PhoenixICE
04-27-2010, 12:56 AM
Creator Notes: http://dream.heroesofnewerth.com/hero/PhoenixICE/Melrian for the dream link
Melrian, The Arcane Archer
Model file: Custom model (Human girl archer, with simple glowing purple cloak, quiver with white/purple glowing arrows and a white/purple glowing long bow)
Theme: Arcane / Ranger
Affiliation: Legion
Move Speed: 310
Attack Speed: 1.5
Attack Range: 600 (ranged)
Projectile Speed: 1044ms
Attributes
Str: 17+1.65/lvl
Agi: 20+2.45/lvl
Int(Primary attribute): 25+2.8/lvl
Base Armour: 1.0
Starting Mana: 234
Starting HP: 473
Base Damage: 45-51 damage
Major stat modifications, after getting average stats of all heroes in dota, heres the information for those who wish to see it:
Average base stats = 55.3473684
Average stats gain = 6.16947368
Average final stats = 203.643158
PROS: High starting Attack speed, high base movement, low dice roll on damage, fast projectile (easier to last hit)
CONS: low hp/str, low armor (but high agi growth, will eventually negate this)
BackGround: Long ago Melrian was a ordinary ranger, a simple folk in a simple town. Renown in the town for her accuracy and deadliness with the long bow, the town was grateful to have one as skilled as her. As the war waged on between the Hellbourne and the Legion, this town was ignorant of its outside surroundings. One day during a regular hunting trip, Melrian found a glowing rock. It glowed a light violet, sparkling off in all directions. Intrigued by this stone, she walked to retrieve it. Little did she know, a Hellbourne Assassin was nearby looking for the same stone. The assassin notice the girl, and saw her holding onto the stone. Without hesitation, he shot her with his crossbow. Just before the arrow struck, time froze around her. A illuminating glow of violet light surrounded the area, panic stricken - Melrian drops the stone, and steps quickly away from the crossbow bolt, which hung seemingly in mid air. A voice rang out, without a central location, and even with Melrian's keen instincts she could not tell where it came from. "I will grant you my power, but heed this - many have gone corrupt, do wish to tempt fate. But know this, if you do not accept, your death is inevitable, and next time you are shot i will not intervene". Melrian, understood little of the situation and less of what she was being told. All she knew was, if she did not accept, she would die. "Anything is better then death, i will accept your help" she said in shaking voice of fear. A radiant violet light appeared to consume her, and before she knew it - time started moving again. The bolt wizzed pass her, and odly enough she saw a purple outline, of a figure that looked like a man. She pulled her long bow out and nocked a arrow, noticing this the assassin fled. Melrian, having no real intent on killing him, thus letting him go. This was her gravest mistake. Upon returning to the village, and telling no one of the incident, on that night the Hellbourne knocked at their village door step, demanding the girl who dared pointed a weapon at the Hellbourne - refusing to give up their idol, the village was sacked and burnt down, Melrian was saved by her brother who eventually died from a bolt to the back. Seeing her brother die, while in his arms, enraged Melrian and awoken the true potential of the Arcane powers she was given. None that came to her village was able to report back to the Hellbourne, to warn them of this new danger. She has joined the legion, not out of honor, not out of glory, but out of revenge. This is her story....
Sounds:
Normal select:
Was there something you wanted?
I wonder why i never run out of arrows...
What we have here is a failure to communicate.
Do you have nothing better to do?
I'm a arcane fire mage, speced to reduce cast time - oh wait wrong game...
I said a BOW string, not a G... Ugh, nevermind. (over clicking - stolen from wc3)
Move Select:
I shall move swiftly.
I can sense them.
-under construction-
Attack Select:
One shot... two kills.
My vengeance is at hand.
My bow, knows no equal.
ABILITIES:
http://www.hiveworkshop.com/forums/resource_images/6/icons_5532_btn.jpg
SKILL ONE: Arcane Imbuement
Simple Description: Adds extra damage per attack, and gives all team mates a higher chance to critical strike on the unit(debuff).
Enhanced Description: an auto cast skill (auto cast definition: can be turned off and on, but drains mana every shot when on), that provides extra damage per hit stacking on the enemy (read maths below for number crunching), also giving them a debuff that give enemy players a higher chance to critical on them (If the attacking hero doesn't have any critical skill or item, then nothing happens). Debuff duration lasts 5 seconds at all levels, and is refreshed with every new shot.
Effect: Bonus Damage (Stacking) / Increased critical rate / Mana Cost / Cooldown
Type: Auto Cast Skill
Notes: If a hero doesn't have critical then hitting a hero with the debuff doesn't help them at all. The bonus damage is counted as magic damage.
