User:Gelbrekt/Adding the Mursaat as a playable race in Starcraft 2
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Overview[edit]
- Mursaat = Terran/Protoss hybrids
- Focuses on the use of Psionic abilities and the combination of Terran and Protoss technology.
Units[edit]
- In WoL, the amount of units in each race (inclding workers, were)
- Protoss: 15
- Terran: 13
- Zerg: 12
Ground Units[edit]
Jade Drone[edit]
- Constructs buildings with combined Terran and Protoss Technology: The strucutuers are warped in and constructed by the worker simultaniously, allowing the Mursaat to construct buildings faster than the Protoss and Terran. (Downsides: The structures cost more than the average terran structure, and lack the protoss ability to construct multiple buildings simultaniously with a single worker.)
ETHER SPHERES / ETHER SEAL[edit]
Cost: 75 minerals
- Ether Sphere: Basic ranged attacker. Has a short-ranged ground attack. The attack is a channeled Chain Lightning that has a slow attack speed, but deals relatively high damage (compared to other base-units) to up to 3 targets. Average movement speed. Can merge with Mursaat Towers for a small cost. The Ether Sphere then gets converted into a Ether Zeal, increased health and attack damage but becomes permanently immobile next to the tower. The zeal is a separate unit from the tower and has less hit points and armor [This unit is equivalent to the Photon Cannon or Bunker[. An added upgrade [Either done for each individual tower, or a more expensive one that upgrades all available towers]. Optionally there is an upgrade available that grant Ether Zeals detection.
ELEMENTALIST[edit]
- Backline caster that can use 4 different abilities. Only the ability that is set to active in the Elemental Conflux can be used at any given time. The abilities cost no mana and are restricted by recharge times (The elementalists are not specialist units [they have no energy/mana]).
- Abilities
[All abilities have an activation time, unlike Psionic Storm]
- [NOTE: I think an important element in Sc2 is that there is NO magic involved here; Rather there is just psionic powers. As such, abilities such as "fire storm" and "Ice spikes" can be somewhat questionable, since the idea is that the casters shouldn't summon anything (e.g fire balls raining from the sky) but rather manipulate existing energies. As such, an ability like "Psionic Flames" {Being functionally similar to Searing Flames} would likely be more suitable. On the same note, it is questionable if the elementalists should wear staves; If they do, it should be explained in the lore that this help them focus their psionic energy, it is NOT a wan they use to cast magic.]
- Lightning Orb - Deals heavy damage to a single target. Bonus damage against massive armored targets (i.e any massive unit except for archons).
- Ice Spikes - Damages multiple targets near the primary target. All affected targets are slowed by 66% for 3 seconds.
- Fire Storm - Deals minor damage in a small area over a long duration (10 seconds). (Other viable non-elite fire magic skills: Rodgort's Invocation / Searing Heat / Fireball )
- Earthquake - Deals minor damage in a large area and stuns. Armored targets are stunned for a shorter period of time. Long cooldown.
- Strengths
- Good against small, numerous troops like zerglings
- Lightning orb is strong against powerful, massive targets like Thors.
- Elementalists can attack air units with basic attacks, Ice Spikes and Lightning Orb.
- Weaknesses
- Difficult to control in large battles due to the fact that each elementalist has an own ability.
- Weak against moderate armored troops like Roaches/Stalkers/Marauders.
MONK[edit]
- Specialist unit that heals and protects allies.
- Does not use armor in combat.
- Abilities
- Word of Healing - Heals target ally for XXX health. If this ally was below 50% health, heals more.
- Vigorous Spirit - Target ally is healed for XXX whenever using an ability or attacking. Can be set to autocast.
- Aegis: Target allied unit cannot be targeted by basic attacks or abilities for XXX (e.g 2) seconds. (Needed to protect the Mesmer from Feedback/EMP/Neural Parasite.)
RITUALIST[edit]
- Empowers allies by summoning weapons from the void ("Weapon spells").
- Appearence: Unknown, but sits in a machine that is designed in a Terran/Protoss fashion.
- Abilities
- Brutal Weapon - Target ally deals XXX% more damage with basic attacs for XXX seconds.
- Upgrades
- Splinter Weapion / Nightmare Weapon - Allies affected by Brutal Weapon deals area damage / gains health equal to XXX% of the damage they deal.
JADE ARMOR[edit]
- Melee fighter that stuns single targets. Good against armored targets (Marauders/Stalkers/Roaches/Ultralisks/Siege Tanks).
- Ability
- Backbreaker - Stuns target foe for XXX second(s). The cooldown of this ability is reduced by 2 seconds every time the Jade Armor attacks (attacks against allies to not count for this effect). Can be set to autocast.
JADE BOW[edit]
- Ranged attacker. Good against armored units.
- Abilities
- Burning Arrow - Shoot an attack against target foe that deals normal attack damage plus XXX damage over 6 seconds.
- Upgrades
- Penetrating Shot - Increases the Jade Bow's damage to armored targets by XXX.
