Brother Captain Rework?
Posted: Mon 01 Aug, 2016 10:06 am
				
				Before i get started I personally think the Brother Captain lacks luster and now that Garrick has blessed us awhile back a possibility for heroes for GK/OM leave the BC open for a chance of rework/redesign. But this being only part of my reason for this thread.
Ok so in my mod (which heads up to people ahead of time the upkeep is fucked and I am currently fixing it so if you want to play OP as shit GK go for it before it goes away) I added the Inquisitor (literal copy and paste of the unit with the exception of her abilities) as a Grey Knight hero. Thanks to Garrick's Hero Selection menu greatness.
In short the BC never really had a set design imo he was in my eyes meant to be able to do a little of everything some support, disruptive, offensive etc. So he really never stood out to me and he was just really boring in some way. Although I will admit blessed aegis and unending purge with any melee weapon is pretty cool although impractical.
I want to use this discussion as a way to brainstorm on how rework the BC so he has a place as an interesting hero. Now I don't mean that all of his current wargears will have to go since atm I think his weapon some options should stay the same (although how i feel about the hammer. I feel it lacks luster and is a bad knock off the Chaos Lord's Daemon Maul). And Blessed Aegis is definitely staying as well as unending purge since those imo stand out over everything else and actually makes him seem different than other heroes.
Since I am still trying to figure out what i would want him to be But I think I have settled on a Tanky Supportive commander that has the capacity to disrupt.
Leaving the Nemesis Force Sword the same.
Nemesis Force Halberd, removing the splash damage and adding the Ward ability. Ward damage resistance removed. Knockback immunity removed so ability kb works. Targeted unit is gives 250 additional energy. Any attack taken from any source drains energy instead (one energy absorbs 2 damage and any range attack have a harder time hitting the target). When Casted on a unit that unit break suppression (can be instantly suppressed right after though.
The Nemesis Warding Staff. Removing the Ward ability and adding the Nemesis Vortex ability. Nemesis Vortex slow goes down from 30% to 20%. Range reduced to 20 from 30.
Nemesis Daemon Hammer (honestly i don't like this weapon). ATM i will try to accommodate keeping it as an option. Damage Lowered from 150 damage per hit to 100, but Demolishing strike is removed. The Avenger ability replaces it. Unleash a large energy blast around the Brother Captain (think if the Armor of Undeath from the Sorcerer in last stand, yea that animator action what he is about to die(not). The Blast will do 40 psychic damage, knockback and stuns affected enemies for 2 seconds. Energy cost 100, Cooldown 80 seconds.
Adds another ability (I have no name for it atm maybe My Foe Will Fall?) Knocks Back a single target a large distance away from the Brother Captain doing 150 melee damage to that target. Both cannot be used at the same time due to energy cost for both. Passively Knockback enemy units in melee combat. Energy Cost 40 Cooldown 40 seconds.
Mantle of Terra changed a bit. Health increase lowered from 200 to 100. Increases the Brother Captains energy by 100. Energy regen lowered from 1.5 to 1. Canticle of Absolution stays the same. Passively every time he uses an ability his ability cooldown recovery rate improves by 1.5. Stacks 4 times. Buff lasts for 5 seconds each buff does not reset each other.
Blessed Aegis stays the same.
Nemesis Vortex removed.
Holy Armor of Titan. Health increase stays the same. It reducing ability cooldowns removed. Instead it improves ability potency by reducing energy cost by 20% and increasing damage or effect. Base We Are The Hammer now affects the Brother Captain. Improved We Are The Hammer as increases damage by 10%. When the Nemesis vortex is spawned enemies within a 12 radius are drawn toward the center of the spawn point. Ward damage absorption increases from 1 energy equals 2 damage to 1 energy equals 3 damage (and further reduces recieved accuracy on the targeted squad). Avenger causes ability knockback. That Knockback ability (My Foe Will Fall?) also does 5% of the target health as additional damage. His invul can stay the same. Psychic lash pulls also pulls all enemy units within a 5 radius of the target (they are not damaged).
The Unending Purge has a little change. The Health regen is split up. at all times he has an increased 0.5 hp per second. When he gets below 50% HP it increase to 4.5 hp per second. When his energy goes below 30% he steals energy from enemy units and gives it to himself.
Purified Blades has a little change. Adds a 5 piercing splash. Any kill with this upgrade inspires allied units (same as Space Marine Terminators). Abilities used increase Brother Captain's damage for 15 seconds. 5% and stacks up to 3 times.
Psychic Lash reduced the damage from 170 to 50. Lowered cost from 100/35 to 100/20. Range stays 30 but cooldown reduced to 40 from 60. Knockback distance reduced from 30 to 20.
My goal here was to try and create a Commander that can support pushes by either buffing his units or by controlling the enemy. He still will have ways of damaging the enemy but it will be helping his army do it or him from using abilities. If he get in enemy line he will be able to cause havoc. His ability to support his army and the possibility of himself as well i think is what makes him a bit different than the rest. Makes him micro intensive and his wargears a bit more niche but offers imo more flexibility, options an a variety of different builds to fiddle with.
