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Author Topic: The Death Knight (still workin on it)  (Read 2104 times)
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VAMPSI
Warned
Titan Hunter
****

Karma: +4/-12
Posts: 395

I swear to drunk I'm not God


« on: September 27, 2011, 10:09:01 AM »

The Death Knight

Model:
Icon:
Role: supporter, mini slayer
HP: 300
Mana: 200
Mana reg: 1/sec
Armor: 1 normal
Building style: human
Inventory: 6 slots
Lumbering style: 5 hits per strike, max 4 hits

-he doesnt have a hunter

Spells:

Wave of Fear (active)
Death Knight unleases a wave of terrible energy that scares even the great Titans, slowing them and decreasing their armor by 5 and movement speed by 25%.
Mana cost: 25
Cooldown: 100

Tomb of Apocalypse
Containt many spells that may be used by the Knight.

Inside the tomb:

Unholy Blade (passive)
Death Knight's blade was used to slay many enemies, but a part of their power has merged with the blade. Every attack lays a buff that increases the folowing attack by 5%. Stacks 3 times. On the 3rd attack the attack target will recive bonus 200 damage.

Death Coil
Summons a powerfull coil of death thats blaseted into a wave infront of the Knight. Deals 200 damage to every unit it hits.
For every enemy hit it gives the knight +5 mana.
Mana cost: 50
Cooldown: 60

Corrupted Earth
Once activated, the ground around the Knight starts dying, and the energy is given to the nearby units. (not to self)
Heals: 5hp/second
Mana: 20mp/second

Deactivate Corrupted Earth
Stops the effects of the Corrupted Earth, but gives the mana regeneration back.

Dark Essence (active)
Using the dark powers he empowers all nearby units with bonus armor at the cost of your own armor. When used reduces armor by 2 for 15 seconds. Adds 3 armor. (not to self)
Mana cost: 50
Cooldown: 90
Lasts: 15 seconds

Vengeance
The Knight places his magic under a targeted allied unit. The unit recives bonus attack and regeneration, but at the same time knights regeneration is nulified. Regeneration is restored after 10 seconds.
Bonus attack: 25%
Bonus reg: 4hp/sec
Mana cost: 75
Cooldown: 90 seconds
Lasts: 10 seconds

Dark Energy
The Knight makes a small are explode with darkness, dealing damage to the Titan and his minions. Also the dark power remains on them, dealing minor damage over time.
Damage: 300
DoT: 50
DoT lasts: 6 seconds
Mana: 100
Cooldown: 110 seconds

Unholy Armor
The knights armor is is made of a strange material, for it decreases damage from a single spell and can block damage.
1 incomming spell's damage is reduced by 25%.
Cooldown: 60 seconds
Damage block: 100
Chance for damage block: 25%


Structures/harvesters:

Shelter



Classic shelter stats..
Trains: Acolyte




Health: 50 (50% magic resistance)
Food cost: 15 food
Harvests: 3 lumber/hit, max 5 hits

Acolyte has detonate and:
Inner Energy
Restores 50 mana to the targeted unit at the cost of this units life. No mana cost. Can be used on allied units and structures with mana.
(this will hopefully fix his slow mana reg)

Research Centar



Needs shelter, classic rc stats

Food Source



Gives 15 food, costs 5 wood, everything else same as classic (hp/dmg/armor)

Merchant


...is there anything that must be said?

Advanced research centar



Needs merch and rc, classic arc stats

Tower of Chaos (new ultimate tower)

(colored black or purple)

Stats:
135 gold
3000 wood
Damage: Chaos, 50-150
Cooldown: 1.5 seconds
Mana: 300, starts with 150
Mana regen: 1/sec
Hp/armor like other ults

Skills:
Chaos Strike
The tower deals bonus 100 damage per attack.(can be put on autocast)
Cooldown: 1.5 seconds
Mana cost: 30

Anti Ward Thunder
Summons powerfull energy in a single blast, eradicating the targeted ward.
Cooldown: 60 seconds
Mana cost: 50

Has 2 forms as an item (double right click to change, correct me if im wrong)
(for both forms)
First form: rebuildable form
Second form: adds 35 damage and adds a ranged skill than can destory a ward for 50 mana. Cd 60 second. (like the towers)

stuff i need to finish:
-upgrades
-few more spells

Edit:
-changed the ultimate tower's spell mana cost and cooldown
« Last Edit: September 28, 2011, 12:12:47 PM by VAMPSI » Logged

MetiX
Worker


Karma: +4/-2
Posts: 42


Pwning you since 1997 babeh.


« Reply #1 on: September 27, 2011, 11:32:28 PM »

Cool. But that anti-ward is op.

5 seconds, srs. Make it 180-240, lol.

Also the other tower that gives a ranged attack to kill wards. Oh my god, why the poor wooden dildos have been so maltreated here.
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theholysmighter
Titanious Minion
*****

Karma: +8/-37
Posts: 758



« Reply #2 on: September 28, 2011, 08:58:13 AM »

is chaos strike raw damage or...Huh?
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VAMPSI
Warned
Titan Hunter
****

Karma: +4/-12
Posts: 395

I swear to drunk I'm not God


« Reply #3 on: September 28, 2011, 09:09:00 AM »

Cool. But that anti-ward is op.

5 seconds, srs. Make it 180-240, lol.

Also the other tower that gives a ranged attack to kill wards. Oh my god, why the poor wooden dildos have been so maltreated here.
needs 180 gold to get it and titanic wards solve the problem

is chaos strike raw damage or...Huh?
magic dmg?
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Burn
Titan Hunter
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Posts: 413


asdf


« Reply #4 on: September 28, 2011, 10:57:47 AM »

Anti ward isnt imbalanced, 100 mana is a lot of mana, builder only has 200 mana, tower only regenerates at 1mana/s, if it is too imba/not then it could always be nerfed by reducing/increasing range
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theholysmighter
Titanious Minion
*****

Karma: +8/-37
Posts: 758



« Reply #5 on: September 28, 2011, 03:36:43 PM »

i asked if its reduced by armor / magic imunity / ... or not?
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Ryld
Titan of the Abyss
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Karma: +24/-30
Posts: 1341

Monkeysmine = Jeremy Lin


« Reply #6 on: September 28, 2011, 10:30:15 PM »

i asked if its reduced by armor / magic imunity / ... or not?
same
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VAMPSI
Warned
Titan Hunter
****

Karma: +4/-12
Posts: 395

I swear to drunk I'm not God


« Reply #7 on: September 29, 2011, 05:42:06 AM »

i asked if its reduced by armor / magic imunity / ... or not?
same
I want it to work as dranei's orb thing, I think that it can't go through magical immunity and it gets reduced by magic resistance
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