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 "New" Hero - Head Scientist

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PostSubject: "New" Hero - Head Scientist   Wed 23 Mar - 7:25

Name: Head Scientist (HC)
Weapon:The Mauler (Chemical Tester's weapon)
Secondary: Desert Eagle
Model: Biologist Model

Read this first. Look I know this guys been buried and forgotten but I felt like digging him up and resuggesting, with some alterations of course. Look last time
this guy was rejected was because pachs computer evidently failed. So I figured I'd resuggest this old favorite since apparently all these other damn heroes are being suggested. Will I edit him in the future? Probably. And Pach I hope you'll actually look at this guy this time, because I spent some time thinking him up.
So here's my hero, once again, dumbed down and buffed up a bit in places.

Starting Health: 350
Armor Type: Unarmed
Starting Mana: 105
Endurance:10
Mechanics:15
Electronic:25
Main attribute: Electronic



Description: Scientist who worked along side Doctor frank, he managed to escape rc601 as well
and ran into the marines.

300k+ exp hero.

First skill (nonbook)
Call Assistant
Description: Every scientist must have an assistant, luckily an assistant escaped unscathed from rc601 as well.
(just one damn assistant will be spawned and allowed)
(he could probably be summoned LIKE the SO's guard dog)
Assistant has abilities from levels 4+, and yes, I feel it's a must for him to be permanent.

I wish for him to be the engineer troop model with that attack speed and damage, and I would like that damage to increase by 10 each level.
As for his health I would like it to be a starting amount of 400, increasing by 50 or so each level.

As for the abilities, first, at level 4, he would get an ability to create an instant immunity (120-180 second cd)
The biologists skill "anomaly" at level 5, and zombie blood samples at level 6.

Second skill
Healing Spray
Description:The scientist is able to release healing vapors into the air which relax and regenerate muscles and skin of the sort.
I believe it's basically the alchemists healing spray? Except customized to heal 10/15/20/25/30/35 each wave, with a starting AOE of 300 and increasing by 50 each level. And it would use like.. 50 mana, I would say?

Third skill
Rehabilitation Aura
Description: Getting the job of head scientist wasn't easy of course, he is able to lead and command others well, influencing them to work harder, this can prove to an advantage out on the field. Increase in health/mana regeneration by .25 each level So... .75/1/1.25/1.50/1.75/2 hps/mps
EDIT: If that does sound overpowered, it can of course be lowered, perhaps to something like .25/.50/.75/1/1.25/1.50.


Skillbook - The Beauty of Science
1 - Immunity to poison, like the biological soldiers skill.

2 - AntiVenom, you know the biologists skill to diagnose and cure poisons.

3 - Defibrillate (360s cd if you would)

4 - Emergency Fire mode

5 - Frank's Evil Creation, "Using the very science that brought on this disaster, the scientist creates a "pet" zombie to do his bidding." Basically a summon zombie skill.
It being stackable though, but I'm talking the very weak basic zombies that make up the bulk of the horde (zombie man/woman) EDIT: I'm meaning for the zombies summoned to be permanent.

6 - Toxin dart,the Head Scientist shoots a dart covered in toxins into the target, infecting their body with a virus that permanently weakens it, this will weaken
a boss by giving it the effects of a weak "cripple" skill, lowering it's attack/move speed by 30% it's armor by 10, and it's base attack by 50. This will have a cooldown of 180-240 seconds.
And I feel this should be able to bypass certain spell immunities. (be able to be used on those pesky sustained abomination bosses)

Look, man, I don't know if another hero can summon zombies or not, monkeh was telling me one can, and considering I can't play one yet, and didn't read a hero suggestion about one that can, I feel confident with my "summon zombie skill" And warlock you can't say the same thing you said last time, because you have way more heroes suggested that have been approved now. Of course I'm open to criticism, just like I was before.


Last edited by Gamefreak- on Thu 24 Mar - 21:12; edited 3 times in total
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Happydappy
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PostSubject: Re: "New" Hero - Head Scientist   Wed 23 Mar - 10:49

Looks pretty good...but that's my opinion. I'd like to see what the others say whether good or bad.
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PostSubject: Re: "New" Hero - Head Scientist   Wed 23 Mar - 13:24


Quote :
As for the abilities, first, at level 4, he would get an ability to create an instant immunity (120-180 second cd)

By this spell itself the rank requirement would be abit higher... Like what warlock's FM happened. lols.

Rehabilitation aura... IMO abit overpowered...
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PostSubject: Re: "New" Hero - Head Scientist   Wed 23 Mar - 16:25

Very thought out although your putting in a little bit of Advanced Genescist in the hero. (AG spawns zombies) and your putting together the other biological people in this hero. I think this hero would be great.




(Off topic : gamefreak- join ZOMBIE SURVIVOR #1442)
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PostSubject: Love it   Wed 23 Mar - 21:32

I can't wait to play it
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PostSubject: Re: "New" Hero - Head Scientist   Wed 23 Mar - 22:34

Looks kinda nice. Would support this.

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monkeh
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PostSubject: Re: "New" Hero - Head Scientist   Wed 23 Mar - 23:04

i LIKE IT Very Happy
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Commanderori
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PostSubject: Re: "New" Hero - Head Scientist   Thu 24 Mar - 5:31

Not that I would ever get to 300K, but I think this hero looks good.
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jk2pach
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PostSubject: Re: "New" Hero - Head Scientist   Thu 24 Mar - 13:58

Should be okay.

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PostSubject: Re: "New" Hero - Head Scientist   Thu 24 Mar - 16:08

how about instead of summoning lesser zombies it spawns zombie creatures like crows gargs spores? since Adv Geneticist doesn't do that?
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jk2pach
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PostSubject: Re: "New" Hero - Head Scientist   Mon 28 Mar - 15:47

Done. I still need to test it, but I have a memory exhausted bug due to pjass Sad

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