RuNm
Titanious Minion
   
Karma: +14/-18
Posts: 918
What do you want from me?
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« on: November 03, 2010, 10:09:17 AM » |
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The Templar Model: Akama HP: 300 Mana: 100 Base Attack: 125 Attack Type: Normal Movement Speed: 350 (or whatever is the same as the other builders) Armor Type: Medium Base Armor: 0 Level Max: 14 Base Agility: 0 +2/level Base Strength: 0 +2/level Base Intelligence: 0 +2/level Lumbers: 30 Lumber per swing Max Lumber Carrying Amount: 30 Lumber The templar was originally a lone warrior traveling across the lands in pursuit of 3 possible paths. Light, Dark, or Neutral, the Templar must choose his path to his final destiny. Unfortunately a few of them went sailing to discover a new land in which to travel and hit the Island. The Titan then ambushed them and took their ship trapping them on the Island with no escape. Now they must fight back against the Titan to regain their ship and continue on their travels towards their destiny. Let me give some background on this now. Inspiration came from player sc1 with the templar and the sides from panda. So i merged them into this idea i now have. Basically this will be related to panda but not exactly the same. The 3 paths (light and dark from sc1 and then neutral) Light, Dark, and Neutral all have the own benefits. The path of light will be mainly towards helping out allies with positive auras and buffs, but will be a fragile character. Dark will be bent on hurting and ruining the Titan and his minions with negative auras and damaging spells. Neutral will be a mix of both though. However like how both panda an morphiling can change their forms back and forth, when you buy a templar book, your path will be determined forever more and there will be no going back. I would also like to ask if its possible to make a code (gui or jass or w/e) to remove choices that refer to other unobtainable pathing spells abilities and ect. so that multi pathing can't be done? If this isn't worded coherently or you need me to explain a different way, just comment and I'll try my best to clarify.Escaping Abilities: Stuning Blade: The Templar hits the Titan with such a hard strike that it stuns and damages the Titan. Stun lasts 3 seconds, 50 damage, 35 Mana, 80 CD.InnateCan be used by Neutral, Light, or Dark Templars. Enchanted Net: The Templar throws a enchanted net at the Titan hooking him to the ground where it catches him. Titan is hooked for 5 seconds, 30 Mana, 100 CD.Requires: Enchanted NetCan be used by the Neutral Templar only. Blinding Light: The Templar summons a blinding light that reduces the Titans vision because of being blinded, to only 200 AoE for a short period of time. Lasts 3 seconds, 40 Mana, 100 CD.Requires: Blinding LightCan be used by Light Templar only.  Shadowmeld: The Templar uses the powers of darkness to cover himself and his tracks while boosting his speed for a quick retreat.Lasts 5 seconds, boosts movement speed to max, 50 Mana, 100 CD. Requires: ShadowmeldCan be used by Dark Templar only.Path Choosing: Light Book: This book leads the Templar along a higher path to honor and glory. Healign and helping await those who choose it. Main attribute: IntelligenceRequires: 10 Gold, 1000 LumberPermanently changes to Light Templar. Neutral Book: This book leads the Templar on to a path that involes helping and jurting other to finish their destiny. Balance awaits those who choose it. Main attribute: AgilityRequires: 10 Gold, 1000 LumberPermanently changes to Neutral Templar. Dark Book: This book leads the Templar down an evil and murderous path. Power and strength await those who choose it. Main attribute: StrengthRequires: 10 Gold, 1000 LumberPermanently changes to Dark Templar.The changes of the primary attributes will only add plus one per level to each primary attribute. Before a book is chosen, the gains are only +2 per level for each.Spells and Abilities: Mana Aura: The Templar gives off an aura that greatly increases the spped at which mana is regenerated over time to nearby allies and structures.Grants +2.5% mana regen per level, passive, 3 levelsRequires: Mana AuraCan be used by Light Templar only. Can only have one active aura at a time.