Level 1: 6 Bonus Damage Stacking / 4% critical strike chance increase / 25 mana / 2 Seconds
Level 2: 12 Bonus Damage Stacking / 8% critical strike chance increase / 30 mana / 1 Seconds
Level 3: 18 Bonus Damage Stacking / 12% critical strike chance increase / 35 mana / 0 Seconds
Level 4: 24 Bonus Damage Stacking / 16% critical strike chance increase / 40 mana / 0 Seconds
Example: Hitting a player 4 times with level 1, and all shots are within 5 seconds of each other - this will be the maths:
Damage + 6----First shot
Damage + 12---Second Shot
Damage + 18---Third Shot
Damage + 24---Fourth Shot
--------------
4xdamage + 60--total damage (this is four hits remember and they must be within 5 seconds of each other or it resets the damage stack)
Balancing: The mana cost is relatively high to keep this move up, atleast at low levels - Also the spell doesn't add damage directly to your hit, instead its a bonus magical damage, which doesn't count in your critical.
http://www.hiveworkshop.com/forums/resource_images/6/icons_5898_pas.jpg
SKILL TWO: Perception
Simple Description: Gives a chance to critical, when critical procs damage is done in a radius of 300 of the targeted unit affecting all nearby enemy units and lowering their magic armor.
Enhanced Desciption: This spell has a chance to critically strike the enemy player for extra multiplier of damage. All Critical Damage done is magical. When the critical happens, a small blast happens around the enemy dealing damage equivalent to your critical damage to in a radius around the targeted unit, this also applies a magic armor reduction debuff (debuff does not stack), debuff lasts 5 seconds at all levels.
Effect: Critical Strike Chance / Critical Multiplier / AoE Range / Magic Armor Reduction
Type: Passive
Note: All Critical Damage done is counted as magical.
Level 1: 15% Chance / 1.25x Critical / 300 Range / -1 Armor
Level 1: 15% Chance / 1.5x Critical / 300 Range / -2 Armor
Level 3: 15% Chance / 1.75x Critical / 300 Range / -3 Armor
Level 4: 15% Chance / 2.00x Critical / 300 Range / -4 Armor
Balancing: Percentage is relatively low, but still procable - but effectively used in combination of the first skill. AoE damage is negatable by shruken head and other magic immunity moves.
http://www.hiveworkshop.com/forums/resource_images/7/icons_6731_btn.jpg
SKILL THREE: Valiant Arrow
Simple Description: Fires a extremely fast moving arrow hitting all units in a line, if any unit hit has a debuff from this hero, a small explosion happens and all units caught in it are dealt small amount of magic damage.
Enhanced Description: Takes 0.5 second to build up energy, then after that 0.5 seconds, a arrow is released at such speeds that it strikes through all enemies it passes through, each enemy has a critical check against it. Damage is calculated by your current INT multiplied by skill level. (magic damage isn't calculated into the critical check).
Special Effect: If the player has any Arcane debuff, then a explosion occurs at the target, causing all units in that area to gain the Arcane Residue Debuff (Lasts 10 seconds) and a small magic damage occurs. All units hit by the explosion, will have a 0.01 sec mini stun applied.
Effect: Multiplier / Explosion Damage / Mana Cost / Cooldown / Range of AoE / Range that arrow will travel
Type: Ground Targeted spell
Note: This can essentially cause a chain reaction effect, if multiple units are behind each other.
Level 1: 1x Int In Damage / 30 Damage / 110 Mana / 20 Seconds / 250 Range AoE / 1000 Range
Level 2: 1.5x Int In Damage / 50 Damage / 120 Mana / 20 Seconds / 250 Range AoE / 1200 Range
Level 3: 2x Int In Damage / 70 Damage / 130 Mana / 20 Seconds / 250 Range AoE / 1400 Range
Level 4: 2.5x Int In Damage / 90 Damage / 140 Mana / 20 Seconds / 250 range AoE / 1600 Range
Balancing: Cooldown is medium and can't spam this spell, its more a setup spell for your ultimate, or used to shoot those who are about to escape. Range was changed after the being told that windrunner in dota, her similar spell has a distance of 1.7k
http://i640.photobucket.com/albums/uu127/Koiuy2/Handimage-help.jpg?t=1274680756
SKILL ULTIMATE: Arcane Attunement
Simple Description: Makes all units visible on the map if they have a debuff from this hero(passive), and when activated all units with a debuff from this hero is slowed both movement and attack speed(debuff), and causes this heroes arrows to seek out one extra target that have the new debuff(similar to moon queens bounce, but with a larger range, and only hits 1 extra person per level, but they must have the new debuff).
Enhanced Description: Every Unit with any type of arcane debuff, will be visible on both the mini map and the map(Passive) when this skill is activated all Heroes with the debuff, will have their energy drained - causing them to move and attack slower. They will also gain a new debuff called "Arcane De-stabilization"
Special effect: Whenever the Arcane Ranger fires using her Arcane Imbument autocast, it will pierce through the hero and be magnetically attracted to the nearest hero with the Arcane De-stabilization debuff, both hero will have a critical check on them and both heroes will have separate stack counters.
