SC2 Island Defense

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New Builder: The Phase-Smith

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New Builder: The Phase-Smith

Postby 9Zakarious6 » Sun Nov 18, 2012 6:55 pm

The Technician Phase-Smith

Role:
Spoiler: show
This builder is a master at advanced technologies. He uses ‘generators’ to give extra power to machines that support bases or to the turrets themselves to strengthen them.
He is able to construct forms of purifiers to be used as a small army or even a “mobile base.” Also has a few support purifiers to support others.

Models
Spoiler: show
Builder: Karax
Generator: Shield Battery (the beam from it is the connector)
Army Purifiers: Stalker, Zealot, Colossus
Support Purifier: Sentry
Worker: Megalith


Abilities:
Spoiler: show
    Psionic Lane (Escape}
      Creates a lane of psionic power (psi storms) in a 2 width, 5 range path in the target direction. Any enemy to touch the lane takes 5 dps and is slowed by .2. Any ally is sped up by .5. 20 second cooldown and lasts for 6 seconds.
    Overcharge (Technology Hub)
      Shoots a high voltage electric bolt at the target.
      700 damage over 15 seconds with a slow of 1.
    Purifier Swarm (warden support omega/upgraded at Purifier Vault)
      Launches a swarm of small purifiers at the target location. Heals structures at a rate of 50hp/s in the 8 radius and deals 50 dps to enemies in the radius for 10 seconds.


Purifier Vault(Wood Drop Off): (Technology Vault (Glacius)) (2x2 50 wood)
Spoiler: show
Creates Lumber Purifiers
    Lumber Purifiers: (25 supply, 100 health, 2.75 speed)
      Gathers wood at half the rate of baneling workers
    Purifier Swarm: (1000 wood, 70 sec)
      Ability described in abilities section


Supply:Purifier City Building Floating Temple (doodad) (3x3, 20 wood, 6)

Generator:Shield Battery (purifier central core matrix doodad would be amazing if it could have an orange beam coming out of it) (1x1, 350 wood, limit of 40)
Spoiler: show
Phase-Smith throws them like Hammer auto-turrets (range 5)
Can be remotely detonated
Multiple different types of beams available (need upgrades to unlock them)
Only 1 beam per generator but multiple beams can be applied to one target.
Can only target units until upgraded to be able to target buildings (Debilitating spec can target any enemies)
Specifications
    Defense (Advanced Defensive Systems upgrades)
    • +2.5/5/7.5% damage reduction
    • +5/10/15% life regen
    • +5/7.5/10% life
    Offense (Advanced Power Systems upgrades)
    • +5/10/15% damage
    • -2.5/5/7.5% armor on target for 3 seconds each attack
    • 0/12.5/25% armor pierce
    Accuracy (Advanced Targeting Systems upgrades)
    • +1/2/3 range (affects spell range as well)
    • +2.5/5/7.5% weapon speed
    • +10/15/20% crit chance (double damage)
    Intellect (Advanced AI Systems upgrades)
    • +10/20/30% energy regen
    • +10/15/20% spell damage
    • +10/15/20% cooldown reduction
    Debilitating (Advanced Debilitation Systems upgrades)
    • -.25/.5/.75 move speed
    • -10/15/20% life regen
    • -10/15/20% damage


Purifier Technology Hub(purifier city building temple doodad)(3x3, 500 wood)
Spoiler: show
    Houses all technology upgrades for the Phase-Smith
  • Upgrades:
    • Tier 2/3 (1500 wood/15 gold, 2500 wood/35 gold)
      • Tier 2 unlocks secondary upgrade for Sentinel, primary upgrades for Stalker and Sentry, primary upgrades for generators, and unit targeting for generators
      • Tier 3 unlocks secondary upgrades for Stalker and Sentry, all upgrades for Colossi, and secondary upgrades for generators
    • Overcharge (1250 wood 10 gold)
    • Generator Upgrades:
      • Unit Targeting (1000 wood)
        • Allows generators to target allied units as well as structures
      • Advanced Defensive Systems (750/1250 wood 5/15 gold)
      • Advanced Power Systems (750/1250 wood 5/15 gold)
      • Advanced Targeting Systems (750/1250 wood 5/15 gold)
      • Advanced AI Systems (750/1250 wood 5/15 gold)
      • Advanced Debilitation Systems (750/1250 wood 5/15 gold)
    • Purifier Upgrades
      • Sentinel Technology (750/1250 wood 0/5 gold)
      • Purifier Stalker Technology (750/1250 wood 0/5 gold)
      • Purifier Sentry Technology (750/1250 wood 5/10 gold)
      • Purifier Colossus Technology (1000/1500 wood 15/30 gold)


