SC2 Island Defense

Builders

New Builder: Parasite [ACTIVE]

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Total votes : 32

New Builder: Parasite [ACTIVE]

Postby Tehr » Sun Feb 03, 2013 8:26 pm


Image

Parasite

Type- Buff, Support, Harasser
Difficulty
- ||||||||||||||||||||
Health
- 125
Armor
- 5
Speed
- 3.5 – BASE
Attack Damage
- 125 – BASE
Attack Speed
- 1.5 – BASE
Total Resources Required
- 146,250 Wood and 870 Gold | ~30,000 Wood and ~335 Gold without purchasing Talent Points or Prestige Points
Model
- Larvae

Information

    Description

      Spoiler: show


      The Parasite is a leveling Builder, but is physically weak and useless in its own regard until it has achieved an advanced level. It can attach itself to any allied unit or structure, whereby it increases the combat potentency of the host unit. The best bet for a Parasite is to Infest a Predator or Stalker and get control from the owner of the Titan Hunter when trying to level, and to Infest a Dark Templar when trying to gain Gold and Wood. The Parasite levels approximately twice as fast as a Predator while Infesting a non-Builder unit, and approximately thrice as fast as a Predator while Infesting a Builder. Once the Parasite has leveled high enough, it will become - on its own - a dangerous force to be reckoned with. If it chooses to not work on its own, it will be able to remain attached to a sovereign unit; however, the Parasite cannot cast Infested Terrans or Infested Commander at all while Infesting a unit.




    Lore

      Spoiler: show


            "One pleasant day, a proud old man was puffing upon his pipe, perplexed by a particularly puzzling problem... when, perchance, he practically stumbled upon what could possibly be a perfect plan...

            'What if... I could do absolutely nothing... and still be awesome?'

            And on that day, the idea for the Parasite was implanted into his brain, and he busily set to work creating such an organism as would allow him to better accomplish his ideas.

            Unfortunately for him, he was eaten by his very own creation less than an hour after the completion of his project.

            And that, children, is why you always need a wingman.

            Rest in peace, Uncle Stinson."

              - Barney



Abilities

    Passive

      Spoiler: show


        Mineral Symbiosis
          The Parasite passively earns all of the resources that the unit it is attached to generates. If the Parasite is attached to a worker, it also earns the resources of all other workers within radius 6. The Parasite earns the entire effect of Plunder. If the host unit is a Titan Hunter or Builder, the Parasite also gains 10 Wood and 1 Gold every attack. This effect cannot proc more than once per second.

        Accelerated Metabolism
          The Parasite passively increases the Timescale of any unit it is attached to by 15%, but also reduces movement speed and attack speed by 15%.

        Experiencial Osmosis
          The Parasite earns experience based upon the damage the host unit deals to an enemy, or is dealt. The Parasite gains 10 experience per attack while controlling a non-Builder unit, up to 30 experience per second (for Monoliths), and 20 experience per attack while controlling a Builder, up to 40 experience per second (for Chaingun Marauders). The Parasite gains 1% of the damage its host unit receives as experience.

        Nurtured Carapace
          For every level that the Parasite earns, it gains 1 armor, 3.3(3)% damage reduction, 25 damage, and 125 health, for a total (at level 16) of 2000 health, 20 armor, 500 damage, and 50% damage reduction.




    Active

      Spoiler: show


        Infest
          The Parasite can infest the target allied unit, gaining a symbiotic relationship with it. Any unit hosting the Parasite gains 20% damage reduction, 20% additional damage, 5 stacks of Grip, and 5 stacks of Hold. The Parasite is tied to the location of its host unit, and becomes invulnerable to all damage. Enemy players cannot select the Parasite while it is Infesting another unit.

        Grip
          Damage done is lowered by 2%, and movement speed is increased by 1%.
              Increase Grip
                Adds a stack of Grip on the host unit. Max 10 stacks.
              Decrease Grip
                Removes a stack of Grip on the host unit. Min 0 stacks.