 Defense Aura: The Templar gives off a positive aura that increases the defense of all allied units around the Templar.Grants +2.5% defense boost per level, passive, 3 levelsRequires: Defense AuraCan be used by Light Templar only. Can only have one active aura at a time.
 Commander Aura: The Templar gives off an aura that increases the attack damage dealt by friendly units and structures near the Templar.Grants +2.5% extra attack per level, passive, 3 levelsRequires: Commander AuraCan be used by Light Templar only. Can only have one active aura at a time.
 Light Mastery: The Light Templar completes his training and gain the full benefits of becoming a true Light Templar.+100 Mana, +50HP, +25 AttackRequires: Light Templar Mastery TrainingCan be used by Light Templar only.
 Magical Chain: Sends a chain of magic with a hook to hold the Titan in place for a short period of time.Holds Titan for 3 seconds, 50 Mana, 30 CD.Requires: Magic ChainCan be used by Light Templar only.
 Heal: The Templar restores Health Points to the given target ally or allied structure.Heals 125 HP, 25 Mana, 5 CDRequires: HealCan be used by Light Templar only.
 Bloody Enchantment: Gives the target a bloodlust increasing their attack greatly for a short period of time.Increases attack speed by 15%, Lasts 20 seconds, 80 Mana, 120 CDRequires: Battle SpellsCan be used by Light Templar only.
 Armor Enhancement: Places a protective barrier of magic around the selected target for a short period of time.Increases armor by +10 for 10 seconds, 60 Mana, 100 CD.Requires: Battle SpellsCan be used by Light Templar only.
 Divine Shield: Forms an invincible barrier around the Templar.Lasts 5 seconds, 75 Mana, 75 CD.Requires: Divine ProtectionCan be used by Light Templar only.
 Charge: Increase the movement speed of all nearby allies greatly for a limited time.500 AoE, lasts 30 seconds, 50 Mana, 70 CD. Requires: Haste TrainingCan be used by Light Templar only.
 Silence: The Light Templar silences the titan from casting any spells for a short period of time.Lasts 10 seconds, 250 Mana, 180 CD. Requires: Ultimate Light Templar SpellCan be used by Light Templar only.
 Empowered Aura: Gives the Templar an aura that applies a certain haste to the allied units around the Templar encouraging allies to move and attack faster.Grants +2.5% Movement Speed and Attacking Speed per level, passive, 3 levelsRequires: Empowered AuraCan be used by Neutral Templar only. Stunning Strike: The Templar each times he hit’s the Titan has a chance to hit the Titan so hard it literally stuns him in awe.Gives +2% chance to stun the Titan for +1 second per level, Passive, 3 levelsRequires: Stunning StrikeCan be used by the Neutral Templar only. Nightvision: Learned from the ways of old, the Templar can learn a special sight that allows him to see as far at night as he can in the day.Gives Truesight, PassiveRequires: NightvisionCan be used by Neutral Templar only. Balance Mastery: When a Templar finally completes his training and becomes a true Neutral Templar, he gains many new benefits to help him.+75 Mana +75 HP +25 AttackRequires: Neutral Templar Mastery TrainingCan be used by Neutral Templar only. Enchanted Harpoon: A sharp enchanted harpoon is thrown through the Titan and holds him in place by force. This also damages the Titan by 35 per second he is held.Holds the Titan and deals 35 dps, Lasts 3 seconds, 50 Mana, 100 CD.Requires: Enchanted HarpoonCan be used by Neutral Templar only. Stasis Ward: The Templar places a magical ward that explodes once a hostile unit enters it. The explosion releases a captivating magic that “holds“ the Titan for a small period of time.Ward lasts 20 seconds, Stun lasts 3 seconds. Costs 