Purifier Production Facility(Purifier Confinement Tower) (3x3, 500 wood, req first building)
Spoiler: show
All purifiers require a tech to be able to build them (at first building)
Each of those techs has a second level to unlock a passive/active ability or a stat boost for the purifier
Warp in at power field around this building, supplies, and the first building.
Types of Purifiers:
    Sentinel (Purifier Zealot) (750 wood 2 gold)
    • 350 life, 150 shields, 6 supply
    • 3.75 movespeed, 40x2 damage, 1.5 attack speed
    • Upgrade: Shocking Charge
      • Allows the Sentinel to charge and make the target have increased energy costs and cooldowns for 10 seconds (doesn't stack and can only be applied once every 40 seconds per target.
    Instigator (Purifier Stalker) (500 wood 2 gold)
    • 200 life, 200 shields, 6 supply
    • 3.75 move speed, 60 damage, 1.2 attack speed, 5 range
    • Has Blink (same as dark stalkers)
    • Upgrade: Cybernetic Enhancement
      • Increases range by 2 and blink range by 2
      • Increases shields by 150 and increases damage by 15
    Energizer (Purifier Sentry) (800 wood 6 gold)
    • 100 life, 150 shields, 6 supply
    • 3.5 move speed, 30 damage, 1 attack speed, 6 range
      Abilities:
      • Guardian Shield
        • Increases spell and damage reduction by 25% each to all units inside
      • Shield Heal
        • Regenerates target unit shields at 20/s
    • Upgrade: Functionality Advancement
      • Increases damage by 15 and shield heal to 35/s
      • Adds Acceleration
        • Target unit gains 15% timescale boost (similar to taldarim sentry ability from campaign)
    Colossus (Purifier Colossus) (1000 wood 15 gold)
    • 450 life, 450 shields, 12 supply
    • 3.5 move speed, 120x2 damage, 1.75 attack speed, 8 range
    • Upgrade: Incineration Beams
      • Attacks now leave a fire trail on ground
      • Deals 100 damage/s to any enemy unit on it
      • Lasts 8 seconds
    (Purifier Fenix (Titan Hunter)) (500 wood)
    • 950 life, 850 shields, 12 supply, limit of 1
    • 100x2 base damage, 1.5 base attack speed, melee, 3.75 move speed, 2x2
    • Abilities: Thunderous Charge
      • Charges towards the target location within 6/7/8 range dealing 300/400/500 damage to all units along the path
    • Portable Warp Charge
      • Can warp to any owned power field. Takes 7/5/3 seconds to charge up the warp.
Last edited by 9Zakarious6 on Wed Nov 18, 2015 6:22 pm, edited 20 times in total.
Phase-Smith

No amount of GHz or teraflops will be able to overcome the excessive lag between your neurons.
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9Zakarious6
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Re: New Builder: The Technician

Postby Tehr » Sun Nov 18, 2012 8:08 pm

I fucking love it. Like, no shit, I wish I had come up with this idea so that I could get all the credit. Great design, I absolutely love the way they power cables work, and how the supply power the buildings. Honestly, this Builder seems fun and intuitive, and I really REALLY like it. But you know this, since I already told this to you.

However, I would suggest having Port Junkers act as Nydus Worms, instead of simply being able to reform Mechs at a different location. What I would do is have a load time and an unload time for each Port Junker, and then halve the unload/load speed from what it is now. For example, with one power cable, the Port Junker can load one mech every 3.5 seconds, and unload one every 3.5 seconds. With three power cables on the unload Port Junker and two on the load Port Junker, that would be 2.5 second load and 1.5 second unload. What do you think?

