MORE HEROES BUT THIS TIME THEY'RE BASED ON STARCRAFT
Posted: Fri May 05, 2017 8:07 pm
^^ read the title
I've had these for a while now, just haven't posted them. One for each race, one each week. Simple as that.
Cygn, the Weaponsmith
Appearance:
A burly man dressed in an orange coat. The coat is coated with tools such as bolts, wrenches, screwdrivers, etc.
Stats:
HP: 400 (+20) {580}
Melee: 7-15 (+1,+1) {16-24} [Smacks an enemy with a wrench]
Armor: High {70%}
Movement Rate: Slow
Respawn: 30 seconds
Skills:
Inventiveness (Innate)
Gains upgrades for his structures at certain points in the battle. (L1 = 5 mins, L2 = 10 mins, L3 = 15 mins)
Turret (1/2/2) (Passive)
Places up to 3/5/7 turrets around himself, one every 7 seconds.
Turret stats:
HP: Immune
Damage: 1-4 physical (Fires 3 bullets over 1 second, then recharges for 1.75 seconds)
Lasts 50 seconds.
Innate upgrades:
-Larger placement range
-Boosts bullets fired in each cycle to 5
-Places 2 turrets at once
Defense Drone (1/1/1) (Cooldown: 20/17/14 seconds)
Launches a Defense Drone, which shoots down projectiles.
Shoots down one physical projectile every second, and lasts for 8 seconds.
-Lasts for 2 add. seconds
-Can counter magic
-Shoots down 2 projectiles every second
Seeker Cannon (1/2/2) (Cooldown: 30 seconds)
Places a turret which fires missiles at enemies. It fires every 5 seconds, and each missile with track enemies before exploding for 30-60 AoE damage.
-Increased AoE
-Lasts for 5 add. seconds
-Doubles damage
Cleansing Bot (1/2/2) (Cooldown: 35 seconds)
Places a cleansing bot. This structure sprays foam which suppresses special abilities for 10/20/infinite seconds. Fires every 3 seconds, lasts for 9 seconds.
-Lasts for 3 add. seconds
-Doubles fire rate
-Slows affected enemies by 50% for 4.5 seconds
Laser Turret (6/6/6) (Cooldown: 65 seconds)
Places a massive laser turret. Stats as follows:
HP: 1000
Damage: 40-50 true damage every 0.75 seconds (Takes 4/3.5/3/2.5 seconds to acquire new targets)
Armor: 40%
Lasts: Infinite {Automatically destroyed if another is spawned}
Can be upgraded by Cygn, when Innate tiers are reached. Each take up his time (20/17/14/11 seconds), and neither he nor the turret are able to do anything during the period.
-Improved Systems: +10 damage, +10% armor, +100 hp.
-Enhanced AI: The player can use a rally point to select an area for the turret to prioritize.
-Swath Blast: Blasts in an arc, dealing AoE damage.
Cannot heal normally. Can be healed for 1 gold/2 hp. So 500 gold to full heal it.
Playstyle and Tips:
Cygn is focused around staying back and supporting your lines with a variety of defensive structures.
The Turret, the most basic of all, is a simple damager, dealing a bit of damage to soften up enemies. Its Innate upgrades are decent.
The Defense Drone, while a little niche, can be very useful when fighting certain enemies, especially Harassers, and later, Evokers. The Innate upgrades are very important to increase its usefulness.
The Missile Launcher is annoying at first, given that it can't target ground, but it is enough to shred any and all air units, especially considering its splash and damage boost later. It also makes a decent ground counter later.
The Cleansing Bot is also somewhat niche, but can improve effectiveness by stopping abilities. However, given its slow rate of fire, it is necessary to upgrade it to max (in the skill tree) to really get it to become effectiveness. The slow and other upgrades are also nice.
The main piece of Cygn's arsenal, the Laser Turret, can be very powerful when played correctly. In most instances, it becomes a one-time use HS. Given its infinite range, it can shred many small enemies and heavily damage most larger ones. The buffs are also quite powerful, allowing target priorities and AoE damage. The only downside is a lack of regen and the slow firing speed. In many cases, it is better to just replace the turret rather than heal it.
Quotes
-"Good luck with that."
-"Boom baby!"
-"Defense is the best offense."
-"Look at 'er go!"
-"We've been breached!" (on death)
Nezin, the Purifier
Appearance:
A small spherical robot. No visible "face". Glows with orange light, and has silver panels of metal moving around it.
Honestly, just a Disruptor.
Stats:
HP: 290 (+10) {380}
Melee: 42-52 true AoE (+2,+2) {60-70} [Charges for 3 seconds, becoming invulnerable, before exploding. Takes 3 seconds to start recharging.]
Ranged: 10-14 true (+1,+2) {19-32} [Fires a ball of orange light every 1.5 seconds]
Armor: Medium {50%}
Movement Rate: Medium (Can phase up/down cliffs)
Respawn: 30 seconds
Skills:
Note: While not really an innate, every skill of Nezin has a secondary power after waiting or otherwise charging. On active skills, the hero will begin a charging animation and only fire when enemies come in range. Multiple skills may charge at once.
Solar Mines (2/2/2) (Passive)
Plants up to 4/6/8 mines every 8 seconds. When tripped, each mine deals 40/50/60 true AoE damage.
Charge effect: After 20 seconds underground, the mine will trigger above ground, stunning surviving enemies for 2.5 seconds.
Mines, normally white and gold while underground, glow orange when charged.
Solar Flare (2/1/1) (Cooldown: 30/27/24 seconds)
Fires constant pulses of solar energy down a lane for 5 seconds, slowing enemies by 50% while in the AoE. Solar Blast can be active at the same time.
Charge effect: After 10 seconds charging, the Flare destroys 10% of resistances per second spent in the AoE.
Nezin extends semi-circular radio dishes to its sides, which glow yellow when fully charged.
Solar Shield (1/1/2) (Cooldown: 40 seconds)
Creates rotating shields of energy around itself, boosting magic resistance to 50% and adding 100/150/200 shield HP. Shield HP regenerates at 20 hp/s after 4 seconds out of combat.
Charge effect: After the shield is active for 25 seconds, shattering it will heal nearby allies by 33%/66%/100%.
CD doesn't begin until the shield is shattered. Shields are normally orange and glow blue when fully charged.
Solar Blast (3/2/2) (Cooldown: 42 seconds)
Changes into the form of a turret, 'growing' 4 legs and a barrel, and begins to absorb energy.
After absorbing energy from orbit for 2 seconds, fires 1/2/3 concentrated bursts of solar energy, dealing 100 true damage to any enemies struck, and piercing through them.
After charging for 10 seconds, fires a single large wave blast for 2 seconds across a lane, dealing 120/150/180 true damage per second to any enemies caught in the blast radius.
When charged, an orb of energy appears in front of the cannon.
Solar Storm (4/5/6) (Cooldown: 65 seconds)
Hold down on the selected location to charge the Storm.
Fires 15 shots, each dealing 30/40/50/60 AoE true damage.
For every 2 seconds spent charging, adds 1 shot.
Playstyle and Tips:
Nezin is a mixed offensive hero, bulky enough to take a few hits, but also decently powerful in combat.
Nezin's main attacks are decently powerful, but the melee especially is on a very long cooldown, making prolonged melee combat a bad idea.
Solar Mines are an easy source of damage, dealing up to 480 damage from all of them. Decent enough, but it takes a while to set them up fully. However, the charge effect makes it much more powerful, with a good stun from each mine severely impacting enemies.
Solar Flare is a good area denial tool, pushing enemies back in time for other skills to charge. Destroying resistances is also useful, though not for Nezin due to true damage.
Solar Shield dramatically improves bulkiness with a fast-healing shield. Likewise, the charge benefits allies with a full heal, which is always nice.
Solar Blast is the main damage ability, dealing a lot of damage, though not very quickly. The Solar 'wave' is also strong, as it hits many enemies.
Finally, Solar Storm is very nice especially when charged. Even w/o charging, it can deal up to 900 damage in one barrage, and with the quick addition of shots, it gets even more powerful, especially if you can time it both on a chokepoint and start charging before enemies arrive.