60 Mana, 60 CD.Requires: Traping SpellCan be used by Neutral Templar only. Frenzy: The Templar loses control for a short time and attacks faster and stronger, but take significantly more damage.Gives an extra +25 Attack, and 50% attacking speed, but takes 200% more damage, lasts for 15 seconds, costs 75 Mana, 80 CD.Requires: FrenzyCan be used by Neutral Templar only. Magic Shield: Creates a magical shield in an area that protects all units from having any magical effect for a short period of time.500 AoE, lasts 10 Seconds, 100 Mana, 100 CD.Requires: Magical EnhancementsCan be used by Neutral Templar only. Forked Lightning : The Templar sends out a forceful power that shocks any nearby enemies, and damages them greatly.Shocks uo to three enmies, does 200 damage, 80 Mana, 80 CD.Requires: Magical EnhancementsCan be used by Neutral Templar only. Clone: Creates a temporary clone of the Templar, but this enchanted clone can damage enemies for only a fraction of what the Templar could do.Clone takes 200% damage and deals 50% of Templars damage back, Lasts 60 seconds, Costs 100 Mana, 120 CDRequires: Cloning Technique Can be used by Neutral Templar only. Mana Siphon: The Templar uses all of his power to create a energy rope that destroys the Titan’s Mana by draining it from him rapidly over time.Leash Legnth 1000, Drains 100 Mana per second, Costs 250 Mana, 180 CD.Requires: Ultimate Neutral Templar SpellCan be used by Neutral Templar only. Dark Shell: The Templar enchants his armor with spikes of pure darkness that damage anyone who hits him physically and grant him extra armor.Gives +2.5 armor per level, 20 damage per hit, Passive, 3 levelsRequires: Dark ShellCan be used by Dark Templar only. Critical Stab: The Templar shoves his sword so hard at the Titan, that it seriously wounds the Titan causing him to lose health rapidly till healed.Gives +2% chance to wound per level, wound lasts 7 seconds, XXXXdps, Passive, 3 levelsRequires: Critical StabCan be used by Dark Templar only. Rust Aura: The Templar gains an aura that ruin the Titan’s armor significantly every time the Titan is too close.Lowers Titan’s Armor by -2.5 per level, Passive, 3 levels Requires: Rust AuraCan be used by Dark Templar only. Can only have one active aura at a time. Darkness Mastery: When the Templar finally becomes a true Dark Templar, the powers of Darkness rewards and aid him.+25 Mana, +100 HP, +50 AttackRequires: Dark Templar Mastery TrainingCan be used by Dark Templar only. Flaming Hooked Net: The Templar throws out a fire enchanted hooked net that latches on to and burns the Titan while pinning him to the ground.Holds Titan for 3 seconds, 35 dps, 60 Mana, 100 CD.Requires: Flaming Hooked NetCan be used by Dark Templar only. Bloody Strike: The Templar aims for a soft spot on the Titan trying to get a sharp hit in to deal more damage.Gives +2% chance for a 2x Critical hit per level, Passive, 3 levelsRequires: Bloody StrikeCan be used by Dark Templar only. Berserker Fury: The Templar goes into an uncontrollable rage attacking the Titan with extreme speed, but also strains his body sustaining damage.Grants +20% faster attacking speed, but takes 20% damage dealt per hit, lasts 20 seconds, 80 Mana, 90 CD.Requires: BeserkerCan be used by Dark Templar only. Consume Mana: The Templar creates a mana draining leash that deals damage equal to the mana lost.600 Leash length, lasts until broken, Steal 15 Mana per second +5 per level, 3 levels, 80 Mana, 60 CD.Requires: Leash SpellsCan be used by Dark Templar only. Death Ray: The Templar creates a leash of pure darkness that cuts the Titans help greatly over time.600 leash, 100 dps, lasts for 5 seconds, 75 Mana, 80 CD.Requires: Leash SpellsCan be used by Dark Templar only. Doom Aura: By using his knowledge from olden times, the Templar can give himself and aura that lower the Titans, HP and Mana regeneration rates.Lower’s by 7%, PassiveRequires: Doom AuraCan be used by Dark Templar only. Can only have one active aura