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Author Topic: The Mur'gul Builder  (Read 734 times)
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Dai-Rukh
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« on: January 21, 2011, 09:16:31 AM »

Yet another Dai-Rukh suggestion, but this one definitely requires a prelude: everyone knows that the most basic Baser is the Murloc, right? Here, then, is the simplest Supporter.



The Mur’gul Builder



A close cousin of the Murloc, the reclusive Mur’gul did not join in the war versus the Titan for many years after it originally began. However, goaded with threats and bribes, the Mur’gul sent a champion, their most gifted Ritualist, to aid the Builders in the fight against the Titan. A magically inclined people, Mur’gul are highly gifted within the realms of voodoo and ritual magic, even drawing deep power from barbaric practices like blood sacrifice and dismemberment.

As the prelude proclaims, the Mur’gul is designed to be the most basic supporter possible, though this is obviously an arguable point: Medium.



Main Builder

Icon:
The Mur’gul Builder has normal stats, save the following.
Range: (As Faerie)
Armour: 0 (Fortified)
Mana: 300 (+2/second)
6 Inventory Slots
Harvests 10 Lumber/hit
Human-style building

Abilities:

Panic
(Starts with it: it's his escape)

Healing Hand

The Mur’gul  channels healing energy into his hand, replenishing the blood of his allies.
This is an autocast heal with a melee combat range. Heals 50 Life, costs 25 Mana, has a 5 second cooldown. (Requires Blood Practice Lv1)

Sacrifice   

Using brutal ritualistic powers, the Mur’gul drains the lifeforce of one of his allies, sacrificing them for his own magical gain.
Kills a targeted friendly harvester. The Mur’gul’s Mana is replenished an equal amount to the targeted Harvester’ Health. Costs no Mana, has a range of 500, has a 12 second cooldown. (Requires Blood Practice Lv2)

Achilles’ Heel

Destructive energies surround the enemy, searching for a weakness in their body. As soon as such a weakness is found, it is exploited, crippling the target.
The targeted enemy loses -50% movement speed for 8 seconds. Costs 50 Mana, range of 600, has a 40 second cooldown. (Requires Voodoo Lv1)

Cure

The Mur’gul is capable of purging a target’s body of all defects, healing them completely. This effect can, however, be reversed to remove beneficial  enchantments from the Mur’gul’s enemies.
This is an autocasted Abolish Magic which removes nasty Buffs (Slow Poison, Eye of the Ocean, etc) from allies and nice Buffs (Bloodlust, Scroll of the Beast, etc) from enemies. Costs 60 Mana, range of 500, has an 8 second cooldown. (Requires Blood Practice Lv3)

Dark Missile

Channeling destructive powers into a single bolt, which is then launched at an enemy. Such an arrow is said to pierce, not only the body, but the very soul of its victim.
Deals 300 damage and silences the targeted enemy for 5 second. Costs 100 Mana, range of 750, 45 second cooldown. (Requires Voodoo Lv2)

Invulnerability

The Mur’gul focuses all of his power onto a single object, protecting it from any and all outside harm.
This is a channeling spell. The targeted ally (building or unit) becomes invulnerable as long as it remains within the leash range of the spell. Lasts for up to 6 seconds. Costs 120 Mana, casting range of 500, leash range of 600, 75 second cooldown. (Requires Voodoo Lv3)

Shielding Ward

The Mur’gul sets down an enchanted totem which bestows an aura of great protection to all nearby.
Has normal ward stats. Gives all friendly units and buildings within 500 +15 armour. Lasts for up to 30 seconds. Costs 80 Mana, casting range of 400, 60 second cooldown. (Requires Ritualism Adept Training)

Mutate

Allowing his demonic energies to flow through his veins, the Mur’gul’s body morphs and contorts, transforming him into a bloodthirsty mutant of enormous destructive capability.
Avatar form. When used, the Mur’gul loses its ranged attack but gains Chaos damage, gets +1200 Health, +25% attack speed, and the Acid Blood ability. Acid Blood is a passive ability which poisons any enemy who strikes the Mutant for 25 damage/second for 3 seconds. This poison stacks if the Mutant is hit multiple times. Costs 150 Mana, lasts for 60 seconds, has a 180 second cooldown. (Requires Ritualism Master Training)

Envenomed Spear

The Mur’gul calls forth a group of elite Murloc warriors, the Spearlocs, to aid him and defend him.
This works exactly as if the Mur’gul had used an “Envenomed Spear” item. Costs 200 Mana, has a 120 second cooldown.


