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Author Topic: Biosis, Legendary Titan of Mutation  (Read 1077 times)
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Dai-Rukh
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« on: September 13, 2010, 04:05:32 PM »

     What a surprise, it’s Dai-Rukh! What’s more, he’s here with another wacky idea. Thanks so much for the comments and help with Psychosis. I really enjoyed, and am enjoying, working on him. But, I’m one of those people who can’t keep their ideas for Island Defense to themselves, so…

Biosis, Legendary Titan of Mutation

     Even after the Titans awoke from their sleep of 499 years, one remained dormant. It fed off of the life energy of the island, constantly changing, and it grew. It became more powerful than it, or its titanic brothers could have ever imagined. It was Biosis, the Titan of Mutation, and its power was fueled by the creatures of the island constantly changing to survive. But now, Biosis hunts…

     Biosis is a very difficult titan to play for one obvious reason: he has 2 forms, a Passive Form, and an Aggressive Form. Each has different powers, but it is necessary to use both to effectively play as Biosis.



     Titan (Passive Form)
     (Possibly tinted brown or red)
     Icon:
     Base Hitpoints: 900
     Base Mana: 300
     Base Strength: 36 (+8)
     Base Intelligence: 40 (+7)
     Base Agility: 42 (+4)
     Base Damage: 60 (Hero)
     Speed: normal
     Base Armour: -1 (Hero)

     This is Biosis’ default form (he spawns as this). It has considerably less strength than a normal  Titan, but has one more ability than his Aggressive Form.


          Abilities:

          Aggressive Form
          
          Biosis morphs his body, empowering him muscles and growing bones while diminishing his memory and intelligence.
          This power turns Biosis’ Passive Form into his Aggressive Form. 5 second casting time and a 30 second cooldown (begins after Biosis reassumes Passive Form). As you may have guessed, Biosis starts with this ability.

          Clone Flesh
          
          Biosis rapidly restores his body’s cells and tissue, speedily regaining strength. Unfortunately, this process can be interrupted.
          This is Biosis’ heal. Clone Flesh restores health over a period of time. If Biosis is hurt in this period, the heal stops. Biosis starts with Level 1 automatically when he spawns.

               Amount Healed: 500/1000/1500/2000
               Time Required: 10/15/20/25 seconds
               Cost: 200/250/300/350 mana
               Required Level: auto/3/5/7
               Cooldown: 20/25/30/35 seconds.

          As usual, Biosis’ Passive Form has a Slow Poison/
          

          Chameleonize
          
          Biosis morphs his skin color, blending in perfectly with his surroundings. Only a keen eye can see him is this state.
          This is Biosis’ equivalent of a wind walk: his model gains 100% transparency for the duration and he can only be attacked if directly targeted (namely no auto-attacking, even from towers). If Biosis casts any spell in this state, Chameleonize immediately ends. However, he is allowed to attack while Chameleonized without the spell being lifted. Level 3 required. 60 second cooldown. 12 second duration. Thanks to Coaster_Man for the idea.

          Speeded Cell Reproduction
          
          In his Passive Form, Biosis can devoted more of his energy towards keeping himself alive. He can learn how to keep himself in a state of constant cell production inside of his body, regenerating himself quickly.
          This is a passive ability which grants Biosis +40% health regeneration while in his Passive Form. Requires level 6.

          Tentacle Snatch
          
          Biosis’ Passive Form is an amorphous blob, able to twist and contort itself, unlike his bony, muscled Aggressive Form. However, his flexible Passive body does allow him to grab at nearby foes, holding them in place as he strikes.
          Tentacle Snatch stuns a targeted unit for 2 seconds. However, it can only be used on enemies within 500. 180 mana, 30 second cooldown. Level 6 required.

          Shrink (Ultimate)
          
          As is known, Biosis’ Passive Form is very malleable. However, when he gains enough power, the Titan can actually shrink himself, sneaking through defenses to attack the builders behind them.
          Biosis becomes a 1x1 space, allowing him to slip between wall gaps and into sneaky spots. Biosis cannot cast any spells while shrunk, and he has only 25% of his normal health and cannot Attack. If Biosis returns to normal size in a spot he could not normally enter, he will enter the closest space that it is possible for him to fit in when Shrink ends. Shrink lasts for up to 10 seconds, but may be ended at any time.Level 10 required, 200 mana, 5 second casting delay, 60 second cooldown.



