2008-06-13, 21:05:36
Oh no. Another crazy idea!!!! :mrgreen:
Rocket Scientist (2500) (Goblin alchemist)
Price: 2500
HP: 1300
Armor: 2
Speed: 270
Jet Pack Jump (Q) Active
Flies a distance with a high jump curve. 600 + 400 range pr level. Does 100 pr level landing damage. 1 sec aoe stun.
Build Mini Missile Silo (W) Active
Build a mini missile silo, which is capable to launch short range ballistic missiles. Build time 100 hp\sec. Silos have 2 initial mp regen pr sec. The structure itself has no attack but have 6 inventory slots. 100s cooldown. This would be awesome to pwn tinker towers xD :mrgreen:
Lv1: Missile max range 1500, HP 5000, 200mp max. Capable to launch rockets (150mp) which does 480 damage.
Lv2: Missile max range 2000, HP 6000, 400mp max.
Lv3: Missile max range 2500, HP 7000, 600mp max. Also capable to launch missiles (400mp) which does explosion 1280 damage.
Lv4: Missile max range 3000, HP 8000, 800mp max.
Lv5: Missile max range 3500, HP 9000, 1000mp max. Also capable to launch cruise missiles (900mp) which does explosion 3200 damage.
Mana Transfer (E) Active
Drains mana from an enemy tank or gives away mana to one of your friendly tanks. Can also be used to tranfer mana from you to the silo. 40s cooldown. Ability cost 0 mana.
lv1: 10 mp drained/given
lv2: 20 mp drained/given
lv3: 30 mp drained/given
lv4: 40 mp drained/given
lv5: 50 mp drained/given
Special Module (T) Active
Different than the tinkers tower modules. Can also be used on tinker towers.
Defense Module: Gives 8% dmg reduction from player weapons pr level.
Capacity Module: Gives additional 1 mp regen pr level and add 100 max mana pr level. If used on tinker towers; they gain rocket ability.
Missile Module: Gives the structure a rocket defense module with 0.5 cooldown missiles. Missiles has 1000 range and does 25 dmg (50dps) pr level.
Extension Module: Adds 250 range on missiles pr level launched from structure.
Orbital Module: Fires orbital strikes within 1300 range. 1 strike pr level. The module must be actively used! 50s cooldown.
lv1: 20%
lv2: 40%
lv3: 60%
lv4: 80%
lv5: 100%
Load Nuclear Missile
hock: (R) Active :mrgreen:
5 seconds casting time. Can only be used only silos. Have a independent range. The rocket scientist uses this ability on an existing silo and gives the structure one shot ability for nuclear missiles. 100s cooldown. The silo doesn't need mana for using nuke ability.
lv1: The nuke does 3000 dmg, has 2000 max range
lv2: The nuke does 3750 dmg, has 2500 max range
lv3: The nuke does 4500 dmg, has 3000 max range
lv4: The nuke does 5250 dmg, has 3500 max range
lv5: The nuke does 6000 dmg, has 4000 max range
__
Missile explodes when they reach target area or get destroyed. Missile travel speed is 1000.
Rocket hp: 600
Missile hp: 1200
Cruise Missile hp: 2000
Nuke hp: 3500
___
sry about bad influence by missile wars :mrgreen: :mrgreen: :mrgreen:
Rocket Scientist (2500) (Goblin alchemist)
Price: 2500
HP: 1300
Armor: 2
Speed: 270
Jet Pack Jump (Q) Active
Flies a distance with a high jump curve. 600 + 400 range pr level. Does 100 pr level landing damage. 1 sec aoe stun.
Build Mini Missile Silo (W) Active
Build a mini missile silo, which is capable to launch short range ballistic missiles. Build time 100 hp\sec. Silos have 2 initial mp regen pr sec. The structure itself has no attack but have 6 inventory slots. 100s cooldown. This would be awesome to pwn tinker towers xD :mrgreen:
Lv1: Missile max range 1500, HP 5000, 200mp max. Capable to launch rockets (150mp) which does 480 damage.
Lv2: Missile max range 2000, HP 6000, 400mp max.
Lv3: Missile max range 2500, HP 7000, 600mp max. Also capable to launch missiles (400mp) which does explosion 1280 damage.
Lv4: Missile max range 3000, HP 8000, 800mp max.
Lv5: Missile max range 3500, HP 9000, 1000mp max. Also capable to launch cruise missiles (900mp) which does explosion 3200 damage.
Mana Transfer (E) Active
Drains mana from an enemy tank or gives away mana to one of your friendly tanks. Can also be used to tranfer mana from you to the silo. 40s cooldown. Ability cost 0 mana.
lv1: 10 mp drained/given
lv2: 20 mp drained/given
lv3: 30 mp drained/given
lv4: 40 mp drained/given
lv5: 50 mp drained/given
Special Module (T) Active
Different than the tinkers tower modules. Can also be used on tinker towers.
Defense Module: Gives 8% dmg reduction from player weapons pr level.
Capacity Module: Gives additional 1 mp regen pr level and add 100 max mana pr level. If used on tinker towers; they gain rocket ability.
Missile Module: Gives the structure a rocket defense module with 0.5 cooldown missiles. Missiles has 1000 range and does 25 dmg (50dps) pr level.
Extension Module: Adds 250 range on missiles pr level launched from structure.
Orbital Module: Fires orbital strikes within 1300 range. 1 strike pr level. The module must be actively used! 50s cooldown.
lv1: 20%
lv2: 40%
lv3: 60%
lv4: 80%
lv5: 100%
Load Nuclear Missile

5 seconds casting time. Can only be used only silos. Have a independent range. The rocket scientist uses this ability on an existing silo and gives the structure one shot ability for nuclear missiles. 100s cooldown. The silo doesn't need mana for using nuke ability.
lv1: The nuke does 3000 dmg, has 2000 max range
lv2: The nuke does 3750 dmg, has 2500 max range
lv3: The nuke does 4500 dmg, has 3000 max range
lv4: The nuke does 5250 dmg, has 3500 max range
lv5: The nuke does 6000 dmg, has 4000 max range
__
Missile explodes when they reach target area or get destroyed. Missile travel speed is 1000.
Rocket hp: 600
Missile hp: 1200
Cruise Missile hp: 2000
Nuke hp: 3500
___
sry about bad influence by missile wars :mrgreen: :mrgreen: :mrgreen: