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Question: Primas' ultimate:
Keep it as it is (Minion revival via Bones)
A basic Avatar
A different Minion reviving Ultimate
Something else

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Author Topic: Primas, Titan of Animals  (Read 1922 times)
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Dai-Rukh
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« on: January 19, 2011, 04:47:10 PM »

Yet another Dai-Rukh suggestion…



Primas, Titan of Animals

So it is said of Primas, once, in a happier time, he was the benevolent lord of all living creatures. The love which flourished between the Titan and his subjects was mutual and, through his guidance and wisdom, many strange and magnificent animals evolved to populate the world. Now, in these darkened times, the once beloved Titan has turned upon his children and is filled with the rage of an angry bear, terrifying to behold and deadly to confront. Who now dares oppose Primas, Lord of all who live…

Primas is a fun Titan, whose summoning spells and unusual style of play make him hard to those unused to him. Medium/Hard


Main Titan

Icon:
Health – 900
Health Regen - 6
Mana - 0
Mana Regen - 3
Move speed - 390
Armor - -1
Damage - 60
Attack speed - 1.5
Range - 105
Str gain per level - 10
Int gain per level – 6.5
Agi gain per level- 5
Starting int - 38
Starting str – 44
Starting agi – 45

Abilities:

Maul (Slow Poison)

When Primas rends his enemies with his mighty claws, his keen nose is easily able to detect their blood. This, coupled with the severe damage inflicted by Primas, makes it relatively easy for Primas to follow quarry once they are injured.
Whenever Primas stikes an enemy unit, that unit loses -40% movement speed for 3 seconds. In addition, Primas gains vision of that unit for this duration, exactly as if an Eye of the Ocean were used on them. Passive/Innate.

Predatory Focus (Windwalk)

Primas concentrates his energy onto speeding his physical body, allowing him to move at a tremendous pace to catch his prey.
Primas gains +35% movement speed and +20% attack speed for 20 seconds. The alert reader may note that this is not a normal Windwalk, however, I believe it to be equally useful in its own way. 90 second cooldown. Available at Lv2.

Flight of the Thunderbird (Nuke)

Primas conjures a Thunderbird, one of the few eldritch creatures still loyal to him. As the Thunderbird flies, it fires bolts of lightning at those around it, carving a swathe of destruction as it travels.
Primas sends a Thunderbird (Looks like a Phoenix or an Eagle heavily tinted blue with maybe an electrical skin) in a given direction. The Thunderbird will fly up to a certain range over 3 seconds. Each second the Thunderbird flies, it hits each unit in a certain range with a bolt of lightning, doing a certain amount of damage. A single unit may be hit multiple times by a single Thunderbird, provided that the unit remains in range for the bolts. This nuke is area targeted (like Sypherious’ or Fossurious’ nukes). 12 second cooldown. Costs 300 mana. 3 levels. May be obtained at Lv2.
Range: 600/650/700
Range of lightning strikes: 200/250/300
Damage of individual bolts: 50/75/100
Learning increment: Levels 2/4/6

Hierarchy (Heal)

In many species of animal, a social hierarchy is formed, with a single, powerful leader at the top being served by weaker subjects. This system was formed by Primas and, as such, is used by him for his own gain.
Hierarchy is a bounce heal which works in reverse. That is to say, the primary target will be healed the least, while later targets will be healed increasingly more. 30 second cooldown. Costs 150 mana. 4 levels. May be obtained at Lv2.
Range: 500/550/600/650   
Bounce Range: 300/350/400/450
Initial target healed: 75/100/150/200 health
Later target healing increment: +100/150/200/250 more health healed per bounce
Maximum number of bounces: 3/4/5/6
Learning increment: Levels 2/4/6/8

Raven’s Call (Scout)

Primas calls forth his raven consort. The raven, most cunning of all animals, will spy and scout for Primas, occasionally fighting in his stead.
Summons a Raven which, according to its level, can perform various handy tasks for Primas. No matter which level, the Raven looks like this:

(The Crow form obviously, not the Night Elf)
Icon:

(It might become a little bigger each level up), costs 180 mana to summon, has 0 (Unarmored) armour, and has a 45 second cooldown. It is, obviously, flying, but may be attacked by enemies on the ground. May be obtained at Lv4.
Learning increment: 4/6/8

Level 1

Health: 250
Speed: 350
Duration: 20 seconds
Vision: (as Phoenix Scout)

Level 2

Health: 350
Speed: 380
Duration: 25 seconds
Vision: (100 more than Phoenix Scout)
Attack: 20 (Chaos)/ 1.5 seconds
Attack Range: 300 (Missile: Harpy Feather)

Ability:

True Sight


Level 3

Health: 500
Speed: 420
Duration: 30 seconds
Vision: (250 more than Phoenix Scout)
Attack: 45 (Chaos)/1.5 seconds
Attack Range: 400 (Missile: Harpy Feather)
Inventory: 1 slot

Abilities:

True Sight
Magic Immunity


Primal Fury (Miscellaneous)

Sometimes, a purely savage mood overcomes Primas and he becomes as an animal possessed. He roars and screams, attacking almost anything nearby, sometimes even hurting himself in the process. Primas’ anger becomes more deeply seated the longer the war over the island continues. Now, even the faintest chance of a fight has a chance to set him off.
Whenever Primas attacks, he has a 3% chance to enter a Primal Fit. While in a Fit, Primas gains +15% attack speed and +10% attack damage. Fits last for 3 seconds each. If Primas enters a Fit while already having one, the Fit’s effects double (except the timers). Passive. May be obtained at Lv7.

Spirits Remembered (Ultimate)

Primas contains, locked within him, the ancestries and genealogies of every animal which ever lived. When he has obtained a large portion of his total power, Primas learns to unleash bursts of spirit-power, gaining the capabilities and aspects of fallen creatures.
This interesting Ultimate gives Primas a compilation of buffs which correspond directly to the Builders he has killed. Some of these abilities do stack. Abilities and stat bonuses all come in as a single buff when the spell is used. Besides abilities within the Ultimate, Primas also gains Magic Immunity when he uses Spirits Remembered. Lasts for 30 seconds. 300 Mana. 180 second cooldown. Requires Lv12.

Builders Killed/Ability given
Murloc- +15% Movement speed (stacking)
Gnoll- Slow Poison slow rate improved by 5% (Stacking)
Makrura- -10% movement speed to all enemies within 600
Ogre- +500Health (Stacking)
Troll- +30 Attack damage (Stacking)
Tauren- Abilities cool down 15% faster (Stacking)
Goblin- Gain twice as much Gold from all kills
Faerie- +20% Mana regeneration (Stacking)
Morphling- Free reincarnation if killed
Demonologist- A Command Aura giving +5% attack damage in a range of 600 (Stacking)
Magnataur- +3 Armour (Stacking)
Panda- Twice as much experience from all kills
Satyr- Permanent invisibility for duration of ability.
Pirate- A 25% chance to Critical for 4x normal damage on units



Minions

Icon:
Health - 800
Health Regen - 6
Mana - 0
Mana Regen - 3
Move speed - 390
Armor - -1
Damage - 60
Attack speed - 1.5
Range - 105
Str gain per level - 7
Agi gain per level - 6
Int gain per level - 6
Starting str - 35
Starting agi - 35
Starting int – 35

Minion Names:

Beasty Boy
Mongrel
Old Yeller
Benjie
Teddy Bear
Chew Toy
Chewbacca
Wild Thing
Mutt
Snaggletooth


Abilities:

Maul (Slow Poison)

When Primas rends his enemies with his mighty claws, his keen nose is easily able to detect their blood. This, coupled with the severe damage inflicted by Primas, makes it relatively easy for Primas to follow quarry once they are injured.
Whenever the Minion strikes an enemy unit, that unit loses -40% movement speed for 3 seconds. In addition, the Minion gains vision of that unit for this duration, exactly as if an Eye of the Ocean were used on them. Passive/Innate.

