Any thoughts on Ko-Tun and Onar together?
With the ability tokens, Onar finally has another way of a little bit of damage defense, outside of armor. It's not a ton, but it might give him a little more staying power.
Anyone try this yet?
Any thoughts on Ko-Tun and Onar together?
With the ability tokens, Onar finally has another way of a little bit of damage defense, outside of armor. It's not a ton, but it might give him a little more staying power.
Anyone try this yet?
Onar would probably really like Reactive Armor too.
19 minutes ago, Stompburger said:Onar would probably really like Reactive Armor too.
You know it hadn't occurred to me, but compared to Black Sun Armor... it's a pretty sweet trade off, at 250 credits vs 4xp. Black Sun Armor was of questionable cost before, but now why would even consider it?
Possibly, but then your offense would suffer since you would be using her ability to generate defense tokens to keep him alive instead of dmg tokens.
5 minutes ago, Uninvited Guest said:You know it hadn't occurred to me, but compared to Black Sun Armor... it's a pretty sweet trade off, at 250 credits vs 4xp. Black Sun Armor was of questionable cost before, but now why would even consider it?
The main benefit of Black Sun Armor is the block or evade on every attack. Since Onar is weak to multiple weaker attacks, that effect is pretty strong.
Black Sun Armor still really should have been 3xp tho.
11 minutes ago, Deadwolf said:The main benefit of Black Sun Armor is the block or evade on every attack. Since Onar is weak to multiple weaker attacks, that effect is pretty strong.
Black Sun Armor still really should have been 3xp tho.
Yes, I recognize that the effect of the BSA is better, but I'd rather spend 250 credits on a tier one armor that generates tokens then 4 xp that could go into some other great skills in Onar's deck.
EDIT: just to add: I agree 100% that 3 xp, would be a better price.
Edited by Uninvited GuestI really like Responsive Armor, and I think it is a good purchase. And you can even pass it off if you get BSA.
But to me, Responsive Armor is 250 credits for 2 HP. To get real value out of the ability you need the right weapon. I am normally not a fan of T22, but I think it could actually be pretty good here (and also with the power charger in T3).
46 minutes ago, Deadwolf said:Possibly, but then your offense would suffer since you would be using her ability to generate defense tokens to keep him alive instead of dmg tokens.
I wouldn't say it would suffer, but you're right that you wouldn't be getting as much out of it as if you'd used it for a surge or damage instead.
Which is also a good point- given how Onar is already a pretty heavy hitter, might it be worth it just to stack up on damage ability tokens instead? Make him even more of a glass cannon?
I see Responsive Armor more like Get Down, minus the test and transferable ability, since it can only be used once a round.
Still though- between Get Down, Responsive Armor/Black Sun Armor, and Ko-Tun, Onar does have some options.
Edited by subtrendy2Another powerful Synergy with Ko-Tun: the DXR-6
Either of her 4XP Abilities lets her (or a nearby ally) do truly impressive damage with this thing. Self-sufficient lets her gain a power token that adds 2 surges to an attack with this. That's kind of crazy
In general, any ability that grants surge power tokens is going to make this a very attractive weapon.
44 minutes ago, Stompburger said:Another powerful Synergy with Ko-Tun: the DXR-6
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Either of her 4XP Abilities lets her (or a nearby ally) do truly impressive damage with this thing. Self-sufficient lets her gain a power token that adds 2 surges to an attack with this. That's kind of crazy
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In general, any ability that grants surge power tokens is going to make this a very attractive weapon.
I just ran that through the calculator.
It does not really compete with a tier 3 w/ mod and +2 dmg.
However, for only 1000 total credits it does an impressive amount of damage.
And that is a pretty big deal in the Heart of the Empire Campaign since credits are extemely tight.
Edited by Deadwolf22 minutes ago, Deadwolf said:I just ran that through the calculator.
It does not really compete with a tier 3 w/ mod and +2 dmg.
However, for only 1000 total credits it does an impressive amount of damage.
And that is a pretty big deal in the Heart of the Empire Campaign since credits are extemely tight.
I don't understand - the DXR-6 is a Tier III weapon. What weapon and mod are you talking about?
And you should probably run the calculation at range 6, since that's the guaranteed range of the DXR-6.
At range 5, the Pulse Cannon with +2 Damage and Tac Display barely beats it - for 500 credits more.
At range 6, it's pretty much the same but has a chance to miss entirely.
The Valken-38 with +2 Damage and Tac Display does slightly better at range 5 and 6 (and does something at range 7 and beyond, which the DXR can't do), but for 550 credits more.
I compared it to Valken-38 w Plasma Cell. Pulse Cannon with mod does slightly less, Sniper Rifle w/ 2 mods does more (at guaranteed range).
But yes, as I said, the DXR is very good for the price here.
Range is tough to evaluate since it is not like you can/will consistently fire from 6 spaces away. Long range weapons were great in the hoth campaign, but only situationally benificial in every other campaign.
Edited by Deadwolf
6 minutes ago, Deadwolf said:I compared it to Valken-38 w Plasma Cell. Pulse Cannon with mod does slightly less, Sniper Rifle w/ 2 mods does more (at guaranteed range).