JADE CLOAK[edit]
- No idea what this is going to do.
[REPAIR UNIT][edit]
- As of right now, the mursaat have no units capable of reparation; this is an obvious must have, so there should be a military unit for this. Also, it is pretty weird that SCV:s can repair air units that are flying, so this repair unit should have a ground and air mode that it must switch between depending on what unit type it should repair.
SIEGE COLOSSUS[edit]
- Massive ground unit that is a combination of the Protoss Colossus and the Terran Siege tank. Can only attack ground units. Has a long range, area attack, fast attack speed [shoots with 3 Siege Tank guns, set to Siege Mode, alternately], but each attack deals little damage.
Upgrade [Name required]: Allows the siege colossus to move while attacking.
- Strengths
- Powerful backline unit in any situation when facing ground troops.
- Great against slow enemies like hydralisks due to the long range and ability to attack while moving.
- Weaknesses
- Weak against units that can quickly intercept the Siege Colossus without giving it time to kite, such as Marauders.
- Cannot attack air units. Counts as an air unit like the Colossus.
Air Units[edit]
NECROMANCER[edit]
- Air-to-air fighter that slows down enemy attack speed. Good against light armored units.
- Abilities
- Meekness For 20 seconds, target foe and all foes in the area attack 30% slower. (Can target both air and ground units). Cost: 25% health sacrifice. (Cooldown: XXX seconds.)
- Upgrades
- Life Transfer: Targets affected by Meekness lose health over time, and the caster becomes healed for this amount of health (shields are restored instead of health if the health bar is full). Maximum XXX health per second can be haled this way.
ASSASSIN[edit]
- Harass unit that is a combination of the Terran Banshee and the Protoss Warp Prism.
- Has a low-damage ground attack.
- Is able to transport units. Has the same space as a standard air transport unit, but works differently. Instead of loading units into the ship, it simply marks the corresponding units. These units can then be teleported to the Assassin using the Death's Charge ability (Has a cooldown of XXX seconds).
- Abilities
- Shadow Refuge: The Assassin becomes stealthed for XXX seconds. Requires upgrade to use.
MESMER[edit]
- Capital ship specialist unit. Focuses on punishing enemies for activating abilities, and has very strong anti-air. Weak against ground units (See below; while it can attack ground unit, it has multiple limitations [minimum range and slow to cycle between ground / air].)
- Appearence: Looks like the second boss in the demonstar game. It has the appearence a long purple face with 6 eyes.
- Has two attacks. Both of these CAN target both air and ground units, but the capital ship needs a few seconds to adjust between the two modes (it rotates around its own x-axis). Because the ship can only turn a few degrees this way (i.e it would be strange if the entire ship rotates 90 degrees to fire at enemies straight under it), there is a fairly large radius around it where it cannot fire at ground units (around a range of 7-9, comparable to a colossus / immortal). [Note; this feature should be pretty obvious for all sc2 air units that cant attack ground; all they would need to do is to rotate, so this feature shouldn't even be included in the Mesmer's description, it is simply capable of attacking both air and ground]. Both of the attacks fire independently, dealing high total damage.
- Blue Laser: A very slow but powerful single target attack [Blue Laser] that deals bonus damage to armored units (shot from the "mouth" of the ship).
- "Fire Cannons": shot forward similar to the DemonStar level 6 boss. Each pair of eyes (1 initially, 3 if "eyes of Abbadon" is researched) shoots one fireball each forward.
- Strong versus units that frequently activate abilities, and deals high damage. Weak versus anti air units (Corruptors / Vikings / Void Rays). Relatively low HP and armor for a capital ship.
- Abilities
- Energy Surge - (empowered version of the High Templas' Feedback): Target specialist unit loses XXX energy and takes 1 damage for each point of energy lost. This damage is dealt to all foes in a large area around target. (Because the ratio of health vs energy in SC2 is very different from Gw1, there should be a max cap to this, alternatively a lower ratio between energy lost & damage).
- Panic - Affects target and all nearby foes for XXX seconds. Whenever these targets activate an ability, the abilities of all nearby targets are disabled for XXX seconds.
- Visions of Regret - Target foe and all nearby foes take XXX damage whenever activating an ability. Lasts XXX seconds. [also applies to non specialists, such as marines]. [Requires upgrade.]
- Upgrades
- Shatter Delusions - The Mesmer's center laser attacks remove Hex Spells (i.e the three abilities that the Mesmer uses) whenever hitting an enemy target. If a hex is removed this way, the targeted foe and nearby targets take XXX damage (the laser is purple and creates an explosion in this case).
- Visions of Regret - Unlocks Visions of Regret.
- Eyes of Abbadon - Tripples the attack speed of the Mesmer's "Fire Cannons" by adding two additional pair of eyes (causing the mursaat ship to look more like Abbadon). [Note: While the mursaat have no direct connection to Abbadon in the lore, the face of Abbadon looks similar to the Jade Armors (having 6 eyes); This should be referenced by the Jade Armors' animated profile pictures on the screen bearing some Similarity to the Mesmer capital ship).