Builds:

Shelter
(Looks and behaves exactly like a Murloc Shelter. Researches Lumber Harvesting upgrades.)

Trains:

Harvester

Icon:
This Harvester has the normal stats for a Champion Harvester (30 Food, 25 Chaos Attack, etc) except that each harvests 5 Lumber/hit and returns up to 15 at a time.


Clay Wall
(Same as normal. Upgrades to a Stone Wall, how exciting.)



Fruit Tree



Altar (Research Center)
(Looks like an Altar of the Depths)
In any Mur’gul community, the Altar is the center. It is the focal point of community, where Chieftains are chosen, rites are performed, and healing is given. At such an Altar, Mur’gul can come into contact with the dark spirits from whom they draw their magical powers, working with them further to improve their own firepower.
Icon:
The Altar has the normal stats for a Research Center (300 Lumber).

Buys items and sells Turtle Scales

Researches:

Harvester Haste Training

Health Upgrades

Blood Practice Lv1

The Mur’gul learns its first spell-lore within the realm of blood magic, learning to heal its allies with the mere touch of its hand.
The Mur’gul gains the Healing Hand ability and +50 Health. 750 Lumber, 45 seconds.

Blood Practice Lv2

Improving his knowledge of the blood rites, the Mur’gul learns how to restore his own energy using the blood of the fallen.
The Mur’gul gains the Sacrifice ability and +50 Health. 3 Gold, 1000 Lumber, 45 seconds.

Voodoo Lv1

Wielding the dark powers of Voodoo magic, the Mur’gul learns to specifically target his enemy’s weakness and bring him to his knees.
Gives the Mur’gul the Achilles’ Heel ability and +50 Mana. 5 Gold, 250 Lumber, 30 seconds.

Scallop Shields

Traditionally, Mur’gul carry massive Scallop-shell shields into combat. These massive blockers are cumbersome, but highly effective as armour.
Each tier of Scallop Shields improves the Main Builder’s armour, his Harvesters’ armour, and Spearlocs’ armour by +1. Costs 1/3/5 Gold, 500/750/1000 Lumber, takes 30/45/60 seconds. 3rd tier requires a Merchant.



Blood Shrine (ARC)
(Looks like the Skull of Gul’dan)
Only the eldest of Mur’gul Ritualists are given the privilege of drinking from a Blood Shrine. Once the cursed liquid passes one’s body, the drinker gains the capability to wield and direct immense magical power.
The Blood Shrine has the normal stats for an ARC (20 Gold, 1250 Lumber).
Icon:

Researches:

Harvester Survival Training

Infantry Survival Training

Spearloc Adept Training
(Same as the Murloc technology)

Blood Practice Lv3

Becoming capable of manipulating the energies of life to a high degree, the Mur’gul learns how to cleanse his allies of disease.
Gives the ability Cure and +50 Health. 5 Gold, 1250 Lumber, 45 seconds.

Voodoo Lv2

The Mur’gul learns to direct the semi-demonic energies flowing through his energy systems into powerfully chaotic attacks.
Gives the ability Dark Missile, +25 attack damage, and +50 Mana. 15 Gold, 500 Lumber, 30 seconds.

Voodoo Lv3

The Mur’gul gains the ability to project his own power to surround an ally, making them immune to all harm.
Gives the ability Invulnerability and +100 Mana. 25 Gold, 500 Lumber, 30 seconds.

Ritualism Adept Training

The Mur’gul becomes capable of enchanting sacred artifacts, creating defensive totems.
Gives the Shielding Ward ability. 5 Gold, 250 Lumber, 45 seconds.

Ritualism Master Training

Reaching his maximum potential of energy, the Mur’gul learns to overwhelm his own body with chaotic energy and transform into a vicious mutant.
Gives the Mutate ability. 25 Gold, 2000 Lumber, 60 seconds.

Cult Leader

The Mur’gul becomes a Cult Leader. As a Cult Leader, he gains sway, not only over his own individual tribe, but over the entire Mur’gul race. As such, he can call upon powerful soldiers to aid him in time of need.
Gives the Envenomed Spear ability. Also gives the Mur’gul a visible buff proclaiming him to be a Cult Leader. 45 Gold, 2500 Lumber, 15 seconds.