But yes, as I said, the DXR is very good for the price here.
Range is tough to evaluate since it is not like you can/will consistently fire from 6 spaces away. Long range weapons were great in the hoth campaign, but only situationally benificial in every other campaign.
Well, using the Plasma Cell is even more expensive
As far as range is concerned, 5 Range isn't all that extreme. Even medium-sized maps can allow for useful 5-range shots. And on big maps 6 range isn't even enough at times. But you're right, it's difficult to tell how much weight to give it.
In any case, I think we can all agree that the DXR is worth considering for Ko-Tun (or an ally of a Squad Cohesion Ko-Tun).
Comparing total price spent on 2 weapons is tricky, especially when you are factoring mods bought in earlier tiers. For example, if you bought a tac display in tier 1, simply adding 300 credits into the comparison isnt fair since you have been recieving value from those 300 credits since the early game and with different weapons. Also the fact that you are purchasing your weapon over separate upgrade also affects the value.
But anyway, I agree. The DXR-6 is a good choice for Ko-Tun, especially in the new campaign, but you definitely have to plan for it since you need both 4xp skills. Now I regret skipping Squad Cohesion
(only have last story mission and finale left).
17 minutes ago, Deadwolf said:But anyway, I agree. The DXR-6 is a good choice for Ko-Tun, especially in the new campaign, but you definitely have to plan for it since you need both 4xp skills. Now I regret skipping Squad Cohesion
(only have last story mission and finale left).
What ends up being the final xp count for the new campaign? It sounds like it's going to be the same for every play through, based on what I've heard so far.
As far as I see, 10-11XP. It's not exactly the same for every play, but close.
Edited by a1bert
9 minutes ago, Uninvited Guest said:What ends up being the final xp count for the new campaign? It sounds like it's going to be the same for every play through, based on what I've heard so far.
10 or 11 depending on who wins first mission.
Credits are 100 per hero on all story missions.
18 minutes ago, Deadwolf said:10 or 11 depending on who wins first mission.
Credits are 100 per hero on all story missions.
Wow, really? Credits really are tight... between that and the constant 2XP gain, there might be some times when you pick up crates instead of trying to win the mission...
Actually, thinking about the topic, Ko-Tun can synergize really well with Diala.
Ko-Tun using Fire Support Specialist + Combat Logistics.
Diala using Battle Meditation + Dancing Weapon + Precise Strike.
Using a three die weapon Diala could sling a five dice +1 dmg power token ranged attack on an undefended Darth Vader. With the Electostaff, without any mods, she could very reasonably just lay down damage 10 damage (65%) and it would cost her 3 strain (right after resting) and 1 to Ko-Tun.
If you want to take a stretch... if you mod it with Energized hilt to swap a blue die for a red and use Loku's Coordinated attack, you'd have a 1% chance of one-shotting him. Her chance's would improve with Force Adept and you can add Force Throw to pick up 1 extra damage.
13 hours ago, Uninvited Guest said:Actually, thinking about the topic, Ko-Tun can synergize really well with Diala.
Ko-Tun using Fire Support Specialist + Combat Logistics.
Diala using Battle Meditation + Dancing Weapon + Precise Strike.
Using a three die weapon Diala could sling a five dice +1 dmg power token ranged attack on an undefended Darth Vader. With the Electostaff, without any mods, she could very reasonably just lay down damage 10 damage (65%) and it would cost her 3 strain (right after resting) and 1 to Ko-Tun.
If you want to take a stretch... if you mod it with Energized hilt to swap a blue die for a red and use Loku's Coordinated attack, you'd have a 1% chance of one-shotting him. Her chance's would improve with Force Adept and you can add Force Throw to pick up 1 extra damage.
Except he won't be undefended... He'd still have one black die, and possibly block tokens from another source
Not if both Precise Strike (remove 1 die) and Fire Support Specialist (remove 1 die) are used in the same attack.
19 hours ago, Uninvited Guest said:If you want to take a stretch... if you mod it with Energized hilt to swap a blue die for a red and use Loku's Coordinated attack, you'd have a 1% chance of one-shotting him. Her chance's would improve with Force Adept and you can add Force Throw to pick up 1 extra damage.
I use Energized hilt with Electrostaff (almost) all the time and Loku and Ko-Tun pair very well together (i ran with Loku in my first HoE campaign).
So the scenario isnt actually that far of a stretch.
Edited by Deadwolf19 hours ago, Uninvited Guest said:If you want to take a stretch... if you mod it with Energized hilt to swap a blue die for a red and use Loku's Coordinated attack, you'd have a 1% chance of one-shotting him. Her chance's would improve with Force Adept and you can add Force Throw to pick up 1 extra damage.
I use Energized hilt with Electrostaff all the time and Loku and Ko-Tun pair very well together (i ran with Loku in my first HoE campaign.
So the scenario isnt actually that far of a stretch.
8 minutes ago, Deadwolf said:So the scenario isnt actually that far of a stretch.
I was more referring the 1% chance as being a stretch
. Although I've never heard of anyone taking Coordinated Attack, but I suppose if you have 4 xp burning a hole in your pocket late in the campaign and you see a combo like that... why not?