        Hold
          Damage reduction is lowered by 2%, and attack speed is increased by 2%.
              Increase Hold
                Adds a stack of Hold on the host unit. Max 10 stacks.
              Decrease Hold
                Removes a stack of Hold on the host unit. Min 0 stacks.




    Talent

      Spoiler: show


      The Parasite gets two "Talent Points" every level to either upgrade or modify an existing spell, or to gain a new spell. Everything obtainable through Talent Points ALSO requires Wood and/or Gold to research, and some of them require multiple Talent Points to research, depending on their power. The Parasite DOES NOT start off with two Talent Points.


      Miscellaneous


            Talented I
              4000 Wood, 10 Gold
              Grants the Parasite a single Talent Point. Infinite levels.
            Hyperactivity PASSIVE
              1 Talent Point, 500 Wood, 5 Gold
              Increases the attack speed of the Parasite. Every level the Parasite earns also increases its size by 10%. Works retroactively.
                  LEVEL ONE: 4% Increase
                  LEVEL TWO: 1% Additional Increase per level
            Corruption ACTIVE
              2 Talent Points, 2000 Wood, 20 Gold
              Causes the target to take increased damage if it's an enemy, and take reduced damage if it's an ally. Lasts 6 seconds. Range 7. 120 second cooldown.
                  LEVEL ONE: 15% Reduced Damage for Allies (7.5% for Enemies)
                  LEVEL TWO: 30% Reduced Damage for Allies (15% for Enemies)
            Toxicity ACTIVE
              3 Talent Points, 1500 Wood, 25 Gold
              The Parasite releases a burst of poisonous gas into the target area that deals damage over 10 seconds to all units within its radius. This can be cast upon a unit instead of the ground, and if it's a hostile unit, that unit will take an additional 50% of the damage over 10 seconds, regardless of whether or not it stays within the radius of the original spell's range. Range 6. Radius 3. 90 second cooldown.
                  LEVEL ONE: 300 Damage
                  LEVEL TWO: 500 Damage
            Assimilate Skill ACTIVE
              4 Talent Points, 2500 Wood, 30 Gold
              Copies the target's escape ability. Prefers Active escape abilities over passive ones. Active abilities last until used, and Passive abilities last until this ability is cast on another target. Range 7. 60 second cooldown.


      Symbiotic Power


        The following upgrades require at least level 1 of Symbiotic Power
            Mutually Beneficial Replication PASSIVE
              1 Talent Point, 500 Wood, 10 Gold
              The host unit regenerates Health, Shields, and Energy faster.
                  LEVEL ONE: 15% Increase
                  LEVEL ONE: 25% Increase, can regenerate in combat
            Bloody Combat PASSIVE
              2 Talent Points, 1000 Wood, 15 Gold
              Causes the host unit to deal a percentage of its damage over 4 seconds, stacking indefinitely.
                  LEVEL ONE: 15% Bleed
                  LEVEL TWO: 20% Bleed, deals damage over 2 seconds
        The following upgrades require at least level 2 of Symbiotic Power
            Dominitarian PASSIVE
              3 Talent Points, 1500 Wood, 20 Gold
              Whenever the host unit has 10 or 0 stacks of Grip or Hold, it has increased effectiveness on the buffs applied.
                  LEVEL ONE: 25% Increased Effectiveness (125% of BASE)
                  LEVEL TWO: 16.6(6)% Increased Effectiveness (150% of BASE)
            Wellspring ACTIVE
              4 Talent Points, 3500 Wood, 50 Gold
              Plants a Wellspring on the ground. Any allied units are granted 50% of the effects of Grip, Hold, and their corresponding passives while within the radius of the effect. Any enemy units deal 10% reduced damage and suffer 25% reduced armor. Lasts 10 seconds. Range 8. Radius 4. 240 second cooldown.


