Co-op commander concept: Rohana

COMMANDER INTRO

  • A complex commander

  • Featuring with a trinity playstyle based on the aspects embodied inside her toolkit

  • Unused SOA abilities in Co-op

  • Preservers abilities

  • Army of all Protoss

  • Inspired by the if-done-right Karax’s commander design.

War Council

  • Allow army allocation semi-similar to the one in the LoTV campaign.

  • Twelve unit types, each with 4 variations.

  • Melee Warrior

  • Ranged Warrior

  • Robotic Support

  • Cloaked Warrior

  • Psionic Warrior

  • Robotic Assault

  • Robotic Manipulator

  • Robotic Siege

  • Starfighter

  • Psionic Warship

  • Assault Ship

  • Capital Ship

  • No cooldown, but brings penalties which affect Daelaam Council.

Daelaam Council

  • Represents the diplomatic side of the societal infrastructure of Protoss and serves as a means to restrict Rohana from utilizing powerful arrangements, while simultaneously provides benefit for her.

  • Mechanic explained-

  • During each mission, all factions’ representatives will continue to debate which of their forces is best suited for the upcoming battle, and eventually vote an Envoy.

  • Envoy has full control and responsibility for the mission in its term of office and will do anything in their power to assist Rohana as much as possible.

  • Envoy offers faction bonus and permission of extreme allocation.

  • Faction bonus grants its faction’s variants a powerful bonus effect that will last until the next vote started.

  • Extreme allocation allows Rohana to alter any unit variant with the technology from the current in-command faction. For example, she can choose to have Nerazim Ascendant if she wants.

  • Envoy will also allow Rohana from researching their faction upgrades and granted her a Forge Module to research upgrades for the variants.

  • Forge Module is used in Rohana’s special tech tree.

  • For which faction will be voted with an envoy is completely randomized. But there’re still ways for Rohana to manipulate the process.

  • Faction warriors hold Influence-Points, which will be used to determine the election.

  • Rohana’s ultimate top-bar ability Admonish allows her to cross out two factions for the next vote.

Full might of the Firstborn

  • Rohana’s combat units have higher stats than their counterparts, similar to Zeratul.

  • Though having higher shields and health, they can not regenerate shields when hp is not remaining at 100%.

  • Based on the nature of this army, its upgrades are separate in two forms-

  • Comprehensive upgrades put some universal unit enhancements into a single patch, like some of the upgrades from Mengsk.

  • Individual upgrades are the same as those from other commanders, but require a Forge Module.

  • Forge Module received from War Council after an Envoy is selected.

  • Forge Module can be placed into a structure that provides unit upgrades to unlock the option for researching units’ upgrades.

  • If multiple upgrades are researched, the player can split the Forge Module into a minimum of 25% output to provide 25% benefits for their units.

  • Researching Individual Upgrade requires the entire (100%) Forge Module.

  • There are 4 factions-

Khalai

  • These faction units have longer abilities cooldown, but the ability itself will be improved if they choose delay from using it.
  • Faction bonus from this faction allows its warriors to restore health when Rohana used her top-bar abilities.
  • Faction theme consists of the Templar.

Nerazim

  • These faction units are more effective when tasked alone or with minimum allies.

  • Faction bonus from this faction allows its warriors to cheat death and restore shields when received fatal damage.

  • Faction theme consists of Nerazim from the new era, lead to robotic units developed with Xel’naga technology.

Purifier

  • These faction units can use Hostile Analysis to gain a damage bonus against enemies with different attributes.

  • Units from this faction can replicate itself as A.I. to fight for a short duration after dying, assuming its Envoy bonus is enabled.

  • Faction theme consists of some unused Purifier concept- Anti-life weaponry and Fenix-like units.

Tal’darim

  • These faction units receive increased attack power based on their contribution.

  • Once the Envoy bonus of this faction has been enabled, its faction warriors’ attack has a low chance to deal double damage or instantly kill a target that is with less than 50% health.

  • Faction theme the same as Nerazim while featuring repurposed Xel’naga constructs.

Rohana

  • In this what-if scenario- Rohana will present herself and her sister on the battlefield.

Rohana

  • Can use Purge Of The Sanctity to increase the effects that are currently affecting a unit but also apply an immunity for it shortly afterward. This ability can only be used on units that are affected by temporal effects like stuns or slows and the immunity is not permanent.

Orlana

  • Can use Astral Wind to restore shields and health for allied units nearby. The healing amount to both the shields and health will be determined by the vital from the unit.

Shantira

  • Can deploy a Prophetic Obelisk to rapidly prevent damage taken from a unit for a short time. The Obelisk has a 15% chance to successfully prevent all kinds of attacks and 80% while preventing attacks that involve projectiles.
  • Preservers have low damage output.

  • Preserver can be commanded to perform meditation or station inside a structure to speed up its production process and manipulate enemies from afar.

Preserving

  • Preserving is an I-hope-it-is unique mechanic that requires careful planning before using.

  • Cast Preserving on the will-be war zone to begin the memory preservation (the zone itself automatically count how many changes of units vital and counts that involved in it.) When the battle erupts next time, all of the involved units will be able to gain damage reduction and spell evasion after triggering the same condition from the Preserving.

  • Preserving can be cast by all Grand Preserver and Preservator.

  • When Preserving is in-affect, each Grand Preserver can Instruct on their warriors. strengthen them further in battle.