Also, specify that the Support Machine Tech buildings are actually flying buildings. JK you already did.
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Tehr
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Re: New Builder: The Technician

Postby 9Zakarious6 » Sun Nov 18, 2012 8:27 pm

Tehr wrote:I fucking love it. Like, no shit, I wish I had come up with this idea so that I could get all the credit. Great design, I absolutely love the way they power cables work, and how the supply power the buildings. Honestly, this Builder seems fun and intuitive, and I really REALLY like it. But you know this, since I already told this to you.
:)
However, I would suggest having Port Junkers act as Nydus Worms, instead of simply being able to reform Mechs at a different location. What I would do is have a load time and an unload time for each Port Junker, and then halve the unload/load speed from what it is now. For example, with one power cable, the Port Junker can load one mech every 3.5 seconds, and unload one every 3.5 seconds. With three power cables on the unload Port Junker and two on the load Port Junker, that would be 2.5 second load and 1.5 second unload. What do you think?
I could go for that.
Also, specify that the Support Machine Tech buildings are actually flying buildings. JK you already did.
Phase-Smith

No amount of GHz or teraflops will be able to overcome the excessive lag between your neurons.
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9Zakarious6
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Re: New Builder: The Technician

Postby 9Zakarious6 » Sun Nov 18, 2012 10:22 pm

Come on people, 19 views and only one person responded... Does anyone have ANY feedback?
Phase-Smith

No amount of GHz or teraflops will be able to overcome the excessive lag between your neurons.
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Re: New Builder: The Technician

Postby Epicnoob » Sun Nov 18, 2012 10:26 pm

You say that you can attack cables to mechs to immobilise them and form a base, but I can't find what boost they get for doing so. For the rest I like it.
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Re: New Builder: The Technician

Postby Tehr » Sun Nov 18, 2012 10:36 pm

I'd say that the benefits from Advanced Targeting AI would fit in well with the immobilization.
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Tehr
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Re: New Builder: The Technician

Postby XFXenoForce » Sun Nov 18, 2012 11:14 pm

I love it, it is distantly similar to one of my own ideas, but I never posted it since it was gimmicky and a tad op.
''ID is that cat-and-mouse game with 11 cats and one mouse.''
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Re: New Builder: The Technician

Postby 9Zakarious6 » Sun Nov 18, 2012 11:19 pm

Epicnoob wrote:You say that you can attack cables to mechs to immobilise them and form a base, but I can't find what boost they get for doing so. For the rest I like it.

Tehr wrote:I'd say that the benefits from Advanced Targeting AI would fit in well with the immobilization.


Yeah I could change Advanced Targetting AI to the immobilization.
Phase-Smith

No amount of GHz or teraflops will be able to overcome the excessive lag between your neurons.
User avatar
9Zakarious6
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Battle.Net: Zakarious #1334

Re: New Builder: The Technician

Postby Rapunzel_TM » Sun Nov 18, 2012 11:20 pm

I love the idea of Power Cables as a ubiquitous supporting ability. It wouldn't hurt to have a Technician in your base with a bunch of fully-upped mechs and units. I wouldn't recommend establishing a full base on his own lone self because of the sheer complexity though. I also don't see any bonuses you get for attaching power cables to mech, as EpicNoob said.

Also, how are you planning to use Electricity Carpet? By using Raynor Snipe aiming? 7 second cooldown is a bit too quick. It's easily spammable.

I haven't dug into the numbers for the units and mechs yet, but I think this is the best builder idea you've come up with yet.
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Re: New Builder: The Technician

Postby 9Zakarious6 » Sun Nov 18, 2012 11:23 pm

Rapunzel_TM wrote:I love the idea of Power Cables as a ubiquitous supporting ability. It wouldn't hurt to have a Technician in your base with a bunch of fully-upped mechs and units. I wouldn't recommend establishing a full base on his own lone self because of the sheer complexity though. I also don't see any bonuses you get for attaching power cables to mech, as EpicNoob said.
Fixed the part of attaching cables to mech.
Also, how are you planning to use Electricity Carpet? By using Raynor Snipe aiming? 7 second cooldown is a bit too quick. It's easily spammable.
I think Raynor Snipe aiming would be best here. I had it on a short cooldown cause I was going to have it a weak slow/speed boost but I think I should up the cooldown then.
I haven't dug into the numbers for the units and mechs yet, but I think this is the best builder idea you've come up with yet.
Thanks :D
Phase-Smith

No amount of GHz or teraflops will be able to overcome the excessive lag between your neurons.
User avatar
9Zakarious6
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Posts: 3007
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