Demigod Idea: Mastermind

The mastermind is a General-type Demigod.

 

Mind Control

Level 1,4,7,10

Range 15, cooldown 15

Take control of 2,4,6,8 random friendly grunts in area around the caster, they are fully healed. You may have up to 4,8,10,12 under your control.(They become your minions, obviously, later on in the game, this ability can control giants, catapults, etc).

Commanding Aura

Level 2,6,10

Your minions gain +25%/45%/65% health and damage

Inspiration

Level 5,10,15

You gain +25%/50/100 experience, and earn experience for kills 50%/100/150 further away

Mind Feed

Requires Mind Control level 10

Level 15

Whenever you gain Experience, you also gain half that amount as health and mana. (works even when at level cap)

 

Solipsate

Level 1, 4, 7, 10

Range 15, Cooldown 20

Target is dealt 175/400/625/850 damage, and loses all effects from items for 4 seconds.

 

Mental FLare

Level 1,4,7,10

Range 3, Cooldown 15

A wave of energy is sent out from each of your minions, dealing 25,50,75,100 damage in a small area around that minion.

 

Ego Jolt

Level 10

Requires all levels of Solipsate

Any time you capture a flag, all cooldowns for your items and abilities is removed.

535 views 2 replies
Reply #1 Top

These are some interesting ability concepts, but in the end I think that any abilities that alter basic mechanics like experience gain and flag capturing wouldn't work in the scope of the game. This character would level up faster than other characters, and that is very unbalanced.

I aplaud you for trying to come up with something unique, but I just don't see this working. Sorry.

Reply #2 Top

Well, I'm not sure if Solipsate works, (How would it effect +health items, for instance) but the experience bonus' I think are pretty reasonable.  You are losing a 'point' of abilities to instead earn additional points faster.  I mean, sure at level 15 you gain XP a whole lot faster... but you max at 20, and then sit there 3 ability points behind for the rest of the game.  It is a measured risk.

 

But I won't disagree that the numbers may need massaging.  My real goal here was a general who worked more directly with the citadel, and its effects.  He's all about capping flags, upgrading citadel minions, etc etc.  I had considered an ability that gave him and his minions bonus damage and health regen based on your current War Rank.  I had also thought about having a re-castable flag lock ability (but it was hard to rationalize that one when you have only three castable slots... maybe auto lock a flag for 15/25/35 seconds after he captures one?).