Call-down

  • Can deploy patches of Protoss Hallucinations on the battlefield, provide her with more strategic options like scouting and absorbing damage for her expensive units.
  • Hallucinations can also be altered into a replication of a selected unit type, mainly to use for triggering the troublesome condition of Preservation if needed.
  • Deploy Preservator- a Velari tribe sentry that is used to assist all Grand Preserver. These robotic units can use their Preservation or sacrificing themselves to grant all Hallucinations within the area a damage aura to weaken enemies nearby.

  • Temporal Field can be used in dire situations as it allows Rohana to stun units within an area and ensure her army’s survival.




PLAYSTYLE

Rohana is a commander that requires the player to master every intricacy of her mechanics.

Most of the combat units from her roster, no matter the variations are powerful as much as those from Zeratul’s but come with more flaws. Thus, they require careful association of upgrades and bonuses from different sources.

Rohana and her sisters are heroic units but their offensive capabilities are almost below zero. However, they will prove themselves worthy by serving as a supporter. Make use of their abilities, and your army shall reach into a whole new power level.

But because of the mechanic of Psionic Cycle, players must choose which Preserver should they bring into the fight, rather than bring them all in.

While Daelaam forces are the one who does all the heavy lifting. Hallucination is also the key to success for Rohana. As they can provide different functions to access the situation. Though she also has to be cautious and plan accordingly with its usage since Hallucinations has a timed life.




DESIGN PHILOSOPHY

“Simple doesn’t always mean easy”, this is how we felt when designing Rohana.

Long before we finally decide to add-in the Grand Preserver into Co-op, we knew that she will indefinitely be warranted from the War Council mechanic given by her role in it during the LotV campaign (and the majority of the community support this idea). Yet if we simply implement it into Rohana, it will just look like an uncreative rip-off and wasted so much potential from it. Therefore, we have made some alternations to dig in deeper into the mechanic itself, while still making sure it is suited perfectly with the Co-op game mode.

This might sound to be complicated but like what we’ve said from the beginning- it is actually quite simple! Given the only core aspect of the mechanic is units. Hence, if we want to tweak it, we can start by looking into these aspects:

  • Units stats: We improved Rohana’s combat units like what we have done to Zeratul (but in an acceptable way) to fulfill the fantasy of “Might of the Daelaam”.

  • Roles: Additionally, we add Robotic Manipulator and Psionic Warship into the mix, based on the difference between the campaign and the current Co-op. This also gives more variety to the players and creates opportunities for them to mess with some of the units which are absent from the War Council.

  • Versatility: Though units from the campaign are acceptable to be more one-dimensional and dedicated to their roles based on the assist with a variety of SOA abilities, in this case, it is taken out from the picture. So, to make Rohana’s units fit into Co-op, we’ve decided to use different faction bonuses to compensate them.

  • Progressions- Upgrades: Just think of how much upgrades can be counted when having 4x12x4 units available from the roster, you know it will be too overwhelming to manage. Hence, we implemented a new tech tree system: Forge Module to ease the burden from the players.

Last but not least- for one of our last precautions to make the commander viable, we added Rohana and her sisters. As we believe this act can synergize well with the restriction we made to her army, while simultaneously enrich her playstyle as a whole.




TOP-BAR ABILITIES

Project Hallucination

  • Deploy an orb that project 4 Protoss Hallucinations and sustain them with its energy. Hallucination can be switch to a different type by consuming energy from its origin orb. Hallucination can not be controlled directly but their projector- the orb can be used to adjust their location into another. This ability has 3 charges.

Warp In Preservator

  • Warp in one Preservator into the target location. Preservator can last for 60 seconds and has access to two abilities- either Preservation or project 2 Hallucination from its own. Preservator can be selected to self-destruct and empower all Hallucinations nearby with a damage aura for 10 seconds.

Temporal Field

  • Stuns enemies near the target points for 20 seconds. Heroic units are slowed by 50% for the duration. This ability has 3 charges.

Admonish

  • Cross out two of the factions for the next vote of War Council Envoy. This ability recharge itself once the next debate has started.



GRAND PRESERVERS

  • Each Grand Preserver can use Preserve, memorized everything from the last battle, and grant a bonus to all of their units within the exact location, once the next battle erupted. This ability has a shared cooldown to all Grand Preserver but not Preservator.
  • Each Grand Preserver can use Meditate to improve the efficiency of a selected structure.
  • During Meditate, each Grand Preserver can also use Psionic Shift to project themselves into another location. Grand Preservers can still use their active ability while in this form, but the effects from each will be altered.
  • Grand Preserver repel or attach to another Grand Preserver throughout each Psionic Cycle, this will either strengthen or weaken the abilities when they are nearby.

Rohana

  • Can use Purge of the Sanctity to grant immunity to all negative effects for allied units nearby.
  • Once triggered the Preserve effect, this Grand Preserver can Instruct her warriors, increases the effects granted from their upgrades for an additional 25%.
  • Escort by a Stone Zealot Guardian.

Orlana

  • Can use Astral Wind to restore shields and health for allied units nearby.
  • Once triggered the Preserve effect, this Grand Preserver can Instruct her warriors, granting them higher attack speed.
  • Escort by a Stone High Templar Guardian.

Shantira

  • Can deploy a Prophetic Obelisk to rapidly prevent damage taken from a unit for a short time.
  • Once triggered the Preserve effect, this Grand Preserver can Instruct her warriors, allowing them to have a bonus chance when evading from fatal attacks.
  • Escort by a Stone Adept Guardian.



DO NOT OPEN IF YOU HATE WORDS

MIGHT OF THE DAELAAM

Khalai
Offers warriors of great physical strength with potent psionic power and durable robotics.

