[Titan] Magus the Titan of Spells.

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HunkofSteel
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[Titan] Magus the Titan of Spells.

Post by HunkofSteel »

Lore:
Spoiler: show
Back when the Titan were strong and many, when their magic permeated the universe. In the days of old, when they would ravage worlds, there was one small group of cultist from a long extinct race, which sought to urpserb the Titan's power for themselves. Searching through countless lores and worlds, they arrived on a small, unimportant looking scroll, which contained the secrets of breaking the laws of the universe. Powered by greed, the cultists fought each other to the death. Standing a top a pile of smothered ash that was once his companions, one came out standing. But when he opened the scroll to obtain power, he never knew the enslavement that came with it....

fuck I suck at writing.

Stats: Damage: 50 (+50 to buildings)
Life: 1300
Life regen: 0.5% of max health.
Energy: 2000
Energy regen: 1% of max energy.

The rest are all standard


Description: The Magus uses powerful spells that wrecks havoc on his enemies.

Rather then a normal Titan with 4 spells one ultimate, Magus has three pages inside his normal command card, each having its own set of spells. Levels do not need to be put into spells, but spells are unlocked with levels, as well as their potency increased with each level.


Spell Card number 1 (Offensive/Chasing Spells):


    Telekinesis --- Active --- Selects a target, and drags it to anywhere the Magus desires.
      Level 1: Drags 2 space.
      Level 2: Drags 3 space.
      Level 3: Drags 4 space.
      Level 5-8: Adds a slow to the target after it is dragged. 0.1MS slow, increasing with each level. Slows last for 2 seconds.
      Subsequent Levels do not add anything to it.
    Spoiler: show
    Skills that lift and drop are always cool


    Dynamite Blast--- Active --- Magically blasts an area radius of 3 for instant damage after 0.5 seconds channel.
      Level 1-4: Deals 75 damage.
      Level 5: Deals 75 damage (no change)
      Level 6: Deals 100 damage.
      Level 7: Deals 125 damage.
      Level 8: Deals 150 damage.
    Spoiler: show
    His near to useless nuke


    Wall of Magic --- Active --- Creates a 2x2 wall. 250 health, 5 armor.
      Level 1: Cooldown of 60 seconds. Casting range of 4.
      Level 2-4: No change
      Level 5: Cooldown of 40. Casting range of 6.
      Level 6: Cooldown of 30. Casting range of 7.
      Level 7: Cooldown of 20. Casting range of 8.

    Magickal Wave --- Active --- Fires a 3x3 shockwave moving at 10 MS in a line for 12 distance. Maximum damage is 125. Maximum damage is focued on the center of the shockwave, while minimum is at the edge of the shockwave.
      Level 1: Min damage: 50
      Level 2: Min damage: 75
      Level 3: Min damage: 100
      Level 4: Min damage: 125


    CockTail of Power --- Active --- Bombs the area around the Titan with magical blasts for a certain amount of time. Damage can only be dealt on the same cliff level. Creates 5 blasts per second. Can affect buildings. Each blast only affects one unit/building. If there are multiple targets, the blast hits are random. If there is only one unit/building, the blasts would be concentrated on it alone. Bomb radius of 4. Bomb radius is the range of Cocktail of Power, which is 4. One Blast can only hit one unit.
      Level 1-5: Cannot be used.
      Level 6: Each blasts damages 10. Lasts 3 seconds.
      Level 7: Each blast damages 13. Lasts 4 seconds.
      Level 8: Each blast damages 15. Lasts 5 seconds.
      Level 9: Each blast damages 15. Lasts 6 seconds.
      Level 10: Each blast damages 16. Lasts 6 seconds.


Spell Card number 2 (Defensive/Buff Spells):


    Magic Refill --- Active --- Restores mana to Titan. Costs 0 mana.
      Level 1: 200 mana. 60 cooldown.
      Level 2: 225 mana. 55 cooldown.
      Level 3: 250 mana. 50 cooldown.
      Level 4: 275 mana. 45 cooldown.
      Level 5: 300 mana. 40 cooldown.
      Level 6: 325 mana. 35 cooldown.
      Level 7: 350 mana. 40 cooldown.
      Level 8: 375 mana. 35 cooldown.
      Level 9: 400 mana. 30 cooldown.
      Level 10: 425 mana. 25 cooldown.
      Level 11: 450 mana. 20 cooldown.
      Level 12: 500 mana. 15 cooldown.

