Ideas for Hero Mad Dok

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Aertes
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Ideas for Hero Mad Dok

Postby Aertes » Sun 20 Apr, 2014 6:15 pm

I just don't agree with too many secondary characters. Orks have Weirdboy and Painboy at a time, and I think that the Painboy could be "upgraded" to Mad Dok and be a main hero instead of a secondary character. Here are my ideas about it:

Animations: he could use the same animations he uses now, based in the Mekboy (that is, normal ork boy) if I'm not confused. He comes equiped with an ork pistol and a chopper.

Abilities: he'd use several healing abilities and boosting gear to enhance the ork's performance.

Initial Abilities:
- "Doesn't Hurt!": basic healing ability, similar to the space marine's apothecary. It targets a friendly unit and heals it slightly.

Weapon Options:
T1- Zpiker: changes the chopper for a big inyector, still works as a melee weapon, but deals constant and long duration venom damage with each hit. (cummulative).
T3- Zurgeon: changes the chopper for a scissor-looking power claw. Gives the "Mutilate" ability; a melee targeted attack that reduces a squad's speed dastically for some seconds.

Armor Options:
T1- Zafe Work Armor: increases the Mad Dok's health and energy.
T2- Hanger Armor: armor with spikes to hang tools or spare limbs. Increases health and energy and gives the "I need thiz" ability; which targets a friendly unit and damages it to restore the Mad Dok's health.
T3- Fine Dok Toolz: it reduces the cooldown and energy cost of all of the Mad Dok's abilities and improves his health regeneration.

Accesory Options:
T1- Fightin´ Juice: gives a targeted ability that targets a friendly unit and improves their charge speed and melee damage for a short time.
T2- Fungus Beer: it gives an ability that activates an aura, increasing all nearby friendly unit's health regeneration for a short time.
T3- Cibork Implants: increases the Doktor's energy regeneration.
Also gives the "Thiz for you!" ability; that targets a friendly unit and improves their health and armor permanently. If it is used again, the previous unit it was used on dies (or looses the buff and takes great damage).
Last edited by Aertes on Mon 21 Apr, 2014 1:56 pm, edited 3 times in total.
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Codex
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Re: Ideas for Hero Doktor

Postby Codex » Sun 20 Apr, 2014 7:10 pm

Ok but I just want to point out that the pain boy was by design made to address bleed and durability issues that orks as a race have. Making it a commander and exclusive would defeat the whole point of its implementation.
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D.J
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Re: Ideas for Hero Doktor

Postby D.J » Sun 20 Apr, 2014 9:57 pm

i don't think that the painboy should be a commander i like the way he is now no need to change something that already works
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Barrogh
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Re: Ideas for Hero Doktor

Postby Barrogh » Mon 21 Apr, 2014 5:40 am

Like it was pointed out in another thread, it's Mad Dok.
That said, Painboy is already there and I don't think it's a good idea to scrap him now, screwing with MU's of 3 heroes just to maaaaybe add 4th.
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Darkbulborb
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Re: Ideas for Hero Doktor

Postby Darkbulborb » Mon 21 Apr, 2014 9:35 am

If you want a doktor to be able to be a hero, you have to reaaaaly differentiate it from how painboy already is. So for instance you could name him Mad Dok Grotsnik.

Maybe you can give him a passive too with no standard heal, but for example:

a healing aura, every time an enemy unit in radius ??? dies, the mad dok releases a slightly healing aura, that heal nearby orks in smaller radius ??? for 25 health per model affected. This becomes slightly more when the dok levels.

Or give this aura to himself, for every unit that dies within radius ??? Grotsnik will be healed for ??? per dead unit. Same as above, will become more when the dok levels

He also must have something that converts his rage from the tabletop. For example,
When the dok gets suppressed, he gets so mad he breaks the suppression effects (somewhat like vanilla slugga boy effect) and rages on to the closest unit near (like the chaos dreadnought's khorne shit) This effect last 7 seconds. So for 7 seconds mad dok will get to the closest target as fast as possible and does what he does to them, this can be beneficial but also not at the same time.

I would kit him the following way:

Weapon options:

Standard : choppa - nothing special

T1: 'Urty syringe: gives the dok a damage over time on his weapon.
T2: Power klaw: his original weapon in tabletop, but follow the warboss rules for this weapon.

Armor:

T1: Betta Bitz: decreases the damage taken for Grotsnik by 5% and increases his health regeneration by 0.3

T2: Scalpel and Medpack: The dok needs his tools and he'll get them with this armor. He unlocks the "I needz this" ability, as we all know, he's famous for operating on his own body by taking things from other orks. So you can call I needz this on an allied ork to heal the mad dok for 100 health, but the model used will lose half health.