  • Melee Warrior

Dragoon

  • Plasma Cutter allows it to damage surrounding enemies.
  • Use Warp to intercept enemies or flee from danger, and pass-through others.
  • Ranged Warrior

Vindicator

  • Gain damage reduction while attacking.
  • Shorten the distance between enemy lines, immediately gain damage reduction, and additional attack speed by using Engage.
  • Robotic Support

Sentry

  • Restore shields to two units simultaneously.
  • Force Field release psionic abilities based on the current choice of Psionic Warrior upon collapse.
  • Guardian Shield allows units inside of it to regenerate shields even in combat.
  • Cloaked Warrior

Templar Awoken

  • Temporarily phase-out to avoid damage and advance or retreat more efficiently.
  • Concentrate to redirect psionic energy from two blades into one blade, strike even harder than before.
  • Ascend into Psionic Form to aid Grand Preservers during their Psionic Shift upon dying.
  • Psionic Warrior

High Templar

  • Deadlier basic attack excels against a single target with the cost of requiring energy.
  • Enlighten allows a unit’s plasma shield to release Psionic Gale upon taking damage.
  • Two High Templar merge into a High Archon.
  • High Archon consumes its shields instead of energy to cast Psionic Storm and does not require any resources to cast Enlighten.
  • High Archon grants itself Enlighten when presented in the center of the Psionic Storm.
  • High Archon attack enemies with its Overwhembling Strike, which is a melee attack with 2 attack range.
  • Robotic Assault

Immortal

  • Each shield points absorb one attack instead of taking damage from it. (Thus, this version of Immortal has 10 shields maximum) The barrier can absorb 5 attacks.
  • Robotic Manipulator

Replicant

  • Constantly immune to damage every 8 seconds.
  • Can launch attacks to enemies with the same kind of attacks this unit is currently receiving.
  • Can be replicated into a different kind of combat unit for a short time. This includes units from the ally.
  • Robotic Siege

Reaver

  • Automatically build scarabs that explode for area damage around the targets.
  • 1 more scarab can be shot out, and scarabs production speed can be increased with each 50% vital missing.
  • Move and build scarabs faster when not engaging in combat.
  • Starfighter

Phoenix

  • Attack speed increases with each attack.
  • Cross-dimensional Maneuver imprisons all enemies in its path with Graviton Beam and applies a maximum attack speed increase to the Phoenix shortly afterward.
  • Psionic Warship

Arbiter

  • Phantom Field cloaks friendly units nearby and grants them immunity to all sources of damage every 3 seconds. However, units currently affected by the immunity effect can not perform attacks.
  • Place friendly units into stasis and apply them with damage absorption afterward.
  • Teleport friendly or enemy units to its location. Only one type of unit can be teleported at a time. This ability prioritize friendly units.
  • Assault Ship

Carrier

  • Increased Interceptors launch range.
  • Damage received from shields Overload Crystal Matrix which increases the movement speed of the Carrier and attack speed of its Interceptors.
  • Capital Ship

Legislator

  • Controls a robotic avatar: Judicator to wreak havoc on the battlefield.

Nerazim
Offers warriors who utilize void energy and time manipulation to their advantage. This faction also offers its own Xel’naga based arsenals.

  • Melee Warrior

Rearguard

  • Always taunt one attacker that is currently attacking the protected unit.
  • Void Armor grants additional shield points to the unit the Rearguard is protecting.
  • Ranged Warrior

Stalker

  • Deals double damage after performing a successful evade.
  • Blink returns its vital back to the same as the last time when used Blink.
  • Robotic Support

Ancient Legacy

  • Cyclically apply an effect that positively or negatively affects nearby friendly units attack rate by 0.05 every second. Attack speed can be increased to 0.3 and decreased to 5 as maximum.
  • Nihility Protocol shrouds all friendly units into the shadows, causing enemies to ignore their existence even when a detector presents. When the duration of this ability has ended, a negative cycle will begin immediately.
  • Altering Realities makes all units become more susceptible to damage for a short time. When the duration of this ability has ended, a positive cycle will begin immediately.
  • Casting abilities stop the cycle from counting before the duration of the ability ended.
  • Each Cycle requires Ancient Legacy to use all of its abilities otherwise the Cycle will be stopped.
  • Cloaked Warrior

Dark Templar

  • Holds additional charges of Blink.
  • Can instantly perform one attack to an enemy on its path when using Blink. This attack ignores weapon cooldown and prioritizes the enemy with the highest vital among the path.
  • Has a high chance to evade from melee attacks and stun the attacker shortly afterward.
  • Psionic Warrior

Dark Archon

  • Permanently takes control of enemy units.
  • Unnatural Force either repel, knockback, or damaging foes nearby every 10 seconds.
  • Hungering shadows damage visible enemies around the Dark Archon until they or the Dark Archon move out of the distance.
  • Robotic Assault

Voiceless Vessel

  • Attackable by air units.
  • Attack cleaves through ground units.
  • Fragile but only attackable when attacking and 3 seconds after.
  • Damage increases each time upon becoming attackable to enemies.
  • Robotic Manipulator

Nullifier

  • Attack and receive damage consumes energy.
  • Attack and when received damage will slow nearby enemies.
  • This unit will only be destroyed if 0 energy remains.
  • Robotic Siege

Twilight Medium

  • Devastating attack from this unit has the potential to affect time, either revive fallen allies to a few seconds before dying or accelerate the demise of the affected enemy unit.
  • Can only attack when sieged.
  • Starfighter

Corsair

  • Basic attack piece through light armored enemies.
  • Disruption Web re-establish itself upon its duration has ended, which can now affect air units.
  • Psionic Warship

