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[Incomplete] Captain Davian Thule**
+7
Betrayer_kharn
ChangerOfWays
walt_jabsco
DeusMechanicus
Grass Hopper
Fromundaman
Kiba[dok]
11 posters
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[Incomplete] Captain Davian Thule**
fluff:Brother-Captain Davian Thule is the leader of the three Blood Ravens companies of Space Marines sent to Kronus by his Chapter Master. Thule leads the Blood Ravens to victory on Kronus and recovers many of the chapters relics, however Thule received grievous wounds during the final confrontation with the Necron Lord of Kronus.He was then sent to be the main leader of the Blood Ravens in the sub-sector Aurelia and charged with protecting the Blood Raven recruiting worlds of Calderis, Typhon, and Meridian until he was wounded by a Tyranid Warrior and entombed in a dreadnought. Thanks to his work in removing the chaos taint from Aurelia his dreadnought was upgraded to a Venerable Dreadnought.
innate: Venerable Dreadnought [Ty grass and from]
fluff: Venerable dreadnoughts are special close-combat dreadnoughts used by the blood angles. Due to his service to the chapter the Librarians have upgraded his Venerable ensuring all xeno would fall before him.
gives 1/2/3/4/5 bonus to strength, 2/4/6/8/10 armor, and increased ms by 5/10/15/20/25% but renders Thule unable to were armor and leaves systems open allowing a 2/4/6/8/10% chance any time Thule takes 15% max hp for a vehicle effect to happen
50% crew shaken (20% slow for 3 seconds)
20% crew stunned (1 second stun)
15% weapon arm destroyed (loses ~50% damage 20sec)
10% vehicle immobilized (50% slow 20sec)
5% vehicle destroyed! (takes 5x damage from that hit, ignoring the innate damage reduction - if Thule dies to this, he explodes, dealing the damage taken to surrounding units).
skill 1: Seismic Hammer
fluff: Massive dreadnought hammer that crush all who stand before him
deals 200/250/300/350 dam to target unit and immobilizes them for 5sec
mana cost 90 cd:40
{ty gly for both 2 and 3}skill 2: Magna-Grapple
fluff: Dreadnought claw attached to a chain that pulls the enemy to Thule or can propel Thule forward(Two modes).
First mode: Thule fires the Grapple out 400/500/600/700 range. Any trees in the way of the grapple will be destroyed. Any enemy unit hit by the grapple as it extends is pushed back and suffers damage. Any unit present at the maximum range of the grapple will be grabbed and pulled back to Thule, where they will be held for 0.5/0.75/1.00/1.25 seconds.
Second mode: Thule fires the grapple along with other chains out the same range as the first skill, but will grab onto the nearest non-organic object/unit. At the cost of more mana than the first skill, Thule can be pulled at a generally fast speed. Any enemy units in the way will suffer greater damage in this way than the first skill does.
mana cost: 75 cd: 40
skill 3:Ironclad Grenade Launchers
Fluff: Thule launches a barrage of grenades onto a certain area. There are two types of grenades he can fire from his arm-mounted launcher: Frag and Electromagnetic.
Frag grenades: fires 3/4/5/6 grenades at 600 range that do 100 dam each in an aoe of 300
EM: fires 4 grenades at 600 range that do 150 dam each and slow for 2/3/4/5sec in an aoe of 300
mana cost: 100 cd: 45
Ult: Victory before Dishonor
fluff: Motto adopted by Thule after Kronus. Thule's' will to see this done seems to be able push his Venerable to new highest.
Gives Thule 10/20/30% damage 200/300/400 hp and increases his ms by 15/20/25% for 25sec. However this is such a strain on the Venerable that Thule is in that all systems but life-support are offline for 15sec
mana cost:150 cd:75
str 28+3.1
agi 16+1.5
int 14+1.6
ms 280
this looks fun
innate: Venerable Dreadnought [Ty grass and from]
fluff: Venerable dreadnoughts are special close-combat dreadnoughts used by the blood angles. Due to his service to the chapter the Librarians have upgraded his Venerable ensuring all xeno would fall before him.
gives 1/2/3/4/5 bonus to strength, 2/4/6/8/10 armor, and increased ms by 5/10/15/20/25% but renders Thule unable to were armor and leaves systems open allowing a 2/4/6/8/10% chance any time Thule takes 15% max hp for a vehicle effect to happen
50% crew shaken (20% slow for 3 seconds)
20% crew stunned (1 second stun)
15% weapon arm destroyed (loses ~50% damage 20sec)
10% vehicle immobilized (50% slow 20sec)
5% vehicle destroyed! (takes 5x damage from that hit, ignoring the innate damage reduction - if Thule dies to this, he explodes, dealing the damage taken to surrounding units).