T3: 'Eavy armor: heavily increases the health of mad dok

Accessoires:

T1: surjery stuff: makes the mad dok even more bloodthirstier. increases his Damage by 10% and his health regeneration by 0.2, but increases the bloodrage passive to 10 seconds

T2: Grot orderly: His grot orderly carries his equipment and will be always ready for his boss when he needs them. this Increases the attack speed of grotsnik and also gives the mad dok the cybork body ability. If he casts this on a friendly unit, it will receive 10% less damage for 5 seconds

T3: The Dok is in!: The dok becomes crazy, and everyone will know it. The dok becomes raged if you activate the ability "The dok is in" but you can control him, even when he's raging and you still break suppression and the other bonusses. The passive rages won't occur anymore.



These are my thoughts on a doktor champion for orks. Maybe there is some cool stuff you like in it. Nothing serious and i'm not saying it MUST be implemented this way, if by all means a doktor WILL be implemented.

So feel free to comment ^^
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Aertes
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Re: Ideas for Hero Doktor

Postby Aertes » Mon 21 Apr, 2014 11:17 am

I disagree about having named special characters in the game. If we get Grosnik in the game, I'd be the first one claiming for Marneus Calgar and Vulkan He'stan for the marines, or Abaddon for Chaos Space Marines, and we know that such characters are all but balanced to be brought here.

I edit the first post with some of the ideas you gave here, which I see really good, but I keep my original main idea for the moment.
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Re: Ideas for Hero Mad Dok

Postby Black Relic » Mon 21 Apr, 2014 10:20 pm

How about brain storming for another global for Orks also? Since they only have 4 atm.
Something that makes sense and wont break the game. Like Mega armor nobs for a global or a (I like this one) Bigga Waagh! that does what the unit waagh does but effects all orks no matter where there in in the map and does a little extra. perhaps something like this:

The global causes a WAAAGH! (2.2 times the potency of what a normal Waagh does exluding speed buff) and the buffs last for 25 seconds. However a 15 second delay happen the Waagh (1.2 times the potency include the speed buff here?) happens again but only lasts for 10 seconds. So you get a total of 3.4 (where that gretchen) Waaghs going off for the global. Only effects the players own units.

Cost: 125 Cost high since its an army buff. Has no range and will stack with the Orks own Waaghs (lolol).

Welp a quick idea for a global there. Cheers.
Last edited by Black Relic on Tue 22 Apr, 2014 1:27 am, edited 1 time in total.
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viggih
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Re: Ideas for Hero Mad Dok

Postby viggih » Mon 21 Apr, 2014 10:58 pm

Black Relic wrote:How about brain storming for another global for Orks also? Since they only have 4 atm.
Something that makes sense and wont break the game. Like Mega armor nobs for a global or a (I like this one) Bigga Waagh! that does what the unit waagh does but effects all orks no matter where there in in the map and does a little extra. perhaps something like this:

The global causes a WAAAGH! (2.2 times the potency of what a normal Waagh does exluding speed buff) and the buffs last for 25 seconds. However a 15 second delay happen the Waagh (1.2 times the potency include the speed buff here?) happens again but only lasts for 10 seconds. So you get a total of 4 Waaghs going off for the global. Only effects the players own units.

Cost: 125 Cost high since its an army buff. Has no range and will stack with the Orks own Waaghs (lolol).

Welp a quick idea for a global there. Cheers.


And for added hilarity you could have the WAAAGH! effect from Last Stand so everyone hears it
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Nuclear Arbitor
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Re: Ideas for Hero Mad Dok

Postby Nuclear Arbitor » Tue 22 Apr, 2014 12:25 am

i think that could be used in game if had say, more than 3 squads doing it at the same time.
Darkbulborb
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Re: Ideas for Hero Doktor

Postby Darkbulborb » Tue 22 Apr, 2014 7:03 am

Aertes wrote:I disagree about having named special characters in the game. If we get Grosnik in the game, I'd be the first one claiming for Marneus Calgar and Vulkan He'stan for the marines, or Abaddon for Chaos Space Marines, and we know that such characters are all but balanced to be brought here.

I edit the first post with some of the ideas you gave here, which I see really good, but I keep my original main idea for the moment.


Just keep it to mad dok then :P
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Aertes
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Re: Ideas for Hero Mad Dok

Postby Aertes » Tue 22 Apr, 2014 11:59 am

Did it :)

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