Oracle

  • Revelation makes enemy units and structures in an area receive more damage from friendly units to the Oracle.
  • Pulsar Beam enables Oracle to deal high burst single target damage against enemy ground units.
  • Composing Fate guarantees a friendly unit to survive no matter what happens for a very short time.
  • Assault Ship

Void Ray

  • Prismatic Alignment has one additional stage to fully charge up.
  • Constantly cloaked and decloaked with each stage of Prismatic Alignment, a 2.6 seconds cloaking effect can be achieved by reaching the final stage of Prismatic Alignment.
  • Capital Ship

Star Relic

  • Discharge barrage enemies with deadly void energy, typically useful in taking out multiple high threat targets.
  • Denial neglects all damage dealt to the units surround the Star Relic for a short time. All damage taken during this ability will be split into 25% each and deal equal amounts of damage to receivers after the duration ended.
  • Portalise turns the unit into a portal that can be used to teleport friendly units but not the Star Relic into another location.
  • Star Relic can be reassembled from either portal, but doing so will close the portals.

Purifier
Offers warriors and war machines that are typically viable in the worst-case scenario.

  • Melee Warrior

Juggernaut

  • Revives after taking fatal damage.
  • Size and damage increases with each percentage of damage taken, alter the unit with 3 stages of expansion.
  • Charge into battle and intercept enemy ground forces.
  • Ranged Warrior

Adept

  • Create a hologram that can perform the Lethalility Algorithm, units affected by this ability has a slowly increasing chance to enable Adept’s attack to kill them instantly regardless of vital.
  • Lethalility Algorithm can not be stacked but it can last for a few more seconds without channeling from the Hologram.
  • Adept takes significantly less damage when the Hologram is currently not activated.
  • Adept can activate the Hologram again to swap places with it.
  • Robotic Support

Paladin

  • Absorb damage for allies with Protective Shielding.
  • Protective Shielding redirects all hit-scan attack to the unit and allows it to take less damage from the said damage source.
  • Protective Shielding is a permanent passive that will not be disabled even with stun.
  • Have the highest cost among all Robotic Support unit due to it is a repurposed Immortal.
  • Cloaked Warrior

Safeguard

  • Use Firewall to dedicate this unit to secure an area.
  • Can not attack while outside of the Firewall.
  • More efficient when inside the Firewall.
  • This unit has a longer duration with its Purifier faction bonus effect. If the Purifier is currently not selected with an Envoy, this unit can still be benefited from the bonus.
  • Psionic Warrior

Cleanser

  • Cleansing Flame enables Cleanser to deal high burst damage to all enemies in a straight line.
  • Sanitization Beam allows Cleanser to heal all friendly units in a straight line.
  • Shields is disabled during both Cleansing Flame and Sanitization Beam.
  • Gravity Cheat allows Cleanser to reposition its foes.
  • Two Cleanser merge into an Eradicator. Both Cleansers can cancel the merge and return to the Cleanser form after the merge.
  • Robotic Assault

Champion

  • Extremely durable due to having access to the Shield Capacitor.
  • Use Exterminate to eliminate high threat targets.
  • Installed tactical A.I. gradually increases damage output against the target.
  • Robotic Manipulator

Disruptor

  • Purification Nova affect air units rather than ground units.
  • Super Nova Module alters the unit’s attack to deal sustained damage against a clump of enemy ground units.
  • Disabled during Super Nova Module is in effect.
  • Robotic Siege

Warden

  • Able to rapidly damage all enemies nearby but having a lower attack range and attack deals minimum damage.
  • Attacks disabled target from attacking and moving for 0.5 seconds every 5 seconds.
  • Accompanied by support units, which can be Optimized to increases its effectiveness.
  • Can restore shields and health by initiating Durability Update.
  • Starfighter

Scout

  • Internal Adaptive Barrier absorbs damage for the Scout once its hull has been breached. The Barrier itself also repels 5 damage to all enemies surrounding the unit every second as long as the barrier is not depleted.
  • Revives after taking fatal damage, yet the Scout will no longer be movable until Internal Adaptive Barrier activated.
  • Psionic Warship

Cybros Core

  • Transform into the Capital Ship of its faction using fewer resources.
  • One Cybros Core can be deployed at a time.
  • Construct temporary fortification consist of Photon Cannon and more by using Defensive Simulation. Cybros Core will be disabled and function as Pylon to provide energy field.
  • Assault Ship

Tempest

  • Rapidly barrage enemies with Purification Salvo.
  • Kinetic Disintegration slows enemies and reduced their attack speed to a significant degree.
  • Tempest can only move during Kinetic Disintegration but its next attack can deal halved damage to enemies among its path.
  • Capital Ship

Origin

  • Armament creates a small pool of energy that can be used to heal friendly units and damage enemies.
  • By activating Purification allows the unit to deal high burst damage on a single target and reduced the target’s armor, yet its attack won’t generate energy pool in this form.
  • Re-originate creates a large energy pool that can also heal friendly units and damage enemies after a long delay.
  • Extend increases the attack and abilities cast range but immobilized the unit.
  • Core Overload hugely increases the size of the energy pool generate from basic attacks and improves the effects of both Purification and Re-originate, yet the unit will be immobilized.
  • Extend and Core Overload can not be used at the same time.

Tal’darim
Offers fanatical combat units of sheer firepower.

