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[Complete] Maugan Ra, The Harvester of Souls
+2
Fromundaman
Glycine
6 posters
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Does this hero deserve to be in the game?
[Complete] Maugan Ra, The Harvester of Souls
OOC: I'll just jump into it, I guess.
Maugan Ra, the Harvester of Souls
Story:
Stats-
Strength: 18 + 1.8
Agility: 25 + 2.5
Intelligence: 18 + 1.8
Range: 550
Movespeed: 275
(Innate) Essence of War:
Buanna's Tear:
Slayer:
Death's Cloak
Memento Mori:
Maugan Ra, the Harvester of Souls
Story:
First of the Dark Reapers, Maugan Ra is perhaps the most mysterious of the Phoenix Lords, having belonged to the previously doomed Craftworld of Altansar. Most recently, he single-handily ventured into the Eye of Terror and brought his Craftworld out to safety after ten thousand years languishing in Chaos taint. Having founded the Dark Reapers, he brings death to those who would harm the Eldar from afar. With his suit adorned with skulls and his Maugetar, Maugan Ra is not even afraid of death, nor you.
Stats-
Strength: 18 + 1.8
Agility: 25 + 2.5
Intelligence: 18 + 1.8
Range: 550
Movespeed: 275
(Innate) Essence of War:
Maugan Ra, with his untold millenia of combat experience has grasped the art of killing all attackers, even those that might engage him in melee range. His Maugetar is well suited for this, being the combination of a Shuriken Cannon and an Executioner. When engaged in melee combat by enemy units, Maugan Ra has a 10/20/30/40/50% chance to negate an attack and parry it back for the damage he would have received. Is a toggleable skill that can only activate every 0.4 seconds.
Buanna's Tear:
*changed slightly*The Maugetar has been heavily modified by Maugan Ra to make it especially deadly to foes. Modifications include longer range, more power, and the addition of a specially designed plasti-steel core that turns nearly invisible in visible light when fired. However, these changes require energy to use and as such are saved for the right moment. Passively increases range by 25/50/75/100. Actively increases damage by8/16/24/325/10/15/20% and turns shots invisible, but drains mana at the rate of 8/6/4/2% a second.
Slayer:
*Denies apply to this skill*Having fought his way through the Eye of Terror, Maugan Ra has much experience killing Daemons and other foes he may encounter, like the occasional Tyranid splinter fleet or a planet full of Orks. While countless battles may wear down other individuals, Maugan Ra gets stronger with every death he causes for the sake of the Eldar, for he is the Harvester of Souls. Anytime Maugan Ra kills an unit, he recovers 4/8/12/16% health and mana. If he kills a hero, he gains double the normal amount.
Death's Cloak
Maugan Ra no longer needs a physical body to reside within his armor, as he has conquered death in all its aspects. As a result, the deaths of those around him feed his spirit and drive him further to kill for the Eldar. However, it also enables him to become a spectre of death, at one point to strike down a foe and then another in an instant.
Every kill of Maugan Ra adds 1/2/3/4 death counters to himself with a max of 16 death counters possible at one time. When activated, Maugan Ra can turn invisible for a duration of 1 second per counter when a maximum of 16 seconds of invisiblity. Attacking or using a spell will break invisibility during the first 8 seconds of invisibility but will not break during the last 8 seconds of invisibility. However, if he kills units while in those last 8 seconds, he gains half the normal number of death counters, which apply immediately to the duration of the invisibility.
Also requires 100/140/180/220 mana to activate.
Memento Mori:
As a coup de grâce, Maugan Ra releases the limiters on the Maugetar, allowing it to fire at maximum speed for a very limited period of time. However, that's all the time he needs to ensure the death of his enemies, as the increased speed of the shurikens give them more armor and flesh penetration, ensuring that his enemies cannot flee. For a period of 5/7/9 seconds, Maugan Ra gains 100/150/200 attack speed and his shots have a 10/20/30% chance to reduce the armor of his target by 3/6/9 and maim them, reducing attack and movement speed by 10/15/20%, for a duration of 1/2/3 seconds per proc. Costs 150/170/180 mana with a cooldown of 120/100/70 seconds.