Quotes
No quotes. Only beeps and boops.
I've had these for a while now, just haven't posted them. One for each race, one each week. Simple as that.
Cygn, the Weaponsmith
Appearance:
A burly man dressed in an orange coat. The coat is coated with tools such as bolts, wrenches, screwdrivers, etc.
Stats:
HP: 400 (+20) {580}
Melee: 7-15 (+1,+1) {16-24} [Smacks an enemy with a wrench]
Armor: High {70%}
Movement Rate: Slow
Respawn: 30 seconds
Skills:
Inventiveness (Innate)
Gains upgrades for his structures at certain points in the battle. (L1 = 5 mins, L2 = 10 mins, L3 = 15 mins)
Turret (1/2/2) (Passive)
Places up to 3/5/7 turrets around himself, one every 7 seconds.
Turret stats:
HP: Immune
Damage: 1-4 physical (Fires 3 bullets over 1 second, then recharges for 1.75 seconds)
Lasts 50 seconds.
Innate upgrades:
-Larger placement range
-Boosts bullets fired in each cycle to 5
-Places 2 turrets at once
Defense Drone (1/1/1) (Cooldown: 20/17/14 seconds)
Launches a Defense Drone, which shoots down projectiles.
Shoots down one physical projectile every second, and lasts for 8 seconds.
-Lasts for 2 add. seconds
-Can counter magic
-Shoots down 2 projectiles every second
Seeker Cannon (1/2/2) (Cooldown: 30 seconds)
Places a turret which fires missiles at enemies. It fires every 5 seconds, and each missile with track enemies before exploding for 30-60 AoE damage.
-Increased AoE
-Lasts for 5 add. seconds
-Doubles damage
Cleansing Bot (1/2/2) (Cooldown: 35 seconds)
Places a cleansing bot. This structure sprays foam which suppresses special abilities for 10/20/infinite seconds. Fires every 3 seconds, lasts for 9 seconds.
-Lasts for 3 add. seconds
-Doubles fire rate
-Slows affected enemies by 50% for 4.5 seconds
Laser Turret (6/6/6) (Cooldown: 65 seconds)
Places a massive laser turret. Stats as follows:
HP: 1000
Damage: 40-50 true damage every 0.75 seconds (Takes 4/3.5/3/2.5 seconds to acquire new targets)
Armor: 40%
Lasts: Infinite {Automatically destroyed if another is spawned}
Can be upgraded by Cygn, when Innate tiers are reached. Each take up his time (20/17/14/11 seconds), and neither he nor the turret are able to do anything during the period.
-Improved Systems: +10 damage, +10% armor, +100 hp.
-Enhanced AI: The player can use a rally point to select an area for the turret to prioritize.
-Swath Blast: Blasts in an arc, dealing AoE damage.
Cannot heal normally. Can be healed for 1 gold/2 hp. So 500 gold to full heal it.
Playstyle and Tips:
Cygn is focused around staying back and supporting your lines with a variety of defensive structures.
The Turret, the most basic of all, is a simple damager, dealing a bit of damage to soften up enemies. Its Innate upgrades are decent.
The Defense Drone, while a little niche, can be very useful when fighting certain enemies, especially Harassers, and later, Evokers. The Innate upgrades are very important to increase its usefulness.
The Missile Launcher is annoying at first, given that it can't target ground, but it is enough to shred any and all air units, especially considering its splash and damage boost later. It also makes a decent ground counter later.
The Cleansing Bot is also somewhat niche, but can improve effectiveness by stopping abilities. However, given its slow rate of fire, it is necessary to upgrade it to max (in the skill tree) to really get it to become effectiveness. The slow and other upgrades are also nice.
The main piece of Cygn's arsenal, the Laser Turret, can be very powerful when played correctly. In most instances, it becomes a one-time use HS. Given its infinite range, it can shred many small enemies and heavily damage most larger ones. The buffs are also quite powerful, allowing target priorities and AoE damage. The only downside is a lack of regen and the slow firing speed. In many cases, it is better to just replace the turret rather than heal it.
Quotes
-"Good luck with that."
