What Mastery/Prestige would you give Selendis?

FORE-FOREWORD:
Basically I thought about what masteries/Prestige Selendis could have as a commander (that will never happen officially lol) and wondered what everyone else thought since most of the selendis concept posts were before prestige came out.

Also thought I’d throw one in too, so i’m rolling one out little by little and editing this post until there’s a full outline. While i’m doing that, what would you add? (include link if referencing existing forum concept for selendis… or just read mine and add on)

You don’t have to have a full set either, I don’t.


Part 2


FOREWORD:
(Disclaimer Note: the lore can be twisted any which way considering how we have dead commanders alive on presumably alternate time lines and all but I digress).

Thematically, my idea is to treat Selendis as an Elite protoss air commander. It’s different from my previous idea of Ji’nara in that my version of Ji’nara was meant to be cheap/variant protoss air While Selendis leans toward variant/Elite. One more unique thing about her combat units’ gameplay is that her basic command card has more incentive to use a variety of commands.
What that means is just that “move, attack, patrol & hold positioni” will have more function when playing with her and potentially encourage more types of play (more on that later).

As for how this Selendis would end up with Artanis instead of mind controlled: in an alternate time-line of course, the event leading to the death of mohandar the previous leader of the Nera’zim doesn’t happen offscreen and the civil unrest event between the aiur protoss and Nerazim is resolved in a way that leaves the two protoss factions more united than ever. Mohandar doesn’t die until after the initial invasion of AIur due to saving selendis and as many of the commanding officers as he could when Amon made
his move in much the same way as zeratul saved Artanis (Zeratul and many others also survived and escaped Amons brainwashing despite still losing the vast majority to Amon). Vorazun takes over as leader of the Nera’zim after this, and things continue much as they did in the lotv campaign.
Due to being more harmonious before the war, Many of the units of Selendis are ships commanded not only by both factions but high and dark templar with effeciency maximized by purifier integration during the course of the campaign. While it is still called the Golden armada under Selendis command though a smaller elite portion, this deadly force is much more.


Part 3


BUILDINGS/UNITS:

buildings will include:
Nexus, pylon/Superior pylon, cybernetics core, twilight council, stargate, robotics facility, fleet beacon, arbiter tribunal & robotics bay.

( Full unit explanations now posted,
Most of her units/buildings to use the Golden age skin since it’s most fitting and was probably going to be used anyway before development ended)

New/old unit concepts:
Robotics - Observer, Fleet array (phase prism variant).
Stargate - Heavy adept, Golden scout, Twilight phoenix, Shadow ray, High tempest, Armada carrier, Arbiter

Fleet array:
100/100 hp/sp with +50 to both for each ship bound to it after deployment.
Each of these phase prisms becomes a permanent airbourne structure once deployed. In its deployed state you can choose one generic light to medium sized ship that it will warp in when an enemy unit enters its radius (ships warped in by these are uncontrollable) and it will also act as a fast movement transport mechanism simlar but different to zeratuls . It is basically Selendis version of a turret and can be “upgraded” to call up to 4 ships, all of your choosing, by max level (no capital ships on this).
*Added in Edited * Another way to think of this is an omega worm for air units that is also a customizable swarmhost… but for protoss

Heavy adept:
Defensive & versatile Hoverboard/walker defender
Before their upgrade cache, They are a unit with 180 hp & 90 sp, 4 base armor and 1 shield armor which brings their default armor to 4/4 because of their level 1. On the ground They deal 20 (40 vs armored) damage at melee range with an attack area similar to a hellbat while slightly pushing back light units 3 range per attack. Heavy adepts have a built in 50% damage reduction to frontal attacks on the ground.

Golden Armada scout:
scout, extremely golden themed.
No specific stats since this one is mostly a regular scout but with better than normal stats. It would be designed with the golden age theme and have gold ground attacks and a regular air to air scout projectile until after its upgrade.

Twilight Phoenix:
Hallucination producing phoenix variant with other fun additions. energy using unit.
No specific stats other than double the typical attack since this one is mostly regular. Before the upgrade cache, These phoenixes passively reduce enemy range within 10 radius of themselves by 2 and instead of graviton beam, they have “graviton force”. This skill deals 5 damage, can stun small groups of enemies (ground or air) and is auto-castable much more often than the graviton beam lift. It does cost energy however.
Instead of the exact golden age skin, I would want one with a gold AND silver design (or just silver).

