Kraz the Blazing Maelstrom
Genesis: Plasma/Frost (hey, there's a Maxis post some where saying frost belongs in the plasma category
Bio: An ancient creature hailing from before Cryos's ice age, Kraz was a legendary warrior who had been disgraced and imprisoned in a stasis chamber. When he finally awoke, Cryos had been lost in its ice age and was already besieged by Darkspore.
Raging, Kraz would wander the lands of Cryos for sometime to come. Each day he traveled further, and each day the the dark hand of E-dna wound itself ever further around Kraz, threatening to turn him into nothing more than another warrior in the Corrupter's legions. Miraculously, a genetic mutation was able to keep Kraz himself long enough for him to encounter the Crogenitor Ptyron, where he instantly died before the E-dna could corrupt him any further.
Intrigued, Ptyron took the mangled body of Kraz and set upon his genetic experiments. The E-dna within him had absorbed some of Cryos's frigid essence itself; once Ptyron had created a new being from the devastated leftovers, it was able to not only call upon the powerful thunderstorms Ptyron gave it, but create hailstorms of Ice and Wind.
Taking the name of the being that he had been made from, Kraz would walk the frozen fields of Cryos again-this time, destroying the darkspore hordes instead of falling to them. The remains of the old Kraz within him wished for nothing more than to clear his name and be accepted again, and in this quest he succeeded. The name of Kraz the fallen fiend would fall, replaced by that of Kraz, the Blazing Maelstrom.
Appearance: that of an elongated, Draconic creature, hunched over to the ground. Variant Alpha has draconic wings; Beta, massive spikes with insectoid wings; gamma, metallic armor; Delta, bird or pheonix-like wings.
Weapon: Large, bladed metallic chains with larger blades on the ends. When not in use, they coil up and are carried on Kraz's arms.
Basic attack-Slicing Imprisoner
Kraz slices with his chains for 6-10
physical damage. If done 3-4
times in a row, in the third and forth hit Kraz will slash with both chains in quick succession for 3-7
physical damage twice; if done 5
times in a row, the fifth hit will be an overhead jumping slash that deals 10-15
damage once. The attack imparts enemies with a slowing freeze effect that stacks 7
times; on the 7th
stack, all enemies within 2m
of the impact point will be frozen for 3
seconds; once they thaw, they will be dealt 2-5
energy damage. With each attack, all enemies within 3.5m
of the attack are pull towards Kraz for a maximum of .7m
Special ability- Lightning Charge
-Kraz charges through enemies, dealing 1-2
energy damage and creating a vortex effect that pulls all enemies in his path to his end location. Once there, he creates a discharge of lightning that deals 8-16
energy damage to all enemies within 3m
and jumps to any other enemies 2
times, dealing 70%
less damage each time; any enemies hit are shocked and unable to move for 2
seconds. For 5
seconds afterward, any enemies caught in the initial charge will be inflicted with a slowing freeze effect,
Squad Ability-Blazing Maelstrom
-Kraz channels for 1.5
seconds, creating a vortex that pulls all enemies within 6m
to him. Once he's done, Kraz releases a massive discharge of lightning and hail than freezes all enemies within 4m
and deals 8-16
energy damage, with an additional 5
energy damage over 2.5
-When Kraz is attacked, there is a 20%
chance that he will let off a burst of electricity, dealing 30%
of the attack's damage to all enemies within 4m
-Overdrive-now deals 70%
of damage to all enemies within 6m
for a 50%
(and yes, I know Maelstrom relates to water. I just like the sound of that word.)
The pull effect on Slicing Imprisoner and Blazing Maelstrom do NOT disable enemies; in fact, enemies are free to attack back or even move away while they are being pulled (though moving away will be harder)
The Freeze effect created by Kraz's abilities only effect movement speed, not attack speed; additionally, a single freeze stack by itself is almost negligible.
In PvP, SI does not freeze at 7 stacks, and will instead cap the slow effect, since it is much easier to get those 7 stacks in PvP.
Pull range of SI has been changed: original values were pull from 5m by 1m per attack.