Last edited by Grass Hopper on Tue Mar 04, 2014 6:16 pm; edited 9 times in total (Reason for editing : Final Edit --> Complete Heroes)
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: [Complete] Maugan Ra, The Harvester of Souls
Just a tiny bit OP... a lotta bit OP... okay, old Typhus doesn't stand a chance.
The ideas are all great, but the numbers will need some reworking, and that ulti either needs a lot of numbers adjusted, or less effects. However, I really like the idea you have going there.
Question: When you say maximum attack speed, what are we talking? Asurmen's speed buff fast, or Angel Arena fast, or as fast as the game allows fast?
For his second skill, you should keep those numbers for when he kills heroes, and lower ones for when he kills creeps.
Also, you can't code in temporary range increases, sadly (I asked for one on another hero too...).
Still, I like the hero, even if the numbers do require a bit of tweaking.
The ideas are all great, but the numbers will need some reworking, and that ulti either needs a lot of numbers adjusted, or less effects. However, I really like the idea you have going there.
Question: When you say maximum attack speed, what are we talking? Asurmen's speed buff fast, or Angel Arena fast, or as fast as the game allows fast?
For his second skill, you should keep those numbers for when he kills heroes, and lower ones for when he kills creeps.
Also, you can't code in temporary range increases, sadly (I asked for one on another hero too...).
Still, I like the hero, even if the numbers do require a bit of tweaking.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: [Complete] Maugan Ra, The Harvester of Souls
i like it always glad to see more eldar heros suggestd XD
i feel that the innate is too situational, i mean hes suposed to stay far away from his enemies, making sure they dont get away, but u give him a melee only skill
as formundaman said, temporary range increase doesnt work, perhaps some other effect? other than that, i like the idea of invisible shots
slayer works good, numbers are op
and i would make the splash, actually splash, cause it makes more sense from a shuriken weapon standpoint, instead of a line attack, having a splash attack.
ult: is op... keeping in mind, asurmens blade storm has the same attackspeed, and lasts 3.55 seconds... also keeping in mind that the energy rune is prolly the most imba rune in the game, also keeping in mind, that having no ias items, using your ult will give you a 400% dps bonus
however, instead of max, give it something like +100 or +200, thats a bit better. the rest is good
@fromundaman: the game engine's limit on attack speed is +400% heros have a 1.7 second cooldown on their attack, so basically, the max attack speed, would by 1.7/5... or 0.34 seconds.
just for reference, the fastest attack the game allows, is a 0.1 cooldown attack, with max attackspeed (i dont know if it caps at 0.1, or that number can get reduced by attackspeed)
i feel that the innate is too situational, i mean hes suposed to stay far away from his enemies, making sure they dont get away, but u give him a melee only skill
as formundaman said, temporary range increase doesnt work, perhaps some other effect? other than that, i like the idea of invisible shots
slayer works good, numbers are op
and i would make the splash, actually splash, cause it makes more sense from a shuriken weapon standpoint, instead of a line attack, having a splash attack.
ult: is op... keeping in mind, asurmens blade storm has the same attackspeed, and lasts 3.55 seconds... also keeping in mind that the energy rune is prolly the most imba rune in the game, also keeping in mind, that having no ias items, using your ult will give you a 400% dps bonus
however, instead of max, give it something like +100 or +200, thats a bit better. the rest is good
@fromundaman: the game engine's limit on attack speed is +400% heros have a 1.7 second cooldown on their attack, so basically, the max attack speed, would by 1.7/5... or 0.34 seconds.
just for reference, the fastest attack the game allows, is a 0.1 cooldown attack, with max attackspeed (i dont know if it caps at 0.1, or that number can get reduced by attackspeed)
Re: [Complete] Maugan Ra, The Harvester of Souls
So for the innate you are saying that 50% of the time he is hit the damage in negated and returned fully? And on top of that it is passive...Maybe not too high for an activate skill but did you factor how this hero could be killed? No melee hero would ever evne try to kill him, i would not.