Shadow Ray:
Surgical strike Elite void ray
No specific stats since this one is mostly a regular Void ray but with better than normal stats
The Shadow Ray would have +1 range over a typical void ray, the ability to blink, and “Death gaze”. Death gaze is a lock-on type ability that gives vision of the target area/unit/structure it was used on and allows the Shadow ray to attack as if it were at that spot while it moves freely. Lasts 5 seconds, 10 if the Shadow Rays attack was charged and the shadow rays attack is disabled during use.
non-energy using unit.

High Tempest:
Extreme Siege range area control. energy using unit
The high tempest has 800 shields, 350 hp,
(Ground and air damage) has 20 range, deals 40(+10) damage and creates a psi storm for equal damage to the weapon damage, this attack costs 40 energy with the storm toggled on. While it has more range than a regular tempest it cannot use this attack within 10 range or lower. The high tempest also has a secondary close range attack of 4 range (a thick bolt of plasma lightning from where the projectile is formed) that deals 80(+10) damage with an attack period of 1. This is a while “moving attack”

Armada Carrier:
Improved Carriers that can deploy additional intreceptors to a location.
(see cache upgrades)

Armada Arbiter: Cloaking vessel. energy using unit
(see cache upgrade)
*edit: was kind of split on this, but instead of cloaking I was thinking of giving this golden armada arbiter an automatic “splits damage between nearby allies starting from the highest shield allies” type ability.


Part 4


Hero stats:

Selendis (zealot):
150 hp, 200 sp, 2 armor & shield armor, 2x20 damage attack
abilties:
Zealot charge - gives the impacting attack 20 extra damage
battle fury - refreshes zealot charge after a kill (passive)
Fury charge - deals weapon damage + 100 damage split between enemies along the charge
regroup - Upon taking fatal damage, Selendis spawns 4 hallucinations of herself and then does a cool backflip away from the threat and regaining up to full hp over time if she isn’t attacked right after.

Selendis (heavy adept):
300 hp, 200 sp 6 armor & shield armor, 40 (80 vs armored) (see Zealot attack for air damage)
abilities:
(regroup, zealot charge and battle fury lost in this form, retains fury charge but only in the air)
(her adept would be visually different from the others by having more gear and most notably a crescent moon shaped, para-sail looking kind of board as opposed to the non-heroic heavy adepts. also she has one hand free with a psi blade out.)

Selendis (hero carrier):
can use its existing stats from WOL (500 hp, 800 sp, 4 armor and 2x8 damage per intreceptor), additionally can send out 2 sets of intreceptors separate from her primary ones.

Selendis (Gantrithor II): 1000 hp, 800 sp, 4 armor and 2x12 damage per intreceptor (makes use of player upgrades)
Abilities: Gantrithor intreceptors kamikaze into nearby enemies at death for 40 damage (passive), The ship itself will crash land for a huge cinematic quality explosion and damage if destroyed, This ship can send out up to 2 different groups of regular intreceptors to a position and has 4 tempests as escorts
It’s 2 unique (non-autocast) active abilities are calling the fleet which summons all purchased fleet array ships on standby to its location, and a single target attack that deals 1200 damage.
(I’m honestly at a toss up on whether the gantrithor should be a temporary power up type thing for Selendis since it’s so powerful, I know I want it to be one use only for the whole kamikaze part but couldn’t make up my mind. As for visuals, a mix between the classic carrier and the golden age look)
*Edit - Yeah I decided the Gantrithor should be a 1 use per game call down from Selendis

Motherships: general stats for heroic motherships, 1000/1000 sp/hp etc but with all of them having different regular attacks

General Commands

Move - typically best for just moving, often makes units travel faster than other commands

Attack - Some units under selendis command have other actions integrated with their attack orders. Heavy adepts for example do not have an air attack and will walk slowly to their destination when attack moving as opposed to riding their board quickly with the move command. They are ground units while walking and automatically go airbourne while riding.