at a time. Model: Overlord Evil Transformation: The Templar tranforms into a spirit of pure hatered and darkness, attacking his foes without mercy.Gives +500HP, Chaos Damage, +100 Damage, Spell Immunity, Slow Poison, Lasts 25 Seconds, 250 Mana, 180 CD.Requires: Ultimate Dark Templar SpellCan be used by Dark Templar only.Structures: Model: Arcane Vault Shelter: Shrine of Destiny Stats: Same as normal one except provides the 150 food like Mag's. Contains: Light Book, Neutral Book, Dark Book.A Book must be bought before anything else other than the shelter can be built. Model: High Elven Barracks Research Center: Shrine of Knowledge Stats: Same as normal one Contains: Enchanted Net, Blinding Light, Shadowmeld, Mana Aura, Defense Aura, Light Templar Mastery Training, Magic Chain, Heal, Haste Training, Empowered Aura, Stunning Strike, Spectral Sight, Neutral Templar Mastery Training, Enchanted Harpoon, Stasis Ward, Frenzy Dark Shell, Critical Stab, Rust Aura, Dark Templar Mastery Training, Flaming Hooked Net, Bloody Strike, Beserker, Angled Swords, and Rounded Swords.Requires:Shrine of Destiny Model: Arcane Sanctum Advanced Research Center: Shrine of Forgotten Knowledge Stats: Same as normal one Contains: Battle Spells, Divine Protection, Ultimate Light Templar Spell, Magical Enhancements, Cloning Technique, Ultimate Neutral Templar Spell, Leash Spells, Doom Aura, Ultimate Dark Templar Spell, Blazing Walls Upgrade, Blazing Walls, and Hooked Swords.Requires: Shrine of Knowledge, Merchant Model: Goblin Merchant Merchant: Merchant Stats: Same as normal one Requires: Shrine of Destiny, Shrine of Knowledge Model: Dalaran: Wall End Short Wall: Enchanted Wall 250 HP 5 Armor Fortified Armor Requires:Shrine of Destiny Model: Dalaran: Wall End Tall Upgraded Wall: Enhanced Wall 500 HP 15 Armor Fortified Armor  Model: Dalaran: Wall End Lantern Final Wall: Blazing Wall 750 HP 20 Armor Fortified Armor Requires: Blazing Walls Upgrade Ability: Blazing Top: When a builder is near a Blazing Wall, the fire on top helps the builder see farther and grants an extra 300 to their sight radius. But because the Fire is still going, every time the Titan hits the Burning Wall, the fire burns the Titan for 20 burning damage. Passive Requires: Blazing WallsUpgrades: (All upgrades share the same icons as their spells/abilities excluding: Battle Spells, Magical Enhancements, and Leash Spells, I will put the icons for those above the respective names. This is just to reduce the amount of space this takes up on this page, if wanted, I can put all the icons for each in though)Mana Aura: Costs: (lv.1)500 Lumber (lv.2)1000 Lumber (lv.3) 5 Gold 1000 LumberShrine of KnowledgeDefense Aura: Costs: (lv.1)500 Lumber (lv.2)1000 Lumber (lv.3) 5 Gold 1000 LumberShrine of KnowledgeCommander Aura: Costs: (lv.1)500 Lumber (lv.2)1000 Lumber (lv.3) 5 Gold 1000 LumberShrine of KnowledgeLight Templar Mastery Training: Costs: 15 Gold 2000 LumberShrine of Knowledge, Mana Aura, Defense Aura, Commander Aura, Magic ChainMagic Chain: Costs: 10 Gold 1250 LumberShrine of KnowledgeMana Aura, Defense Aura, Commander AuraHeal: Costs: 5 Gold 1750 LumberShrine of Knowledge, Light Templar Mastery Training Battle Spells: Costs: 25 Gold 2000 LumberShrine of Knowledge, Shrine of Forgotten KnowledgeDivine Protection: Costs: 20 Gold 1500 LumberShrine of Knowledge, Shrine of Forgotten Knowledge Battle Spells, HealHaste Training: Costs: 5 Gold 1750 LumberShrine of Knowledge, Neutral Templar Mastery TrainingUltimate Light Templar Spell: Costs: 45 Gold 3500 LumberShrine of Knowledge, Shrine of Forgotten Knowledge, All Light Templar SpellsEmpowered Aura: Costs: (lv.1)500 Lumber (lv.2)1000 Lumber (lv.3) 5 Gold 1000 LumberShrine of KnowledgeStunning Strike: Costs: (lv.1)500 Lumber (lv.2)1000 Lumber (lv.3) 5 Gold 1000 LumberShrine of KnowledgeNightvision: Costs: 5 Gold 1000 LumberShrine of KnowledgeNeutral Templar Mastery Training: Costs: 15 Gold 2000 LumberShrine of Knowledge, Empowered Aura, Stunning