Make it a passive ability and it is good though, plus it puts a big fear game into it. Does he have the damage return up? is it cooled down? ya could be fun.
Make it a passive ability and it is good though, plus it puts a big fear game into it. Does he have the damage return up? is it cooled down? ya could be fun.
billiam- Contributor
- Posts : 61
Join date : 2009-08-25
Re: [Complete] Maugan Ra, The Harvester of Souls
I'll address everything by topic.
Attack Speed of Ult: I believe it needs to be really, really, really fast. 100/200 attack speed will do or a speed on par with Asurmen's skill.
Slayer: The numbers are surprisingly not as OP as I thought they would be. To draw comparison to another game, DotA, the Bloodseeker's version is 10/20/30/40% HP for a hero kill and 10/15/20/25% for creep kills. He's seemingly not too broken. oo
Still, I wouldn't mind the numbers being reduced slightly to 3/6/9/12%.
Buanna's Tear: If range doesn't work, perhaps he would get a boost to vision? Or I've got a better idea. Instead of range, make it so the attacks splash being the original target for w/x/y/z distance, thus eliminating Cascade.
Cascade: Splash wouldn't be bad either.
Death's Cloak: @Grass: The purpose of the skill is to give him a chance if he gets engaged in melee combat to counter attacks. He's still a ranged hero, but the bane of all ranged heroes, pardon Asurmen, is when their target is right on top of them.
The innate is perhaps the most OP skill of all of them. But I want it as a skill to counter every single Kharn/Karandras/every single agi melee hero end-game. Normal ranged heroes and even normal melee heroes simply can't take the damage they dish out, so instead of evasion, I decided to be more aggressive.
The numbers need to be reduced to perhaps 8/16/24/32/40% but I would prefer it to remain a high enough percentage so that end-game Maugan isn't useless if a Kharn charges him.
I also wouldn't mind it being an passive-active, where every time it triggers, a certain amount of mana is used.
If we combine the first and third skills, I'll try to think of a replacement for the third skill in the meantime.
Attack Speed of Ult: I believe it needs to be really, really, really fast. 100/200 attack speed will do or a speed on par with Asurmen's skill.
Slayer: The numbers are surprisingly not as OP as I thought they would be. To draw comparison to another game, DotA, the Bloodseeker's version is 10/20/30/40% HP for a hero kill and 10/15/20/25% for creep kills. He's seemingly not too broken. oo
Still, I wouldn't mind the numbers being reduced slightly to 3/6/9/12%.
Buanna's Tear: If range doesn't work, perhaps he would get a boost to vision? Or I've got a better idea. Instead of range, make it so the attacks splash being the original target for w/x/y/z distance, thus eliminating Cascade.
Cascade: Splash wouldn't be bad either.
Death's Cloak: @Grass: The purpose of the skill is to give him a chance if he gets engaged in melee combat to counter attacks. He's still a ranged hero, but the bane of all ranged heroes, pardon Asurmen, is when their target is right on top of them.
The innate is perhaps the most OP skill of all of them. But I want it as a skill to counter every single Kharn/Karandras/every single agi melee hero end-game. Normal ranged heroes and even normal melee heroes simply can't take the damage they dish out, so instead of evasion, I decided to be more aggressive.
The numbers need to be reduced to perhaps 8/16/24/32/40% but I would prefer it to remain a high enough percentage so that end-game Maugan isn't useless if a Kharn charges him.
I also wouldn't mind it being an passive-active, where every time it triggers, a certain amount of mana is used.
If we combine the first and third skills, I'll try to think of a replacement for the third skill in the meantime.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: [Complete] Maugan Ra, The Harvester of Souls
There's a difference between being useful when attacked, and being OPed, and a 30-50% chance of not taking damage and instead dealing 100% of the damage back is OP IMO. Either bring down the % by a lot more, or simply make it so he deals back a portion of the damage (Which, considering he still avoids the damage is good.).