Predatory Focus (Windwalk)

The Minion concentrates his energy onto speeding his physical body, allowing him to move at a tremendous pace to catch his prey.
The Minion gains +35% movement speed and +20% attack speed for 3 seconds. 90 second cooldown. Available at Lv2.

Howl (Nuke)

Primas’ Minions may call upon their forest allies, the wolves to seek down their enemies in time of need. The wolves who come to aid the Minions are swift, able, and deadly, capable of running at great speeds and chasing down Primas’ enemies.
The minion summons a group of wolves. These wolves, like the guys who come out of a Pirate’s Tavern, have a base size of 1, are invulnerable, and cannot be selected, even by their controlling player. These wolves stay alive for a certain number of seconds, during which time they attack the nearest enemy units. Wolves are summoned around the Minion, not at a directed point, and will change targets if a new one comes too close. Obviously wolves cannot attack buildings. No matter what level, Howl costs 150 mana and has a 15 second cooldown. May be obtained at Lv2. 3 total levels.



Number of wolves: 2/3/4
Wolf speed: 275/325/375
Wolf attack: 50 (Chaos)/ 1 second
Duration: 4/5/6 seconds
Wolf engagement range: 600/800/1000

Note: Lv3 Wolves gain Maul (working exactly like Primas/his Minions’ ability).


Hierarchy (Heal)   

Primas keeps his Minions controlled through a strict natural hierarchy. Though they themselves are at the bottom of such a hierarchy, Primas’ Minions use the ancient nature energies at work in such a system to keep their master alive.
Hierarchy is a bounce heal which works in reverse. That is to say, the primary target will be healed the least, while later targets will be healed increasingly more. 30 second cooldown. Costs 150 mana. 4 levels.
May be obtained at Lv2.
Range: 400/450/500/550   
Bounce Range: 25/300/350/400
Initial target healed: 75/100/150/200 health
Later target healing increment: +50/75/100/150 more health healed per bounce
Maximum number of bounces: 3/4/5/6
Learning increment: Levels 2/4/6/8

Cub (Minion-Minion)

Primas, as everyone knows, encourages procreation. As such, his Minions often bring their young with them when they go to fight alongside their Titanic master.
The Minion raises a Cub from a targeted corpse. Such a Cub, regardless of level, has a 2x2 base size. This may make it seem impractical for seed destruction, however, these Cubs also have a Blink (costing 1 Mana) with a recharge of 5 second and a range of 500. Such a Blink CAN bring the Cub into a 1x1 space: it just won’t be able to move while it remains in such a space. Cubs regenerate Mana at a rate of 1/30 seconds. All levels of Cub have the Maul ability, exactly like Primas and his Minions. Only 1 Cub may be had at a time per Minion. Costs 250 Mana to raise a Cub. 1 second cooldown. Can be obtained at Lv2. 3 total levels.
Learning increment: 2/4/6

(Must be either smaller than the Minions, tinted slightly red, or both)
Icon:

Level 1
Health: 600
Armour: 0 Fortified
Attack: 30 (Normal)/ 2 seconds
Mana: 1

Level 2
Health: 850
Armour: 3 Fortified
Attack: 45 (Normal)/2 seconds
Mana: 2

Level 3
Health: 1000
Armour: 5 Fortified
Attack: 60 (Normal)/2 seconds
Mana: 3


Call of the Wild (Ultimate)

Summoning the mighty stores of Nature energy within them, Primas’ Minions can enter a rage of epic proportions.
This works exactly like a normal Rage ability, giving the Minion +500 Health, Magic Immunity, and +30% Attack speed. Costs 250 mana. Has a 180 second cooldown. Can be obtained at Lv7.




Well, thanks for reading. Please comment as normal and, if you haven’t already, check out my Salamander Builder.