-"Boom baby!"
-"Defense is the best offense."
-"Look at 'er go!"
-"We've been breached!" (on death)
Nezin, the Purifier
Appearance:
A small spherical robot. No visible "face". Glows with orange light, and has silver panels of metal moving around it.
Honestly, just a Disruptor.
Stats:
HP: 290 (+10) {380}
Melee: 42-52 true AoE (+2,+2) {60-70} [Charges for 3 seconds, becoming invulnerable, before exploding. Takes 3 seconds to start recharging.]
Ranged: 10-14 true (+1,+2) {19-32} [Fires a ball of orange light every 1.5 seconds]
Armor: Medium {50%}
Movement Rate: Medium (Can phase up/down cliffs)
Respawn: 30 seconds
Skills:
Note: While not really an innate, every skill of Nezin has a secondary power after waiting or otherwise charging. On active skills, the hero will begin a charging animation and only fire when enemies come in range. Multiple skills may charge at once.
Solar Mines (2/2/2) (Passive)
Plants up to 4/6/8 mines every 8 seconds. When tripped, each mine deals 40/50/60 true AoE damage.
Charge effect: After 20 seconds underground, the mine will trigger above ground, stunning surviving enemies for 2.5 seconds.
Mines, normally white and gold while underground, glow orange when charged.
Solar Flare (2/1/1) (Cooldown: 30/27/24 seconds)
Fires constant pulses of solar energy down a lane for 5 seconds, slowing enemies by 50% while in the AoE. Solar Blast can be active at the same time.
Charge effect: After 10 seconds charging, the Flare destroys 10% of resistances per second spent in the AoE.
Nezin extends semi-circular radio dishes to its sides, which glow yellow when fully charged.
Solar Shield (1/1/2) (Cooldown: 40 seconds)
Creates rotating shields of energy around itself, boosting magic resistance to 50% and adding 100/150/200 shield HP. Shield HP regenerates at 20 hp/s after 4 seconds out of combat.
Charge effect: After the shield is active for 25 seconds, shattering it will heal nearby allies by 33%/66%/100%.
CD doesn't begin until the shield is shattered. Shields are normally orange and glow blue when fully charged.
Solar Blast (3/2/2) (Cooldown: 42 seconds)
Changes into the form of a turret, 'growing' 4 legs and a barrel, and begins to absorb energy.
After absorbing energy from orbit for 2 seconds, fires 1/2/3 concentrated bursts of solar energy, dealing 100 true damage to any enemies struck, and piercing through them.
After charging for 10 seconds, fires a single large wave blast for 2 seconds across a lane, dealing 120/150/180 true damage per second to any enemies caught in the blast radius.
When charged, an orb of energy appears in front of the cannon.
Solar Storm (4/5/6) (Cooldown: 65 seconds)
Hold down on the selected location to charge the Storm.
Fires 15 shots, each dealing 30/40/50/60 AoE true damage.
For every 2 seconds spent charging, adds 1 shot.
Playstyle and Tips:
Nezin is a mixed offensive hero, bulky enough to take a few hits, but also decently powerful in combat.
Nezin's main attacks are decently powerful, but the melee especially is on a very long cooldown, making prolonged melee combat a bad idea.
Solar Mines are an easy source of damage, dealing up to 480 damage from all of them. Decent enough, but it takes a while to set them up fully. However, the charge effect makes it much more powerful, with a good stun from each mine severely impacting enemies.
Solar Flare is a good area denial tool, pushing enemies back in time for other skills to charge. Destroying resistances is also useful, though not for Nezin due to true damage.
Solar Shield dramatically improves bulkiness with a fast-healing shield. Likewise, the charge benefits allies with a full heal, which is always nice.
Solar Blast is the main damage ability, dealing a lot of damage, though not very quickly. The Solar 'wave' is also strong, as it hits many enemies.
Finally, Solar Storm is very nice especially when charged. Even w/o charging, it can deal up to 900 damage in one barrage, and with the quick addition of shots, it gets even more powerful, especially if you can time it both on a chokepoint and start charging before enemies arrive.
Quotes
No quotes. Only beeps and boops.