Felgorn
New member
McGinnis built her first soul weapon prototype early in her career at Fairfax Industries. Once it served its purpose, she scrapped it tossed into a junkyard without a second thought. Then the Second Maelstrom hit. The discarded machine, left to rust among the wreckage, was caught in the surge of spiritual energy. It didn't just power back on. It woke up. Now it wanders, half-machine half-spirit, driven by a single purpose: to grow stronger.
Kit
1 Overheated Pulse: Once Soulmach absorbs enough incoming damage to fill the threshold, the ability becomes available to activate. On activation a 12 second window opens during which a percentage of all damage taken is stored. Reactivating the ability releases the stored energy outward as an AoE pulse. The more damage absorbed during the window, the harder the burst hits.
2 Reeling Grapnel: Fires a grappling hook toward a target location. Primary use pulls Soulmach to the hooked location. Cancelling the hook early retracts the grapnel and reduces the cooldown by 50%, while travelling SoulMach deals small amount of damage anything on the way .
3 Soul Conduit: Soulmach's spiritual core processes Trooper and Denizen souls more efficiently than a regular hero, converting them into bonus Unsecured Souls. Fits the fantasy of a soul-hungry machine and gives Soulmach a slight economic edge when farming efficiently.
4 Scrap Ball: Soulmach transforms into a rolling mass of scrap and raw soul energy, dealing area damage and knocking back enemies on contact. Mobile, disruptive, and chaotic in team fights.
I know some of you will look at Scrap Ball and immediately think "that's just Goo Ball." You're not wrong and that's kind of the point. I've always felt Goo Ball is a cool ability that simply doesn't belong on Viscous. It creates anti-synergy with the rest of his kit and when he's strong it just leads to unhealthy gameplay because lack of synergy causes to perma stun gameplay flow, and i made suggestion for morph type ultimate for viscous while ago. I didn't want the Ball to go to waste though, so think of Soulmach as the natural continuation of my previous Viscous rework suggestion. And i am currently working on art style of SoulMach atm.
Kit
1 Overheated Pulse: Once Soulmach absorbs enough incoming damage to fill the threshold, the ability becomes available to activate. On activation a 12 second window opens during which a percentage of all damage taken is stored. Reactivating the ability releases the stored energy outward as an AoE pulse. The more damage absorbed during the window, the harder the burst hits.
2 Reeling Grapnel: Fires a grappling hook toward a target location. Primary use pulls Soulmach to the hooked location. Cancelling the hook early retracts the grapnel and reduces the cooldown by 50%, while travelling SoulMach deals small amount of damage anything on the way .
3 Soul Conduit: Soulmach's spiritual core processes Trooper and Denizen souls more efficiently than a regular hero, converting them into bonus Unsecured Souls. Fits the fantasy of a soul-hungry machine and gives Soulmach a slight economic edge when farming efficiently.
4 Scrap Ball: Soulmach transforms into a rolling mass of scrap and raw soul energy, dealing area damage and knocking back enemies on contact. Mobile, disruptive, and chaotic in team fights.
I know some of you will look at Scrap Ball and immediately think "that's just Goo Ball." You're not wrong and that's kind of the point. I've always felt Goo Ball is a cool ability that simply doesn't belong on Viscous. It creates anti-synergy with the rest of his kit and when he's strong it just leads to unhealthy gameplay because lack of synergy causes to perma stun gameplay flow, and i made suggestion for morph type ultimate for viscous while ago. I didn't want the Ball to go to waste though, so think of Soulmach as the natural continuation of my previous Viscous rework suggestion. And i am currently working on art style of SoulMach atm.