Not at a cost of 90. Also, I'd never want to see another high-cost Mace with Triple Attack and no Intuition, Suprise Move or GMA. Too many lower costed pieces in this game can move 6 and do 120-ish damage.
I get what you are trying to do with Shatterpoint, but Shatterpoint itself was such an epic fail to begin with, it's hard to work around it. With all the other options on your Mace, you're going to be hard-pressed to justify a use for your Shatterpoint 2. At a cost of 90 and replacing a turn, you're going to be low on activaitons to begin with and giving up one like that would be difficult.
This is a Mace that I think is a good start from one of my old custom sets:
Mace Windu, Vaapad Master 70 points R Republic HP: 150 Def: 21 Atk: 15 Dam: 20
Special Abilities Unique; Melee Attack; Triple Attack; Greater Mobile Attack; Lightsaber Duelist; Vaapad Syle Mastery (Scores a critical hit on a natural roll of 18, 19 or 20. Critical hits by this character cannot be prevented or redirected and the damage cannot be reduced.)
Force Powers Force 6 Force Absorb Lightsaber Precision Master of the Force 2 Master Speed Shatterpoint
Of those to master Vaapad, only Mace Windu was not mastered by it.
He's all offense, to signify his combat style in full Vaapad mode, but you might go for the Shatterpoint to set up a big next round even if your target moves away.
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