As always,

Dai-Rukh
« Last Edit: January 21, 2011, 02:58:40 PM by Dai-Rukh » Logged
turbo
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« Reply #1 on: January 19, 2011, 05:04:07 PM »

My first concern with this Titan is that on the 6th bounce of the main's heal, it heals for 1450 health. That' a bit much, don't you think? I know you won't always have 5 minions laying around and such, but it's very high. My second concern is the blink ability on the miniminions. It will have to be an extremely short blink for it to work without it being abusive. I know a lot of bases where you could just blink over a ledge and wreak havoc on bases.
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Dai-Rukh
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« Reply #2 on: January 19, 2011, 05:26:10 PM »

About the hea;, you answered it yourself: the requirements to get that 1450 Health are tough to manage. What's more, the bouncing nature of the heal makes it very difficult to aim properly (though I am sure people will start to get good at it soon enough.

The Cub's Blink will be hard to balance. I did, however, forget to mention that you can only have 1 Cub at a time. Does this fact slightly balance its considerable strength?
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turbo
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« Reply #3 on: January 19, 2011, 05:37:23 PM »

It kind of does, but again if you get a critical mass of minions having 5 1000 hp blinking mini-minions isn't completely balanced Tongue
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Dai-Rukh
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« Reply #4 on: January 19, 2011, 05:44:34 PM »

Point. However, one could argue that, summons being this Titan's specialty, having powerful Minion-Minions is not so bad. He does have deficiencies in other fields to compensate...
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sickle
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« Reply #5 on: January 19, 2011, 06:58:03 PM »

We need a humanoid titan to break the ice into more interesting Titans.

I vouch.
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Playerof
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« Reply #6 on: January 20, 2011, 03:32:39 AM »

Nice one dia!
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theholysmighter
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« Reply #7 on: January 20, 2011, 05:58:05 AM »

eh reviving minions as ulti is kinda ... op?
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« Reply #8 on: January 20, 2011, 10:29:07 AM »

eh reviving minions as ulti is kinda ... op?
Revived minion also has bounty of 45 gold and drop bone? and what level is the revived minion?
(I think it should target a chicken and change it back to minion, bigger the chicken bigger the minion at minimum required level for
that chicken, instead of ALL)
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turbo
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« Reply #9 on: January 20, 2011, 12:11:03 PM »

... That's actually a good idea Pony. small chickens rev level 2 minis, medium ones level 5 and gold ones level 7(or 8, I forget.)
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Dai-Rukh
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« Reply #10 on: January 20, 2011, 12:59:03 PM »

That actually sounds perfect. I wasn't sure whether or not chickens should be the target, but people seem to like the idea, so sure!
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theholysmighter
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« Reply #11 on: January 20, 2011, 03:17:10 PM »

Than chicken and bone (mass bones in 1 game cause of revive is bad+ another reason for hiding the bone)
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« Reply #12 on: January 20, 2011, 03:51:45 PM »

I think that the ult is kind of over powered

if you just killed a level 7 mini and go over to kill chicken and BOOM he revives, your fucked.

Another case, You kill a strong mini that has been ravaging your base/golding time(late game golders) and it revives, well now u wasted your time targetting it for nothing and now titan is getting deep into your base because you focused on mini.

third scenario, You kill a mini and it revives, You recover and go for the kill again, you kill it but at the cost of a teammates life. titan now revives the mini and now he has his mini plus another one. and you just lost your waller.

I'm not saying these happen every game but they do happen often enough.

Suggestion, either make it so its level 2/3/4 or change it. Because reviving a level 7 mini over and over can get aggravating for builders.
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if u dont like it and you think its unbalance, then YOU CAN GO PLAY CHESS!
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Dai-Rukh
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« Reply #13 on: January 20, 2011, 04:06:42 PM »

The cooldown is large...

Also, every time the Builders kill a Minion, they get 45 Gold and Bones. In many cases, in fact, a Titan will, given the opportunity, NOT revive a Minion: the Builders will just kill it again and get the rewards.

People fighting Primas will just learn to not target his Minions as much (which is normally the case in the first place): it'll be a whole new strategy and play style.

IDEA:
Maybe the spell would target the bones of a Minion. Thoughts?
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« Reply #14 on: January 20, 2011, 04:07:41 PM »

The cooldown is large...

Also, every time the Builders kill a Minion, they get 45 Gold and Bones. In many cases, in fact, a Titan will, given the opportunity, NOT revive a Minion: the Builders will just kill it again and get the rewards.