    Magical Shielding --- Passive --- An extra layer of armour is added to the Titan as time passes. Each armour layer adds one armour point. With each attack received, one layer of armour is destroyed. Whenver Titan is attacked, production of stacks are delayed by 15 seconds.

      Level 1: Nope
      Level 2: Nahhh
      Level 3: Adds 1 layer every 20 seconds. 15 Max layer.
      Level 4: Adds 1 layer every 15 seconds. 16 Max layer.
      Level 5: Adds 1 layer every 10 seconds. 17 Max layer.
      Level 6-8: No change
      Level 9: Adds 1 layer every 5 seconds. 25 Max layer.
      Level 10: Adds 1 layer every 1 seconds. 25 max layer.

    Magical Life Force --- Active/Channeled --- Magus channels his mana into hit points. Any attack cancels the skill.
      Level 1-5: Not available
      Level 6: Channels for 10 seconds. 1% of life regained for every 5% of mana. Cooldown of 60 seconds.
      Level 7: Channels for 13 seconds. 1% for 4%. Cooldown of 50.
      Level 8: Channel for 15 seconds. 1% for 3%. Cooldown of 40.
      Level 9: Channel for 17 seconds. 1% for 2 %. Cooldown of 30.
      Level 10: Channel for 20 seconds. 1% for 1%. Cooldown of 20.
      Level 11: Channel for 30 seconds. 1% for 1%. Cooldown of 10.
      Level 12: Channel for 40 seconds. 1% for 1%. Cooldown of 10.

    Unbroken Meditation --- Active Buff --- Channels for 1 second. Magus embues himself with magical attacks, which increases his damage for 7 seconds.
      Level 1-5: Not available.
      Level 6: Adds 50 damage to structures.
      Level 7: No change
      Level 8: Adds 70 damage to strucures.
      Level 9: No change
      Level 10: Adds 90 damage to structures.




Spell Card number 3 (Utilities/Miscellaneous Spells):


    Entangling Roots --- Active --- Slows the targets MS for 3 seconds.
      Level 1: Slow by 0.1MS
      Level 2: Slow by 0.2 MS.
      Level 3: Slow by 0.3 MS.
      Level 4: Slow by 0.4 MS.
      Level 5: Slow by 0.5 MS.
      Level 6: Slow by 0.6 MS.
      Level 7: Slow by 0.7 MS.
      Level 8: Slow by 0.8 MS.
      Level 9: Slow by 0.9 MS.
      Level 10: Slow by 1 MS.

    Vortex Hole --- Active --- Creates a normal melee game vortex at target location. The only difference is vortex's size, and that units coming out will not be invulnerable. Vortex also slows the AS of affected buildings. Can only affect same cliff level. Vortex lasts 5 seconds.
      Level 1-3: Not available.
      Level 4: 4 space wide vortex. Slows affected buildings AS by 1%.
      Level 5: 5 space wide vortex. Slows affected buildings AS by 1%.
      Level 6: 6 space wide vortex. Slows affected buildings by 2%.
      Level 7: 7 space wide vortex. Slows affected buildings by 2%.
      Level 8: 8 space wide vortex. Slows affected buildings by 3%.
      Level 9: 9 space wide vortex. Slows affected buildings by 3%.
      Level 10: 10 space wide vortex. Slows affected buildings by 4%.

    Summon the Magus --- Active --- The Magus windwalks and summons an illusion that will replace him. The illusion can be commanded, and will do whatever was the last command of the Magus before he windwalked. It can only do damage to structures, not units. Also takes increased damage. The stack layer of armour of Magical Shielding will be duplicated as well, although the illusion won't gain any stacks. Illusion lasts 10 seconds.
      Level 1: 100 damage. 500% increased damage.
      Level 2: 110 damage. 450% increased damage.
      Level 3: 120 damage. 400% increased damage.
      Level 4: 130 damage. 350% increased damage.
      Level 5: 140 damage. 300% increased damage.
      Level 6: 150 damage. 250% increased damage.
      Level 7: 160 damage. 200% increased damage.
      Level 8: 170 damage. 150% increased damage.
      Level 9: 180 damage. 100% increased damage.
      Level 10: 190 damage. 50% increased damage.