     Titan (Aggressive Form)
    
     Icon:
    
     Biosis’ Aggressive Form has the same stats as his Passive Form, EXCEPT it has 33% more strength at all times.



          Abilities:

          Passive Form
          
          Biosis, when he needs to heal or creep about, returns to his weaker Passive Form, returning his bones and muscles to a kind of biological glop.
          Biosis changes from his Aggressive Form to his Passive Form. This has a 5 second casting delay and a 30 second cooldown which begins when Biosis assumes Aggressive Form. Aggressive Form starts with this ability.

          Biosis’ Aggressive Form also has a Slow Poison.
          

          Consume
          
          Biosis stretches out his Aggressive Form’s long neck and takes a large bite out of anything nearby. Any creatures who cannot escape his enormous maw are eaten, and their flesh and bone becomes part of Biosis’ body.
          This is Biosis’ nuke. His Aggressive Form starts with Level 1 of this spell. Consume is quite powerful. All inside of the AoE take full damage, including Biosis himself or one of his Minions, if they are in the AoE.

          Damage: 140/160/180
          AoE: 250/275/300
          Range: 450/500/550
          Mana Cost: 240
          Cooldown: 12 seconds
          Required Level: auto/4/6

          Unstable Mutation
          
          Biosis uses his power to distort a targets body, giving them powers even Biosis can’t predict.
          This is a very much miscellaneous spell which Biosis casts on himself. Unstable Mutation has a 33% chance to either increase speed by 15%, armour by 5, or attack damage by 30% for 10 seconds. 150 mana, 60 second cooldown, Level 5 required.

          Muscle Burst
          
          Biosis superpowers himself, expanding his muscles, growing his arm-scythes, and transforming his body into a seriously dangerous killing machine.
          Biosis gains +25% Attack Speed and +25% Damage for 10 seconds. 250 mana, 60 second cooldown. Requires Level 7.  

          Division (Ultimate)
          
          Biosis’ Aggressive Form undergoes mass mitosis, all of the cells in his entire body divide, and he splits himself into two.
          Biosis spawns an exact copy of himself. When he does this, however, he takes half of his health and the clone spawns with only half of its health. Only the original has inventory slots and can carry and use items, but both clones can fight and cast spells, though neither is allowed to return to Passive Form. If the original dies but the clone survives, the Aggressive Form is respawned with all of his items at the life the clone was at. This whole process works much like Storm, Earth and Fire. The spawned clone lasts for up to 15 seconds. 5 second casting delay, 500 mana, 120 second cooldown. Requires Level 10.



     Minions
    
Icon:

     Base Hitpoints: 900
     Base Mana: 200
     Base Strength: 40
     Base Intelligence: 30
     Base Agility: 35
     Speed: Normal
     Base Damage: 60 (Hero)
     Base Armour: -1 (Hero)

     Names:

     Swamp Thing
     Worst Nightmare
     The Blob
     Mr. Fantastic
     Tumor Incarnation
     Pudding
     Primordial Soup
     Thing 1
     Thing 2
     Platypus



          Abilities:

          As per normal, Biosis’ minions have a normal Slow Poison.
          

          Needle Spray
          
          Biosis’ Minions have many bizarre anomalies (an occupational hazard when you work for the Titan of Mutation), and many can learn how to launch deadly spikes out of their bodies in every direction.
          This is the Minions’ nuke, and it works exactly like the move Fan of Knives. Each level fires a varying amount of darts, each of which go a certain distance and do a certain amount of damage. 3 levels.

          Damage per Needle: 100/150/180
          Range: 500/600/650
          Number of Needles: 6/8/12
          Mana Cost: 300
          Cooldown: 16 seconds
          Required Level: 2/4/6

          Ajoin
          
          Biosis’ Minions can, quite literally, link with him. This link keeps Biosis alive, whilst transferring all serious injury to his followers.
          This is technically the Minions’ heal. It works like a spirit link which causes the Minion in question to take a percentage of the damage directed at Biosis. Ajoin is a channeling/leash spell: the Minion using it cannot perform any actions while doing so, and if the target leaves the spell’s range it ends. 4 levels.