Merchant




Ultimate Towers:

Tropical Glyph
Sacred Seashell
Hermit Crab





Thanks for reading. I hope everyone liked it.

Dai-Rukh
« Last Edit: January 21, 2011, 11:38:24 AM by Dai-Rukh » Logged
VAMPSI
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« Reply #1 on: January 21, 2011, 10:03:56 AM »

-66% for 8 secs... decrease the % or the time lasting
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turbo
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« Reply #2 on: January 21, 2011, 11:07:03 AM »

Eh, I think heal should be a bit higher cost and have a longer cooldown, say 50 mana and 5 second cd.

As for the invulnerable spell, I think the leash range can be a bit shorter.
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Dai-Rukh
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« Reply #3 on: January 21, 2011, 11:38:38 AM »

Both done. Next?
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Cruncher
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« Reply #4 on: January 21, 2011, 01:11:50 PM »

Both done. Next?

This guy is so easy a murloc could do it!
Fairly easy and basic supporter
I would play him
I like it
As for numbers, don't really care, good concept
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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 #5 on: January 21, 2011, 02:59:09 PM »

Why thank you!
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Jux.Mage
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« Reply #6 on: January 21, 2011, 03:32:48 PM »

Awesome~!
Some lil' tweaks~ For a moment, I thought the basic supporter builder became offensive after reading the part he gets chaos damage. xD
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Dai-Rukh
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« Reply #7 on: January 21, 2011, 05:48:57 PM »

What other tweaks?

ANY Builder can become offensive with the right amount of skill, Gold, and boredom.
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Jux.Mage
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« Reply #8 on: January 21, 2011, 06:23:38 PM »

Has normal ward stats. Gives all friendly units and buildings within 500 +15 armour. Lasts for up to 30 seconds. Costs 80 Mana, casting range of 400, 60 second cooldown. (So much armor, dear boy.)

The targeted enemy loses -50% movement speed for 8 seconds. Costs 50 Mana, range of 600, has a 40 second cooldown. (Big movement speed loss with 8 seconds. This excels a Titan's slow poison.

Deals 300 damage and silences the targeted enemy for 5 second (Silencing is a tricky ability which is another way to kill the titan. Lower the damage and the lasting effect of 5 second to 2 second.)
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« Reply #9 on: January 21, 2011, 07:26:46 PM »

You can easily punish all those abilities... save the armor bonus.
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Dai-Rukh
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« Reply #10 on: January 21, 2011, 07:43:54 PM »

I agree with Coaster_Man, but here are my personal explanations for those abilities:

Achilles Heel: Tauren's Enfeeble decreases Movement and attack speed by 33%. Seems to (on thw hole) be roughly equivalent to Achilles Hell in usefulness. 8 seconds is also the duration of Enfeeble.
Shielding Ward: In comparison to Fortification Aura (which is permanent and can be dealt with except by killing the Magnataur in question) 15 armour seemed fair: it's not permanent, can be destroyed, is immovable, and takes up aisle space between walls.
Dark Missile:Only 300 damage and the silence makes the spell interesting. 5 seconds isn't TOO bad.
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« Reply #11 on: January 21, 2011, 07:45:49 PM »

I agree with Coaster_Man, but here are my personal explanations for those abilities:

Achilles Heel: Tauren's Enfeeble decreases Movement and attack speed by 33%. Seems to (on thw hole) be roughly equivalent to Achilles Hell in usefulness. 8 seconds is also the duration of Enfeeble.
Shielding Ward: In comparison to Fortification Aura (which is permanent and can be dealt with except by killing the Magnataur in question) 15 armour seemed fair: it's not permanent, can be destroyed, is immovable, and takes up aisle space between walls.
Dark Missile:Only 300 damage and the silence makes the spell interesting. 5 seconds isn't TOO bad.

I get it now. >:O!
Thanks Dai-Rukh. <3 +1 Karma with love.
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Dai-Rukh
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« Reply #12 on: January 21, 2011, 07:48:23 PM »

Right back atcha!

Back on topic, anything else? Anyone?

Anyone at all?
« Last Edit: January 22, 2011, 08:57:48 PM by Dai-Rukh » Logged
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« Reply #13 on: January 23, 2011, 01:32:38 PM »

can he build in the mutate form? and if he can, what can he build?
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« Reply #14 on: January 23, 2011, 04:26:13 PM »

It strikes me as more of a baser who forgot how to build than a supporter.
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