    Leprechaun Servants --- Active --- Summons a critter under the command of the Magus. When not given an order, the critter will roam. Critters last indefinitely. Cooldown of 2 minutes.
      Level 1: 1 Critter max.
      Level 5: 3 Critters max.

    Slaves of the Magus --- Active --- Throws Infested Eggs. (This is exactly like Infestor, except it has scaling properties per level). In their eggs, they receive 50% damage reduction.
      Level 1-5: Not Available
      Level 6: Throws 3 Infesteds. Each continus attack increases damage reductino by 1%, maxing at 50%
      Level 7: Throws 5 infesteds. Each increase by 1.5%.
      Level 8: Throws 7 Infesteds. Each increase by 2%.
      Level 9: Throws 10 infesteds. Each increase by 3%.




Spell Page 4: Ultimatum


Creation of Abomination --- Active

ONLY AVAILABLE AT LEVEL 13.

Creates a Titan after 1 minutes of channeling. The Titan would be custom created with any one of the current ultimates, and any one of the Z X C V skills from every minion. (Z skills can only be Z skills etc.) The Titan would be at Level 6, but would have access to level 3 of all of his abilities and one ultimate. Creation can only be used once.





The one most important feedback I need is if this Titan is difficult to play. If it is not difficult, than I'm scraping it as it is too OP.

Author's Note (God I love writing these for some reason):
Spoiler: show
The reason for this hero is because of Dota's Invoker. Armed with 10 spells, each created from a combination of spells, it is truly one terrifying hero to play against. HOWEVER, the average player cannot use Invoker so well. Most average players cannot even use 1 quarter of his spells to their maximum ability. This is what I want to create, a Titan so powerful that it takes a TON of practice to use him. Even a pro should not be able to fully maximize him, unless he practices playing Magus. In which he will earn the title Grand Magus :D
Last edited by HunkofSteel on Mon Apr 08, 2013 8:27 am, edited 3 times in total.
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Nightblade
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Re: [Titan] Magus the Titan of Spells.

Post by Nightblade »

Hey. You done fucked up.
HunkofSteel
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Re: [Titan] Magus the Titan of Spells.

Post by HunkofSteel »

thanks. I have no idea how I did it. PRobably because I have spoilers inside lists?
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Tehr
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Re: [Titan] Magus the Titan of Spells.

Post by Tehr »

I fixed it. Copy-paste this.

Code: Select all

Lore: [spoiler]Back when the Titan were strong and many, when their magic permeated the universe. In the days of old, when they would ravage worlds, there was one small group of cultist from a long extinct race, which sought to urpserb the Titan's power for themselves. Searching through countless lores and worlds, they arrived on a small, unimportant looking scroll, which contained the secrets of breaking the laws of the universe. Powered by greed, the cultists fought each other to the death. Standing a top a pile of smothered ash that was once his companions, one came out standing. But when he opened the scroll to obtain power, he never knew the enslavement that came with it....[/spoiler]
[size=50]fuck I suck at writing.[/size]

Stats: Damage: 50 (+50 to buildings)
       Life: 1300
       Life regen: 0.5% of max health.
       Energy: 2000
       Energy regen: 1% of max energy.

The rest are all standard


Description: The Magus uses powerful spells that wrecks havoc on his enemies.

Rather then a normal Titan with 4 spells one ultimate, Magus has three pages inside his normal command card, each having its own set of spells. Levels do not need to be put into spells, but spells are unlocked with levels, as well as their potency increased with each level.
[hr]White[/hr]
[size=150][center]Spell Card number 1 (Offensive/Chasing Spells):[/center][/size]

[list] Telekinesis --- Active --- Selects a target, and drags it to anywhere the Magus desires.
[list]Level 1: Drags 2 space.
Level 2: Drags 3 space.
Level 3: Drags 4 space.
Level 5-8: Adds a slow to the target after it is dragged. 0.1MS slow, increasing with each level. Slows last for 2 seconds.
Subsequent Levels do not add anything to it.[/list]
[spoiler]Skills that lift and drop are always cool[/spoiler]

