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[Incomplete] Eversor Temple Assassin

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[Incomplete] Eversor Temple Assassin

Post by ZebioLizard on Tue Dec 08, 2009 8:20 am

Eversor Assassin:

story:
Eversor Assassins are the most gruesome products of the Officio Assassinorum. They are drug crazed killing monsters, enhanced by bio-engineering and experimental surgical procedures. Their state of mind is amplified to turn a mere dislike for the enemy into raging hatred, or the wish to serve the Imperium into suicidal determination. Their main objective on the battlefield is to rip out the heart of an enemy operation in the most unsubtle way. By slaughtering all enemies in the vicinity they ensure the command structure is entirely destroyed.

stats:
str: 22 + 2.3
agi: 20 + 1.9
int: 18 + 1.9

range: melee
movespeed: 310

innate: Drug Coctail Mix
"The Eversor Temple makes use of a number of combat drugs that make the assassin psychotically insane and push his bio-engineered body to the limit in order to better his performance on the battlefield."
Gives the Eversor Assassin +1/1/2/2/3/3 str, +1/2/3/4/5/6 agi, +2/3/4/5/6/7 damage, and +3/4.5/6/7.5/9/10.5% ias for 10 seconds. Additional uses stack the effects and reset the duration with a max of 10 stacks.
Every second, there is a 10% chance per stack that the Assasin will become uncontrolable. Once in this state, there is a chance equal to 100 minus 10% per stack that the Assassin will return to your control.
If the Assassin dies with more than 3 stacks, it will explode, dealing 5% of its max hp per stack to all nearby units.

one: Execution
"In order to act so efficiently, the Eversor is fielded with a wide variety of weapons and tools including a pistol that can fire neuro-toxin coated needles."
The Assassin fires a shot of neuro-toxin into the bodies of nearby enemies, lowering their strength by 5/9/13/17 and agility by 10/20/30/40 for 7 seconds.
Aoe: 350, cooldown: 18 seconds, manacost: 115/125/135/145

two: Melta Bombs
"Melta bombs make use of the same design as the Meltagun, but on a smaller and much mroe confined area. Their major drawback is that they need to be clamped into place before detonating."
Attached a melta bomb to the target unit. After 6/5/4/3 seconds, the bomb explodes, dealing 160/240/320/400 seige damage to all nearby units.
range: melee, Aoe: 400, cooldown: 30, manacost: 150/170/190/210

three: Drug Addeled Strength
"Pumps unstable Neurotic drugs into the Eversor's blood stream, increasing its strength dramatically, but damaging its body. This altered strength can be focused through the Assassin's Nuro Gauntlets to further amplify its alrady devastating blows."
While active, the Eversor Assassin will deal extra damage equal to .3/.5/.7/0.9x his str and knock back the enemy that it attacks and 0/1/2/3 other enemies within 100 range of his target. Drains 3 hp plus 2 hp per stack of Drug Coctail Mix.

ult: Single Minded Rage!
"While most Assassins' job is to covertly eliminate key targets, the Eversor temple specializes in ripping out the heart of an insurgency, not caring about who gets in the way. Those that attempt to interfere with the Assassin during its mission will find themselves knocked aside"
When used, gives the Eversor Assassin 30 stacks of Drug Coctail Mix and forces it to attack his target untill it is dead, the drugs wear off, or the Assassin dies in a spectacular explosion.
Units that attack the Assassin during the effects will be knocked back, taking damage equal to .1xstr + .5agi



original suggestion:
Spoiler:


These heartless assassins are trained to be utterly ruthless and completely dedicated to the Imperium. In addition, specialized use of genetics and Human biology result in the Eversors' modification to be more efficient killers making them almost superhuman. Their bodies are modified to make them supererb killing machines and include augmentations that strain the limits of their Human physiology through the use of bionics and genetic alterations. The Eversor Temple makes use of a number of combat drugs that make the assassin psychotically insane and push his bio-engineered body to the limit in order to better his performance on the battlefield. As such, these assassins possess a hyperactive immune system to counteract the toxins in the drugs they use.



Style of hero: Hero killer, unsafe for nearby allies, Deals large amounts of damage quickly, but can be uncontrollable.

Stats:
Strength: Highest
Agility : Medium
Int: Medium

(Overall, a strength based hero with average stats in the other two)

Range: (Melee)

Speed: Fast

Attack speed: Fast

Innate: DCM (Drug Cocktail Mix)

The Eversor Temple makes use of a number of combat drugs that make the assassin psychotically insane and push his bio-engineered body to the limit in order to better his performance on the battlefield. As such, these assassins possess a hyperactive immune system to counteract the toxins in the drugs they use.