The reason for this is right now you essentially have a 40-50% evade with damage return to melee heroes. That's a bit insane.
I completely agree with your reasoning, I just think it's still too good.
Also, I agree with the Buanna's Tear numbers being lowered, especially since you'll have splash damage and anti-melee innate, making creeps die pretty fast.
The reason for this is right now you essentially have a 40-50% evade with damage return to melee heroes. That's a bit insane.
I completely agree with your reasoning, I just think it's still too good.
Also, I agree with the Buanna's Tear numbers being lowered, especially since you'll have splash damage and anti-melee innate, making creeps die pretty fast.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: [Complete] Maugan Ra, The Harvester of Souls
Fromundaman wrote:Also, you can't code in temporary range increases, sadly (I asked for one on another hero too...).
Why can't we change the range to becoming an active skill? As I recall, Jah'rakal from DotA had an active ability that let him toggle from ranged to melee. Could we perhaps try to figure out how that works and tweak it a bit, or is it a fixed deal?
Type-4-Doragon- Space Marine
- Posts : 30
Join date : 2009-07-23
Age : 35
Location : Clemson, SC
Re: [Complete] Maugan Ra, The Harvester of Souls
that skill changes the unit entirely. not very practical
Re: [Complete] Maugan Ra, The Harvester of Souls
Hmm. Yes, the numbers on Buanna's need to be tweaked.
The innate is a cluster---- with percentages, especially if you want to separate damage return and evasion.
First Option
Perhaps a 10% chance to deal 100% damage back, a 15% chance to deal 70% back, & a 25% chance to deal 50% back would do for the damage return?
So it would scale as...
2/4/6/8/10% for 100% damage return
3/6/9/12/15% for 70% damage return
5/10/15/20/25% for 50% damage return.
And then we have evasion. There's the option of having evasion proc with damage return, but then he has 50% evasion. oo
Second Option
Or we can separate Evasion chance completely and make it a lower chance, like 5/10/15/20/25% chance to evade.
If evasion procs, there's a 1/8 chance of some sort of damage return proccing simutaneously. 1/40 + 3/80 + 1/16 for each to occur, but it seems minute.
Third Option
Or I could simply leave the evasion chance at 40-50% (preferably 40% at this point) and have the damage return proc with the Evasion at 50-70% of damage.
Fourth Option
Leave the skill as is, except add a mana cost every time it triggers. Something like 2/4/6/8/10% of mana to balance it out.
Fifth Option
Change it from an innate to an active skill, replacing Cascade. Perhaps a mana drain per second? [.5/1/1.5/2% of mana per second]
Sixth Option
Leave it as is, reducing the %'s a bit and make it his ultimate so it retains some of its core abilities.
Seventh Option
Have it limited by another skill TBD, like it can't be activated or proc unless it meets the requirements for doing so.
Or a combination of the above?
Enough with the options for now.
Here's the kicker. The damage return will REQUIRE an animation that interrupts his normal DPS. This animation will take x amount of time. This is to ensure that he can't proc the evasion or damage return constantly, as it would require a cooldown short enough to keep track of the attack speed that heroes possess, but long enough so that he can't proc it every 0.1 seconds he's attacked.
If max attack speed, i.e. lowest cooldown is 0.34 secs, then I would envision the skill being able to proc at that time or higher.
If you have any other suggestions, don't be afraid to add, especially if I glanced over yours.
The innate is a cluster---- with percentages, especially if you want to separate damage return and evasion.
First Option
Perhaps a 10% chance to deal 100% damage back, a 15% chance to deal 70% back, & a 25% chance to deal 50% back would do for the damage return?
So it would scale as...
2/4/6/8/10% for 100% damage return
3/6/9/12/15% for 70% damage return
5/10/15/20/25% for 50% damage return.
And then we have evasion. There's the option of having evasion proc with damage return, but then he has 50% evasion. oo
Second Option
Or we can separate Evasion chance completely and make it a lower chance, like 5/10/15/20/25% chance to evade.
