The Overmind by TheOvermind

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The Overmind

By: TheOvermind
Last Updated: Jul 4, 2015
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The Overmind

The Swarms Rebirth

The Overmind will be a Hard to play Specialist. He will replace the core at the start of the game and Minions will get more hp/dmg. The Overmind will summon minions to help team fights, reveal area and shield allies and upgrade defenses.

NOTE: I am not completely sure of some of the abilities, i will say if i would like suggestions on these particular abilities.

Combat Trait

1
Assimilation
You Replace your teams core, you have the same health, attack and shield, you cannot move. You can still be shielded and healed by a MULE but cannot be healed normally. If you are killed you lose. Minions are infested, giving them +5% health and attack damage.

Primary Abilities

1
Tendril Slam
Cooldown: 10 seconds
You send a tendril into the ground, after 2 seconds it will emerge and will stun enemies and deal massive damage in a line in front of it. Global range.
2
Protective Visions (Not set in stone)
Cooldown: 15 seconds
You channel for 5 seconds and you reveal an area and shield allied heroes for 25 (+5 per level) per second and the shield lasts for 5 seconds afterward.
3
Swarm Wormhole
Cooldown: 25 seconds
You channel for 2 seconds and then open a Psionic Portal on the battleground and a random group of minions will be summoned, the units will attack anything near them and then roam down the nearest lane, all minions last 20 seconds.
Zergling Swarm: 6 winged zerglings are summoned and will leap onto nearby enemies and they deal melee damage. Low health but fast and annoying.
Roach Squad: Summons 3 roaches that spit acid onto their enemies. Medium health with a small range and slow attack.
Killer Hydralisks: summon 2 Hydralisks with a long range quick attack, but they move slowly and have lower health.

The minions spawned from this ability can be ordered to move around the map using z.

Heroic Abilities

1
Reconstruct Verebrate (Please give suggestions)
Cool down: 90 seconds
You summon a Cerebrate onto a fort giving the fort a new attack and increased health, and it can now regenerate health. The Cerebrate now attacks nearby enemies with bolts of Psionic Energy slowing health and mana regeneration and move speed. Only one cerebrate can be active at a time.
2
Will of the Swarm: (suggestions for this please)
Cool down: 90 seconds
You Assault the mind of an enemy hero and after 3 seconds you gain control of it for 15 seconds, you do not have access to their heroic ability but you can be attacked by both sides but they will know you are controlling the Hero. The hero gains 15% move speed but you cannot mount.

Special Mount

1
Swarm command
Cool Down: 5 seconds
Move your current Zerg minions spawned from Swarm Wormhole to the target visible location, attacking anything on the way.

PLEASE GIVE SUGGESTIONS!

Traits:

Level 1: 
The weak are not worthless: Protective Visions also shields non heroic allies for 50%.

Genetic perfection: Assimilation attack and health bonuses for minions increased by 50%.

Zerg Escorts: Swarm wormhole can now be cast on allied heroes, and if it is the summon minions will follow the hero until they die

Revealing Visions: Protective visions cool down is reduced for each enemy hero in the reveal area when it is cast.


Level 4:
Tunneling evolution: Tendril slam takes 1 second less to arrive.

Infestation: Minions now have a 15% chance to spawn a swarmling when they die, a swarmling is a weak but fast and high damage unit.

Psionic Orb: You gather psionic energy fire it across the battlefield, slows move and attack speed and deals x (not op) damage. Only affects enemy heroes. Global Range.

Grand Tendril: Tendril arc and range increased by 25%.


Level 7:
Master's Focus: All abilities cool downs reduced by 10%

Survival of the quickest: Swarm Wormhole channeling is reduced by 50%.

Shielding Visions: Protective Visions shields for 15%.

I will survive: Zerg spawned from Swarm Wormhole now last 25% longer.


Level 10:
Reconstruct Cerebrate

Will of the swarm


Level 13: 
Visionary Nightmare: Protective Visions now also deals 75% of the shielding per second as damage to enemy heroes within the area.

Visionary Dream: Protective visions now also heals for 50% of the shielding per second, and it still shields.

Grand Slam: Tendril slam damage increased by 15% and 25% of the total damage is done over 5 seconds.

Swarm Frenzy: Minions and all zerg have 10% increased attack speed.

Stasis mine: Place a psionic ward that explodes when an enemy hero steps on it, stunning all nearby enemies for 1 second. 30 second cool down. Lasts 300 seconds.


Level 16:
Split Tendril: After the first tendril a second tendril will emerge after the same amount of time dealing 75% damage and stunning for 75% of the normal stun. Still has talents.

Sleeping Swarm: Can now hard 2 charges of Wormhole that can be used in quick succession.

Enveloping Visions: Protective visions covers a 50% larger area, lasts 25% longer and no longer needs to be channeled.

Infested Tranfer: All minions now give nearby mercs a 100% more effective version of Assimilation.


Level 20:
Complete reconstitution: Reconstruct Cerebrate can be cast on destroyed forts with 100% of the previous forts health and damage and 2 can be active at a time. Cool down is also reduced by 33%.


Eternal Will: Will of the swarm no longer takes control of the enemy hero but now creates a copy of it that lasts until killed, you have the same abilities but 10% less health and damage than the original hero. You can now mount with the hero. You can now switch between this hero and the Overmind by pressing 1(Overmind) and 2(Copied hero).

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TheOvermind | July 4, 2015 1:23am
Yay!
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