I know its far from perfect, possibly over shadows the Inquisitor and has some OP parts I am sure but what are your thoughts? Or just give me what you think the Brother Captain should be unless you think is is fine.
Cheers.
			Ok so in my mod (which heads up to people ahead of time the upkeep is fucked and I am currently fixing it so if you want to play OP as shit GK go for it before it goes away) I added the Inquisitor (literal copy and paste of the unit with the exception of her abilities) as a Grey Knight hero. Thanks to Garrick's Hero Selection menu greatness.
In short the BC never really had a set design imo he was in my eyes meant to be able to do a little of everything some support, disruptive, offensive etc. So he really never stood out to me and he was just really boring in some way. Although I will admit blessed aegis and unending purge with any melee weapon is pretty cool although impractical.
I want to use this discussion as a way to brainstorm on how rework the BC so he has a place as an interesting hero. Now I don't mean that all of his current wargears will have to go since atm I think his weapon some options should stay the same (although how i feel about the hammer. I feel it lacks luster and is a bad knock off the Chaos Lord's Daemon Maul). And Blessed Aegis is definitely staying as well as unending purge since those imo stand out over everything else and actually makes him seem different than other heroes.
Since I am still trying to figure out what i would want him to be But I think I have settled on a Tanky Supportive commander that has the capacity to disrupt.
Leaving the Nemesis Force Sword the same.
Nemesis Force Halberd, removing the splash damage and adding the Ward ability. Ward damage resistance removed. Knockback immunity removed so ability kb works. Targeted unit is gives 250 additional energy. Any attack taken from any source drains energy instead (one energy absorbs 2 damage and any range attack have a harder time hitting the target). When Casted on a unit that unit break suppression (can be instantly suppressed right after though.
The Nemesis Warding Staff. Removing the Ward ability and adding the Nemesis Vortex ability. Nemesis Vortex slow goes down from 30% to 20%. Range reduced to 20 from 30.
Nemesis Daemon Hammer (honestly i don't like this weapon). ATM i will try to accommodate keeping it as an option. Damage Lowered from 150 damage per hit to 100, but Demolishing strike is removed. The Avenger ability replaces it. Unleash a large energy blast around the Brother Captain (think if the Armor of Undeath from the Sorcerer in last stand, yea that animator action what he is about to die(not). The Blast will do 40 psychic damage, knockback and stuns affected enemies for 2 seconds. Energy cost 100, Cooldown 80 seconds.
Adds another ability (I have no name for it atm maybe My Foe Will Fall?) Knocks Back a single target a large distance away from the Brother Captain doing 150 melee damage to that target. Both cannot be used at the same time due to energy cost for both. Passively Knockback enemy units in melee combat. Energy Cost 40 Cooldown 40 seconds.
Mantle of Terra changed a bit. Health increase lowered from 200 to 100. Increases the Brother Captains energy by 100. Energy regen lowered from 1.5 to 1. Canticle of Absolution stays the same. Passively every time he uses an ability his ability cooldown recovery rate improves by 1.5. Stacks 4 times. Buff lasts for 5 seconds each buff does not reset each other.
Blessed Aegis stays the same.
Nemesis Vortex removed.
Holy Armor of Titan. Health increase stays the same. It reducing ability cooldowns removed. Instead it improves ability potency by reducing energy cost by 20% and increasing damage or effect. Base We Are The Hammer now affects the Brother Captain. Improved We Are The Hammer as increases damage by 10%. When the Nemesis vortex is spawned enemies within a 12 radius are drawn toward the center of the spawn point. Ward damage absorption increases from 1 energy equals 2 damage to 1 energy equals 3 damage (and further reduces recieved accuracy on the targeted squad). Avenger causes ability knockback. That Knockback ability (My Foe Will Fall?) also does 5% of the target health as additional damage. His invul can stay the same. Psychic lash pulls also pulls all enemy units within a 5 radius of the target (they are not damaged).
The Unending Purge has a little change. The Health regen is split up. at all times he has an increased 0.5 hp per second. When he gets below 50% HP it increase to 4.5 hp per second. When his energy goes below 30% he steals energy from enemy units and gives it to himself.
Purified Blades has a little change. Adds a 5 piercing splash. Any kill with this upgrade inspires allied units (same as Space Marine Terminators). Abilities used increase Brother Captain's damage for 15 seconds. 5% and stacks up to 3 times.
Psychic Lash reduced the damage from 170 to 50. Lowered cost from 100/35 to 100/20. Range stays 30 but cooldown reduced to 40 from 60. Knockback distance reduced from 30 to 20.
My goal here was to try and create a Commander that can support pushes by either buffing his units or by controlling the enemy. He still will have ways of damaging the enemy but it will be helping his army do it or him from using abilities. If he get in enemy line he will be able to cause havoc. His ability to support his army and the possibility of himself as well i think is what makes him a bit different than the rest. Makes him micro intensive and his wargears a bit more niche but offers imo more flexibility, options an a variety of different builds to fiddle with.
I know its far from perfect, possibly over shadows the Inquisitor and has some OP parts I am sure but what are your thoughts? Or just give me what you think the Brother Captain should be unless you think is is fine.
Cheers.