Dynamite Blast--- Active --- Magically blasts an area radius of 3 for instant damage after 0.5 seconds channel.
[list]Level 1-3: Not available.
Level 4: Deals 75 damage.
Level 5: Deals 75 damage (no change)
Level 6: Deals 100 damage.
Level 7: Deals 125 damage.
Level 8: Deals 150 damage.[/list]
[spoiler]His near to useless nuke[/spoiler]

Wall of Magic --- Active --- Creates a 2x2 wall. 250 health, 5 armor.
[list]Level 1: Cooldown of 60 seconds. Casting range of 4.
Level 2-4: No change
Level 5: Cooldown of 40. Casting range of 6.
Level 6: Cooldown of 30. Casting range of 7.
Level 7: Cooldown of 20. Casting range of 8.[/list]
[spoiler]LOLSPOILERSEVERYWHERE
[size=25]Also, Tehr is awesome[/size][/spoiler]

CockTail of Power --- Active --- Bombs the area around the Titan with magical blasts for a certain amount of time. Damage can only be dealt on the same cliff level. Creates 5 blasts per second. Can affect buildings. Each blast only affects one unit/building. If there are multiple targets, the blast hits are random. If there is only one unit/building, the blasts would be concentrated on it alone. Bomb radius of 4.
[list]Level 1-5: Cannot be used.
Level 6: Each blasts damages 10. Lasts 3 seconds.
Level 7: Each blast damages 13. Lasts 4 seconds.
Level 8: Each blast damages 15. Lasts 5 seconds.
Level 9: Each blast damages 15. Lasts 6 seconds.
Level 10: Each blast damages 16. Lasts 6 seconds.[/list][/list]
[hr]White[/hr]
[size=150][center]Spell Card number 2 (Defensive/Buff Spells):[/center][/size]

[list]Magic Refill --- Active --- Restores mana to Titan. Costs 0 mana.
[list]Level 1: 200 mana. 60 cooldown.
Level 2: 225 mana. 55 cooldown.
Level 3: 250 mana. 50 cooldown.
Level 4: 275 mana. 45 cooldown.
Level 5: 300 mana. 40 cooldown.
Level 6: 325 mana. 35 cooldown.
Level 7: 350 mana. 40 cooldown.
Level 8: 375 mana. 35 cooldown.
Level 9: 400 mana. 30 cooldown.
Level 10: 425 mana. 25 cooldown.
Level 11: 450 mana. 20 cooldown.
Level 12: 500 mana. 15 cooldown.[/list]

Magical Shielding --- Passive --- An extra layer of armour is added to the Titan as time passes. Each armour layer adds one armour point. With each attack received, one layer of armour is destroyed.

[list]Level 1: Nope
Level 2: Nahhh
Level 3: Adds 1 layer every 40 seconds. 15 Max layer.
Level 4: Adds 1 layer every 35 seconds. 16 Max layer.
Level 5: Adds 1 layer every 30 seconds. 17 Max layer.
Level 6-8: No change
Level 9: Adds 1 layer every 15 seconds. 25 Max layer.
Level 10: Adds 1 layer every 10 seconds. 25 max layer.[/list]

[list]Magical Life Force --- Active/Channeled --- Magus channels his mana into hit points. Any attack cancels the skill.
Level 1-5: Not available
Level 6: Channels for 10 seconds. 1% of life regained for every 5% of mana. Cooldown of 60 seconds.
Level 7: Channels for 13 seconds. 1% for 4%. Cooldown of 50.
Level 8: Channel for 15 seconds. 1% for 3%. Cooldown of 40.
Level 9: Channel for 17 seconds. 1% for 2 %. Cooldown of 30.
Level 10: Channel for 20 seconds. 1% for 1%. Cooldown of 20.
Level 11: Channel for 30 seconds. 1% for 1%. Cooldown of 10.
Level 12: Channel for 40 seconds. 1% for 1%. Cooldown of 10.[/list]

[list]Unbroken Meditation  --- Active Buff --- Channels for 1 second. Magus embues himself with magical attacks, which increases his damage for 7 seconds.
Level 1-5: Not available.
Level 6: Adds 50 damage to structures.
Level 7: No change
Level 8: Adds 70 damage to strucures.
Level 9: No change
Level 10: Adds 90 damage to structures.[/list]