  • Melee Warrior

Brute

  • Basic attack stun all enemies ahead, including heroic units. But this unit has a slow attack rate.
  • Ranged Warrior

Disciple

  • Attack piece through multiple enemies surrounding the target.
  • Ascension is a passive synergizes with the Tal’darim faction theme, which allows Disciple to turn into either an Executioner or Ascendant based on its contribution.
  • Robotic Support

Havoc

  • Boost attack range of friendly units.
  • Empower a friendly unit to grant it a superior stats for a short time.
  • Override Protocol to transform the Havoc into a psionic attacker. Havoc still has access to all of its abilities but they will now affect enemy units with original yet opposite effects.
  • Cloaked Warrior

Executioner

  • Auto-attack behavior is not available with this unit.
  • Remains in a psionic from when fallen to the enemy and drains life from both allies and enemies to sustain it until the target is eliminated.
  • Psionic Warrior

Ascendant

  • Does not require energy to cast each ability.
  • Sacrifice drains 25% life from a friendly unit to refresh abilities cooldown (otherwise abilities will not be recharged), and empower its next abilities based on how many life drained.
  • Destruction Ripple provides excellent crowd control and high burst damage potential to the Ascendant but the ability itself is hard to execute due to each delay of its wave.
  • Psionic Grasp disables an enemy and gradually deals damage to it.
  • Robotic Assault

Vanguard

  • Shielding of this unit alters its armament. Can attack ground unit.
  • Can only regenerate shields from attacking enemies.
  • Losing shields increases attack speed.
  • Robotic Manipulator

War Seeker

  • Reveal an area and gain vision in it for a short time, regardless of the range.
  • With the presence of this unit, a visible enemy unit will have a chance of attacking its allies. The more distance the unit is between the War Seeker, the less chance it will attack its allies.
  • Surveillance Mode increases the vision of War Seeker and provides one additional charge for its abilities.
  • Robotic Siege

Pioneer

  • Only attack in the given area.
  • Requires a presence of either a Robotic Support, Psionic Warrior, or Capital Ship from the equal faction, in order to be functioned.
  • Immune to all sources of damage when it is disabled.
  • Starfighter

Intimidator

  • Periodically recharge and allow the release of a Void Horror.
  • Void Horror fears enemies within the area upon impact.
  • Psionic Warship

Voidics

  • Immobile unless using Descend to teleport to the location of a friendly psionic unit.
  • Forbidden Usage turns this unit into a Void Rift which will continuously deploy Void Reanimations to assault the enemy.
  • Void Reanimations are more susceptible to damage when being too far from friendly psionic units.
  • If Forbidden Usage isn’t viable, Voidics can use Void Lance to damage enemy air units on a straight line.
  • Assault Ship

Skytalon

  • Attacks excel against multiple enemies when remaining position and excel against single target while moving.
  • The plasma shield of this unit is more capable of withstanding heat from enemy strike crafts.
  • New direction of design allows the unit to repel attack received when its hull has been breached.
  • Capital Ship

Mothership

  • Phase Disruption creates an area that continuously dealing damage every second and always pulls enemies a bit closer to its center every 1.5 seconds.
  • Phase Displacement Beam damage all enemies under the Mothership. The enemy itself takes more damage from this ability over time. This damage increase has no limit.
  • Warp can be used to quickly repositioning the Mothership.



PROGRESSION

In Unity, There Is Strength

  • Rohana has a 100 supply maximum, her units have increased shield, life, and come with its own ability by default, but can not recharge their shields when taking health damage. Rohana can use her War Council to make military allocations based on her needs. All units can be warped directly onto the battlefield after 4 seconds.

Warp In Preservator

  • Unlocks the ability to deploy Preservator, which can be used to assist Grand Preserver and empower the Hallucinations.

New Era Architecture

  • Nexus can now build Probes automatically without consuming minerals and it can construct Orbital Assimilators. Pylons will immune to damage if units are currently warped onto the battlefield within its power field.
  • Probes can now warp-in a maximum of 10 Stasis Containers. Stasis Container can be used to warp out injured units and revive them to full shield and health after 90 seconds.

Sacred Protector

  • Each Grand Preserver gains one Stone Guardian as an escort unit. Stone Guardians can not be damaged, have low damage output, and will always force two enemies to attack it.

Technological Exchange

  • Unlocks one extra variation for each unit types within the War Council.
  • Rohana can conduct an extreme-arrangement once an envoy has been voted, alter a selected variation with technologies from the Envoy’s faction.

Temporal Field

  • Unlock the ability to deploy Temporal Field to stun enemies near the target point for a short period of time. Heroic units are slowed instead.

The Civilization’s Last Resort

  • Robotic Siege and Captial Ship are now available for warping onto the battlefield.
  • Also, unlocks all of the individual upgrades for Robotic Siege and Capital Ship from each faction.

Acceptance to Others

  • For each period a faction has voted one of its kind as an Envoy, its faction-specific bonus will always remain for 25% of it rather than 0.

Affiliated Psionic Infusion Unit

  • Preservator can now be set to self-destruct and apply all Hallucinations near the detonation area a damage aura for 10 seconds.

Memories of an Unexpected Suggestion

  • Increase the cost of upgrades by 100% while reduces the time required to research by 50%.
  • Each facility that can be used to research units individual upgrades can now use more resources to instantly finish an upgrade for a unit. These upgrades, however, will only last for a short time.

Diplomatic Privilege

  • With an Envoy selected, its faction units will give 100% more Influence for its supportive faction. Neutral faction to that supportive faction also gives 5 Influence rather than 0. Rational faction to that supportive faction does not give negative Influence.
  • Each time an Envoy is selected, increased Rohana supply by 25, to a maximum of 100.
  • With an Envoy voted, Stone Guardians will be altered by the technologies from that faction.

Gemini Module

  • Increased the maximum capacity of each Forge Module by 100%. This enables a maximum of 200% effect split for one upgrade.

Preserver Archive Upgrade Cache

  • Unlocks the following upgrades at the Preserver Archive:
  • Grand Preserver can speed up their Psionic Cycle when performing Meditation.
  • Each use of the Grand Preserver’s ability during Psionic Shift further increases the efficiency boost from Meditate for 10% to a maximum of 100%.
  • Each 20 supply, with a maximum of 100 supply will improve Stone Guardians.

Teachings of the Velari

  • Grand Preserver are immune to all kinds of damage during channeling or casting their abilities and 5 seconds after it.
  • Also, improve each of the Grand Preserver’s abilities:
  • Rohana’s Purge of the Sanctity now increases the negative effects that are currently affecting a unit by 50% rather than 100%.
  • Orlana’s Astral Wind now applies a barrier that can absorb up to 125 damage when the health of the affected unit is still below 50% even received healing from the ability.
  • Shantira’s Prophetic Obelisk now has a 30% chance to successfully prevent all kinds of attacks and 100% while preventing attacks that involve projectiles.

Viewed Without Certainty

  • Instead of absolute accurate units’ vital and number counts, Preserve can now be triggered with an acceptable error. The allowed error will be determined by the power of the Grand Preservers which they can gain through the Psionic Cycle.
  • Choosing a different Grand Preserver to cast Preserve can enhance the others, improve their abilities with 1 of the 3 bonuses, This also granted the Grand Preserver to apply a 15% Instruct effect from the other Grand Preserver that is mutually exclusive to it.
  • Units gradually gain damage reduction upon warped, a maximum of 10 damage reduction can be reached.



TIPS

  • Try to construct the “Preserved” war zone from start with your Hallucinations and Preservators the sooner the possible as the enemy is at its weakest state. This will ease the operation of the mechanic and allowing more ground to recover from mistakes. You will also be surprised by how much power it can grant to low tier units in the early-game. (Besides, with Orbital Assimilator and auto-build Probes, you really don’t have much to do)

  • The first lesson of “How to manipulate the Daelaam Council 101” is always considered more than one faction. That is very, very important- especially since you can not use Influence to control the first period of the council, as no army will be available from start.

  • Even some specific units are powerful and viable than the others, that doesn’t mean it will be a good option to mass them. As each of them holds an Influence Points that will be used to determine the next Envoy, which, if done wrong will bring a huge impact to the commander.

  • Unconventional to most of the Protoss commanders, Rohana has no access to static defenses like Photon Cannon. However, some of her units like- the Nerazim’s Robotic Siege unit Twilight Medium and Purifier’s Cloaked Warrior Safeguard can prove viable to bolster her defenses. This also reinforces the reason for why you shouldn’t mass a unit.

  • Be aware of the status of each Grand Preserver and choose wisely on which of them should be deployed onto the battlefield and which should be station inside your main. Make sure you are gaining benefits from their Psionic Cycle system rather than being impacted by it.

2 Likes

Pretty good concept. Very detailed.

What units specifically would she have access to?

1 Like

It will take time since I really need to decide should it be “4x4x12” or just “4x12”.

But currently (for what I can tell), Rohana will have access to Vindicator, Nerazim Colossus that is literally a mobile Monolith, and either a Fenix-like Immortal or an Immortal Paladin for the Purifier faction.

Require more time to brainstorm them out since I will also release my own Ji’nara and Selendis (NOT combined).

As I’ve said from the Design Philosophy I wish to give everybody what they desire for. So, feel free to express your ideas for her units.

How about Nerazim Adepts? Neither Vorazun or Zeratul use them. I’m sure we will get a Nerazim skin pack in an upcoming War Chest. The Purifier High Templar/Archon look awesome! I’d love to have those.

Below is Rohana’s army roster, it’s currently in development (due to the overwhelming number of variations that need to be made), and keep in mind that each type of variations also has its own version with the other three factions. (For instance, there will be Nerazim/Purifier/Tal’darim Dragoon, Khalai/Nerazim/Purifier Pioneer, and more) It is still not yet decided to have them differentiated from abilities or just change them entirely though.

As usual, suggestions are welcomed.

TL;DR

Melee Warrior

  • Khalai: Dragoon - Modified Melee assault strider. Plasma Cutter allows it to damage surrounding enemies. Can use Warp.

  • Nerazim: Rearguard

  • Purifier: Juggernaut - Advanced A.I. Sentinel. Size and damage increases with each percentage of damage taken. Have 3 stages of expansion. Can use Reconstruction.

  • Tal’darim: Brute - Deadly Melee Warrior. Slow attack rate but damage and stun all enemies ahead.

Ranged Warrior

  • Khalai: Vindicator - Stubborn Ranged warrior. Gain damage reduction while attacking. Can use Engage.

  • Nerazim: Stalker - Ranged attack strider. Can use Blink. Blink returns its vital back to the same as the last time when used Blink.

  • Purifier: Adept - Ranged specialist.

  • Tal’darim: Disciple - Long-ranged warrior.

Robotic Support

  • Khalai: Sentry - Robotic support unit. Can use Shield Recharge, Force Field and Guardian Shield abilities. Restore additional shield on units based on ground effects that occurred nearby.

  • Nerazim: Ancient Legacy

  • Purifier:

  • Tal’darim: Havoc - Robotic support unit. Can use Squad Sight, Empower and Override Protocol abilities.

Cloaked Warrior

  • Khalai: Templar Awoken

  • Nerazim: Dark Templar - Deadly warrior-assassin.