          Range: 500/600/700/700
          Mana Cost: 200
          Cooldown: 30 seconds
          Damage Percentage Given to the Minion: 50%/66%/80%/100%
          Required Level: 2/4/6/8

          Chameleonize
          
          Biosis’ Minions can also blend into their surroundings to an extent, though they are not close to as masterful at it as their Titan.
          This works exactly like Biosis’ wind walk, except that it only lasts 5 seconds. Otherwise it has the same stats as a normal Minion wind walk.

          Experiment
          
          Using a dead corpse, Biosis’ Minions can perform bizarre and often disgusting experiments, which can result in some strange creations.
          This is the Minion-Minion spell. Experiments behave exactly as normal Minion-Minions except that, when spawned, they have a 30% chance of being a flying unit and a 5% chance of being ranged (400). An Experiment CAN have both of these random occurrences. Otherwise, however, Experiments have the same exact stats as normal Minion-Minions, as does the Experiment spell. Flying Experiments, like Breezerious' Harpies, have no vision of their own, though normal Experiments do.

               Experiment
              
               (Experiments are tinted slightly red if they are ranged, slighty blue if flying, and slightly purple if both.)

          Tentacle Beast (Ultimate)
          
          The Minion in question is overwhelmed by mutative energy and starts growing enormous tentacles out of its body, which smash nearby structures with obvious malice.
          When used, the Minion gains a highly unpleasant, tentacle-related power. Every second, a tentacle will come out of the Minion and smash a random structure within 400 for 25 damage. Costs 300 mana to use, lasts 20 seconds, and has a 240 second cooldown. Requires Level 8.




     Here it is, the end of another Titan suggestion. Thanks for reading. I love advice, so please give me yours.

     Dai-Rukh
« Last Edit: September 21, 2010, 04:30:34 AM by Dai-Rukh » Logged
Jux.Mage
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« Reply #1 on: September 13, 2010, 05:20:14 PM »

1) No Titan has a heal OVER 1,000 HP. So make it lower. :/
2) For his ultimate [Passive Form], make it 600 Mana since its going to shrink.
3) Minion's Ultimate: 20 Tentacles will smash a wall.

The idea overall isn't too bad, but I can't say its too good either.
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Zen1400
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« Reply #2 on: September 13, 2010, 05:39:05 PM »

Heal is fine honestly.
Shrink is just broken, its as simple as that.
WW is weak because just having health bars on ruins it, and will most likely beat pubs since they don't usually command attack.
He can't nuke workers at all with the range. Its bonuses don't even make up for the fact it doesn't bounce.
Luck skills are generally a bad idea, especially since with titan he can sit outside your base until he gets whatever one he wants then siege.
Division is completely over powered because it means you cannot lose as titan.

Needle spray is like demon's nuke, which is fine, but weak since the titan can't already nuke workers.
Ajoin is broken, get 2 minions with lvl 2 of this and any base is broken, hell with lvl 1 titan could easily break any base. Spirit link is a bad idea for a heal
Summon is neat, but kind of overpowered if you get lucky.
Being able to kill towers without being near them is broken, otherwise as jux pointed out its extremely weak.
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« Reply #3 on: September 13, 2010, 07:58:33 PM »

1) No Titan has a heal OVER 1,000 HP. So make it lower. :/
2) For his ultimate [Passive Form], make it 600 Mana since its going to shrink.
3) Minion's Ultimate: 20 Tentacles will smash a wall.

The idea overall isn't too bad, but I can't say its too good either.
Breeze's heal is (1500?) hp.
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carnerox
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« Reply #4 on: September 13, 2010, 08:31:34 PM »

1) No Titan has a heal OVER 1,000 HP. So make it lower. :/
2) For his ultimate [Passive Form], make it 600 Mana since its going to shrink.
3) Minion's Ultimate: 20 Tentacles will smash a wall.

The idea overall isn't too bad, but I can't say its too good either.
Netherious is 2900 in 6 seconds.
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« Reply #5 on: September 13, 2010, 08:38:05 PM »

 Shocked Wow, how do all the builders not get owned so quickly and easily in every game he's the titan?
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Dai-Rukh
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« Reply #6 on: September 14, 2010, 04:31:34 AM »

Wow, lots of advice, cool. I, personally, thought that the heal was completely fine, myself. It's almost exactly like a Replenishment Flask, except without mana.

So, what I'm mainly seeing is:
Nuke is too weak
Both ultimates are too strong
Luck abilities are a bad idea.
Ajoin is too strong.

