WTF IS THIS?!?!?!?
Its a suggestion for several minions. The purpose of all these minion, is to of course support Titan. Minions are all part of the snowballing effect. However, they are also an absolutely MUST HAVE in Titan's arsenal of weapons.
With this said, I believe that our current minions are flawed. The idea that Titan have minions are not flawed, but the minions themselves are. Basing the minions of the Titan was WC3ID (If I remember correctly), and they could ONLY have the Titan's mini. There wasn't a choice.
In my opinion, Minis should NOT be a mini Titan, but a Titan supporter. What we have currently is thousands of little Titans running around. This makes things insanly difficult for builders in terms of snowball, yet ridiculously hard for Titan without them.
Titan gameplay is centered on Titan, not minions and Titans. This is what this suggestion is all about.
Each minion will play a different role. Levels will be gained in the same way as it is now, EXCEPT that Titan gets 100% exp that minis gain. Minions will NOT be able to get damage upgrade, damage speed upgrade, battlespeed (buff still affects), and healing ward. Should the mini die, all of its upgrades would immediatly go to the Titan.
Note: no abilities stack unless they are said to. And this suggestion was made in mind that our current minis do NOT exist.
- Amplify Damage --- Amplifies damage on a single targetted unit. Lasts 20 seconds. Cooldown of 10 seconds. Amplified damage units will be revealed to Titan unless it has invisibility, whereas the vision, but not the damage multiplier. Casting range of 20.
- Level 1-- Increases damage by 10%
Level 2-- 20%
Level 3-- 30%
- Level 1 --- Casting range of 4. Jumps after 1 second.
Level 2 --- Casting range of 6. Jumps after 2 second.
Level 3 --- Casting range of 8. Jumps after 3.
- Level 1 --- Slows 0.1 per second. Range of 5.
Level 2 ---Slows 0.2 per second. Range of 5.
Level 3 --- Slows 0.25 per second. Range of 6.
- Level 1--- Range of 3. Cooldown of 20 seconds.
Level 2 --- Range of 5. Cooldown of 15 seconds.
Level 3 --- Range of 6. Cooldown of 10 seconds.
Cloak of Deceit -- Passive -- The mini is not shown on the minimap. Automatically gained.
Minion ultimate --- Anything enemy unit in a 5 radius unit has its MS and AS slowed by 50%. However, their damage is increased by 25%.
@GEusers, is it possible to have two different coodldowns? I want a global skill cooldown of 3 seconds, than they resume to the cooldown state they were in before the 3 seconds cooldown.
- Unstable Boom --- His nuke. Upon first activation, he charges up his nuke. Upon second activation, he fires his nuke on an radius of 3 (Aoe of 6). If not fired for 7 seconds, the nuke backfires and damages the mini, as well as stunning it for 2 seconds. The longer he charges his nuke, the more damage it would do.
- Level 1 --- Takes 5 seconds to charge up. Minimum damage of 50. Maximum damage of 100.
Level 2 --- Takes 4 seconds to charge. Minimum damage of 75. Maximum damage of 125.
Level 3 --- Takes 3 seconds to charge. Minimum damage of 100. Maximum damaage of 150.
Power Overload --- Increases damage and gives damage reduction. Stackable. Mana cost: 50 Cooldown of 3 seconds.
- Level 1 --- Increases damage by 5. Each stack lasts 10 seconds. 1% DR.
Level 2 --- Increases damage by 10. Each stack lasts 10 seconds. 2% DR.
Level 3 --- Increases damage by 10. Stacks now do not last individually, but reset the timing upon each additional stack. 3% DR. Stacks last 10 seconds.
Emergency Protocol --- Grants the minion a temporary shield. Shield lasts 10 seconds, or the maximum damage it can absorb is reached. Cooldown of 1 minute.
- Level 1 --- Absorbs 300 damage.
Level 2 --- Absorbs 400 damage.
Level 3 --- Absorbs 600 damage.
Minion Greed --- Passive--- The minion converts the anything it kills into gold. You get 10 more exp for every extra thing you killed in the last 15 seconds. The bonus exp from here will NOT transfer to Titan.
- Level 1 --- 1 extra gold. 10 extra exp.
Level 2 --- 1 extra gold. 15 extra exp.
Level 3 --- 2 extra gold. 15 extra exp.
