nathanieljbrill
Active member
A slightly tankier telekinetic teammate of Paradox. he's got some unique mechanics and a support element. Part of his gameplan is to affect lots of different people with his abilities to give his ult maximum value. Is set up to have spirit or gun builds.
Base Stats
600 health
3 Regen
Takes 50% less headshot damage due to his massive elephant mask head.
Stamina 3
Move speed 7
Sprint speed 1.5
Weapon
Telekinetic barbs
Firerate 3 per second.
800 bullet velocity
Damage 18
DPS 54
Ammo 12
Gains 1 ammo per second reloading or not.
Boon
+38 HP
+1.2 weapon damage
+1 Spirit resist
Ability 1
Psychic Blunderbuss
Cooldown 22 seconds, charges. 9 seconds between casts.
Deal damage in a cone in front of you. 45 degrees. 13 meter range.
Knock back 10 meters. Damage 30dps, spirit scaling 0.5, duration 3 seconds.
If a target is not knocked back the full 10 meters, such as being blocked by a wall, unstoppable, being tethered, etc., they take 80 Bonus damage after being hit, spirit scaling 1.
Upgrade 1. +1 charges
Upgrade 2. Enemies hit take +5 weapon damage from you for 6 seconds.
Upgrade 3. If you have 2 or more charges, 2 charges will be used, dealing double damage, double knock back, and applying the tier 2 upgrade effect twice.
Ability 2
Trumpet
Cooldown 40
Trumpet for everyone within 15 meters. You and allies within trumpet range get +15 Regen for 5 seconds, and enemies within trumpet range take 15 damage per second for 5 seconds. Both scale 0.7 with spirit.
Upgrade 1. +5 meters trumpet range.
Upgrade 2. +25 Regen, +25 damage per second.
Upgrade 3. -13 second cooldown.
Ability 3
Protect
Cooldown 35
Duration 5 seconds
Range 15 meters
Give target ally, self, or enemy a one time use of unstoppable. Unstoppable given to enemies will block effects from you or other enemies but not from your allies. Applies +10% bullet and spirit resist on allies, -10% on enemies.
Upgrade 1. -15 second cooldown if cast on an enemy.
Upgrade 2. +10% bullet and spirit resist for allies, -10% for enemies.
Upgrade 3. -10 second cooldown.
Ability 4
Perfect Memory
Cooldown 140 seconds.
Cast trumpet on everyone you've cast trumpet on in the last 10 minutes.
Upgrade 1. Cast protect on everyone you've cast protect on in the last 10 minutes.
Upgrade 2. Land a headshot on everyone you've landed a headshot on in the past 10 minutes.
Upgrade 3. Cast Psychic blunderbuss 4 seconds (affected by duration increase) after casting Perfect Memory on all enemies you've cast Psychic Blunderbuss on in the past 10 minutes.
Also check out my favorite two of all the characters I've made
Base Stats
600 health
3 Regen
Takes 50% less headshot damage due to his massive elephant mask head.
Stamina 3
Move speed 7
Sprint speed 1.5
Weapon
Telekinetic barbs
Firerate 3 per second.
800 bullet velocity
Damage 18
DPS 54
Ammo 12
Gains 1 ammo per second reloading or not.
Boon
+38 HP
+1.2 weapon damage
+1 Spirit resist
Ability 1
Psychic Blunderbuss
Cooldown 22 seconds, charges. 9 seconds between casts.
Deal damage in a cone in front of you. 45 degrees. 13 meter range.
Knock back 10 meters. Damage 30dps, spirit scaling 0.5, duration 3 seconds.
If a target is not knocked back the full 10 meters, such as being blocked by a wall, unstoppable, being tethered, etc., they take 80 Bonus damage after being hit, spirit scaling 1.
Upgrade 1. +1 charges
Upgrade 2. Enemies hit take +5 weapon damage from you for 6 seconds.
Upgrade 3. If you have 2 or more charges, 2 charges will be used, dealing double damage, double knock back, and applying the tier 2 upgrade effect twice.
Ability 2
Trumpet
Cooldown 40
Trumpet for everyone within 15 meters. You and allies within trumpet range get +15 Regen for 5 seconds, and enemies within trumpet range take 15 damage per second for 5 seconds. Both scale 0.7 with spirit.
Upgrade 1. +5 meters trumpet range.
Upgrade 2. +25 Regen, +25 damage per second.
Upgrade 3. -13 second cooldown.
Ability 3
Protect
Cooldown 35
Duration 5 seconds
Range 15 meters
Give target ally, self, or enemy a one time use of unstoppable. Unstoppable given to enemies will block effects from you or other enemies but not from your allies. Applies +10% bullet and spirit resist on allies, -10% on enemies.
Upgrade 1. -15 second cooldown if cast on an enemy.
Upgrade 2. +10% bullet and spirit resist for allies, -10% for enemies.
Upgrade 3. -10 second cooldown.
Ability 4
Perfect Memory
Cooldown 140 seconds.
Cast trumpet on everyone you've cast trumpet on in the last 10 minutes.
Upgrade 1. Cast protect on everyone you've cast protect on in the last 10 minutes.
Upgrade 2. Land a headshot on everyone you've landed a headshot on in the past 10 minutes.
Upgrade 3. Cast Psychic blunderbuss 4 seconds (affected by duration increase) after casting Perfect Memory on all enemies you've cast Psychic Blunderbuss on in the past 10 minutes.
Also check out my favorite two of all the characters I've made
Almost Complete Rework! Version 3
3 abilities have been changed to make him more unique and improve gameplay. Changes are in bold again.
Base Stats
560
Regen 2 (scales 0.1 with spirit)
Move speed 6.8
Sprint +1
Gun
57 dps
19 damage
3 shots per second
Bullet Velocity 550
Ammo 20
Reloads 10% of ammo per 0.35 seconds. Reloads like Abrams.
Abilities
1. Unleash Spirits
Voiceline "Pocket Hittites!"
Pick a spot on the ground within 15 meters to throw a breakable jar which will release continual spirits which hunt down enemies within a...
3 abilities have been changed to make him more unique and improve gameplay. Changes are in bold again.
Base Stats
560
Regen 2 (scales 0.1 with spirit)
Move speed 6.8
Sprint +1
Gun
57 dps
19 damage
3 shots per second
Bullet Velocity 550
Ammo 20
Reloads 10% of ammo per 0.35 seconds. Reloads like Abrams.
Abilities
1. Unleash Spirits
Voiceline "Pocket Hittites!"
Pick a spot on the ground within 15 meters to throw a breakable jar which will release continual spirits which hunt down enemies within a...
Ah, so what I said was already what you had in mind with the AoE effect, then? Waste of words on my end, it seems. Still a unique effect and ability in general.
You worded this spell in an interesting manner. If I understand what you meant, you could use this both slightly before an engage or just for rotations. It grants move speed instead of sprint speed and the damage reduction is effectively bonus resists that also stack with normal resists. It would require you to be inside the Museum to actually be able to make the current cut through, but it's an interesting use if you intended...