[hr]White[/hr]

[size=150][center]Spell Card number 3 (Utilities/Miscellaneous Spells):[/center][/size]

[list]Entangling Roots --- Active --- Slows the targets MS for 3 seconds.
[list]Level 1: Slow by 0.1MS
Level 2: Slow by 0.2 MS.
Level 3: Slow by 0.3 MS.
Level 4: Slow by 0.4 MS.
Level 5: Slow by 0.5 MS.
Level 6: Slow by 0.6 MS.
Level 7: Slow by 0.7 MS.
Level 8: Slow by 0.8 MS.
Level 9: Slow by 0.9 MS.
Level 10: Slow by 1 MS.[/list]

Vortex Hole --- Active --- Creates a normal melee game vortex at target location. The only difference is vortex's size, and that units coming out will not be invulnerable. Vortex also slows the AS of affected buildings. Can only affect same cliff level. Vortex lasts 5 seconds.
[list] Level 1-3: Not available.
Level 4: 4 space wide vortex. Slows affected buildings AS by 1%.
Level 5: 5 space wide vortex. Slows affected buildings AS by 1%.
Level 6: 6 space wide vortex. Slows affected buildings by 2%.
Level 7: 7 space wide vortex. Slows affected buildings by 2%.
Level 8: 8 space wide vortex. Slows affected buildings by 3%.
Level 9: 9 space wide vortex. Slows affected buildings by 3%.
Level 10: 10 space wide vortex. Slows affected buildings by 4%.[/list]

Summon the Magus --- Active --- The Magus windwalks and summons an illusion that will replace him. The illusion can be commanded, and will do whatever was the last command of the Magus before he windwalked. [b]It can only do damage to structures, not units.[/b] Also takes increased damage. The stack layer of armour of Magical Shielding will be duplicated as well, although the illusion won't gain any stacks. Illusion lasts 10 seconds.
[list] Level 1: 100 damage. 500% increased damage.
Level 2: 110 damage. 450% increased damage.
Level 3: 120 damage. 400% increased damage.
Level 4: 130 damage. 350% increased damage.
Level 5: 140 damage. 300% increased damage.
Level 6: 150 damage. 250% increased damage.
Level 7: 160 damage. 200% increased damage.
Level 8: 170 damage. 150% increased damage.
Level 9: 180 damage. 100% increased damage.
Level 10: 190 damage. 50% increased damage.[/list]

Leprechaun Servants --- Active --- Summons a critter under the command of the Magus. When not given an order, the critter will roam. Critters last indefinitely. Cooldown of 2 minutes.
[list] Level 1: 1 Critter max.
Level 5: 3 Critters max.[/list][/list][/list]

Slaves of the Magus --- Active --- Throws Infested Eggs. (This is exactly like Infestor, except it has scaling properties per level). In their eggs, they receive 50% damage reduction.
Level 1-5: Not Available
Level 6: Throws 3 Infesteds. Each continus attack increases damage reductino by 1%, maxing at 50%
Level 7: Throws 5 infesteds. Each increase by 1.5%.
Level 8: Throws 7 Infesteds. Each increase by 2%.
Level 9: Throws 10 infesteds. Each increase by 3%.

[hr]White[/hr]

[size=150][center]Spell Page 4: Ultimatum[/center][/size]

Creation of Abomination --- Active

ONLY AVAILABLE AT LEVEL 13.

Creates a Titan after 1 minutes of channeling. The Titan would be custom created with any one of the current ultimates, and any one of the Z X C V skills from every minion. (Z skills can only be Z skills etc.) The Titan would be at Level 6, but would have access to level 3 of all of his abilities and one ultimate. Creation can only be used once.





[size=150]The one most important feedback I need is if this Titan is difficult to play. If it is not difficult, than I'm scraping it as it is too OP.[/size]

Author's Note (God I love writing these for some reason):[spoiler]The reason for this hero is because of Dota's Invoker. Armed with 10 spells, each created from a combination of spells, it is truly one terrifying hero to play against. HOWEVER, the average player cannot use Invoker so well. Most average players cannot even use 1 quarter of his spells to their maximum ability. This is what I want to create, a Titan so powerful that it takes a TON of practice to use him. Even a pro should not be able to fully maximize him, unless he practices playing Magus. In which he will earn the title Grand Magus :D[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]ImageImageImageImageImageImageImage[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
Dragoneles
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Re: [Titan] Magus the Titan of Spells.

