Zayne I dont think its worth it.


It depends on the squad. Zayne is a decent interference piece on his own.


on his own but will be down to 50 hp or so after using mettle that much and 50 isnt that hard to kill, but I guess its how you use him


He only loses HPs if he fails a re-roll in which he spent a FP.


OH, but still he isnt that hard to kill, I guess I missed that part, what does he do hit himself in the face if he misses?


Lol, that's a good way of looking at it. Zayne is clumsy. So anything can happen. That's why he has so many Karma related abilities.
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