      Infested Terrans


        The following upgrades require at least level 1 of Infested Terrans
            Suicidal Commitment PASSIVE
              1 Talent Point, 1000 Wood, 10 Gold
              Whenever an Infested Terran dies, it explodes in radius 3, dealing damage to nearby enemies.
                  LEVEL ONE: 150 Damage
                  LEVEL TWO: 300 Damage
            Bloodthirsty ACTIVE
              3 Talent Points, 750 Wood, 10 Gold
              Infested Terrans can burst into an unquenchable frenzy, significantly increasing their damage, but reducing their defenses. This effect lasts until cancelled.
                  LEVEL ONE: 20% Damage Increase, 100% Armor Reduction
                  LEVEL TWO: 20% Damage and Attack Speed Increase, 50% Armor Reduction
        The following upgrades require at least level 2 of Infested Terrans
            Unnatural Speed PASSIVE
              2 Talent Points, 1500 Wood, 15 Gold
              Increases the movement speed of Infested Terrans.
                  LEVEL ONE: 4% Increase
                  LEVEL TWO: 1% Additional Increase per level
            Cornered Beast PASSIVE
              4 Talent Points, 3000 Wood, 30 Gold
              Infested Terrans become increasingly dangerous as allies around them fall. Every time an allied or controlled unit or structure is killed, Infested Terrans earn a stack of Desperate, increasing their damage output. Stacks up to 8 times.
                  LEVEL ONE: 7.5% Damage Increase per dead ally (15% if ally was a controlled ally)
                  LEVEL TWO: 12.5% Damage and Attack Speed Increase per dead ally (25% if ally was a controlled ally)


      Infested Commander


        The following upgrades require at least level 1 of Infested Commander
            Unburrow Proficiency PASSIVE
              1 Talent Point, 500 Wood, 5 Gold
              Cuts the time it takes for the Infested Commander to spawn to 2 seconds, down from 7 seconds. Reduces the cooldown of Infested Commander by 5 seconds.
            Underground Network ACTIVE
              4 Talent Points, 2500 Wood, 30 Gold
              Allows the Infested Commander to burrow from his current location to a nearby location, regardless of cliff level, in a process that takes 3 seconds; one to burrow, one to travel, one to unburrow. Range 6. 25 second cooldown.
        The following upgrades require at least level 2 of Infested Commander
            Explosive Shells PASSIVE
              2 Talent Points, 1500 Wood, 15 Gold
              Causes the Infested Commander's attacks to cause the target to explode in radius 2, dealing damage to all enemies. Cannot stack, and new attacks do not explode if the target of a previous shot has not exploded.
                  LEVEL ONE: 10% of Damage, explodes after 3 seconds
                  LEVEL TWO: 10% of Damage, explodes instantly
            Undying Commitment PASSIVE
              3 Talent Points, 2000 Wood, 25 Gold
              Should the Infested Commander die before his time, his cooldown is reduced for as much time as he had remaining in his duration, for a maximum of 75 seconds.


      Hive Mind


        The following upgrades require at least level 1 of Hive Mind
            Subliminal Leadership PASSIVE
              1 Talent Point, 1250 Wood, 5 Gold
              Grants all nearby allies a Lifesteal effect to their normal attack.
                  LEVEL ONE: 5% Lifesteal, radius 4
                  LEVEL TWO: 10% Lifesteal, radius 8
            Subliminal Leadership PASSIVE
              2 Talent Points, 1750 Wood, 15 Gold
              Causes the Parasite's Hive Mind ability to also affect another attribute, as well as all other previous attributes.
                  LEVEL ONE: Armor
                  LEVEL TWO: Attack Speed
                  LEVEL THREE: Range
                  LEVEL FOUR: Movement Speed
        The following upgrades require at least level 2 of Hive Mind
            Symbiosis ACTIVE
              3 Talent Points, 2500 Wood, 35 Gold
              Temporarily combines the health pools of the the Parasite and the target unit, sharing all damage they take. All damage taken is calculated via the Parasite's armor and damage reduction. If the Parasite goes below 10% health at any time for the duration, the effect ends. When the effect ends, regardless of how it ended, each unit will have its health set in percentage to the final percentage of their shared health. Range 8. 120 second cooldown.
                  LEVEL ONE: Lasts 5 seconds
                  LEVEL TWO: Lasts 10 seconds and heals the Parasite equal to the amount of health it has remaining when the effect ends
            Soul Link ACTIVE
              4 Talent Points, 3000 Wood, 40 Gold
              For 10 seconds, the Parasite turns its full attention upon a target area, and causing all passives applied by the Parasite to be removed for the duration. For the duration, the Parasite is stunned, but takes 90% reduced damage from physical attacks. All allied units within the area of effect, excluding structures, take 20% reduced damage and deal 20% additional damage, and any attack that would normally kill them instead causes them to cloak for 3 seconds, be stunned for 1 second, and become invulnerable for 1 second, as well as have their current health to 10% of its total. Range 9. Radius 6. 180 second cooldown.




