kweeks8739
Member
The Overseer does not appear in play, they appear through the 3 golems they are able to drop into play, which receive all the effects of your items.
Each golem has a different gun and 1st and 2nd ability, but the 3rd ability and Ultimate remains the same.
The upgrades for the 1st, 2nd, and 3rd abilities correlate to one of the golems, rather than the abilities they're connected to.
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Revenant - A ghoulish looking golem with red crystals and a large maw.
-55% max health
+15% lifesteal
+30% movement speed
+50% slow resistance
Weapon - Rending claws
True melee attack in 3m that receives damage boosts from gun and melee, but does not trigger light or heavy melee effects.
Ability 1 - Leaping strike
Ready yourself for 0.4s then leap forward up to 16m, hitting an enemy will deal 75 (melee scaling) damage and triggering light melee effects.
12s cooldown. Charged ability.
Ability 2 - Fear the Revenant
(Passive) damage dealt will build up Fear of the revenant on enemies, needing buildup relative to 40% of their max health before debuff resistance, buildup lasts 6s before it begins decaying, and is refreshed by more damage.
Once the fear is afflicted, targets have their parry disabled for 6s and are highlighted through walls to you, heavy melee strikes against afflicted enemies will heal you for 45 (spirit scaling), once the effect ends their fear is set to half.
Revenant (ability 1) upgrade
(1AP) : +10% Revenant max health
(2AP) : +1 Leaping strike charge and 2s of defy death upon taking lethal damage with a 40s cooldown
(5AP) : Gain up to +40% Bullet and Spirit resistance against enemies relative to their fear, and upon fear effect ending on an enemy, gain +35% melee damage and movement speed for 6s
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Scholar - A sleek looking golem draped in blue robes with blue crystals and a staff
-70% max health
Healing or regen grants up to an additional 10% of your max health as barrier
+15% cooldown speed for abilities and items.
-1 stamina
Weapon - Blue-light scepter
Shoot medium fire-rate and high velocity 3-shot bursts of blue light, with moderate damage falloff.
Ability 1 - Gravity missile
Release a shard of blue crystal and harness gravity around it, channeling for up to 4s before being launched to deal 60 (spirit scaling) damage + 15 (spirit scaling) damage for every second spent channeling.
The Projectile has a large size but slow speed, on hit it explodes in a 9m radius for 70% damage.
14s cooldown.
Ability 2 - Mana Well
Create an empowering 10m radius area that increases allies cooldown speed by 10% (spirit scaling), spirit power by 5% (spirit scaling, but doesn't affect itself), and an additional 10% (targets spirit scaling) of their bullet damage as spirit damage.
The area lasts for up to 8s. 20s cooldown. Charged ability.
Scholar (ability 2) upgrade
(1AP) : +2s max gravity missile channel and it can be held for no additional boost for up to 4 more seconds.
(2AP) : For every ability cast inside a mana well increase all of its effects by 5%, up to 30%, every second spent channeling Gravity missile counts as one ability use for this effect.
(5AP) : You and allies inside a Mana Well are granted 2%(spirit scaling) of your max health worth of barrier every second, up to 12% (spirit scaling) of your max health and lasting up to 25s, increasing Scholars passive to 20% of your max health which both effects contribute to.
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King - A regal looking golem draped in yellow and gold, with a single yellow crystal on their head.
-60% max health
-15% movement speed
+8% weapon damage and +5% movement speed every time you kill an enemy player as King for 150 seconds, stacking up to 40% and 25% respectively, lasts between death and golems.
Weapon - Brilliance
A hybrid shotgun and rifle with slow firerate high damage mid-close range spread shots or if aiming, medium firerate and damage mid-long range accurate shots.
Ability 1 - Radiance
Stand your ground and gain a 14m brightness aura that reduces enemies accuracy by 40% and gun damage by 12% for 3s, during this time you and allies in radius will regenerate 10% of your ammos magazine every second, and granting up to an additional 50% magazine, lasting for up to 10s
You also gain improved damage falloff with your aiming shot during Brilliance.
24s cooldown.
Ability 2 - Prominence
Raise a pillar on a position within 25m that has a 7m platform on top of it which lasts up to 12s, while atop a pillar you deal +20% damage to enemies below you, and will receive -20% damage from them. The Pillar has 1200 (spirit scaling) health but takes 10x melee damage.
A miniature sun will form above the pillar once it rises fully, which deals 25 (spirit scaling) damage a second to enemies within 14m
32s cooldown. Charged ability.
