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Masochistic Monarch - Inaros Revisited Ideas


PsiWarp
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Bored while waiting for Glassmaker and Deadlock Protocol, so here's an Inaros suggestion thread that tries to preserve the immortal health tank, while making his abilities more appealing to actively use. Assume all other functions stay the same, I'm only listing the additions/changes.

Passive

Sarcophagus

  • Life leech beam damage changed from flat 75 True damage to 5% of enemy's maximum shield and health points. Damage is doubled to 10% when the target is below 50% hitpoints.
    • Beam percentage is affected by Provoked, yielding at most 10.5% and 21% at/below half hitpoints.
  • Left mouse button (weapon fire hotkey) can be held down to keep the beam connected to your target.
  • No longer affects allies you target.
  • Each beam kill restores 25% of your max. health.
    • Get 4 kills, get full health back, also applies to the enemies your teammates kill within your range.
  • Once revived, you are invulnerable for 3 seconds.

Lifesteal on Finisher

  • Does not require a kill to trigger. Each finisher attack you perform will restore 20% of your max. health. Parazon Mercy also triggers this passive.

 

Abilities

  • All of Inaros' abilities now cost Health instead of Energy. Inaros no longer has an Energy pool. Health costs are affected by Ability Efficiency.
  • If Inaros' health is reduced to 2 points, abilities cannot be cast and Sandstorm will automatically turn off.

Desiccation - 50 Health

  • Ability Synergy: now castable during Sandstorm; Inaros will dash with the sand wave toward the direction you aim.

Devour - 100 Health

  • Capped at 3 affected enemies at a time.
  • Devoured enemies are invulnerable to outside damage for the whole ability duration. Outside damage prevented is stored and dealt in full when ability ends. Devoured enemies do not prevent mission progression (Defense, Exterminate, etc.)
  • Inaros is now invulnerable to damage while dragging in an enemy he uses Devour on.
  • Invulnerability on a player lasts until the devour let-go animation finishes. Animation is sped up by 50%.
  • Tap-cast on an affected enemy to end Devour early. Hold-cast on an affected enemy to drag it toward Inaros.
  • Ability Synergy:
    • Scarab Swarm infesting a Devoured enemy will now count as Devouring the victim, draining hitpoints from the enemy to heal Inaros and spawning a Sand Shadow on successful kill.
    • Scarab Swarm will infest Sand Shadows allowing them to help spread it. Sand Shadows are not stunned and do not take damage from Scarab Swarm.
    • Now castable during Sandstorm. Devoured enemies are not Lifted by the storm.
  • Sand Shadow duration (15 seconds) is now affected by Ability Duration.
  • Fixed enemy under a slow effect (Cold status, Molecular Prime, Snow Globe, etc.) also slowing the speed Inaros can drag him in with Devour.

Sandstorm - 125 Health, 10 Health drain per second.

  • Radius buffed to 10 meters at max rank.
  • No longer ragdolls enemies. All enemies in the storm are affected by the Lifted status.
  • Allies within Sandstorm become invisible. Invisibility breaks if attacking and returns after a few seconds of not attacking.
  • Inaros can now dodge during Sandstorm to move faster toward a short distance.
  • Ability Synergy:
    • Desiccation, Devour (tap/hold), and Scarab Swarm (tap) can be used during Sandstorm.
    • Desiccation causes Inaros in Sandstorm to dash with the sand wave to cover a large distance.
  • Ability ends if Inaros' health reaches 2 points.
  • Camera movement is no longer restricted during Sandstorm.

Scarab Swarm - 50 Health (tap)

  • Scarab Armor unchanged.
  • Scarab projectile on hit causes a guaranteed Corrosive proc.
  • Enemies infested with Scarab Swarm have a chance to proc Corrosive from its damage per second. Status chance is affected by Ability Strength.
  • Ability Synergy:
    • Scarab Swarm infesting a Devoured enemy will now count as Devouring the victim, draining hitpoints from the enemy to heal Inaros and spawning a Sand Shadow on successful kill.
    • Scarab Swarm will infest Sand Shadows allowing them to help spread it. Sand Shadows are not stunned and do not take damage from Scarab Swarm.
    • Tap-cast now usable during Sandstorm.

Thanks for reading. Short version is basically Health Hildryn with self-heals aplenty and healing to share around, exalted mode with Sandstorm, still heavy on the CC, and the Sarcophagus getting screen time.

Edited by PsiWarp
Passive beam
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11 hours ago, (XB1)XG1anBl4derX said:

The only thing I didn't like. But everything else is fine.

Thanks, but what didn't you like about it? It's an armor-ignoring damage type for a continuous beam.

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2 hours ago, PsiWarp said:

Thanks, but what didn't you like about it? It's an armor-ignoring damage type for a continuous beam.

1) If the base damage isn't high enough to begin with, it will not be worth it.

2) It will need to have critical chance/damage, or else we would have to build our secondaries in a whole different way just to make it useful. 

3) Even then, it would become useless at some point. Because it is a fixed damage value and not a % based on enemy health.

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20 hours ago, (XB1)XG1anBl4derX said:

1) If the base damage isn't high enough to begin with, it will not be worth it.

2) It will need to have critical chance/damage, or else we would have to build our secondaries in a whole different way just to make it useful. 

3) Even then, it would become useless at some point. Because it is a fixed damage value and not a % based on enemy health.

Then perhaps it would be best to go the percentage route, rather than the mods you put on the Secondary.

How's this?

  • Changed passive beam damage per second from flat 75 True damage to 5% of enemy's maximum shield and health points. Damage is doubled to 10% when the target is below 50% hitpoints.
    • Beam percentage is affected by Provoked, yielding at most 10.5% and 21% at/below half hitpoints.
  • Left mouse button (weapon fire hotkey) can be held down to keep the beam connected to your target.
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3 hours ago, PsiWarp said:

Then perhaps it would be best to go the percentage route, rather than the mods you put on the Secondary.

How's this?

  • Changed passive beam damage per second from flat 75 True damage to 5% of enemy's maximum shield and health points. Damage is doubled to 10% when the target is below 50% hitpoints.
    • Beam percentage is affected by Provoked, yielding at most 10.5% and 21% at/below half hitpoints.
  • Left mouse button (weapon fire hotkey) can be held down to keep the beam connected to your target.

Much better.

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