Hold position - typically best for defensive positions

Patrol - typically best for mobile units guarding against stragglers or known attack paths, incroporates some bonuses from the regular move command also
These will be explained per unit later

Top bar abilities

Superior array:
Temporary array that can be instantly placed anywhere with sight, Calls 2 tempests and 2 carriers

Call in Aiur faction Mothership:
heals 200 shields of nearby allies on arrival and grants +2 shield armor and regen to nearby allies while in play. Has mass recall and the slowing ability Time bomb by default (scouts gold mode remains on when inside of a time bomb, void hallucinations time out bar also pauses while they’re in one)

Call in Nerazim faction Mothership:
Restores 100 energy to nearby allies and confuses nearby enemies on arrival and grants +2 energy regen to nearby allies. can blink cloak & detect by default (additionally, units attacked by this ship are disabled/cannot attack for 5 seconds)

Call in Purifier faction Mothership:
Deals 200 damage to enemies on arrival and can give up to 3 AI enhancement halos to mechanical units (the ones purifiers personalities have on their backs, but these simply give +100% attack damage) that last for as long as this mothership is in play, has shield capacitor and solarite dragoon AA ability on auto-cast. (not the campaign cybros one)

Note - all motherships have their own version of purifier beams later on.
Note - Aiur faction unlocked for the game when fleet beacon is built, Nerazim when corresponding upgrade on the fleet beacon is researched and the same goes for the purifier mothership. (The orb would glow green and then orange respectively while upgrading)


Part 5


Leveling Tree

  • Default/level 1 feature -
    The stargate and robo facility will be buildable with no gas or tech requirement, the fleet beacon costs half as much as normal, Selendis Deploys as a multi tier hero, basic upgrades for phoenix, scout, ray and carrier are researched by default and shield armor upgrades are researched by default (because no forge)
    Side note: units available are the twilight phoenix, Armada scout, Shadow Ray, adept and the robo facility stuff in the very beginning

  • 2 Heavy adept Selendis -
    Selendis can be upgraded to become a heavy adept at the twilight council, if defeated in this form her adept shield breaks and she reverts to her zealot form. Adept form can be re-purchased on her zealot hero command card after a cooldown. Selendis comes with the all the normal heavy adept abilities/upgrades with the difference that she has shields that reflect 50% of projectiles aimed at her back to her attackers as an adept and she can use her zealot striking charge in the air because she has her psi blades beneath her adept gear (her unit behaviour is the same as other adepts but she will attack aerial enemies with her blades if they are close enough)

  • 3 Heavy adept cache -
    Adept Inherent skills - Adepts form a friendly passable forcefield on themselves that gives them hardened shields for 5 seconds while holding position (this can happen at most once every 60 seconds but refreshes when a shade is teleported to; also changes adepts from light tagged units to massive so they can burst enemy force fields and take less damage from anti light units),
    [UPGRADES]
    Shared shielding - Adepts in flight reduce damage to nearby non-heavy adept shielded air units by 33% from ground to air (they already reduce damage to themselves from oncoming ground attacks by 50% because their shield/board is facing down)
    Concentrated barrier repulsor - Adepts in flight gain a weak air to ground attack that automatically fires at enemies below them while in flight on their boards.

  • 4 Fleet array cache-
    a third ship can be purchased to each deployed array and all arrays provide a 50% reduction to energy costs and cooldown of skills to her flying units in range. halved benefit for allies. Fleet arrays allow fast travel between them for Selendis’ air units (if you know how zeratuls works, this one is much simpler. They don’t store units and aren’t connected, they all work the same way that setting primary exit point does on zeratuls version but the loading range is global so long as it’s in a powefield. Put simply, if you select your units that are in a powerfield, and right click a fleet array they will be “dropped off” at that point)

  • 5 Superior array gets up to 3 charges -
    Additionally, when multiple are placed at a time: superior arrays that are placed while others are in play will reset the timers on the existing ones and the forces they produce will patrol between each other.