Effect: (Buff, Stackable to 10) Each time this skill is used (no to short cooldown of 2 secs) It will pump a large variety of toxins into the eversors bloodstream, making his body tougher, stronger, and more powerful, such as granting stat buffs, movement speed bonus, and attack speed, however the more stacks of this poison within his body will make it harder to control the hero, and at times (around 2 stacks) He has a % chance to go into an uncontrolled state and be controlled by your allied team, he has a chance of breaking out of it, if he goes into this state around 6-10 stacks, he will not return to you till the poisons effect wears off.

TL:DR version: Each stack grants XXX stats/movement speed/attack speed, but a % each second of going into UNCONTROLLED RAGE (Controlled by allied team) over 6 = No hero control untill poisons wear off if this effect hits. Also, at at least 3 stack, if he dies during this duration he will explode, the more stacks will cause more damage/AoE to nearby units (Friendly/enemy/allied heros)

Skill 1: Executional Pistol:

In order to act so efficiently, the Eversor is fielded with a wide variety of weapons and tools including a pistol that can fire neuro-toxin coated needles.

Effect: (Fan of Knives AoE) Fires a damaging needle into several enemies nearby with precision and skill, forcing their bodies to slow down and begin jerking. (Deals damage in an AoE around the Eversor, deals agility + strength debuff on enemy heros)


Skill 2: Melta Bombs

Melta bombs make use of the same sort of design as a meltagun, although on a smaller and more confined area. Their major drawback is that they need to be physically clamped onto a vehicle, which is likely to cause the unit carrying them many deaths before they even get to the tank, unless they can approach from behind. Melta bombs may be thrown at a target attempting to tank shock you with the hope of destroying it before it kills you. Melta bombs may only be used against stunned or immobilised Dreadnoughts.

Effect: (Melee range) Slams down a melta bomb onto a poor fellow's back, a ticking debuff will be placed upon the unit/vechical/building, after a time, the bomb will explode, exploding sharply into the unit in question, dealing damage to anyone nearby (both ENEMIES, and ALLIES, including the HERO) Deals 2X damage on units with fortified armor.

Skill 3: Drug addeled Strength:

The Eversor temple is possibly the most gruesome of the many temples of the Officio Assassinorum. The Eversor specialise in shock and terror tactics, instilling fear of Imperial retribution into the hearts and minds of all who hold positions of power.

Effect: (togglable) This effect grants the neuro gauntlets a powerful blow to each enemy nearby, while these drugs are pumping into his body, his body has to work overtime to keep him from death, he loses hp while it is active, but each blow he does deals extra damage, along with knockback (to two enemies) based on how many stacks of DCM he gains extra damage, and can hit more people nearby.

Ultimate: Single Minded RAGE!

Whilst the more overt forces of the Ordo Malleus face the daemonic minions of a Chaos cult on the battlefield, the Eversor will operate behind enemy lines and eradicate the infection at its source. An Eversor rarely has just a single target. His mission will be to rip the heart out of the Chaos insurgency, wreaking havoc and destruction. Such brutality ensures that the renegades are totally cleansed and that no would-be successors may take over. The sheer terror left behind in the wake of the Eversor's onslaught ensures that none will dare to oppose the Imperium again.

Effect: (Targetted) When this effect is activated, the Eversor will gain an instant 30 stacks of DCM, instantly sending his body into chaotic spasms and sharply running towards the target, attempting to kill the target quickly before his body becomes uncontrollable, this will give a debuff to the enemy, so that even after he goes uncontrollable, he will continue to chase after the target, slamming and slicing into enemies that get in his way.

TL:DR version: Gives 30 stacks of DCM, the Eversor assassin will charge the target with the debuff given, any unit he contacts with will take damage, and be knocked back except for the target in question, who will be chased after (at the Eversors current speed) after the target dies, he will begin attacking anything in reach, till the poisons either wear off, or he dies with a massive explosion


Last edited by ZebioLizard on Thu Dec 10, 2009 1:04 am; edited 2 times in total
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Re: [Incomplete] Eversor Temple Assassin

Post by ChangerOfWays on Tue Dec 08, 2009 9:56 am

Sounds good, only thing is, I threw up eversor already, but I think your ideas might be better. Well done.
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Re: [Incomplete] Eversor Temple Assassin

Post by ZebioLizard on Tue Dec 08, 2009 10:01 am

I don't check for other heros unless it's already added. lo.

I just throw up an idea if I get it in mah head.