Minion ultimate --- Tether --- Minion can link itself to an allied unit and gives bonuses. Bonuses are DR and damage from Power Overload, as well as the energy regen and health regen from the minion. Upon activating Emergency protocol, the linked unit also gains the temporary shield.
- Regeneration -- Passive --As long as the mini is out of combat, he regenerates his life and energy at an increased rate
- Level 1--- Regenerates 1% of his life. Energy regen rate is increased by 30.
Level 2 --- Regenerates 1% of his life. Energy regen is increased by 50.
Level 3 --- Regenerates 2% of his life. Energy regen is now 2% of his total energy.
Sacrificial Gain --- Transfers its life and energy to a single target. Melee casting range. Instant cast. Cooldown of 15 seconds. Energy cost: 200. Minion CANNOT die from using this skill. His health would just go to 1.
- Level 1--- Transfers 200 HP, 200 energy.
Level 2--- Transfers 400 hp, 200 energy.
Level 3 --- Transfers 5oo HP, 300 energy.
Pain Share --- Active --- Creates a link between target unit and the minion. Any damage the target unit takes would have its damage transferred to mini. The same is said of the opposite. The link breaks when the unit moves too far away from it. Mini can die from this. so can targetted unit.
- Level 1 --- 10% of damage transferred to mini. 4 breaking range.
Level 2 --- 17% of damage transferred to mini. 5 breaking range.
Level 3 --- 25% of damage to mini. 6 breaking range.
Infectious Blast --- Nuke --- Fires off a non-targetteed nuke in 6 range in front of the mini. Any unit hit will take damage, as well as be infected. Buildings can be infected. Infected buildings and units can infect anything that comes in melee range. Any individual infection lasts x seconds. When the infection wears off, the unit takes 20 damage. Disinfected units can be infected again. Infected units and buildings will have AS slowed.
- Level 1 --- Infection lasts 2 seconds. AS slow by 1%. Initial damage is 50.
Level 2 --- Infection lasts 4 seconds. AS slowed by 4%. Initial damage is 70.
Level 3 --- Infection lasts 7 seconds. AS slowed by 7%. Initial damage is 100.
ResourceSalvage --- Ultimate --- Passive -- For everything killed by the minion, he gains a permanent 100 hp, as well as 10 damage and a 5% increase in AS. When this is skilled, the minion's attack ignore armor, as well as gets a *2 damage mutiplier when he has 0 stacks.[/list]
- Magic refill --- Restores energy on a single unit. Level 3 allows for AoE energy restore.
- Level 1: 400 energy
Level 2: 450 energy
Level 3: 500 energy in an AoE of 3.
Psi-Vision --- Scans the target area, but no scan signs show.
- Level 1: 200 mana cost. 1 minute cooldown. Area of 4 shown.
Level 2: 100 mana. 45 seconds cooldown. Area of 8 shown.
Level 3: 0 mana. 30 seconds. Area of 10 shown.
Warp Gate --- Active --- Creates a warp hole in two selected locations. Warp holes last 5 seconds, and take time to contruct. Anything that moves into the warp hole would be transported to the other end. Anything that has been transported in the last 10 seconds cannot be transported. Global range. Warp holes are 3x4 in size. Thats right, you can't really spam them in a base unless it is underpopulated.
- Level 1: Takes 10 seconds to contruct. Cooldown of 90 seconds.
Level 2: Takes 7 seconds to contruct. Cooldown of 60 seconds.
Level 3: Takes 5 seconds to contruct. Cooldown of 30 seconds.
Hallucinate -- Creates a hallucination of the target unit. Casting range of 6. Cooldown of 1 minute. Hallus can damage units based on the targetted unit's damage. Also takes extra damage.
- Level 1: Hallucination lasts 30 seconds. 50% damage on hallucination. 200% extra damage.
Level 2: Hallucination lasts 40 seconds. 30% damage on hallu. 100% extra damage.
Level 3: Hallucination lasts 50 seconds. 25% damage on hallu. Takes 0% extra damage.
I LUV TO BUFF -- Ultimate -- Provides global passive buff. 2% DR, 0.5 extra MS, and +50 hp regen. Upon activation, the timescale of all allied units are increased by 200%.
[spoiler]Why so OP? Because this mini takes a looong time to get to 12. With that in mind, his 12 must be worth it to get. Most likely, a player can only get his 12 after 2-3 bonus gold at the fastest. Thus the power of this ultimate is meant to match that time. Now look at it, its not really that OP.