Strike, Spectral Sight, Enchanted HarpoonEnchanted Harpoon: Costs: 10 Gold 1250 LumberShrine of Knowledge, Empowered Aura, Stunning Strike, Spectral SightTrapping Spell: Costs: 5 Gold 1750 LumberShrine of Knowledge, Neutral Templar Mastery TrainingFrenzy: Costs: 5 Gold 1750 LumberShrine of Knowledge, Neutral Templar Mastery Training Magical Enhancements: Costs: 25 Gold 2000 LumberShrine of Knowledge, Shrine of Forgotten KnowledgeCloning Technique: Costs: 20 Gold 1500 LumberShrine of Knowledge, Shrine of Forgotten Knowledge, Magical Enhancements, FrenzyUltimate Neutral Templar Spell: Costs: 45 Gold 3500 LumberShrine of Knowledge, Shrine of Forgotten Knowledge, All Neutral Templar SpellsDark Shell: Costs: (lv.1)500 Lumber (lv.2)1000 Lumber (lv.3) 5 Gold 1000 LumberShrine of KnowledgeCritical Stab: Costs: (lv.1)500 Lumber (lv.2)1000 Lumber (lv.3) 5 Gold 1000 LumberShrine of KnowledgeRust Aura: Costs: (lv.1)500 Lumber (lv.2)1000 Lumber (lv.3) 5 Gold 1000 LumberShrine of KnowledgeDark Templar Mastery Training: Costs: 15 Gold 2000 LumberShrine of Knowledge, Dark Shell, Critical Stab, Rust Aura, Flaming Hooked NetFlaming Hooked Net: Costs: 10 Gold 1250 LumberShrine of Knowledge, Dark Shell, Critical Stab, Rust AuraBloody Strike: Costs: 5 Gold 1750 LumberShrine of Knowledge, Dark Templar Mastery TrainingBerserker: Costs: 5 Gold 1750 LumberShrine of Knowledge, Dark Templar Mastery Training Leash Spells: Costs: 25 Gold 2000 LumberShrine of Knowledge, Shrine of Forgotten KnowledgeDoom Aura: Costs: 20 Gold 1500 LumberShrine of Knowledge, Shrine of Forgotten Knowledge, Leash Spells, BerserkerUltimate Dark Templar Spell: Costs: 45 Gold 3500 LumberShrine of Knowledge, Shrine of Forgotten Knowledge, All Dark Templar SpellsUpgrade Walls: Upgrade a wall Costs: 250 LumberRequires: Enchanted WallBlazing Walls Upgrade: Final upgraded form for walls Costs: 5 Gold 100 LumberRequires: Blazing Top: Gives Blazing Walls their Blazing Top ability. Costs: 1500 LumberRequires: Blazing WallEnchanted Net: Costs: 5 Gold 1000 LumberRequires: Shrine of KnowledgeBlinding Light: Costs: 5 Gold 1000 LumberRequires: Shrine of KnowledgeShadowmeld: Costs: 5 Gold 1000 LumberRequires: Shrine of Knowledge Angled Swords: The Templar makes a pair of Angled swords to help draw in his enemy when attacking.Costs: 10 Gold 1000 Lumber, Gives +10 Attack +5% MS ReductionRequires: Shrine of KnowledgeCan be used by Neutral, Light, or Dark Templars. This is just a simple upgrade found at the research centers, not and ability. Rounded Swords: The Templar refines his Angled Swords to make them more efficient at bring in his enemies and preventing escapes.Costs: 15 Gold 1500 Lumber, Gives +15 Attack +7% MS ReductionRequires: Shrine of Knowledge, Angled SwordsCan be used by Neutral, Light, or Dark Templars. This is just a simple upgrade found at the research centers, not and ability. Hooked Swords: The Templar completely refines his sword till they themselves are like razor bladed hook digging into the flesh of his enemies prying them closer.Costs: 20 Gold 2000 Lumber, Gives +20 Attack +10 MS ReductionRequires: Shrine of Knowledge, Shrine of Forgotten Knowledge, Rounded SwordsCan be used by Neutral, Light, or Dark Templars. This is just a simple upgrade found at the research centers, not and ability.
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« Last Edit: November 19, 2010, 02:47:10 PM by RuNm »
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Coaster_Man
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« Reply #1 on: November 03, 2010, 05:30:04 PM » |
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On topic: Sounds kinda cool I guess, will wait for more info to be added.
Slightly on Topic: Try to fix your spelling errors, if you are using Firefox or perhaps similar browsers, it automatically will underline a misspelled word in red. For instance, strenght is spelled strength.
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Pirate is an octopus in disguise!