If evasion procs, there's a 1/8 chance of some sort of damage return proccing simutaneously. 1/40 + 3/80 + 1/16 for each to occur, but it seems minute.
Third Option
Or I could simply leave the evasion chance at 40-50% (preferably 40% at this point) and have the damage return proc with the Evasion at 50-70% of damage.
Fourth Option
Leave the skill as is, except add a mana cost every time it triggers. Something like 2/4/6/8/10% of mana to balance it out.
Fifth Option
Change it from an innate to an active skill, replacing Cascade. Perhaps a mana drain per second? [.5/1/1.5/2% of mana per second]
Sixth Option
Leave it as is, reducing the %'s a bit and make it his ultimate so it retains some of its core abilities.
Seventh Option
Have it limited by another skill TBD, like it can't be activated or proc unless it meets the requirements for doing so.
Or a combination of the above?
Enough with the options for now.
Here's the kicker. The damage return will REQUIRE an animation that interrupts his normal DPS. This animation will take x amount of time. This is to ensure that he can't proc the evasion or damage return constantly, as it would require a cooldown short enough to keep track of the attack speed that heroes possess, but long enough so that he can't proc it every 0.1 seconds he's attacked.
If max attack speed, i.e. lowest cooldown is 0.34 secs, then I would envision the skill being able to proc at that time or higher.
If you have any other suggestions, don't be afraid to add, especially if I glanced over yours.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: [Complete] Maugan Ra, The Harvester of Souls
i was gonna suggest having an animation as a way to balance it...
its fine if it has an animation and interupts his orders for a sec, but this way it would have to be toggleable, so it dosent proc unecessarily on a creep when hes chasing an enemy hero... for example
its fine if it has an animation and interupts his orders for a sec, but this way it would have to be toggleable, so it dosent proc unecessarily on a creep when hes chasing an enemy hero... for example
Re: [Complete] Maugan Ra, The Harvester of Souls
That could work. On the flipside though, the animation shouldn't be so long that the other char gets 2-3 attacks off in the meantime. However, I trust you'll be able to balance that correctly.
I did like the 1st option too though.
I did like the 1st option too though.
Fromundaman- Moderator
- Posts : 910
Join date : 2009-07-24
Re: [Complete] Maugan Ra, The Harvester of Souls
im assuming like a .3-.5 delay for the animation, so he cant block several attacks at once.
Re: [Complete] Maugan Ra, The Harvester of Souls
How about 0.4 secs then, as a compromise?
Also, if we're going to make Buanna's have splash instead of range, Cascade will be pretty useless.
Thus, we need a new third skill. Any ideas?
Perhaps a resistance to magic, seeing as he's braved the dangers of the Eye of Terror alone and still beat the crap out of everything he faced?
Or we could even reach way back when and give him an ability related to the Necrons, since it was the Nightbringer who infected Khaine with the essence of Death and thus brought about the Reapers.
Also, if we're going to make Buanna's have splash instead of range, Cascade will be pretty useless.
Thus, we need a new third skill. Any ideas?
Perhaps a resistance to magic, seeing as he's braved the dangers of the Eye of Terror alone and still beat the crap out of everything he faced?
Or we could even reach way back when and give him an ability related to the Necrons, since it was the Nightbringer who infected Khaine with the essence of Death and thus brought about the Reapers.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: [Complete] Maugan Ra, The Harvester of Souls
Or get some equipment related skill
billiam- Contributor
- Posts : 61
Join date : 2009-08-25
Re: [Complete] Maugan Ra, The Harvester of Souls
i dunno what to have there, but make it active, or toggleable at least
Re: [Complete] Maugan Ra, The Harvester of Souls
First post will be edited with changes, please look.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: [Complete] Maugan Ra, The Harvester of Souls
im not 100% sold on death's cloak... it doesnt seem that useful tbh its a 5 second invis, which, with his low ms, dosnt get u very far, either towards or away from enemies, it levels poorly, only getting better at level 3, while increasing in manacost every level.
