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PL0X_J33BUS Post subject: Explanation of Super Subs    PostPosted: Jun 15, 2007  
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Super Subs:

1) Attaining one
In order to first get the super sub, you must kill The mammoth and/or Alligator men. Each one has a chance to drop an item called "medallion of courage." There is roughly a 1/13 chance per item drop for the alligator that it will be a medallion, and then if it IS a medallion, a 1/7 chance it is the one you want. So for the most part, odds are against you. If they do in fact drop a medallion of courage, you must meet three criteria. 1) You must be at least level 8 (You must be exactly level 5 for bm in versions prior to 2.10), 2) You must not have subclassed (So for versions prior to 2.10, it was VERY difficult for bm to obtain superclass due to autoleveling) and 3) There are 7 different medallions, so the one dropped must match up with your hero.

That being said, in most scenarios you must have a boat, and usually lots of bodies or bee hives to effectively try to get the medallions.

2) The super Subs
For every troll, each one has one super sub. Generally, the super subs are faster, have better stats, and have the combined abilities of both possible normal subclasses. For example, the assassin, supersub of the thief, has jump and nether fade. Jump is characteristic of the escape artist, while nether fade is characteristic of the contortionist. He gains two really good abilities, and gets a new backstab ability that allows him to deal 100 dmg every 60 seconds. In short, the super subs are much more powerful than just normal subclasses in almost every aspect of movespeed, attackspeed, stats, and abilities. All super subs start with 9 to each stat.

Assassin
Assassin is the super sub of the thief.
Stats comparted to the thief: has 600 more sight range during than the day, has 30 more base movespeed, attacks .15 seconds faster with 4 more damage. He retains the abilities teleport, cloak, jump, camoflage, blur, smoke stream, nether fade, and tele-thief. He gets a new ability called assassinate which deals 35/70/105 dmg per level, with a 50% increase in movespeed 60 second cooldown, 30 mana to cast, and lasts for 4 seconds *the wind walk effect, how long you have to use it.*

Pretty self explanatory, the assassin combines all the best abilities of the thief while gaining a very powerful ability comparable to a free steel spear every minute...that combined with an actual steel spear makes quick work of any troll.

Beast Master (Ultimate Form)
This is the *ultimate* form of the beast master.
His model icon is the same as the "enraged jungle stalker," which is a model already in warcraft. Fairly straight forward, he gains no new special abilities, only better stats than the normal or true form. Stats compared to the normal beast master: Attacks .37 seconds faster with 5 more damage, moves 70 movespeed faster, has 300 more sight range during the day, and 325 during the night time. He is simply put better in base stats than any of his other forms.

Dementia Master
This is the super sub of the Mage.
This hero requires the most explanation, so for simplicities sake, I will try to explaim him as best I can. Stat wise, he still improves from the mage, attacks .27 seconds faster for 3 more damage, his sight radius increases by 650 during the day and 700 during the night, and gains 50 movespeed. He retains the abilities null damage, negative blast, make temporary mage fire, anger, seizures, eruption, chain lightning, splitting fire, depression aura, stupyfier aura, jealousy, and depression aura.

His new skills are the ones that are fairly complicated. He gains several new abilites all of which are relatively different from any previous ability. His new abilites are: Open Dark Gate, Invoke the Runes (I, II & III), Activate runes and Dementia Summoning

Open Dark Gate
Code:
The Dementia Summoner channels pure balls or dark energy which he uses to construct a gate. As the balls dissipate, they cast spells on enemies inside the gate. The longer the gate is channeled the longer it lasts and the faster the orbs cast spells. Runes carried by the Dementia Master have increased range inside the gate and he can use the gate and Dementia Summoning to summon monsters from the Dementia Realm


Somewhat hard to explain without actually seeing it, but it is comparable to metronome, only it must be channeled. Obviously something an enemy troll would want to avoid.

Invoke the Runes (I, II & III)
Basically, what makes the dementia master unique is to summon these runes. There are three types, each with its own specialty. You can have a total of 5 runes. When you cast "activate runes" it will cause them to go active and they wil use their power to cast spells. The specialty of rune I is crippling magic, rune II is fire attacks, and rune III is ice attacks.

Activate RUnes
Simply put, takes the runes you've summoned and makes them go active.
Code:
Casting this spell causes nearby runes to become active and seek targets. Runes will seek any enemies inside a dark gate if the caster casts this inside the gate as well. This skill can also be used in a gate to perform a dementia summoning.


Dementia summoning
Note, this is a passive skill. Whenever you use dark gate, if the criteria is met, it will summon a creature from the dementia realm, or wherever they come from.
Code:
Passively gives the Dementia Master the ability to summon a monster from dementia space using Dementia Runes. Summoning must be performed close to the center of an open dark gate and you must have a correct rune order. This skill also gives a 10% evasion bonus to the Dementia Master.  Warning! Dementia Summonings can be unpredictable and dangerous. No creature wants to be summoned for no reason!


Juggernaut
This is the super sub of the Hunter.
This guy is very straightforward. He tanks, and does a very good job at it. His stats compared to the hunter: attacks .17 seconds faster for 4 more damage, Can see 700 farher during the day, and 900 at night, has the same base speed as the hunter. Retains web (ensare), track, dysentary track, sniff, hide tracking beacon, and query beacon skills.

New skils: As he levels, the abilities of the juggernaught add up. So what he learns at level 3 is the same as level 2 but more, like the mage. At level 1 of the ability he gains Fortitude 45% chance to resist 13 damage, damage cannot be reduced below 2 damage. He also gains Spell Damage Reduction which reduces the damage he takes from spells by 20%. At level 2 of the ability, he gains an additional 2 armor, and 2 each stat. At level 3 of the ability he gains Rage, which gives a 10% attack speed increase and18% movement speed increase.