  • Purifier: Safeguard

  • Tal’darim: Executioner - Deadly warrior-assassin. Can not auto-attack. Remains in a psionic from when fallen to the enemy, and drains life from both allies and enemies to sustain it until the target is eliminated.

Psionic Warrior

  • Khalai: High Templar - Potent psionic master.Basic attacks consumed energy and it excels against single target. Can use Feedback and Psionic Storm abilities. Can merge into an Archon.

  • Nerazim: Dark Archon - Powerful attack caster.

  • Purifier: Cleanser

  • Tal’darim: Ascendant - Potent psionic master.

Robotic Manipulator

  • Khalai: Replicant - Marvelous Khalai creation. Launching attacks to enemies with the same kind of attacks this unit is currently receiving. Can be replicated into a different kind of unit for a short time.

  • Nerazim: Nullifier - Hover robotic arsenal.

  • Purifier: Disruptor - Robotic disruption unit.

  • Tal’darim: War Seeker - Flying spy.

Robotic Assault

  • Khalai: Immortal - Assault strider.

  • Nerazim: ******

  • Purifier: Champion - Frontline assault strider. Can use Exterminate and Shield Capacitor. Installed with a tactical A.I., gradually increases damage output against the target.

  • Tal’darim: Vanguard - Assault strider. Shielding of this unit alters its armament. Can attack ground unit.

Robotic Siege

  • Khalai: Reaver - Area-damage siege unit. Shoots Scarabs for high burst damage.

  • Nerazim: Twilight Medium - Point multi-purpose siege unit. Its devastating attack has the potential to affect time, either revive fallen allies to a few seconds before or accelerate the demise of the affected enemy unit. Can only attack when sieged.

  • Purifier: Megalith - Hover war machine with a powerful area attack.

  • Tal’darim: Pioneer - Apocalyptic Xel’naga construct. Can only attack in the given area. Require the presence of either a Robotic Support, Psionic Warrior, or Capital Ship from the equal faction.

Psionic Warship

  • Khalai: Arbiter - Offensive support craft. Can use Concentrate Anchor, Stasis Field, and Enhancing Field.

  • Nerazim: Oracle - Flying caster. Can use stasis Ward.

  • Purifier: Cybros Core - Defensive support craft. Can be transformed into the Capital Ship of its corresponding faction.

  • Tal’darim: Voidics

Starfighter

  • Khalai: Phoenix - Air superiority starfighter.

  • Nerazim: Corsair - Air-superiority fighter. Can use Disruption Web to prevent enemy ground units and structures from attacking.

  • Purifier: Scout - Versatile high-speed fighter.

  • Tal’darim: Intimidator - Repurposed Xel’naga aircraft. Periodically recharge and allow the release of a Void Horror. Void Horror fears enemies within the area upon impact.

Assault Ship

  • Khalai: Carrier - Capital ship. Builds and launches Interceptors that attack enemy targets.

  • Nerazim: Void Ray - Surgical strike craft. Attacks charge up for extra range and damage versus certain types of targets. Can actively activate Plasmatic Alignment to reset the bonus against other types of attributes.

  • Purifier: Tempest - Siege artillery craft. Attacks from long range.

  • Tal’darim: Skytalon - Strike craft prototype. Excel against multiple enemies and excel against single target while moving.

Capital Ship

  • Khalai: Legislator - Siege command flagship. The unit itself controls a robotic avatar: Judicator to wreak havoc on the battlefield.

  • Nerazim: Star Relic - Elusive capital ship that can be used for mobility purposes. Can use Discharge, Denial, and Portalise abilities.

  • Purifier: Origin - Ancient Purifier vessel. Armament creates a pool of energy that can be used to heal friendly units and damage enemies. Can use Purification, Re-originate, Extend, and Core Overload abilities.

  • Tal’darim: Mothership - Capital ship of battlefield dominance. Can use Phase Disruption, Phase Displacement Beam, and Warp.

TL;DR with Rohana

Rohana

  • Recommended for experienced players

  • Command the legendary Grand Preservers - Rohana and her sisters on the battlefield, using each of their unique abilities to strengthen both yours and the allies armies.

  • Manipulate the enemy with Hallucinations and strategical abilities.

  • Descend the full might of the firstborn upon your foe.

Generally i will say to keep the unit list as small as possible with unit’s role being the primary reason for their inclusion.

A lot of unit options just mean it is very complicated and most of the time unnecessary.

Do remember that you are pitching for a commander concept not an entire new game mode or an entire campaign.

This happens only because of the War Council.

Somebody wants Nerazim Adept, another person demands Stalker… Some desire Reavers while others hope to use Colossus…

From my certain point of view is that only Blizzard has the authority to decide how an over-12 army roster would be. I would rather cover everything than taking away things people might want.

It is fine, no one cares and reads this long post anyway.

Redundancies though, that’s the thing I will definitely consider. And some units are missing their description because of this.

(I would like to know your thoughts about this version of Rohana though.)

(If this kind of opinion triggers your designing perspective, one thing I can do is cut them into 12 each and have people vote for it.)

It isn’t that it triggers me but more like i have already had my share in custom melee map making back in war3. I have been tweaking with the mechanic, the statistics of many units as far as i can recall and i gain instinctive feeling about when is enough.

If you believe your concept is primarily about having more units then so be it. However, even when i try to make such a concept i will just make units gain different abilities rather than different variant.

Hold on a second here… THAT’s the reason!?

As I’ve said

Also, there’s a feature you might’ve missed for expanding variations with factions.