I was planning on doing all the temples (cept vindicare, thats already in) I have a few other idea's in mind but nothing yet major to put down in a post. So if you have any idea's you'd like me to do, I take suggestions because I really need something to focus on.
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Re: [Incomplete] Eversor Temple Assassin

Post by Grass Hopper on Tue Dec 08, 2009 12:10 pm

first issue: a skill that does nothing unless you die is generally a bad idea. its in effect rewarding being killed.

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Re: [Incomplete] Eversor Temple Assassin

Post by ZebioLizard on Tue Dec 08, 2009 6:58 pm

Grass Hopper wrote:first issue: a skill that does nothing unless you die is generally a bad idea. its in effect rewarding being killed.

You said make the skills fit the fluff, eversor assassins are sent out with the objective of killing the enemies at all costs, and their lives are nothing but battle and drugs, and if the need to sacrifice an assassin outweighs the need to keep him alive, such as taking out large amounts of cultists and their temple at once, isn't that how an eversor is supposed to be? To make sure the infestation cannot raise back up again at all odds by sacrificing their lives should it be neccessary? Plus it's more of a self contained trigger, as it doesn't give any benefit to death besides a possible extra kill or so, you still give experience/honor if your killed. Not to mention the other more useful skills that could be used while alive.

And considering what you thought of making Lucius the eternals armor do, I don't see why a bomb is so out there (You plan on making him able to kill enemies and revive on the spot where they are? Infact after seeing that, I thought you wouldn't mind a bombed death which is why i made the skill)

So the only issue with this hero is the bomb skill? If so, mention all the faults so I can correct em.
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Re: [Incomplete] Eversor Temple Assassin

Post by 13loodRaven on Tue Dec 08, 2009 7:01 pm

Gp. O.o

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Re: [Incomplete] Eversor Temple Assassin

Post by Grass Hopper on Tue Dec 08, 2009 7:08 pm

Grass Hopper wrote:*make the fluff fit the skills, not the skills fit the fluff*
and lucius' ult keeps him alive (possibly), while yours does nothing for him cept function as a self-aoe nuke that only works when he dies. (basically, u could achieve the same effect from the skill by making it not work when he dies, like an active skill taht has the same effects. thats what i mean by a bad idea)
now, im not against on-death effects, but im against skills that are *only* on-death effects. if you could work this explosion effect into the innate, taht would be great as it already has a link to DCM in its effects.

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And the Stuff was good.

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Re: [Incomplete] Eversor Temple Assassin

Post by ZebioLizard on Tue Dec 08, 2009 7:11 pm

I thought it would make his innate to rigged, but alright, I gotta figure out what to add as a third skill. Maybe something that plays off his drug addeled state, or something to kick his body into the mainfray.
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Re: [Incomplete] Eversor Temple Assassin

Post by 13loodRaven on Tue Dec 08, 2009 7:13 pm

Maybe something akin to a Harlequins dance of death; say he runs around like a madman, knocking units back as he hits them...

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Re: [Incomplete] Eversor Temple Assassin

Post by ZebioLizard on Tue Dec 08, 2009 7:30 pm

Well changed up the skill, the bomb effect only works if he has at least 3 stacks of DCM used, and if it wears off, no bomb effect when he dies.
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Re: [Incomplete] Eversor Temple Assassin

Post by ChangerOfWays on Tue Dec 08, 2009 10:12 pm

About the temples, I have again done most of them. Sowwy Sad your welcome to help, cause i still need some ideas for many of them.
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Re: [Incomplete] Eversor Temple Assassin

Post by 13loodRaven on Wed Dec 09, 2009 4:05 am

Ha! I helped with skill 3! Yeeeeah Smile nicely done lizzie.

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Re: [Incomplete] Eversor Temple Assassin

Post by Grass Hopper on Wed Dec 09, 2009 12:09 pm

looks good Very Happy

how long does the innate last?
and it gives +ias,+ms, and lets say +str and agi?
im not 100% sure that making *only* the assassin controlable by the enemy team is possible, but i can just make him share controll. the only issue is that your allies can control your other non-hero units too. or... i could find an unused computer player, give him to said computer, then share controll with allies... kk that works. hopefully XD

the pistol is like a warstomp kinda skill? so he randomly shoots people behind him? Razz
and shouldnt it slow them? their bodies are kinda shutting down.

for the toggle. he gains +x damage and can knockback x enemies depending on his level of DCM buff?

ult is good.

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Heroes:
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Re: [Incomplete] Eversor Temple Assassin

Post by ZebioLizard on Wed Dec 09, 2009 3:20 pm

how long does the innate last?