Omnigatherer
This is the super sub of the Gatherer.
His stats compared to a regular gatherer: attacks .55 seconds faster with 5 more damage, has an increase of 90 movespeed, can see 900 farther during the night. He retains the skills Tele-gather, item radar, Find Mushroom stick tinder, find hide, find clayball cooked meat bone, find flint, find mana crystal stone, mix herbs.

His new ability is Item Warp. It allows the omnigatherer to pull nearby items in a range of 700/1400/2100 to the omnigatherer every 120/110/80 seconds for 30 mana. Moop was kind enough to advise not to do this in an organized base *unless it's your enemies*

Sage
This is the super sub of the Priest.
His stats compared to the priest: he attacks .27 seconds faster for 3 more damage, an increase in 30 move speed, An increase in 400 sight range at day, and 125 at night. He retains The Glow, Resist All, Omnicure, Spirit Link, Cure All, Healing Wave, Self Preservation, Map Magic, Mix Health, Mix Energy, Mix Heat. and Troll Battle Call.

His new abilites level with him, at level 1 of His Sage spells he gains Increased Metabolism which when cast on a troll, will cause them to gain an additional 25 health per meat eate, as well as giving a 10% boost to movespeed. It costs 20 mana, lasts 20 seconds, and has a 30 second cooldown. At leve 2 he gains Maximum Fervor, a spell that can only target himself that gives a fervor type potion effect, costs 30 mana with a cooldown of 60 seconds. At level 3 Sage spells he gains Open Light Gate, which is similar to the Dementia Master's Open Dark Gate, however it casts positive spells.
Code:
The Sage summons an extraordinary amount of white magic forming it into balls of energy. The energy balls form a ring and slowly dissipate, casting boosting spells on all allies within as they do. The longer this spell is channeled, the longer the gate remains open and the more spells the energy balls cast. Additionally, while standing inside the gate, some of the Sage's spells have alternate forms.Self Preservation=> Preserve All  Resist All=> Omniresist Increase Metabolism=> The Heat Maximum Fervor=> Hidden Power  Healing Wave=> Multiwave

Basically casts a bunch of positive spells, but with more power than a sage normall could.

Spy
This is the super sub of the Scout
His stats compared to the scout: attacks .44 seconds faster for 5 more damage, an increase in 60 move speed, an addition 300 sight range during the day, and 500 at night. He retains the abilites reveal, enemy radar, motion radar, and ward the area.
His new ability is called chain reveal.
Code:
The spy uses powerful magic to reveal the area around him and his wards. If any enemy is found within the revealed area, the area around that enemy is revealed as well.

TO put it simply, it's like chain lightning. If you reveal and find an enemy, it will cast again at that enemy, similar to chain lightning, it will bounce around until it can find no targets, or it has hit it's limit. It jumps 3/4/5 times at a mana cost of 0 with a 50 second cooldown.
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Tr0ll.N3wbi3 Post subject:    PostPosted: Jun 16, 2007  
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hey thx so much i finally know Laughing 1 last question . can u explain wad is scout boat rush?
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Jooop Post subject: The One drop rates.    PostPosted: Sep 12, 2007  
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I'm pretty sure I've seen The One drop medallions.
If they do, Pl0x, can u please add the chance he has of dropping a medallion?
Thank you in advance, and here's for some good'ole brown nosing, I appreciate the work you do on the forums as well as the map. Very Happy
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PL0X_J33BUS Post subject: Re: The One drop rates.    PostPosted: Sep 12, 2007  
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Jooop wrote:
I'm pretty sure I've seen The One drop medallions.
If they do, Pl0x, can u please add the chance he has of dropping a medallion?
Thank you in advance, and here's for some good'ole brown nosing, I appreciate the work you do on the forums as well as the map. Very Happy


Yeah this wast posted before 2.15, so I'll update it later.
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Spoon) Post subject:    PostPosted: Jul 17, 2008  
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the medallion should be renamed to medallion of evolution
and BM ss should have a passive ability that gives a 10% chance for 2 second stun and 25 extra damage
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Toxic_Ninja Post subject:    PostPosted: Jul 17, 2008  
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Spoon) wrote:
the medallion should be renamed to medallion of evolution
and BM ss should have a passive ability that gives a 10% chance for 2 second stun and 25 extra damage

No. Thats stupid, and you're necroposing. Also this isn't I&D. You made 3 very horrible fckups in one post so you get the retard of the week award.
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lmdj Post subject:    PostPosted: Jul 17, 2008  
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I actually like spoon's suggestion. I gave the same thought to plox the other day. Bm's ss should get at least a passive it's a frekin ss for god's sake.
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skamigo Post subject:    PostPosted: Jul 17, 2008  
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bm ss is an improvement towards the true form in both movement and attack speed (+also damage), and stun is the most idiotic passive ability you should give to a troll in itt
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Renegade_Rogue Post subject:    PostPosted: Jul 17, 2008  
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ya srsly... passive stun is epic fail imba shit. any passive stuns would make a class entirely imbalanced in the game (like BM isn't already).
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Toxic_Ninja Post subject:    PostPosted: Jul 18, 2008  
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Panther bm has an attackspeed of 1.5 (thats every 1.5 seconds) with battle gloves and some leveling it goes to a solid 1. At every 10 hits this works out to stunning every 10 seconds for 2 seconts, which means 1/5 of all damage, running, healing, and casting, is stopped. 4 trolls with medalions (as would be common for a full boating team) would stun 4/5 of the time. Stacked with fireball or spears, its perma stun.


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