    Prestige

      Spoiler: show


      The Parasite gets a single "Prestige Point" at levels 1, 6, 11, and 16. These points allow for the Parasite to choose and refine its niche.

        Talented II
          5 Talent Points, 50 Gold
          Grants the Parasite a single Prestige Point. Infinite levels.

        Symbiotic Power
          Increases the effectiveness of all buffs and debuffs provided by Grip, Hold, and their corresponding passive increases.
              LEVEL ONE: 50% Cumulative Increase (150% of BASE)
              LEVEL TWO: 33% Cumulative Increase (200% of BASE)

        Infested Terrans
          Spawns a number of Infested Terrans that unburrow underneath the Parasite. Each Infested Terran has 25% of the Parasite's health plus 500, 200% of the Parasite's armor, and 25% of the Parasite's damage. Infested Terrans last 60 seconds, and this ability has a 60 second cooldown.
              LEVEL ONE: Spawns 4 Infested Terrans
              LEVEL TWO: Infested Peons become Infested Marines, and gain a 50% Armor Piercing attack with 6 range.

        Infested Commander
          Spawns an Infested Commander that unburrows underneath the Parasite. The Infested Commander has 150% of the Parasite's health, 500% of the Parasite's armor, and 100% of the Parasite's damage. Infested Commander lasts 90 seconds, and this ability has a 90 second cooldown.
              LEVEL ONE: Spawns an Infested Commander (Raynor with assault rifle model, plus infestation) with 6 range
              LEVEL TWO: Spawns an Infested Commander (Raynor with sniper rifle model, plus infestation) that gains 50% Armor Piercing with 8 range.

        Hive Mind
          The Parasite passively increases the damage and health, and after Talent Point upgrades, attack speed, range, movement speed, and armor of nearby allies within radius 6. This works while Infesting a unit. Movement Speed only receives 50% of the effect, and Armor receives 500% of the effect.
              LEVEL ONE: 10% Non-Cumulative Increase (5% for Movement Speed, 50% for Armor)
              LEVEL TWO: 20% Non-Cumulative Increase (10% for Movement Speed, 100% for Armor)






Special Thanks:
Spoiler: show


9Zakarious6
For helping inspire

Rapunzel_TM
For helping inspire

Sizlak
For the original concept
Sizlak wrote:Builder who does diddly jack on his own(can't even mine his own gold/trees) but can attach himself to other builders so that when they gather those resources themselves, he gets it as well, and his goal in life is to buff up builders and evolve to the point where he can stand on his own as a nightmare for the Titan





Changelog:
Spoiler: show


2/3/2013
Reduced Mineral Symbiosis range to 6 (down from 10)
Fixed a plurality error on the Talent Point of Bloodthirsty
Added Sizlak's quote in the Special Thanks section
Specified that the Parasite doesn't start with Talent Points
Wrote down total number of Resources Required to get maxed
Changed the name of Macabre Charisma to Hive Mind and Resourceful Learning to Assimilate Skill
Added [REQ] tag

2/11/2013
Added Poll

3/9/2013
Added [ACTIVE] tag



Last edited by Tehr on Sun Mar 10, 2013 4:30 am, edited 10 times in total.
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Tehr
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Re: New Builder: Parasite

Postby AirFlare » Sun Feb 03, 2013 9:14 pm

Damn I love this Idea for a builder. One of the bests I saw so far : Fun to play, Interesting concept, Not boring ...