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RuNm
Titanious Minion
   
Karma: +14/-18
Posts: 918
What do you want from me?
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« Reply #2 on: November 03, 2010, 06:07:41 PM » |
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No i use IE, i can't stand any other but ty for pointing that our Coaster_Man, my laptop keys aren't in the best of condition and dont always work, and sometimes i type to fast and mess up a few letters, but i appreciate your help in pointing those out.
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sickle
Titanious Minion
   
Karma: +31/-49
Posts: 902
tabula rasa
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« Reply #3 on: November 03, 2010, 06:25:34 PM » |
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You forgot a model.
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RuNm
Titanious Minion
   
Karma: +14/-18
Posts: 918
What do you want from me?
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« Reply #4 on: November 03, 2010, 07:09:56 PM » |
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Thank you Sickle, sorry was caught up in idea, but fixed now.
Btw, i have all the spell icons and names for each form, but have to add the details for each and will be doing so tonight, will probably update most of the builder tomm.
EDIT: Ok got the all of the Templars' spells and abilities up the now, the figures for mana and ect. are up to debate if their too much or too little, tell me. Same with CD and w/e. Will work on the upgrades and structures next.
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« Last Edit: November 04, 2010, 09:47:34 AM by RuNm »
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carnerox
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« Reply #5 on: November 04, 2010, 10:36:58 AM » |
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I think it's sorta nice, I didn't exactly read the whole suggestion(lol), care to give me a short summary of the whole thing and are half those abilities and other half upgrades or for other units..?
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PoNy
Beta Tester
Titanious Minion
Karma: +23/-9
Posts: 934
Liked ponies before they were cool
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« Reply #6 on: November 04, 2010, 10:40:33 AM » |
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I read like 3 skills and I saw "5 second stun", "Burns all of titans mana" and"Lose health rapidly till healed"
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carnerox
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« Reply #7 on: November 04, 2010, 10:44:05 AM » |
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Now I kinda looked at it, I like the little path thing; seems interesting.
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RuNm
Titanious Minion
   
Karma: +14/-18
Posts: 918
What do you want from me?
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« Reply #8 on: November 04, 2010, 11:21:25 AM » |
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Just curious, are the ultis to op? Im planning on making them expensive to get but i dont want to make them too op anyways.
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Jux.Mage
Beta Tester
Titanious Minion
Karma: +30/-21
Posts: 965
Cruelty is my Specialty.
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« Reply #9 on: November 04, 2010, 11:33:59 AM » |
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I read like 3 skills and I saw "5 second stun", "Burns all of titans mana" and"Lose health rapidly till healed"
Holds Titan for 5 seconds, Drains all of the Titan’s Mana, Channels a spell that forcefully teleports the Titan to the mound. Can’t be dispelled in any way., Increases armor by +10 for 20 seconds, Stun lasts 3 seconds, 150 damage, , Titan is hooked for 5 seconds, aura that lower the Titans, HP and Mana regeneration rates. Lower’s by 15%..... You might need to correct those.
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"I'm officially screwing you over."Aflacduck: I'll show you my boobs (random girl I googled) if you give me 1 million gold in Runescape. 
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RuNm
Titanious Minion
   
Karma: +14/-18
Posts: 918
What do you want from me?
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« Reply #10 on: November 04, 2010, 11:58:58 AM » |
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I read like 3 skills and I saw "5 second stun", "Burns all of titans mana" and"Lose health rapidly till healed"
Holds Titan for 5 seconds, Drains all of the Titan’s Mana, Channels a spell that forcefully teleports the Titan to the mound. Can’t be dispelled in any way., Increases armor by +10 for 20 seconds, Stun lasts 3 seconds, 150 damage, , Titan is hooked for 5 seconds, aura that lower the Titans, HP and Mana regeneration rates. Lower’s by 15%..... You might need to correct those. What do you mean by correct?The hold is intentional, any titan with a brain will just use punish on himself and other than that 5 is a short period of time Draining ll the mana was the point its another ulti for a different form, only one ultimate per form, besides that the cost will be painful and expensive. Already went over banish see below comment Fixed the hp and mana loss, lowering the escape abailities extra damage, and shortening the Armor
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« Last Edit: November 04, 2010, 01:12:29 PM by RuNm »
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Jux.Mage
Beta Tester
Titanious Minion
Karma: +30/-21
Posts: 965
Cruelty is my Specialty.
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« Reply #11 on: November 04, 2010, 12:19:33 PM » |
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As in change, they're overpowered/imbalanced.
Those, you might want to change the numbers.
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"I'm officially screwing you over."Aflacduck: I'll show you my boobs (random girl I googled) if you give me 1 million gold in Runescape. 
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iC0ckBlock
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« Reply #12 on: November 04, 2010, 12:39:24 PM » |
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Banish:Channels a spell that forcefully teleports the Titan to the mound. Can’t be dispelled in any way.
That is imbalanced. Any spell that controls the titan is broken. Sure, you could use it to 'save' a noob titan, but the only other thing it's good for is splitting up minions (which should not be done by anyone but the titan), moving the titan and ruining his chance at a kill (which should be done by builder play skill or titan's lack thereof), or giving you more time to rewall (has to spend the 15-20 seconds walking back - when you're about to break a base, that's huge).
Mana Aura:The Templar gives off an aura that greatly increases the spped at which mana is regenerated over time to nearby allies and structure Defense Aura:The Templar gives off a positive aura that increases the defense of all allied units around the Templar. Commander Aura:The Templar gives off an aura that increases the attack damage dealt by friendly units and structures near the Templar.
Portable (if weaker) aura tree + well of power?
I need to stop typing so much D:.
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You could easily buy 3 from the shop, making it 9g instead of 15g.
So no.
eyes are 5 g.
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RuNm
Titanious Minion
   