I'm not really sure, 30 secs? Each time reused refreshes the duration? I didn't know what would be fair. I usually don't draw out the timers because i'm horrible at balance XD

and it gives +ias,+ms, and lets say +str and agi?

Yes.

im not 100% sure that making *only* the assassin controlable by the enemy team is possible

It's controlled by the ALLIED team (the one he's on, not the players, the computer, and not the enemy team) Because while he's gone virtually uncontrollable because of his chaotic nature, he's still targetting the enemy because of his control by the imperium.


the pistol is like a warstomp kinda skill? so he randomly shoots people behind him? Razz
and shouldnt it slow them? their bodies are kinda shutting down.

Fan of knives actually

Considering if I remember right in TT, due to his drug fueled state, his perception and ambidexterity enabled him to basically shoot like a freaking jacked up marksmen up close. As for the slow, It could be explained as a different sort of neurotoxin, since the lower strength/agility would slow their attack speed anyways, but I guess a minor -slow would work as well. As like the bomb before, I didn't want to try and make the skills rigged, so I don't add to much to them.


for the toggle. he gains +x damage and can knockback x enemies depending on his level of DCM buff?

Yes
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Re: [Incomplete] Eversor Temple Assassin

Post by Grass Hopper on Wed Dec 09, 2009 4:32 pm

oh! ok i get it now for DCM. thats alot ezier XD kk.
and well, fan of knives and warstomp... instant actiavte self aoe spell. thats what i meant Razz and kk, i was just looking for an explanation as to why it was all around him.

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Heroes:
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Re: [Incomplete] Eversor Temple Assassin

Post by ZebioLizard on Wed Dec 09, 2009 6:23 pm

Welcome, I was wondering if you wanted any specific heros done. I need suggestions, else i'm going to end up making three commissars (Yarrick, a named one that functions as a normal, human wave tactics type commissar) and CIPHAS CAIN! HERO OF THE IMPERIUM! xD

Imperial guard ftw!
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Re: [Incomplete] Eversor Temple Assassin

Post by 13loodRaven on Wed Dec 09, 2009 6:43 pm

Yarrick has been done and I think he is in voting...

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Re: [Incomplete] Eversor Temple Assassin

Post by 13loodRaven on Wed Dec 09, 2009 6:44 pm

Anyway check out a post I made about "For those who want to create heroes"

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Re: [Incomplete] Eversor Temple Assassin

Post by Grass Hopper on Wed Dec 09, 2009 6:49 pm

well blood, thats a generic commissar that will end up having a few possible names XD so that would fill zebio's 'a named one that functions as a normal' commie

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And unto the masses, He doth spoke:
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And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: [Incomplete] Eversor Temple Assassin

Post by ZebioLizard on Wed Dec 09, 2009 6:51 pm

Oooh abbadon! Chaos undivided and leader of the baddest legion there is

And yeah, that one looks more generic commissar.. (I think I'm looking at my post)
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Re: [Incomplete] Eversor Temple Assassin

Post by Grass Hopper on Wed Dec 09, 2009 6:52 pm

yeah Razz that was your suggestion originally

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And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: [Incomplete] Eversor Temple Assassin

Post by ZebioLizard on Wed Dec 09, 2009 6:55 pm

Yeah you can ignore it then xD I planned on revamping that cause I didn't make it to the best of mah ability. Unless your already planning on putting it in or something.
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Re: [Incomplete] Eversor Temple Assassin

Post by 13loodRaven on Wed Dec 09, 2009 7:00 pm

Kk, dont mind me im working on my anti-carry genestealer atm so ill be more or less ignorant of whats goin on here Razz

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Re: [Incomplete] Eversor Temple Assassin

Post by Glycine on Thu Feb 11, 2010 2:16 pm

I like him. He's a bit suicidal, but Eversors usually turn out like that. Any changes I foresee needed to be made will have to be done during testing.

Some things might need to be elaborated on, like the bonuses from DCM, but that will happen in due time.
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Re: [Incomplete] Eversor Temple Assassin

Post by Grass Hopper on Tue Feb 16, 2010 5:08 pm

added some numbers, very slightly changed some thigns around.
basically finished it up

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And the Stuff was good.

Heroes:
Commander Farsight (colab - implemented) - Ku'gaath Plaguefather(incomplete) - Ilyana Arienal(incomplete) - Harlequin Shadowseer(incomplete) - Modular Tau Battlesuit(sandbox)
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Re: [Incomplete] Eversor Temple Assassin

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