(Note: actions associated with commands are gained with upgrade caches for that unit without the need to upgrade them unless noted otherwise)

  • 6 Stargate Cache 1 -

Scout inherent skills - move/patrol offer slight acceleration after about 3 seconds uninterupted movement in one direction, (at top speed the scout glows gold and sparkles. cannot be stunned or rooted during this and it removes debuffs. this effect activates and remains active automatically when the scouts speed is buffed externally via blue stet field, energizer, etc).
Scouts attack 50% faster while holding position.
[UPGRADES]
Dark matter missiles: slow enemy air (like concussive on marauders) and scouts deal area damage for 1 hit if they’ve reached the “speed of gold” after accelerating
Dark matter mines: Golden scouts will periodically drop temporary mines while moving at a speed that triggers the sparkly bits.

  • Phoenix inherent skills - faster energy gain while moving, Phoenixes attack 50% faster while holding position.
    [UPGRADES]
    Void hallucination: twilight phoenixes can make hallucinations of themselves from energy with this upgrade. These hallucinations are indistinguishable from real ones even with enemy detection

Ray inherent skills - all around more mobile then co-op void rays (flux vanes?), Holding position cloaks them
[UPGRADES]
Blink phantom: allows Shadow ray to blink and cloak for a short while; additionally when fully charged and attacking, blink will leave behind a silhouette of a shadow ray that continues attacking the last target for 3 seconds .
Wrath of the shadow: Death gaze can be used without disabling the main attack


Part 6


If you’ve been keeping up with the daily roll out of this concept, recheck part 3. More detailed unit descriptions were left. section 5 also had some edits

[CONTINUED]

  • 7 Armada Carrier unlocked -
    Carriers that can deploy additional intreceptors to a location

  • 8 Fleet gate open -
    stargate and robotics facility can warp units to allied powerfields AND warp them out for 100% back. Warping out uses up a stargate charge. Selendis can be warped out for an extra superior array charge instead of money (stargates do not give 3 charges like Artanis’ )

  • 9 Call down motherships gain arrival and passive buffs

  • 10 High Tempest unlocked

  • 11 Super carrier Gantrithor II (Selendis) unlocked -
    Has typical carrier upgrades but better (twice as many intreceptor, twice as many charges for “send intreceptors to location” without using primary intreceptors and Capital ship escorts instead of light), if defeated in this form or on command the ship crashes dealing massive damage, Selendis emerges in adept form but the ship cannot be called out again and Selendis can only get back her own carrier.

  • 12 Arbiter and arbiter tribunal unlocked -
    Cloaking ship, has a single unit stasis, has “wormhole transit” instead of recall - transports the arbiter and selendis’ units near it to any target location visible or otherwise with no need for an array or powerfield

  • 13 Stargate Cache 2 -
    High tempests generate energy faster while moving, apply stacking disentegrate to enemies within 5 range (up to 15 over time, [Note: disentegration field not lost if teleported] ) when they remain holding position. Feed loop: Spell damage done to High tempests restore shields and they gain +2 shield regen even in combat. Controlled breach: The high tempests attack speed increases in proportion to shields lost up to 100% attack speed. (carrier) Sending away intreceptors to a location no longer uses up your current intreceptors (upgrade), Carrier Array: Armada carriers provide their own supply, in addition to intreceptors, Carriers can add 2 (up to 4) uncontrollable escort ships that act as turrets near the carrier but can also be sent away with the “send intreceptors to position” command. If the carrier dies the escorts die/warp out too.

  • 14 Superior psi crystals -
    superior pylon gets Double health and shields, slightly larger radius, provides double supply and become airbourne after construction; fleet arrays provide 8 supply and the support calldown superior array now provides 16 supply and leaves behind a superior pylon when it times out.

  • 15 Might of the first born! -
    All Motherships gain their main purifier beam skills, Selendis gets her flagship ability on the grantrithor and a slight chance (similar to abathurs spawn locust from enemies ability) That any enemy unit that kills an allied commanders unit or building will be followed up with by a laser beam from orbit, a mothership fly by bombardment (reminiscent of the fly by early on in the lotv campaign) or the warp in of a temporary mothership at the location if a large supply unit was lost. This chance is much greater for Armada carriers, their escorts and intreceptors.

