New Demigod Idea - Tactician

Name of Demigod: Tactician (temporary name, more of a description)

Type of Demigod: General

General description: General focused on building and buff'in structures to give tactical advantages to the battlefield.

General basics:  This is a dark general, who was charged with fortfying the gates of the underworld.  He is undead and rides an undead horse.  He is kind of squishy (although he can buff himself to be rather tough) and does not have much in the way of direct damage.  He is, though, quite fast on his mount which allows him to navigate the battlefield to maximize his strategic dominance.

general

An alternative look could be something like "Evil Ash" from the movie "Army of Darkness" :D 

(sorry, can't find a good pic anywhere)

badash

Abilities:

Ability 1.

  1. Bone Wall - give ability to law down wall that can funnel/block creep/demigod advancement.  Walls are comprised of the bones of the fallen.  Start out weak
  2. Walls have more HP and take more damage (level 3)
  3. Walls have even more HP
  4. Walls have even more HP and are equiped with spikes, which cause damage to any unit that attacks it (not against ranged units, though)
Abiilty 2.
  1. Fortify - buffs any structure for a duration improving its health and damage resistance (offensive structures with fortify buff give the Tactician partial credit (gold/xp) for creep/dg kills).
  2. More health and DR, and improves attack speed (if it's a tower or other offensive structure)
  3. More health and DR, and now improves tagets damage (if it's a tower or other offensive structure)
Ability 3.

      1. Bone Pile (turret)- Constructs a non-moveable turret that attacks targets.  Turrets are comprised of the bones of the fallen and "rise from the ground" and form on the battlefield.  Can be buffed by ability #2
      2. More skills into it more health/dr/damage/attack speed
      3. Max level turrets lets the turret attack 2 targets at once

Ability 4.

      1.  Scything Sweep - Major attack that uses Scyth to sweep and do AoE damage around the demigod.  If demigod kills any creeps/demigods the ability has a passive chance to temporarily raise that unit as an undead warrior and fight for the Tactician.
      2.  Additional skill points increases damage and improves the chance of raising a fallen warrior.

 Ability 5.
  1. Entrench - the demigod gives off an aura so that any unit in it's radius is given a defensive bonus, although also causes a small run speed debuff
  2. Additional levels in this ability improves defensive bonus, and reduces run speed penalty
Ability 6.

      1.  Blighting Aura - the demigod gives off a plague aura that sickens the enemy making them less effective in combat as well as dealing some DoT damage.  Reduces Attack speed, defense, damage, and does minor damage overtime while aura is active.
      2.  Additional skill levels increases the effects of plague
     
Ability 7.

      1.  Call for the Dead (Reinforcements) - the tactician calls in for reinforcements, which is a 4 creeps.  These reinforcements are temporary and are skeleton warriors
      2.  Improves the duration and damage of the creeps
      3.  Grants 2 additional creeps, which are undead priest
      4.  Grants 2 additional creeps, which are undead siege creeps
      5.  Grants 2 additional creeps, which are undead giants

 Ability 8 (Passive demigod bonus skills)

       1.  Each level (6 total) increases summoned unit health/damage/armor, increases bonuses for fortify, and increases the percentage of XP/Gold that the demigod recieves from buffed tower/summoned turrets kills

I dunno, all I can think of for now :P

 

4,519 views 13 replies
Reply #1 Top

Well ain't bad idea, but hero absolutely w/o any direct or at least DoT damage wouldn't be fun, you would get eventualy bored of just supporting slash building.

Reply #2 Top

He does have a summon that when fully invested with his passives and his buffs could be powerfull for direct confrontation...along with his turrets.

A tactic might be something like lay down a turret, summon your minions, and cast one of the buffs and assualt while the duration of you summon is active.

But maybe I will replace one of the buffs with some kind of aoe aura as maybe two buffs might be redundant...

Reply #3 Top

Quoting Mortissia, reply 1
Well ain't bad idea, but hero absolutely w/o any direct or at least DoT damage wouldn't be fun, you would get eventualy bored of just supporting slash building.

My friend, you should talk to the Mechanic players of TF2. (Atleast I think thats what they're called...)

I like this idea. Kind of beats mine when it comes to support, the only issue I see is the auras. Are they States like the QoT and Torch Bearer? Seems strange to have irremoveable negative effects. But that might be explained by the missing Ability Number 4. :D

Reply #4 Top

Hah!  Yup, I did miss ability 4 :P

*edit*

Ok added a new offensive skill.  Should round out the demigod a bit more, giving him some more options in how you play him.

Reply #5 Top

What I meant is, this demigod has nothing to finish off with. And he does not have any snare ability - someone is chasing you, bam and he is pinned to one place in the middle of your four towers for 5secs or so, you get the idea. Idea is fine just needs polishing. And I know the demigod doesn't need to look like the picture exactly but undead creature on undead horse building turrets sounds silly, goes well with other skill tho'.

Reply #6 Top

He summons them from the bones of the fallen and they construct from out of  the ground.  And I added a offensive skill that should do some nice damage as well as a damage dealing aura that also reduces the effectiveness of enemy units.

 

Reply #7 Top

Hm.. probably the 2nd interesting skill ideas i've seen, although don't exactly scream "mad skill enabling".  I can't fathom how how player skill would equal better play with this, except for how you use the bone walls.

Despite what I've said there, I like the idea of something you can use to block paths, mainly for blocking escapes, but it'd be hard to balance because they can basically be much better than a stun against flee'ers.

And being able to buff friend tower hp could be extremely useful so you can keep them alive and get them HPS'ing back up.  But.. is more turtling really a good thing?

So.. I'm not sure.  But it's definitely better than some others i've seen.  But seeing as how there will probably never be more than 12-16 demigods, they all have to be very special.

Reply #8 Top

The way I look at the demigod is a supportive type general with push capabilities.  With his offessive skills (aura, buff, summon, scything sweep) you can make strong pushes, although they are short lived and would be hard to keep momentum over long periods of time.  And he has of course the tactical aspects like the walls, building buffs, and turret placements.

I see some variation in style, maybe not as much as other demigod's, but the options are certainly there.

Appreciate the feedback though :D

Reply #9 Top

Quoting Overac, reply 3


My friend, you should talk to the Mechanic players of TF2. (Atleast I think thats what they're called...)

Engineers.

And even still, they get a shotgun.

Give this guy one "shotgun" ability, a burst damage thing with a substantial CD.

Reply #11 Top

Quoting scyldSCHEFING, reply 9

Quoting Overac, reply 3

My friend, you should talk to the Mechanic players of TF2. (Atleast I think thats what they're called...)
Engineers.

And even still, they get a shotgun.

Give this guy one "shotgun" ability, a burst damage thing with a substantial CD.

He has a dot, a aoe that can do some nice damage, summon a turret, and summon a large group of units.  I think when used properly he has some good potential for high sustained damage over a short period of time.

Reply #12 Top

how about a third class all together, which there can only be one of in each game.  The "commander" which has control over all the units on the field thus can en masse units into certain areas.  And will defiantely concentrate more on citadel upgrades.

 

Reply #13 Top




Bone Wall - give ability to lay down wall that can funnel/block creep/demigod advancement.  Walls are comprised of the bones of the fallen.  Start out weak
Walls have more HP and take more damage (level 3)
Walls have even more HP
Walls have even more HP and are equiped with spikes, which cause damage to any unit that attacks it (not against ranged units, though)


 

I love the idea of a Demigod being able to block and affect the battlefield more than just laying down an area of DoT. (Towers, circle of fire, mist etc.)