King (ability 3) upgrade
(1AP) : -6s cooldown for Radiance and Prominence
(2AP) : King gains up to +35% fire-rate and recoil reduction relative to how full his magazine is, and up to an additional +25% for 200% full.
(5AP) : Headshots with King refund 20% of your magazine, capable of granting up to double your magazine, and reduce the cooldown on all your golems 1st and 2nd abilities by 4s
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Ability 3 - Golem drop
(Passive) Forced first ability unlock, and golems 1st and 2nd abilities are locked until another ability is unlocked.
Upon golem death, the active ability will automatically happen, and the golem will be brought back to the workshop, where it will regenerate equal to 75% of your health regeneration unless in base where it heals much faster.
Golems are unusable from the workshop until they are completely repaired.
(Active) Begin channeling for 6s and select a different golem with your ability keys (1 - Revenant) (2 - Scholar) (3 - King) to swap to, upon channel end the previous golem will enter a portal and the selected golem will be able to be deployed from the sky within 40m, with a 1s landing animation.
Upon golem death, gain 2.5s to select another golem to be deployed with, -18m deploy radius and a 1.5s landing animation.
While invulnerable or untargetable, workshop golem health regeneration is halved.
Upon all golems becoming inoperable, begin the respawn cooldown with +15% duration.
30s cooldown.
(No upgrades, as ability 3 is Kings upgrades)
Ability 4 - Temporal empowerment
All Golems become empowered with temporal energy, causing the Golem drop ability to instantly swap to the selected golem, and instead of deploying from the sky, a portal will appear to swap them seamlessly. As well as repairing all inoperable golems instantly and freezing the duration on Mana Wells, Fear the Revenant, and Prominence.
Upon golem death during the ability, alternate fire can be used during the 2.5s to instead destroy the selected golem in order to repair the golem you died as.
Lasts 12s. 146s cooldown
Ability upgrades
(1AP) : -22s cooldown
(2AP) : Revenant creates a Mana well upon hitting with Leaping strike, Mana wells created by Scholar have the Radiance effect, and Kings damage will accumulate Fear the Revenant on enemies during Temporal Empowerment.
(5AP) : Killing an enemy player during Temporal Empowerment increases its duration by 2s, Killing an enemy while its on cooldown reduces its cooldown by 12s, and the ability to destroy a golem to repair another with alt-fire is always available.
One of the most Chaotic ideas I've thrown out and its probably the most unbalanced suggestion I've made, but it was fun!
Each golem has a different gun and 1st and 2nd ability, but the 3rd ability and Ultimate remains the same.
The upgrades for the 1st, 2nd, and 3rd abilities correlate to one of the golems, rather than the abilities they're connected to.
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Revenant - A ghoulish looking golem with red crystals and a large maw.
-55% max health
+15% lifesteal
+30% movement speed
+50% slow resistance
Weapon - Rending claws
True melee attack in 3m that receives damage boosts from gun and melee, but does not trigger light or heavy melee effects.
Ability 1 - Leaping strike
Ready yourself for 0.4s then leap forward up to 16m, hitting an enemy will deal 75 (melee scaling) damage and triggering light melee effects.
12s cooldown. Charged ability.
Ability 2 - Fear the Revenant
(Passive) damage dealt will build up Fear of the revenant on enemies, needing buildup relative to 40% of their max health before debuff resistance, buildup lasts 6s before it begins decaying, and is refreshed by more damage.
Once the fear is afflicted, targets have their parry disabled for 6s and are highlighted through walls to you, heavy melee strikes against afflicted enemies will heal you for 45 (spirit scaling), once the effect ends their fear is set to half.
Revenant (ability 1) upgrade
(1AP) : +10% Revenant max health
(2AP) : +1 Leaping strike charge and 2s of defy death upon taking lethal damage with a 40s cooldown
(5AP) : Gain up to +40% Bullet and Spirit resistance against enemies relative to their fear, and upon fear effect ending on an enemy, gain +35% melee damage and movement speed for 6s
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Scholar - A sleek looking golem draped in blue robes with blue crystals and a staff
-70% max health
Healing or regen grants up to an additional 10% of your max health as barrier
+15% cooldown speed for abilities and items.
-1 stamina
Weapon - Blue-light scepter
Shoot medium fire-rate and high velocity 3-shot bursts of blue light, with moderate damage falloff.
Ability 1 - Gravity missile
Release a shard of blue crystal and harness gravity around it, channeling for up to 4s before being launched to deal 60 (spirit scaling) damage + 15 (spirit scaling) damage for every second spent channeling.
The Projectile has a large size but slow speed, on hit it explodes in a 9m radius for 70% damage.
14s cooldown.
