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Colossus of the deeps: A Hidroid rework idea


LolenderVx2
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Hello everyone. in this topic, I came to propose a valid rework to my favorite frame: Hydroid

Hydroid stats:

Health: 100 (300 at lvl 30)

Shield: 115 (315 at lvl 30)

Energy: 115 (215 at lvl 30)

Armor: 65

Running speed: 1.05

1)Tempest barrage: Hydroid mark an areaso that later this proceed to be bombed. The direction of the salvos depends on the direction of Hydroid when launching the skill. The enemies who were in the area marked when launching the ability to have 100% of being hit by the first salvos. The fall salvos an average of 2 Salvas per second in the marked area. As power is more active time, the salvos begin to fall faster and faster, and the area of the power increases. Each time an enemy is hit by a salvo his armor is reduced by 1/1/2/3. Each time an enemy is hit by a salvo, this is stunned.

Damage: 10/25/40/50 of impact, per hit

Duration: 6/10/14/18 seconds

Range: 2/4/6/8 meters

Cost: 25 energy 

Maximum 4 instances of this active power at the same time. Throwing power again having reached the limit will remove the oldest instance.

Every 2 seconds that power is active, 1/1/2/2 additional salvos are added to the salvos per second, and 1/1/1/2 meters more are added to the area of the bombing

* Every 30% extra strength, 1 salvo is added to the salvos per second of the power

* Every 30% extra strength, the enemy will lose 1 additional armor per hit

2)Tidal surge:This base remains. Returning to his normal form, Hydroid stuns enemies that are close to the time to end the power through a violent explosion

* The range of the explosion is 2 meters base, modified by the additional range

* The explosion no damage only stuns. The additional force increases the force of the explosion shooting down

3)Undertow: Hydroid is immersed in a pool of water with a diameter of 7/11/15/18 meters, causing it to become invulnerable to all forms of damage and causing the enemy can not mark it as objective. In this form, Hydroid regenerate their shields one 20/20/30/40% faster. Enemies entering the pool sink in it, getting shot 10/15/20/25 damage per second. All damage caused by this power is directed towards Hydroid as healing. Every 2.5 seconds that power is active, consumes 4/3/2/1 more energy, and causes 1/2/3/4 more damage and increases the reach of the pool by half meter. Enemies killed by this power are 30% more drop health orbs / energy (at the end of the power orbs have been obtained are released suddenly beside Hydroid). 4/3/2/1 power energy consumed per second.

* Further scope affects the diameter of the puddle

* The damage, regenerating shield and the additional ability to drop health orbs / power increase with additional force (each 2% additional force increases the possibility 1%)

* Further damage to spend more time in the pool is affected by the strength (each 15% strength damage increases further damage by 2).

* All other values to spend more time in the pool can not be modified

* Every 5 seconds an enemy remains in the puddle, receive 10% more damage of the puddle 

* It costs 20 energy to activate the power

4)Tentacle Swarm: Hydroid frees an abyssal creature that chases the enemies to sow chaos. Upon casting this ability, Hydroid creates 2/2/3/4 puddles that go in search of enemies. These pools have a diameter of 4/5/6/8 meters, and tread enemies who see their movement speed reduced by 10/10/20/25%. After 2 seconds of enemies in the puddle, just come 1/2/3/4 tentacles. Upon emerging, these tentacles inflicts 75/150/225/300 Magnetic damage to enemies who are affected by it  with a 30/30/40/50% status chance. Tentacles inflict 50/100/150/200 finisher damage to all enemies auction affecting per second while they are active. After 20 seconds or after having been 5 seconds without damaging enemies, the tentacles back to dive, and the pool is still looking enemies. Each pool drains 6/5/4/3 Hydroid's energy per second while the power is active, but when a puddle tentacles emerge, this puddle stops draining energy Hydroid. When an ally to 20 meters Hydroid reaches 20% health, the closest ally puddle stops everything he was doing, consumes 20 energy and proceeds to get under ally, to bring out some tentacles to give time to recover. If the partner does not die when you do this, Hydroid receives 15 energy. This effect can occur once per ally every 40 seconds 

* Puddles move at a speed of 2

* Further scope increases the size of the pools

* Every 30% additional strength, emerge an additional tentacle of each puddle

* It costs 50 energy to activate the power

* The tentacles on an ally last 10 seconds

* The damage of the tentacles is affected by force, but the slowdown being in the pool not

* The extra length increases the time that the tentacles may be on a group of enemies

* By putting a puddle beneath an ally to rescue him from death, this gives 60% damage reduction by 1/1/2/3 seconds. None of these parameters is modifiable

* The effect of rescue death can occur also on Hydroid 

* The enemies who have not died by Tentacles are 60% to release an additional health / energy orb in their deaths. Possibility cant be modified 

(I apologize if I have some error in translation, I'm Argentine and my English is not very good)

Edited by LolenderVx2
Hydroid
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