Little points tho:

• Gaining all the workers wood in a 10 range seems quite a lot to me ... maybe reduce it to 5-6 ?
• Forced Symbiose: Many trollers will go in symbiose with a unit, and just slow it down so it get killed ... Shouldn't you add a way to separate the parasite from the host ? Like a button will appear when a host is symbiosed with, and when clicked, it will separate the parasite from him, and will not grant the parasite the ability to re-symbiose before 30 seconds ? Of course, this will be disabled as long as titan is in 5 range or something like that, so the host doesn't just "Dump" the parasite to save his ass while the builder gets killed lol
Or maybe another solution would be a little dialog box, and you say if you agree that the parasite can take control of one of your units ?

Also, if the unit to which the parasite is attached dies, the parasite just drops in front of titan ? Maybe you should add another escape ability to him, or he will get easily killed early-game ?
Please contact me for any questions/comments: ysalol@live.ca
or on Steam: AirFlare
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Re: New Builder: Parasite

Postby WeareLegion » Sun Feb 03, 2013 9:20 pm

Time scale 15% with a debuff of 15%, cancel each other out.

So basically, the only thing time scale will be doing is decreasing CD and increasing all regen.
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Re: New Builder: Parasite

Postby 9Zakarious6 » Sun Feb 03, 2013 9:47 pm

No mention of Sizzie/Rapunzel/Me who all gave help to bring this builder to life? :(
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Re: New Builder: Parasite

Postby Tehr » Sun Feb 03, 2013 10:06 pm

AirFlare wrote:Damn I love this Idea for a builder. One of the bests I saw so far : Fun to play, Interesting concept, Not boring ...

Little points tho:

• Gaining all the workers wood in a 10 range seems quite a lot to me ... maybe reduce it to 5-6 ?
• Forced Symbiose: Many trollers will go in symbiose with a unit, and just slow it down so it get killed ... Shouldn't you add a way to separate the parasite from the host ? Like a button will appear when a host is symbiosed with, and when clicked, it will separate the parasite from him, and will not grant the parasite the ability to re-symbiose before 30 seconds ? Of course, this will be disabled as long as titan is in 5 range or something like that, so the host doesn't just "Dump" the parasite to save his ass while the builder gets killed lol
Or maybe another solution would be a little dialog box, and you say if you agree that the parasite can take control of one of your units ?

Also, if the unit to which the parasite is attached dies, the parasite just drops in front of titan ? Maybe you should add another escape ability to him, or he will get easily killed early-game ?


Worker's range was previously 4 Range, but I increased it because the wood costs of all of his shit is so high. I'll reduce it to 6.

It's impossible to go below 100% Movement Speed while Infesting a unit. You can go from 120% Damage and 100% Movement speed to 100% Damage and 110% Movement speed with Grip, and between 20% Reduced damage taken and 100% attack speed to 0% reduced damage taken and 120% attack speed.

There is no reason why anyone would NOT want a Parasite attached to them. It can only grant benefits.

When a unit the Parasite is attached to dies, it simply disconnects. This Builder is very difficult to play in the beginning since you need to either get an early Titan Hunter or lump your life in with someone else. If they die, you pretty much guarantee yourself death. This Builder is all about teamwork, just as my Chained, Quartermaster, and Vile Ooze Builders are. I think it's important and, in my opinion, makes for an enjoyable experience since you know that you're not only benefiting from doing it, you're also helping THEM.

9Zakarious6 wrote:No mention of Sizzie/Rapunzel/Me who all gave help to bring this builder to life? :(


I was... procrastinating going on a run, and I told myself that I would go running as soon as I finished. I was preoccupied with that, and forgot to do so. I will correct this.

WeareLegion wrote:Time scale 15% with a debuff of 15%, cancel each other out.

So basically, the only thing time scale will be doing is decreasing CD and increasing all regen.


Correct. Designed specifically for Blink cooldown on Titan Hunters, as well as Escape Abilities and all that shit on Builders.
Last edited by Tehr on Sun Feb 03, 2013 10:18 pm, edited 1 time in total.
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Re: New Builder: Parasite

Postby AirFlare » Sun Feb 03, 2013 10:18 pm

Tehr wrote:There is no reason why anyone would NOT want a Parasite attached to them. It can only grant benefits.


True. Well, this solves my point :)

I don't really see any flaws or things that need to change right now ...
I am highly for his implementation in ID2
Please contact me for any questions/comments: ysalol@live.ca
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Re: New Builder: Parasite

Postby Dragoneles » Sun Feb 03, 2013 10:21 pm

Tehr wrote:
WeareLegion wrote:Time scale 15% with a debuff of 15%, cancel each other out.

So basically, the only thing time scale will be doing is decreasing CD and increasing all regen.


Correct. Designed specifically for Blink cooldown on Titan Hunters, as well as Escape Abilities and all that shit on Builders.

If you have any abilities with a duration on him, remember to have the duration calculate with the extra 15%, because the time scale will reduce the duration, effectively providing a nerf to him.
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Re: New Builder: Parasite

Postby Tehr » Sun Feb 03, 2013 10:24 pm

Dragoneles wrote:
Tehr wrote:
WeareLegion wrote:Time scale 15% with a debuff of 15%, cancel each other out.

So basically, the only thing time scale will be doing is decreasing CD and increasing all regen.


Correct. Designed specifically for Blink cooldown on Titan Hunters, as well as Escape Abilities and all that shit on Builders.

If you have any abilities with a duration on him, remember to have the duration calculate with the extra 15%, because the time scale will reduce the duration, effectively providing a nerf to him.

It only affects the unit he is Infesting, not him. Will it be possible to have the duration of all abilities on an Infested unit increase by 15% as well?

The only thing I want to accomplish is to reduce the cooldown on Infested Units' abilities by 15%. If there's an easier way to accomplish this, let me know.
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Re: New Builder: Parasite

Postby Rapunzel_TM » Mon Feb 04, 2013 12:23 am

Copy-pasted from my incomplete PM:

I'm in awe of your constant ability to take a simple idea and just flesh it out completely into something feasible and fun. Zak and I have been working on the Parasite builder too (I assume he sent you a draft) but this doesn't come close to what I've contributed. Salute!

One problem is that the Parasite actually has a very unreliable gathering and escape skill, which is to say it relies heavily on another player's skill and positioning, and doesn't give yourself much control. You can only lumber when someone else is lumbering. Maybe that wouldn't be a big problem, the Parasite has a ridiculous amount of other choices. Also, what happens to the Parasite when the host dies? What innate escape abilities does it have?

Tiny name change suggestions (do not feel obligated): 'Resourceful Learning' to 'Assimilate Skill'.

'Macabre Charisma' to 'Hive Mind'.

Other than that, big thumbs up!
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Re: New Builder: Parasite

Postby 9Zakarious6 » Mon Feb 04, 2013 12:38 am

Rapunzel_TM wrote:One problem is that the Parasite actually has a very unreliable escape skill


This.

In Rapunzel's and my version of this, we gave it a standard-esque escape so it isn't completely dependent on allies.

Burrow Charge
    Burrows and surges forward at 10 speed to the target location within 6 range.


We had it requiring research as well.

It can always be nerfed to promote more team-based play but since this builder will probably have no walls/drop offs in the first place, it would need another type of escape besides infecting another builder.
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