Post by Dragoneles »

Found it. Cocktail of power had a spoiler with no end tag. Removed spoiler, as it did not fit the system.
Tehr was also wrong.

e: Also fixed some of your lists that didn't fit in with the others formatting-wise
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Tehr
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Re: [Titan] Magus the Titan of Spells.

Post by Tehr »

Dragoneles wrote:Found it. Cocktail of power had a spoiler with no end tag. Removed spoiler, as it did not fit the system.

Tehr was also wrong.


Actually, I found the same thing you did. I just chose to add a spoiler because the previous two spells had spoilers, and because Easter Eggs are fun.
[spoiler]Image[/spoiler]
[spoiler]ImageImageImageImageImageImageImage[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
Dragoneles
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Re: [Titan] Magus the Titan of Spells.

Post by Dragoneles »

Tehr wrote:
Dragoneles wrote:Found it. Cocktail of power had a spoiler with no end tag. Removed spoiler, as it did not fit the system.

Tehr was also wrong.

Actually, I found the same thing you did. I just chose to add a spoiler because the previous two spells had spoilers, and because Easter Eggs are fun.

The prior spoilers were for comments and not the ability.

And enough of this, provide feedback now.
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HunkofSteel
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Re: [Titan] Magus the Titan of Spells.

Post by HunkofSteel »

Just realized this was the second draft, before all of the descriptions were filled in... Oh well...

edit: I swear I'll add in his last nuke when I am rested. IT was meant to be a skill shot with maximum and minimum damage, the farther the distance the more damage it was.

Whatever I'll just add in here and the OP.

Magickal Wave --- Active --- Fires a 3x3 shockwave moving at 10 MS in a line for 7 distance. Maximum damage is 125.
Level 1: Min damage: 50
Level 2: Min damage: 75
Level 3: Min damage: 100
Level 4: Min damage: 125
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Tehr
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Re: [Titan] Magus the Titan of Spells.

Post by Tehr »

I lost internet as I was finishing typing up a glorious post, so I probably won't give the feedback I was intending to give. The gist of it is this:

1) Allow Dynamite Blast to be cast at early levels
2) Increase damage of Magickal Wave at early levels
3) Slaves of the Magus Eggs need to take normal damage at the LEAST, if not 100% additional damage, instead of 50% reduced damage
4) Magical Shielding should generate stacks more quickly, but it should have a delay upon taking damage. Effectively, generate a new stack every 3-5 seconds, but add a 30 second delay. That adds a bit of skill required on the Builder's side, because a DT or TH can poke him to cause the delay while he's regenerating from a siege
5) Change Wall of Magic to 100 Health and 20 Armor
6) Magickal Wave's range needs to be increased to at least 12. Having it set at 7 is pretty damn low for the only feed ability he gets until level 4 (wherein he gets another one that deals only 75 damage)


Questions:
1) What is windwalk?
2) Does he have normal skill points?
3) What is the range of Cocktail of Power (different from bomb radius)?
4) What is the range of Dynamite Blast?
7) Is there a global cooldown on abilities after switching command cards?
[spoiler]Image[/spoiler]
[spoiler]ImageImageImageImageImageImageImage[/spoiler]
[spoiler]Image[/spoiler]
[spoiler]Image[/spoiler]
Nightblade
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Re: [Titan] Magus the Titan of Spells.

Post by Nightblade »

A titan with 15 abilities that he gains all of by level 6 (exception of ult.) Is a bad idea.

Skillpoints are there for good reason IMO. You have to decide if you get what ability when. Some are better than others but you may need to level some for utility. For example archon. Most archon players won't level his heal until level 6. Similar for festor. This titan doesn't have that flexibility. It's abilities become torn between good and awful.

Also how do his CDs work? Can I chain all 5 or whatever slows and nukes in succession so long as I can click fast enough?

Not to mention that using abilities would be hell on Earth.
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