- [Other potential abilities to use]
- Empathy: Target foe and all nearby foes take XXX damage whenever performing a basic attack.
Buildings, Upgrades, Research[edit]
Buildings[edit]
- Citadel (main building)
- Can be upgraded to Fortified Citadel, granting it a Void Ray laser attack along with the quick fireball attacks made by the second boss in the "Demonstar" game (around 7:42 in this video)
- Jade Tower
Mursaat towers generate the Mursaat's Supply/PSI. They are created by morphing a Jade Drone (The drone will be sacrificed). Abilities:
- Regenerates shields on nearby units (although this is not a significant effect as most mursaat units have low shield levels)
- Can be used to instantly train units at the cost of sacrificing the tower:
- A Jade Armor or a Jade Bow.
- Two Jade drones can be created, allowing the Mursaat to generate workers faster than Protoss And Terran players.
- Ether Seals can merge with the Jade Tower, turning them into a defensive structure: Mursaat Tower. In this state it is capable of attacking both ground and air units.
- It also includes an upgrade that drains energy from nearby specialist units.
- Portal of The Unseen
- Trains basic units: Ether Seals, Elementalists and Monks
- [Mech Factory - Find proper name]
- Trains mech units: Ritualists, Assassins and Necromancers.
- [Jade Facility - Find proper name]
- Tech Building that can train Jade Armors and Jade Bows. Also allows these units to be created from Jade Towers, and contains upgrades for them.
- [Capital Facility - Find proper name]
- Trains the Mursaat's Massive units: Siege Colossi and Mesmers.
- Elemental Conflux
- Tech building for Elementalists. Can be used to change the ability of the elementalist (between 4 elemental skills).
- Altar of The Unseen
- Tech building for monks.
Upgrades[edit]
- Spectral Agony: Deals severe damage over a short period of time to target unit or biological structure. Deals significantly less damage to targets with infused essence (Infused Essence is a tech available for Zerg Lairs and Hives. Its only purpose is reducing damage from Spectral Agony). Once researched, it becones an (active) effect on Mursaat Elementalists/Monks and Jade Armors/Bows. Elementalists and monks can use these directly on their targets, while Jade Armors/Bows can activate the effect to have it applied on their next attack. Spectral Agony is restricted in a similar manner to Terran Nukes; Using it requires a Spectral Agony charge bought for XXX minerals and XXX Vespine Gas at the Citadel.
Research[edit]
- Ground Weapons Level 1-3
- Ground Armor level 1-3 (upgrades the armor for both the health bars and the shield bars)
- Air Weapons Level 1-3
- Air Armor level 1-3 (upgrades the armor for both the health bars and the shield bars)
- Shields Level 1 -3 (increases the amount of shields, not the armor rating of the shields).
CO-OP Heroes[edit]
Lazarus the Dire[edit]
- Focuses on high-tier units.
- Lazarus is available as a hero unit within the game, possessing the skills:
- Blood Renewal - Lazarus loses XXX health. Over 7 seconds, he regenerates XXX health per second. End effect: heals for XXX health.
- Insidious Parasite - Steals health whenever target enemy attacks. Lasts 10 seconds. Can be upgraded [in a Research Building] to hit multiple enemies.
- Life Transfer (elite) - Affects foes in an area. These foes lose XXX health per second over XXX seconds. For each point of health lost Lazarus gains health.
- Blessing of the Unseen - Target a non-heroic unit. This unit gains an increase to its attack speed and health. If Lazarus would die, he instead steals all remaining health of the targeted unit.
Optimus Caliph[edit]
- Focuses on commanding low-tier units.
- Elementalists
- Elementalists gain the following skils when attuned to air (in addition to their Lightning Orb):
- Enervating Charge - Deals damage to a single unit and reduces the damage dealt by that unit for 50%. Lasts XXX seconds.
- Thunderclap - Damages enemies in a small radius and stuns.
Quotes[edit]
Elementalist[edit]
- Voice: Similar to the arch angles in diablo (e.g Ilarian in heroes of the storm).
- Trained
- United in victory.
- Selected
- Move
- Attack
- For the Unseen.
- Help
Monk[edit]
- Trained
- Selected
- Move
- Attack
- Help
Necromancer[edit]
- Voice: hissing/agonizing tone.
- Trained
- Selected
- [Exhausted breathing]
- Move
- As you say.
- Attack
- It begins!
- All shall suffer!
- Help
- [Silent whisper] "Help.."
- MORE, COME HERE!
Ritualist[edit]
- Trained
- Selected
- Move
- Attack
- Help
Mesmer (Female)[edit]
- Trained
- Mesmer ready for combat.
- Selected
- Move
- Attack
- I will blow your mind.
- Help
Excecutor[edit]
- Not enough supply: Our jade towers are too few!
- Not enough minerals: We must gather more minerals!