Requirements:
The skill must be upgradable 10 times (11 total levels)
The skill must be offensive (there are plenty of other defensive abilities, so NO STUN TRAPS please)
No instant kill weak enemy skills, skills MUST do damage
It isn't affected badly by terrain (gridding units nearby is a nono)
Character:
Kerrigan ghost hero
Has a 250 energy cloak
Can pick between one of three pets
- Corsair (Dweb)
- Science Vessel (Def Matrix)
- Queen (Parasite, Ensnare)
Swapping pets gives the pet to P12, invinc, and order moved to the hero
When the pet reaches the hero, the pet is swapped
Swapping sets your mana (gas) to 0 and Kerrigan's energy to 250
Death of the pet sets your mana to 0 without the energy bonus to Kerrigan and selects one of the two remaining pets
Swapping has a 5 second cooldown to prevent uncloak spam
Current Spells:
1) Multishot
- Moves up to 11 stacked ghosts owned by the player (shares wep upgrades) on top of your hero
- Mana drain over time
- If Kerrigan moves during Multishot, Multishot cancels
- If the stacked ghost moves during Multishot, it is moved on top of Kerrigan
- Multishot does not cancel is Kerrigan is Dragged by the Pet (see drag skill)
2) Strafe
- Moves up to 11 interceptors on top of your hero
- Interceptors are set via generic command point to follow your pet
- If an interceptor encounters an enemy, it is removed and a random suicided Scarab is moved under it for one trigger cycle to deal damage
- When the interceptors reach your pet, they disappear
- Casting strafe again removes interceptors and restarts the skill (no more than 11 interceptors out)
3) Trap
- Moves 1 invincible Zerg Egg under your pet owned by you
- Maximum of 11 Zerg Eggs
- Canceling the Zerg Egg creates an invinc Spider Mine there that blows up in place to deal damage
- Eggs can be dragged 1 at a time
4) Drag
- Moves units under the pet to the pet each time the pet moves
- Uses a 4x4 location
- Up to 11 moves before cooldown affects it
- Which units are moved can be toggled by unloading units inside the Shuttle
> Enemy (drag the enemy away from you or to a spot you want)
> P1 hero (drag your ally out of danger)
> P1 hallucinations (drag dummy units into the fray to take hits)
> P2 hero (you) (drag yourself during strafe to shoot and move simultaneously)
> P2 Dweb (drag Dweb on top of enemies to cover them)
> P2 Egg Traps (drag invinc eggs to the enemy to blow em up, or drag em to make a wall)
> P3 Hero (drag your ally out of danger)
> P3 Summons (not the sunken colonies) (drag your ally units into/out of the fray)
Rejected Spells: (might give you guys ideas for a new one)
1) Snipe
- Moves 1 stacked ghost owned by the player on top of the hero for one shot
- More levels decreases cooldown
- Testing showed that it sucked, takes too long for the ghost to fire a single shot
2) Divine Arrow
- Moves a cloaked air unit on top of your hero that is order moved to the pet
- Moves random suicided scarabs underneath it periodically
- It sucks against single enemies, so the interceptor Strafe spell replaced it
3) Searing Arrows
- Moves up to 22 stacked Hydras on top of your hero
- Number of Hydras is based on the number of enemies near you
- Removed because there's always a ton of enemies around you, so it's too similar to Multishot
4) Trap v2
- Moves up to 11 uninvinc targets owned by P9
- If the target is killed, the trap is sprung
- Unknown what the trap would do
- Intent was for comboing with long ranged bow spells or ally attacks
- Removed since there was no effect that distinguished it from the egg cancel trap
- Needed something that made it special aside from how it was sprung, no stuns or instant kills though
5) Explosives
- Creates an uninvinc Spider Mine underneath the pet if the pet isn't over one already
- Max 11 mines
- Is an ok spell that I might use, but isn't as interesting as the rest of her abilities
- May also confuse people with the egg cancel trap due to both using mines
- Not enough room in the shuttle to allow for mine dragging too
- Currently leaning towards this only since I can't think of any other option
Player Usage: (note that junkyard AI is out of the question due to this setup)
P1 - Human
P2 - Human
P3 - Human
P4 - Weak enemies
P5 - Strong enemies
P6 - Allied to everyone, used as a target for P7 during certain spells, runs generic command point AI
P7 - Allied to everyone except P6, attacks P6 during certain spells, runs Random Suicide Mission AI
P8 - Allied to P1-3, unallied to P4-5, your town ally that helps you out at times
Post has been edited 7 time(s), last time on Nov 26 2008, 9:19 am by SelfPossessed.
None.