skill 1: Seismic Hammer
fluff: Massive dreadnought hammer that crush all who stand before him
deals 200/250/300/350 dam to target unit and immobilizes them for 5sec
mana cost 90 cd:40
{ty gly for both 2 and 3}skill 2: Magna-Grapple
fluff: Dreadnought claw attached to a chain that pulls the enemy to Thule or can propel Thule forward(Two modes).
First mode: Thule fires the Grapple out 400/500/600/700 range. Any trees in the way of the grapple will be destroyed. Any enemy unit hit by the grapple as it extends is pushed back and suffers damage. Any unit present at the maximum range of the grapple will be grabbed and pulled back to Thule, where they will be held for 0.5/0.75/1.00/1.25 seconds.
Second mode: Thule fires the grapple along with other chains out the same range as the first skill, but will grab onto the nearest non-organic object/unit. At the cost of more mana than the first skill, Thule can be pulled at a generally fast speed. Any enemy units in the way will suffer greater damage in this way than the first skill does.
mana cost: 75 cd: 40
skill 3:Ironclad Grenade Launchers
Fluff: Thule launches a barrage of grenades onto a certain area. There are two types of grenades he can fire from his arm-mounted launcher: Frag and Electromagnetic.
Frag grenades: fires 3/4/5/6 grenades at 600 range that do 100 dam each in an aoe of 300
EM: fires 4 grenades at 600 range that do 150 dam each and slow for 2/3/4/5sec in an aoe of 300
mana cost: 100 cd: 45
Ult: Victory before Dishonor
fluff: Motto adopted by Thule after Kronus. Thule's' will to see this done seems to be able push his Venerable to new highest.
Gives Thule 10/20/30% damage 200/300/400 hp and increases his ms by 15/20/25% for 25sec. However this is such a strain on the Venerable that Thule is in that all systems but life-support are offline for 15sec
mana cost:150 cd:75
str 28+3.1
agi 16+1.5
int 14+1.6
ms 280
this looks fun
Last edited by Kiba[dok] on Fri Apr 30, 2010 12:22 am; edited 32 times in total
Kiba[dok]- Space Marine
- Posts : 75
Join date : 2009-09-25
Re: [Incomplete] Captain Davian Thule**
I like it so far. Didn't know Thule ended up in a Dreadnought (Though to be fair the only reason I even know who he is is because of Dark Crusade.).
Not quite sure what to give him for his last skill, though I remember there were a lot of ideas in the skill suggestion thread, especially Wanderer's ideas, that could fit a Dreadnought. I'll check the dex as well though.
Not quite sure what to give him for his last skill, though I remember there were a lot of ideas in the skill suggestion thread, especially Wanderer's ideas, that could fit a Dreadnought. I'll check the dex as well though.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: [Incomplete] Captain Davian Thule**
looks good so far.
few things: his innate is % of hp right? 5% is to much... 2% even is too much...
shield's numbers are too low... and 8% of 60 is not very much unless its blocks 60 damage, and reflects 8% of damage done, even then its still not very hihg, considering the 15% chance to trigger.
not to be picky, but i would find other skill other than ground slam, cause its basically a renamed thunderclap.
and hes obviously a str hero with high str, so 100% of max hp is too much... a 3k damage nuke would almost one shot most heroes, considering it triggers on death, so people have been fighting for a while.
and having a skill with *only* an on-death effect is a bad idea, cause it 'encourages' dying, without doing anything else.
an idea: try using the vehicle innate taht someone (fromundaman?) suggested in his thread.
few things: his innate is % of hp right? 5% is to much... 2% even is too much...
shield's numbers are too low... and 8% of 60 is not very much unless its blocks 60 damage, and reflects 8% of damage done, even then its still not very hihg, considering the 15% chance to trigger.
not to be picky, but i would find other skill other than ground slam, cause its basically a renamed thunderclap.
and hes obviously a str hero with high str, so 100% of max hp is too much... a 3k damage nuke would almost one shot most heroes, considering it triggers on death, so people have been fighting for a while.
and having a skill with *only* an on-death effect is a bad idea, cause it 'encourages' dying, without doing anything else.
an idea: try using the vehicle innate taht someone (fromundaman?) suggested in his thread.