Karma: +14/-18
Posts: 918
What do you want from me?
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« Reply #13 on: November 04, 2010, 01:05:29 PM » |
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In a sense yes, he is a walking aura, but he IS supposed to help his fellow builders in more ways then one, auras are some of the easiest ways, and this ensures no one will say, i dont want a light templar ect. And you dont type to much, i prefer when people have a problem with something that they do explain what their problem is.  I know Banish is op and ect, but theres a point ur missing, its the final spell. Its the builder ultimate spell for the light side and is going to cost a lot, im thinking like about 50 Gold and 3500 Lumber with a 70 sec time to "build" maybe? MAJOR EDIT: OK, have almost all of the structures(excluding super towers) and now all I can really think is left to do, will to be make all of the upgrades. Will begin working asap, but might not finish before the night is out.
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« Last Edit: November 04, 2010, 04:44:59 PM by RuNm »
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iC0ckBlock
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« Reply #14 on: November 05, 2010, 12:10:57 AM » |
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In a sense yes, he is a walking aura, but he IS supposed to help his fellow builders in more ways then one, auras are some of the easiest ways, and this ensures no one will say, i dont want a light templar ect. He's a walking aura tree and a well of power put together. That's two super towers. I know Banish is op and ect, but theres a point ur missing, its the final spell. Its the builder ultimate spell for the light side and is going to cost a lot, im thinking like about 50 Gold and 3500 Lumber with a 70 sec time to "build" maybe?
Overpowered is not the word I would use, after thinking about it. Broken describes it better. When a titan has, say, two minis and main, and both those minis have level 2-3 nuke for blocking rewall (good micro anyone), and templar runs out there with 400 hp and force teleports one of these minions to the mound so the base can be rewalled, that fucks the titan over. Or if there are two minions and they can totally stomp your army, but you can demolish one on its own, so you get a templar to teleport one. That's broken. Anything that directly controls what minions do (except via affecting AI somehow) is broken, in my opinion. If you're sieging, say, and you're about to windwalk, and I teleport you to mound where a tracker and four gankers are sitting, you're screwed. A builder shouldn't be able to directly control what the titan does. I don't really know how to explain it. And, it seems to me, by trying to say 'Oh, it'll be fine because it costs this much (50 gold, 3500 lumber).' is like saying 'Oh, here's this skill that causes the titan to attack the walls whether he's about to die or not, but it's ok because it costs 200 gold and takes five minutes to research.' Sure, that's not the same scale, but regardless of how long it takes to get, or how much it costs, a skill that directly controls the titan is broken, in my opinion. Overall I DO really like the idea, but he's too overpowered. If it was put in with these skills right now, Light Templar would quickly become the best support builder, easily. I bet dark would barely be used, and neutral only for the true sight and mana drain. The only real pro I can see on Dark would be the slow poison + chaos damage from the ultimate. The 8% aura isn't that bad, either.
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You could easily buy 3 from the shop, making it 9g instead of 15g.
So no.
eyes are 5 g.
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SgtWaffles
Spearloc
 
Karma: +3/-3
Posts: 227
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« Reply #15 on: November 05, 2010, 12:44:12 AM » |
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definately could use some srs nerfage, but great concept 
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RuNm
Titanious Minion
   