  • Note: Aiur mothership has the super wide area blue light planet cracker beam that deals damage somewhat slowly, Nerazim Mothership has a high damage skinny green beam that generates a black hole that moves with the mothership (same/similar visual to vorazuns but not an absolute pull and a little transparent. units caught in the pull count as having been attacked and get their attack disabled) that sucks enemies towards the center that aren’t fast enough to outrun it and the purifier mothership deals heavy damage to air by having an impressive display of protoss missiles, lasers and plasma beams fire out like a reverse galaxy of orange stars and explosions. Main purifier beams would not inhibit movement/attack/ability usage

  • Note: Selendis flagship ability turns her carrier into a oversized array that pools the ships of all other arrays on her

command panel interaction buffs (available after they get their upgrade cache except adept flight):
move/patrol = faster energy gain for: phoenix, Tempest
move/patrol = faster movement/flight for: adept, scout
move/patrol = no bonus: carrier, arbiter

Hold position = self cloak: arbiter, Shadow ray (also charges its weapon even without firing while holding position)
Hold position = Enhanced attack/defensive capabilities: scout, phoenix, tempest, adept
Hold position = no bonus: carrier

And with that, The full concept of my Selendis commander Idea is finished~!
Please let me know if anything was worded in a confusing way or if there’s any other feedback!

Kind of didn’t want to double post, but the whole first post was basically part of the question from the thread title so here goes:

Mastery

set 1: Reduced cost/time for Selendis’ various upgrades & form changes vs up to 6 seconds of endurance of persistence of perks and abilities

set 2: Superior array duration vs Motherships cool down time

set 3: Chrono boost vs greater % chance of orbital retaliation from motherships in orbit (level 15 unlock)

Prestiges

P1 - All the motherships are available at the start after a cool up period. The first mothership you call gets it own suite of improvements with doubled actives, passives, reduced cooldowns, stats etc.
Warping out the mothership significantly reduces its normal cool down so it can be called again soon.
Downside: The other motherships and Selendis/gantrithor cannot be used for that game

P2 - The cost of all ships are significantly reduced and observer sight is increased
Downside: All produced units have timed use and Fleet arrays are not available

P3 - The Gantrithor becomes a permanently usable hero unit instead of a temporary power up for the hero Selendis, able to crash land and be called again instead of being a 1 use call down. Selendis’ orbital retaliation for level 15 gets a higher rate of occurence. Selendis spawns/revives sooner and as her latest hero form. Superior array charges accrue quickly, can be bought to not time out and hold an additional tempest. Regular fleet arrays can call 2 more ships.
Downside: The stargate cannot produce units, arrays and their add ons are more expensive and the mothership calldowns are unusable.

It was difficult for me to understand most of the unit abilities so I can’t really discuss much about the concept.

I think you should have a template for the unit profile. That way, it will make thing easier for people to understand, especially when this concept is very complex.

Also there are a lot of thing that were not clear. Some of the questions that i have to ask when i read the abilities are:

  • “Is this a passive ability or an active ability? If it is an active ability, does it have an option for auto-cast?”
  • “Is this ability an aura?”
  • “What is the duration for this ability?”
  • “Does this ability have a cooldown?”
  • “How does Selendis appear? (Is she a call down or a permanent unit?)”

I understand at least about the Fleet Array so i will talk about it.

Does it require resource to bind an air unit to it?
Does the bound units have a timed life?
Does it cost supply to bind an air unit to the Array?

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Thanks so much for the feedback!
To answer some of the questions about the fleet array,
Fully upgraded, I intended for it to be a 100 mineral unit with no supply cost and giving 8 supply.
Each “bound” ship would have its own mineral/gas cost and 1 supply
25 mineral for a phoenix,
50 for a scout &
75 /25 gas for a void ray (or something similarly cheap)
These units do have timed life but are intended to hang around for a decent bit
( the idea was that they were already in a different battle above the co-op mission and just get called for temporary backup)

Selendis herself works like this: Every game she enters the game after a cool up as a zealot. Her zealot form can upgrade to a Heavy adept after the twilight council is built, and after the fleet beacon is built she can be upgraded to use her former carrier. On the fleet beacon itself is an upgrade that allows her to call in the gantrithor temporarily. Other than being strong itself, Gantrithor can be a one time suicide bomber or pull a “stukov” and have Fleet array units attack at its location.
Only the use of the Gantrithor by her is a calldown.

I’ll add unit templates with better descriptions later today I suppose.

1 Like

No worry. Anything that gives you motivation.