Re: [Incomplete] Captain Davian Thule**
i thought that too but it was the only skill form tt i could find the rules on and the regen is a bit much ill nerf it
Kiba[dok]- Space Marine
- Posts : 75
Join date : 2009-09-25
Re: [Incomplete] Captain Davian Thule**
theres a new dread weapon in the 5th ed marines dex, u might consider replacing ground slam with that, having similar effects.. do 'Vehicle' as the innate, and move victory before dishonour to become a regular skill
Re: [Incomplete] Captain Davian Thule**
Grass Hopper wrote:theres a new dread weapon in the 5th ed marines dex, u might consider replacing ground slam with that, having similar effects.. do 'Vehicle' as the innate, and move victory before dishonour to become a regular skill
what would that weapon be called i don't play the tt
Kiba[dok]- Space Marine
- Posts : 75
Join date : 2009-09-25
Re: [Incomplete] Captain Davian Thule**
Seismic Hammer: A blow from a seismic hammer causes catastrophic shockwaves to tear through the target. A siesmic hammer is treated as a Dreadnaught close combat weapon that adds +1 to rolls on the vehicle damage chart
Re: [Incomplete] Captain Davian Thule**
Kiba[dok] wrote:
Ult: Victory before Dishonor
fluff: Motto followed by Thule and those under this command
Gives Thule a hp regen aura of 50/100/150 hp
I know you explained it kinda to me in the channel, but this just looks weird to me.
Also, kinda bland for an ulti. (And thinking back, you def want the regen higher than 3-4 considering that bionics gives +5 regen.)
Also, might I suggest the following for the innate (I think this is what Grass was talking about):
Vehicle hero's innate, should we get around to non-necron vehicle heroes:
Decreases damage taken by 10/20/30/40/50%, but there's a 2/4/6/8/10% chance of a hit piercing the vehicle's armor, inflicting one of the following:
>Crew stunned: Vehicle is stunned.
>Weapon Destroyed: Vehicle cannot attack for a few seconds, or if that's uncodeable, it's attack goes to 0.
>Vehicle immobilized: Vehicle can't move for a few seconds.
>Ammo/Fuel hit: Vehicle suffers a 2x critical hit (Ignores the damage reduction from this skill when calculating the crit.).
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: [Incomplete] Captain Davian Thule**
that would work but all this hero is basicly nothing but a suped up dred and if some of those things happened he wouldnt be able to fix it has he doesnt have crew to take care of of the dread when it gets damage and Ven dreds have more armor and it would be harder for those things to happen to one then that of a normal dred
Kiba[dok]- Space Marine
- Posts : 75
Join date : 2009-09-25
Re: [Incomplete] Captain Davian Thule**
Didn't Thule use "Victory Over Death" after beating the Necrons on Kronus?
DeusMechanicus- Moderator
- Posts : 690
Join date : 2009-09-01
Age : 35
Location : Iowa, USA
Re: [Incomplete] Captain Davian Thule**
@kiba: but it could still happen
i would think something like this:
10/20/30/40/50/60% damage reduction, with a 2/4/6/8/10/12% chance for a vehicle daamge effect to happen:
50% crew shaken (20% slow for 3 seconds)
20% crew stuned (1 second stun)
15% weapon destroyed (loses ~50% damage untill death)
10% vehicle imobilized (50% slow till death)
5% vehicle destroyed! (takes 5x damge from that hit, ignoring the innate damage reduction - if thule dies to this, he explodes, dealing the damage taken to surounding units)
till death effects would be removed upon reaching the fountain (or give the skill a ~300 second cooldown that removes till death effects)
actual math turns into: 50% shaken, 10% stuned, 6% weapon destroyed, 3,4% imobilized, 1.53% vehicle destroyed
anywho, just my ideas XD
and @Deus: what are we talking about there?
i would think something like this:
10/20/30/40/50/60% damage reduction, with a 2/4/6/8/10/12% chance for a vehicle daamge effect to happen:
50% crew shaken (20% slow for 3 seconds)
20% crew stuned (1 second stun)
15% weapon destroyed (loses ~50% damage untill death)
10% vehicle imobilized (50% slow till death)
5% vehicle destroyed! (takes 5x damge from that hit, ignoring the innate damage reduction - if thule dies to this, he explodes, dealing the damage taken to surounding units)
till death effects would be removed upon reaching the fountain (or give the skill a ~300 second cooldown that removes till death effects)
actual math turns into: 50% shaken, 10% stuned, 6% weapon destroyed, 3,4% imobilized, 1.53% vehicle destroyed
anywho, just my ideas XD
and @Deus: what are we talking about there?