He's what I'm willing to do and why:
Increase nuke's range but remove health+.
Make it so he needs level 16 to get Division and make it so he has only 25% life and damage in Shrink (I forgot to post that Shrink only lasts 5 seconds). I can and will also up the mana cost.
I like the idea of luck abilities: no one has them and, as the Titan of Mutation, he would be more likely to get them.
I can decrease Ajoin's damage % given to the minion. The reason I made it 100% was because the minion in question would die VERY fast unless it was high level.

Biosis can get lucky. It's similar to actual Mutation: he could get a lucky break and become very good, or be terrible. Also, when you think about it, he's really hard to play. You have be be in Passive Form to heal, wind walk, and Shrink (if you want to Shrink), and you have to be in Aggressive Form to do damage.

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« Reply #7 on: September 14, 2010, 05:14:15 AM »

If tweaked enough this will very likely be in-game.
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« Reply #8 on: September 14, 2010, 05:27:14 AM »

molt also heals 1050.
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« Reply #9 on: September 14, 2010, 05:50:35 AM »

I think you should get rid of the forms, but make a toggle ability to change the heal into a nuke and the nuke into a heal.

WW would be tweaked to something like Demonicus, but probably make it based on range.  So units within 200 Range of Biosis can see him.  Add a twist like that, I don't think I can trigger it the way it is (foo WC3?) without making it so he has no minions.

Both ultimates are stupid, sorry.  Doubling titans won't work, nor will letting him get behind defenses.  You could do a spell like shrink, but instead do it more like avatar and make the passive form better, I don't know.

All in all, the whole passive/agressive form should be one form, but it should add and remove abilities.

TL;DR great but tweak it.
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Dai-Rukh
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« Reply #10 on: September 14, 2010, 01:16:41 PM »

Thanks for your support Sickle, it's very heartening.

Here's my bit:
I really like the forms: it's kind of the main point of the Titan. If undo-able, then, of course, don't use the forms idea; the last thing I want to do is inconvenience you. But, if possible, I do really want to keep them. I think that your idea of swapping nuke for heal and such is the second best idea if the forms won't work.
The whole Wind-Walk based on range is, actually, something I wanted to use. Only problem is I wanted to use it for a different Titan. So, I would prefer the Wind Walk to stay as is, or be changed to almost (if not exactly) the same as a normal one.
Please clarify your idea for changing the Ultimates. My whole shtick with both ultimates is that to use Division, you need to lose half of your life, and to use Shrink you forfeit most of your attack and hit points. Both are powerful, that is very true, but I really think that they could work. If you see no way that this is possible, I'd love to hear your ideas for different Ultimates.

By the way, what does TL;DR mean?
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« Reply #11 on: September 14, 2010, 06:18:34 PM »

Hey looks its just like morphius, but this titan might get put it.

Either way having a skill based completely on luck where there is no real downside to you is stupid. As I said before I can sit outside a builders base and cast unstable mutation all day long until I get the certain one I want, in which I case siege other wise I sit there and wait.

Shrink having it at 16 is pointless then, and still broken. If you somehow reach 16 then you win because even at 25% hp, you just wait till there's 2 seconds left and rush in the base, hell even then use minions using their ult and you win.
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« Reply #12 on: September 14, 2010, 06:24:53 PM »

You could Divide at the gold mound, and walk to mid-left base.  HP Regen and you can get there, have one go in and siege, then draw him out and have the other go in.  Two titans isn't a good idea.

Camouflage is codable, but probably intensive on the computer, and I don't want to put the stress on the towers.  I could:

A) Make towers slightly slower but add a lot of lag in sieges
B) Make Titan have a normal WW but give it a small twist like length or mana cost

Neither I really want to do.  you're creative, you can fix it.  And listen to Zen, I think he's good with numbers (isn't zen like a Chinese name?).
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« Reply #13 on: September 14, 2010, 08:06:09 PM »

Quote
Chinese, Ch'an. Buddhism . a Mahayana movement, introduced into China in the 6th century a.d. and into Japan in the 12th century, that emphasizes enlightenment for the student by the most direct possible means, accepting formal studies and observances only when they form part of such means. Compare koan, mondo.
Even though I didn't even know of that before I had my name.
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Dai-Rukh
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« Reply #14 on: September 15, 2010, 01:16:05 PM »

Well thank you very much!