Re: [Complete] Maugan Ra, The Harvester of Souls
Well, it could act as a wind walk skill, with invisibility and bonus movement speed?
I thought it could be interesting because not very many heroes so far are able to go invisible at this point. It would also make him more mobile and allow him to set up quicker from a farther distance.
In addition, the five seconds of invis with enough movement speed can serve as an escape move.
Speaking of which, should we make an item that grants invisibility + movement speed and another stat?
I thought it could be interesting because not very many heroes so far are able to go invisible at this point. It would also make him more mobile and allow him to set up quicker from a farther distance.
In addition, the five seconds of invis with enough movement speed can serve as an escape move.
Speaking of which, should we make an item that grants invisibility + movement speed and another stat?
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: [Complete] Maugan Ra, The Harvester of Souls
Ok. How's this look?
Death's Cloak
Is it codeable to make the invisibility break for the first duration and not break during the last?
Death's Cloak
Maugan Ra no longer needs a physical body to reside within his armor, as he has conquered death in all its aspects. As a result, the deaths of those around him feed his spirit and drive him further to kill for the Eldar. However, it also enables him to become a spectre of death, at one point to strike down a foe and then another in an instant. Every kill of Maugan Ra adds 1/2/3/4 death counters to himself with a max of 16 death counters possible at one time. When activated, Maugan Ra can turn invisible for a duration of 1 second per counter when a maximum of 16 seconds of invisiblity. Attacking or using a spell will break invisibility during the first 8 seconds of invisibility but will not break during the last 8 seconds of invisibility. Also requires 100/140/180/220 mana to activate.
Is it codeable to make the invisibility break for the first duration and not break during the last?
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: [Complete] Maugan Ra, The Harvester of Souls
looks much better, and yeh its codable, make the invis based on ghost, then if he casts a spell or attacks in the first 8 seconds... remove it, and end the effects...
and u made it the first 8 seconds, not first half, because u want them to have more death counters?
and u made it the first 8 seconds, not first half, because u want them to have more death counters?
Re: [Complete] Maugan Ra, The Harvester of Souls
Yeah, it would require the person to actually save up counters for when he might need them and use a little intelligence.
The first 8 seconds also gives the player time to get into position so he wouldn't be exposed at the end of the last 8 seconds when he's firing.
However, for Buanna's Tear.
Since we can't do temporary range increases, could we make it a permanent range increase of some incremental amount? Similar to the code that Pathfinder uses.
The first 8 seconds also gives the player time to get into position so he wouldn't be exposed at the end of the last 8 seconds when he's firing.
However, for Buanna's Tear.
Since we can't do temporary range increases, could we make it a permanent range increase of some incremental amount? Similar to the code that Pathfinder uses.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: [Complete] Maugan Ra, The Harvester of Souls
dont see why not, maby 400 base range, +30 each level
so max range of 520 or something
just throwing out numbers... cause shuriken cannons are shorter ranged
so max range of 520 or something
just throwing out numbers... cause shuriken cannons are shorter ranged
Re: [Complete] Maugan Ra, The Harvester of Souls
I wouldn't call them that short ranged
After all, Maugan Ra can fire 36 inches in TT, while Fire Warrior teams have a max range of 30 inches.
Numbers are pointless, but I do believe he needs a good amount of range ~600-700, since he'll be doing most of his damage at range anyway.
After all, Maugan Ra can fire 36 inches in TT, while Fire Warrior teams have a max range of 30 inches.
Numbers are pointless, but I do believe he needs a good amount of range ~600-700, since he'll be doing most of his damage at range anyway.
Glycine- Moderator
- Posts : 1490
Join date : 2009-07-23
Re: [Complete] Maugan Ra, The Harvester of Souls
ranged heros haev 600 range as a standard and yeah, point taken, id prolly make him start with 550 or something, then get maby 20 per level, ending up at 630 range
Re: [Complete] Maugan Ra, The Harvester of Souls
ok, update the first post with changes discussed in this page, and ill move it to completed heroes
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