People fighting Primas will just learn to not target his Minions as much (which is normally the case in the first place): it'll be a whole new strategy and play style.

IDEA:
Maybe the spell would target the bones of a Minion. Thoughts?

yes
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Dai-Rukh
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« Reply #15 on: January 20, 2011, 04:13:03 PM »

yes
Descriptive.

How would you reckon this ability would work? Would the revived Minion revert to Lv2?
Here's an idea: If the Titan is Lv12, the revived Minion is Lv2. A Lv13 Titan would revive a Lv3 Minion, etcetera.
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MuDDy_PaNDa
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« Reply #16 on: January 20, 2011, 06:12:46 PM »

Should he have an ability to transform into a Big badass bear?

Lets say he transforms into it for  12 seconds for a health boost of about 500 And get some extra AS or damage?
Would kinda fit him i think.
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sickle
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« Reply #17 on: January 20, 2011, 06:20:34 PM »

Should he have an ability to transform into a Big badass bear?

Lets say he transforms into it for  12 seconds for a health boost of about 500 And get some extra AS or damage?
Would kinda fit him i think.

What'd I'd want is the regular bear form transformation, then a projectile splitting in five directions in straight lines from him.
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« Reply #18 on: January 20, 2011, 07:00:16 PM »


How would you reckon this ability would work? Would the revived Minion revert to Lv2?
Here's an idea: If the Titan is Lv12, the revived Minion is Lv2. A Lv13 Titan would revive a Lv3 Minion, etcetera.

mini is 1/2 the titan's level

aka 6=3
7=3
8=4
9=4
16=8
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sickle
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« Reply #19 on: January 20, 2011, 07:05:33 PM »


How would you reckon this ability would work? Would the revived Minion revert to Lv2?
Here's an idea: If the Titan is Lv12, the revived Minion is Lv2. A Lv13 Titan would revive a Lv3 Minion, etcetera.

mini is 1/2 the titan's level

aka 6=3
7=3
8=4
9=4
16=8

Not true.

The level to create a Minion at is determined by a variable, which is periodically raised and caps around 6, 7, or 8.

That's how it is in 2.8.6e, at least, and I'm pretty sure it's still that way.
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Dai-Rukh
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« Reply #20 on: January 21, 2011, 04:41:35 AM »

My problem with the bear transformation is that both his Minions and his Minion-Minions are already bears. Gets a bit confusing, no? Also, I didn't want this Titan to have a transform: he's supposed to be more summon-y than morph-y.

Now if you want a morphing Titan, check out Biosis...
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« Reply #21 on: January 21, 2011, 07:21:04 AM »

My problem with the bear transformation is that both his Minions and his Minion-Minions are already bears. Gets a bit confusing, no? Also, I didn't want this Titan to have a transform: he's supposed to be more summon-y than morph-y.

Now if you want a morphing Titan, check out Biosis...
druids bear transformation looks way different than the mini model you have here, you should check it out.
it feels kinda weird having a king of animals that cant be one.
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The MuDDy_PaNDa is a new animal. He has been created by the breeding of a panda and a makrura together. Their breeding had created a strange animal covered in mud.
Dai-Rukh
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« Reply #22 on: January 21, 2011, 07:58:23 AM »

I know that the Claw Druid bears are different, but bears are bears all the same. Don't want people to get sick of them. I think Primas' model looks animal enough already (as are his abilities) without the capability to transform.
Also, what would a transform ability add to the Titan?
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sickle
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« Reply #23 on: January 21, 2011, 08:05:30 AM »

I know that the Claw Druid bears are different, but bears are bears all the same. Don't want people to get sick of them. I think Primas' model looks animal enough already (as are his abilities) without the capability to transform.
Also, what would a transform ability add to the Titan?

It would be like Grant's ultimate, except maybe increase movespeed and have truesight (increased smell).

Maybe this could even replace Grant so we can they could reuse the model for a builder.
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Dai-Rukh
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« Reply #24 on: January 21, 2011, 09:02:11 AM »

Sure. It's fine with me if people want it. I'll set up poll.
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