How about Divide only lasts for 10-15 seconds? Makes it so you can't fully heal both you and clone as easily at the mound before going out (by the way, Biosis respawns after Divide at the hit points that his "dominant" clone was at: he doesn't respawn at full life).

Zen, the downside is that the target could get clobbered for 25% health. That isn't much, but that + a higher recharge time could make it more fair. Maybe?

Also, I really like the idea of Shrink. How about this; while shrunk, Biosis' can't attack as well as having 25% health.

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« Reply #15 on: September 15, 2010, 02:58:08 PM »

Then Shrink is just like blink.  And what happens if he shrinks, goes into a base, and then what?  If it's shrink-proof (same as blink proof) he can't regrow.
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« Reply #16 on: September 15, 2010, 03:31:25 PM »

Can you use items while shrinked? A getting into a base shrunken using a wind catcher or abysimal water may be too over powered dispite your health decrease.
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« Reply #17 on: September 15, 2010, 04:21:39 PM »

Yes you take 25% of your health and damage, but wait you can just go back to base and heal it off and recast the spell again and repeat until you get the buff.
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Dai-Rukh
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« Reply #18 on: September 16, 2010, 04:46:13 AM »

When Shrink wears off, the idea is that you'd appear in the nearest 2x2 location. So, yes, Shrink-proofing would be much like Blinkproofing. However, Biosis does get Shrink at Lv10 and it can be used for other things besides just blinking (going through sneaky spots and gold mound walls). I think that you should be able to use items while shrunk. If the base is proofed, an abysmal water won't help you at all since I don't think the Titan should be able to attack while in Shrink.
Zen, I can increase the cooldown so doing exactly that would eat up a lot of time. The idea with Unstable Mutation is to add an aspect of luck to the Titan: the ability COULD help break a base. The question is, Will it? By the way, Buffs given by Unstable Mutation would probably last about 5-10 seconds (depending on what people want). I consider Unstable Mutation to just be a weaker form of Bubonicus' Bloodlust, which (unless I'm just plain unobservant) increases Attack Speed AND Movement Speed at the same time.

EDIT: I just changed him up a bit, focusing on Consume, Shrink, and Divide. How did I do?
« Last Edit: September 16, 2010, 04:53:09 AM by Dai-Rukh » Logged
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« Reply #19 on: September 16, 2010, 05:56:06 PM »

I consider Unstable Mutation to just be a weaker form of Bubonicus' Bloodlust, which (unless I'm just plain unobservant) increases Attack Speed AND Movement Speed at the same time.
Which ALWAYS WORKS. It doesn't matter what you set the cd to because either
1: He will move on to go feed off some random bases when he gets unlucky
2: Get lucky and siege
3: Go back to fountain and heal and wait whatever CD it is.

There is no reason to not wait until you get the right buff, and there is no reason to use during your seiging.
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« Reply #20 on: September 17, 2010, 04:52:03 AM »

You have many good points Zen. I have one question though: what are you arguing for? Do you want me to change Unstable Mutation? Make it weaker/stronger?

Everyone, I love the advice being given and I'd like more if you have it.
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« Reply #21 on: September 17, 2010, 04:01:20 PM »

I want unstable mutation removed or changed to not be a luck based skill with damage in it. I'm fine with a 25% spread or something with each one having only a positive effect.
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« Reply #22 on: September 17, 2010, 04:34:24 PM »

So no damage, got it. But, just to clarify, you are fine with some luck involved? If so, I can just change it to be a 33% chance of either damage, speed, or (maybe) armour.
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« Reply #23 on: September 17, 2010, 04:41:59 PM »

Umm no i think he wants it to only be able to give a buff
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« Reply #24 on: September 17, 2010, 04:54:30 PM »

Ability Change-


Mutational Instability (Active/Target)
Biosis uses his mutating powers to cause either a positive or negative effect towards the user or target.

TARGET: 25% to lose 10% movement/attack speed for 10 seconds, 25% to lose 15 HP for 10 seconds, 25% to gain 10% movement/attack speed for 10 seconds, 25% chance to lose 3 HP for 10 seconds.

SELF: 25% to gain 15% attack/movement speed, 25% chance to have an additional 3 HP Regeneration, 20% chance to move/attack 10% slower, 20% chance to lose 2 HP/s for 10 seconds, 10% chance to be stunned for 1 second.
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