Thx for the advice. Will take note for future custom commanders and Tosh, Niadra revamp.

I will not commend on which units you should choose or what abilities they should have because it’s best left to you to design.

However, unit variants are different from each other because they are visually different.

For example, raptorling has larger wings and can jump quite far.

Aiur Zealot uses a halberd instead of 2 blades so it’s attack deal 16 damage instead of 8x2.

When you start using variants, you will want to think about differences in model led to differences in function.

And probably think about the possibility that some unit types will have overlapped function in the same army.

For me at least, i saw ranges warrior, siege robotic and assault robotic may have overlapped role.
_ they attack from a distance
_ are quite durable

Ladder Immortal, Stalker and Colossus are different enough because their stats are hugely different.

Immortal is more than twice as much as stalker. (Before stalker buff)
Colossus range is much further and attack in area. Allow them to be different from Immortal and Stalker.

Robotic support and psionic warrior may have overlapped function too.
_ they are spell caster
_ both are not direct damage dealer
Direct damage dealer - unit that uses its attack to contribute significant damage output to your army.

So if you want to make all 12 types, do try to differentiate one from another by making the differences large enough.

Ofc. However, that’s not the metaphor was for.

Rather than arguing, why don’t we join together to design the army roster instead?

It’s not about arguing but because external input may side-track your original ideas. Therefore, i want to keep it as original as it can be.

Sometimes, opinion can contribute negatively to the concept because the goal and vision of two persons are different from the beginning.

You need to lay down the entire foundation of your concept first. That’s the bare minimum required to conserve the spirit of your concept. Only after that can other people knows what to give their feedback about.

Edit: if the personalities of the designers are different, there is more reason not to give too much opinion and me myself doesn’t like Rohana as a character at all.

2 Likes

I will take note from your counseling.

(With respect) It might seem that even people like you (as a designer) could miss the importance of having variations’ variations when combined with the faction bonuses mechanic.

Perhaps I need to add more information. Would you mind elaborate on things that you are confused/uncertain with this version of Rohana?

Even among the amateur community, i am not even at the level to be called designer yet. I am just a beginner at best. My advice is limited on my own experience and knowledge so do take it with a precaution.

To explain my point, what i mean by “lay down the entire foundation” is that i think it will be best for you to finish your concept first then asking for people input on what to keep and what to change.

My old concept went through this cycle for at least 1 or 2 before being acceptable.

The Tosh concept i had to rework and add change for his core mechanic. Simplified his gameplay and fortify the key theme of having an support group of elites (Tosh & Spectre) helping the expendable force (mercenary wave) to push objectives.

The Forgotten One has its track back as far as the old forum and i built it upon the stealth theme but even now it is not unique enough.

The Ariel Hanson concept went through 2 major changes in her theme. First change is the addition of the Cryo Weaponry but even that is too weak to set her apart from other bolder designs of current Commander. Thus, the second change was recently made to make it more unique.

All of these concepts were complete in its first release from unit list, mechanic, talents to mastery. That’s what i called foundation and only when i finished with all of that can my idea finally solidify. Community feedbacks are to allow you to see whether you should add or remove certain areas or go back and redraw everything.

For your concept, even if you ask to me what point i am confused, i don’t know how to answer that because i couldn’t understand what is trying to say in your first post.

I think you need to describe it in a simpler way.

I can only understand 3 thing
_ her unit’s variants are randomized but she somehow can deny 2 out of 4 variants.
_ She can choose the variant again but with some penalty
_ She can choose to buff 1 faction and if your unit variants are mostly within that faction you get a bonus

Or at least, that’s what i get from the description.

Thx, that’s what I need to know.

And from the sounds of it, my description has not served its purpose.

(You can ignore this) I’m trying to use fewer words. I have a bad feeling that this community considers my post are all lengthy.

To be honest I’m just expecting of receiving some units suggestion like “I want Nerazim Adepts” or something similar to such.

That is not possible.

Units are created to serve the purpose of highlighting your commander.

If you haven’t laid the foundation yet, it can be anything.

Basically, every unit can be anything you want. We have different model either because they look cool or serve a fanfic story.

My concept doesn’t have liberator because i hate it.
My concept also don’t use Immortal because that unit is everywhere now.

But any unit can be and do anything as long as you tweak the stats and the abilities to suit the role.

BC can be a big ground unit act as Dark Templar by warping around and do Gun-fu move.

Honestly, i can not decide for you what unit in roster or give you how a unit can function.

The best i can do is providing some suggestion for the faction.

Khalai - Their philosophy is resilient as you witnessed with the Broodwar Protoss
Nerazim - Their trait is precise and deadly as you saw with Voidray, Oracle, Dark Templar
Tal’darim - Tilt toward mass destruction with units that can deal damage in large area or affecting many units, Vanguard, Destroyer, Mothership
Purifier - Their core design seems to be about being specialised. Melee warrior will be very durable, Instigator (Stalker) have very high mobility with multiple jumps, Colossus can scorch the earth, Tempest has Disintegrate to deal additional damage to single target, Adept’s shade make enemies temporarily receive more damage.

I can go more detailed into each unit but i doubt i can make them be better.

The decision on what to take and what not to take is still best belong to you though.

First revision

Gald to announce that the unit roster of this commander has been finished. Though I must say it might have to go through at least three times of revision, tweaking, revamp, and possibly overhaul. But I won’t go too serious if not implement it into the arcade.

Oh, and the first post has been rewritten (using fewer words, should be more on-point, etc…). And the last section “TIPS” has also been added.

Upcoming next will be Selendis.