Re: [Incomplete] Captain Davian Thule**
its an extrimely low chance ausrmen could shot shot this hero if he had that along with the shadow hunter besides look at his move speed if that debuff stacks u could have any hero killin him cuz he jsut wouldnt be able to move to do anything
Grass Hopper wrote:@kiba: but it could still happen
i would think something like this:
10/20/30/40/50/60% damage reduction, with a 2/4/6/8/10/12% chance for a vehicle daamge effect to happen:
50% crew shaken (20% slow for 3 seconds)
20% crew stuned (1 second stun)
15% weapon destroyed (loses ~50% damage untill death)
10% vehicle imobilized (50% slow till death)
5% vehicle destroyed! (takes 5x damge from that hit, ignoring the innate damage reduction - if thule dies to this, he explodes, dealing the damage taken to surounding units)
till death effects would be removed upon reaching the fountain (or give the skill a ~300 second cooldown that removes till death effects)
actual math turns into: 50% shaken, 10% stuned, 6% weapon destroyed, 3,4% imobilized, 1.53% vehicle destroyed
anywho, just my ideas XD
and @Deus: what are we talking about there?
Kiba[dok]- Space Marine
- Posts : 75
Join date : 2009-09-25
Re: [Incomplete] Captain Davian Thule**
yes, asurmen would have a 0.3% chance of dealing 20x damage to him but he would also be reducing the *Rest* oh his attacks by 60%
(comparitivly, a .3% chance of dealing 20x damage is equal to a 5.7% damage boost, its really nothing to worry about, but its to offset the huge damage reduction)
(comparitivly, a .3% chance of dealing 20x damage is equal to a 5.7% damage boost, its really nothing to worry about, but its to offset the huge damage reduction)
Re: [Incomplete] Captain Davian Thule**
but what about the ms problem
Kiba[dok]- Space Marine
- Posts : 75
Join date : 2009-09-25
Re: [Incomplete] Captain Davian Thule**
k then thats works for me that was the big problem i had with it cuz with his slow speed that debuff would have been a death warrent ill edit with it and now that i read the destroy closer even if they do get that massive crit its likely that itll kill them aswell
Kiba[dok]- Space Marine
- Posts : 75
Join date : 2009-09-25
Re: [Incomplete] Captain Davian Thule**
Those 'till death effects are pretty... devastating... Could we make it a longer slow/debuff but not until death?
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: [Incomplete] Captain Davian Thule**
i wouldnt mind them just being a bigger hit with a longer duration but it would be up to grass
Kiba[dok]- Space Marine
- Posts : 75
Join date : 2009-09-25
Re: [Incomplete] Captain Davian Thule**
well, the till death effects go away when he gets back to the fountain, or activates his innate, depending on how we do it... but getting imobilized/losing a weapon is generally perma and look at the actual chances for them to happen
(and if a crew is shaken, then itll stop there, and wont do anything else)
(and if a crew is shaken, then itll stop there, and wont do anything else)
Re: [Incomplete] Captain Davian Thule**
i wanted the regan to be bit slower so that it equals out to the number posted didnt know how u would have to code it
Kiba[dok]- Space Marine
- Posts : 75
Join date : 2009-09-25
Re: [Incomplete] Captain Davian Thule**
couldnt u just write 17/33/50 hp per second?
(oh, and the numbers are waaay to high)
(oh, and the numbers are waaay to high)
Re: [Incomplete] Captain Davian Thule**
then how bout this then +4/8/12 str with a cast that gives 40/80/160 hp regan a sec for 5 sec with a mana cost of 150 and a cd of 90/80/70
Last edited by Kiba[dok] on Sat Oct 03, 2009 1:25 am; edited 3 times in total
Kiba[dok]- Space Marine
- Posts : 75
Join date : 2009-09-25
Re: [Incomplete] Captain Davian Thule**
that could work,but bigger passive str, and increase the regen a bit...
Re: [Incomplete] Captain Davian Thule**
OH!
I thought that was a passive regen, and was so confused...
I thought that was a passive regen, and was so confused...
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
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