Karma: +14/-18
Posts: 918
What do you want from me?
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« Reply #16 on: November 05, 2010, 09:46:47 AM » |
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Ok, i see what you mean now, i liked the idea to, butthen what dhoulf i change it to? If you have any alternate ideas, i would appreciate them.  (P.S.) did you notice the 10 seconds it takes to channel the spell?)  EDIT: I had another idea, what if i make banish like it was in the original wc3? Where he makes the titan become etherel and can do anything for about 10 seconds?
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« Last Edit: November 05, 2010, 09:48:33 AM by RuNm »
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PoNy
Beta Tester
Titanious Minion
Karma: +23/-9
Posts: 934
Liked ponies before they were cool
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« Reply #17 on: November 05, 2010, 10:12:00 AM » |
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Ok, i see what you mean now, i liked the idea to, butthen what dhoulf i change it to? If you have any alternate ideas, i would appreciate them.  (P.S.) did you notice the 10 seconds it takes to channel the spell?)  EDIT: I had another idea, what if i make banish like it was in the original wc3? Where he makes the titan become etherel and can do anything for about 10 seconds? Banish only prevents physical damage from occurring to and from the titan, he can still cast spells and get hit by any magic damage of that sort. Anyways, no skill should drain ALL OF THE TITANS MANA, :/ that is just ridiculous, that means instantly he would have to go to the fountain and come back again. That dot that says deals large amounts of damage until healed, I suppose that the titan is ruptured like blood seeker's ult in dota, but it lasts forever until he is affected by a healing affect and the dot damages even when he is still. And I didn't really mind the tele back to mound but now that I think about it :/ it is quite ridiculous as well, unless the range is nerfed and it shows a sign you are channeling the spell, with a channel range so if walked out the spell is canceled.
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« Last Edit: November 05, 2010, 10:15:41 AM by PoNy »
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iC0ckBlock
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« Reply #18 on: November 05, 2010, 11:06:08 AM » |
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Anyways, no skill should drain ALL OF THE TITANS MANA, :/ that is just ridiculous, that means instantly he would have to go to the fountain and come back again. That dot that says deals large amounts of damage until healed, I suppose that the titan is ruptured like blood seeker's ult in dota, but it lasts forever until he is affected by a healing affect and the dot damages even when he is still.
Agreed. 2.3k mana breeze, instantly drained, gf titan? :/ And what DoT? And I didn't really mind the tele back to mound but now that I think about it :/ it is quite ridiculous as well, unless the range is nerfed and it shows a sign you are channeling the spell, with a channel range so if walked out the spell is canceled.
It would be a lot better if there was a way to cancel it, but as it is it's overpowered. Maybe make it a 'leash' spell and have it teleport the titan if he's been leashed for 10 (I originally read 5, I thought). Maybe make the range infinite (ie. sight range), but have it add a buff the titan can punish off, and if it's punished off it doesn't teleport him.
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You could easily buy 3 from the shop, making it 9g instead of 15g.
So no.
eyes are 5 g.
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PoNy
Beta Tester
Titanious Minion
Karma: +23/-9
Posts: 934
Liked ponies before they were cool
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« Reply #19 on: November 05, 2010, 11:10:45 AM » |
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My bad it just had a bad tooltip, but the skill is ok.
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RuNm
Titanious Minion
   
Karma: +14/-18
Posts: 918
What do you want from me?
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« Reply #20 on: November 05, 2010, 11:13:43 AM » |
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Yes it was originally 5, but yesterday i figured that was too little and made it 10 today, because i couldn't get on again last night.  I wanted an animation too, but i dont know wht would be good to, and yes it should have a range, im just still debating how long the range should be. The reason i put on the channeling for the spell was so A. You would have to gague when to start channeling, B. Any smart titan would just wait to see the animation and move out of range temporarily, C. If the titan has any way, a simple wand of wind and boom, spell cancelledand countdown begins yet again  The bleeding doesn't last for ever only 10 seconds, look that the yellow lettering  And i think that would make sense too, if so, how long should the leash be able to reach and how much mana should it destroy per second? EDIT: Changed up the Mana Burst Spell to something new, and added all abilities and their costs, any feedback would be helpful now.
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« Last Edit: November 05, 2010, 07:01:44 PM by RuNm »
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RuNm
Titanious Minion
   
Karma: +14/-18
Posts: 918
What do you want from me?
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« Reply #21 on: November 07, 2010, 12:23:02 PM » |
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Does anyone else have any feedback for my builder? I could use some please  I fixed most things and made most of the changes suggested.
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sickle
Titanious Minion
   
Karma: +31/-49
Posts: 902
tabula rasa
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« Reply #22 on: November 07, 2010, 12:38:54 PM » |
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Waaay OP.
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CapnMelonHead
Spearloc
 
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Posts: 274
I Dunno?
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« Reply #23 on: November 07, 2010, 01:10:49 PM » |
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Too many escape abilities. They won't all fit in.
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SgtWaffles
Spearloc
 
Karma: +3/-3
Posts: 227
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« Reply #24 on: November 07, 2010, 02:14:07 PM » |
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Waaay OP.
vouch. numbers gotta be crunched here. the disable time is insane as hell, with two of these guys it would be complete stupidity ... nice idea but needs many tweaks.
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