Ability 2 - Mana Well
Create an empowering 10m radius area that increases allies cooldown speed by 10% (spirit scaling), spirit power by 5% (spirit scaling, but doesn't affect itself), and an additional 10% (targets spirit scaling) of their bullet damage as spirit damage.
The area lasts for up to 8s. 20s cooldown. Charged ability.
Scholar (ability 2) upgrade
(1AP) : +2s max gravity missile channel and it can be held for no additional boost for up to 4 more seconds.
(2AP) : For every ability cast inside a mana well increase all of its effects by 5%, up to 30%, every second spent channeling Gravity missile counts as one ability use for this effect.
(5AP) : You and allies inside a Mana Well are granted 2%(spirit scaling) of your max health worth of barrier every second, up to 12% (spirit scaling) of your max health and lasting up to 25s, increasing Scholars passive to 20% of your max health which both effects contribute to.
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King - A regal looking golem draped in yellow and gold, with a single yellow crystal on their head.
-60% max health
-15% movement speed
+8% weapon damage and +5% movement speed every time you kill an enemy player as King for 150 seconds, stacking up to 40% and 25% respectively, lasts between death and golems.
Weapon - Brilliance
A hybrid shotgun and rifle with slow firerate high damage mid-close range spread shots or if aiming, medium firerate and damage mid-long range accurate shots.
Ability 1 - Radiance
Stand your ground and gain a 14m brightness aura that reduces enemies accuracy by 40% and gun damage by 12% for 3s, during this time you and allies in radius will regenerate 10% of your ammos magazine every second, and granting up to an additional 50% magazine, lasting for up to 10s
You also gain improved damage falloff with your aiming shot during Brilliance.
24s cooldown.
Ability 2 - Prominence
Raise a pillar on a position within 25m that has a 7m platform on top of it which lasts up to 12s, while atop a pillar you deal +20% damage to enemies below you, and will receive -20% damage from them. The Pillar has 1200 (spirit scaling) health but takes 10x melee damage.
A miniature sun will form above the pillar once it rises fully, which deals 25 (spirit scaling) damage a second to enemies within 14m
32s cooldown. Charged ability.
King (ability 3) upgrade
(1AP) : -6s cooldown for Radiance and Prominence
(2AP) : King gains up to +35% fire-rate and recoil reduction relative to how full his magazine is, and up to an additional +25% for 200% full.
(5AP) : Headshots with King refund 20% of your magazine, capable of granting up to double your magazine, and reduce the cooldown on all your golems 1st and 2nd abilities by 4s
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Ability 3 - Golem drop
(Passive) Forced first ability unlock, and golems 1st and 2nd abilities are locked until another ability is unlocked.
Upon golem death, the active ability will automatically happen, and the golem will be brought back to the workshop, where it will regenerate equal to 75% of your health regeneration unless in base where it heals much faster.
Golems are unusable from the workshop until they are completely repaired.
(Active) Begin channeling for 6s and select a different golem with your ability keys (1 - Revenant) (2 - Scholar) (3 - King) to swap to, upon channel end the previous golem will enter a portal and the selected golem will be able to be deployed from the sky within 40m, with a 1s landing animation.
Upon golem death, gain 2.5s to select another golem to be deployed with, -18m deploy radius and a 1.5s landing animation.
While invulnerable or untargetable, workshop golem health regeneration is halved.
Upon all golems becoming inoperable, begin the respawn cooldown with +15% duration.
30s cooldown.
(No upgrades, as ability 3 is Kings upgrades)
Ability 4 - Temporal empowerment
All Golems become empowered with temporal energy, causing the Golem drop ability to instantly swap to the selected golem, and instead of deploying from the sky, a portal will appear to swap them seamlessly. As well as repairing all inoperable golems instantly and freezing the duration on Mana Wells, Fear the Revenant, and Prominence.
Upon golem death during the ability, alternate fire can be used during the 2.5s to instead destroy the selected golem in order to repair the golem you died as.
Lasts 12s. 146s cooldown
Ability upgrades
(1AP) : -22s cooldown
(2AP) : Revenant creates a Mana well upon hitting with Leaping strike, Mana wells created by Scholar have the Radiance effect, and Kings damage will accumulate Fear the Revenant on enemies during Temporal Empowerment.
(5AP) : Killing an enemy player during Temporal Empowerment increases its duration by 2s, Killing an enemy while its on cooldown reduces its cooldown by 12s, and the ability to destroy a golem to repair another with alt-fire is always available.
One of the most Chaotic ideas I've thrown out and its probably the most unbalanced suggestion I've made, but it was fun!