Effect: Movement Slowed % / Attack Slowed % / Range of arrow Attract / Slow Duration / Mana Cost / Cooldown
Type: Passive / Activate
Level 1: MS -33% / AS -20% / 600 range / 5 Seconds / 250 Mana / 60 Seconds
Level 2: MS -33% / As -25% / 800 range / 5 Seconds / 350 Mana / 55 Seconds
Level 3: Ms -33% / AS -30% / 1000 range / 5 Seconds / 450 Mana / 50 Seconds
Staff of masters can boost the Duration to 6 seconds and decrease the cooldown by 30 seconds.
Note: "Arcane De-stabilization" causes enemy to take 10% more magic damage.
Balancing: For a ult, it would be relatively weak, if it did not have mass synergy with other skills, since it relies heavily on debuffs. But the compensation is a multi-targeting without reduction attack with short duration, allowing a initiation without actually entering into combat.
Synergy:
First skill is her basic output dps increaser, with every attack doing more damage then the last. The synergy for the first move lies within the debuff the targeted unit gets, which gives all units attacking it a increase in chance of procing a critical. Since her base % is quite low (15%) to proc her critical, this debuff significantly boosts her average dps. The down side is, she must have the first spell on autocast, and any silence base spell will destroy this synergy.
Second skill is her dice roll damage multiplier with a twist, its a passive way to farm since it has AoE, and gives a debuff to increase her overall dps using first move. This skill is designed so that it synergys with the 3rd skill, which checks for debuffs in general that come from this hero.
third skill is this heroes nuke, causing damage based on her current INT with additional extra magical damage with a 0.5 sec cast time for players to avoid it. The twist here is when the unit struck by this enhanced arrow has a arcane debuff on them, it causes them to have a arcane explosion on the unit, which deals a small amount of magic damage and a 0.01mini stun to all units in a small radius, and also giving them the arcane residue debuff in the processes. If used properly and you could cause a chain reaction to occur, thus increasing the deadliness of this attack skill, having relatively low bonus damage, using this skill as a nuke without setting up the field first is just a waste of mana. Also her only way of stopping someone from channeling or teleporting away.
Her ultimate is what ties most of these skills together, allowing the hero vision of the unit as long as they have any arcane debuff on them, preventing people from juking you. that is the passive side of the ulimate, it also doubles as a slowing mechanism - which when activated it slows all heroes currently with a arcane debuff on them, giving them a additional debuff, that allows the ranger to hit multiple targets, similar to lunas bounce, but the range is dependent on the current position of the bounce.
PhoenixICE
Melrian, The Arcane Archer
Model file: Custom model (Human girl archer, with simple glowing purple cloak, quiver with white/purple glowing arrows and a white/purple glowing long bow)
Theme: Arcane / Ranger
Affiliation: Legion
Move Speed: 310
Attack Speed: 1.5
Attack Range: 600 (ranged)
Projectile Speed: 1044ms
Attributes
Str: 17+1.65/lvl
Agi: 20+2.45/lvl
Int(Primary attribute): 25+2.8/lvl
Base Armour: 1.0
Starting Mana: 234
Starting HP: 473
Base Damage: 45-51 damage
Major stat modifications, after getting average stats of all heroes in dota, heres the information for those who wish to see it:
Average base stats = 55.3473684
Average stats gain = 6.16947368
Average final stats = 203.643158
PROS: High starting Attack speed, high base movement, low dice roll on damage, fast projectile (easier to last hit)
CONS: low hp/str, low armor (but high agi growth, will eventually negate this)
BackGround: Long ago Melrian was a ordinary ranger, a simple folk in a simple town. Renown in the town for her accuracy and deadliness with the long bow, the town was grateful to have one as skilled as her. As the war waged on between the Hellbourne and the Legion, this town was ignorant of its outside surroundings. One day during a regular hunting trip, Melrian found a glowing rock. It glowed a light violet, sparkling off in all directions. Intrigued by this stone, she walked to retrieve it. Little did she know, a Hellbourne Assassin was nearby looking for the same stone. The assassin notice the girl, and saw her holding onto the stone. Without hesitation, he shot her with his crossbow. Just before the arrow struck, time froze around her. A illuminating glow of violet light surrounded the area, panic stricken - Melrian drops the stone, and steps quickly away from the crossbow bolt, which hung seemingly in mid air. A voice rang out, without a central location, and even with Melrian's keen instincts she could not tell where it came from. "I will grant you my power, but heed this - many have gone corrupt, do wish to tempt fate. But know this, if you do not accept, your death is inevitable, and next time you are shot i will not intervene". Melrian, understood little of the situation and less of what she was being told. All she knew was, if she did not accept, she would die. "Anything is better then death, i will accept your help" she said in shaking voice of fear. A radiant violet light appeared to consume her, and before she knew it - time started moving again. The bolt wizzed pass her, and odly enough she saw a purple outline, of a figure that looked like a man. She pulled her long bow out and nocked a arrow, noticing this the assassin fled. Melrian, having no real intent on killing him, thus letting him go. This was her gravest mistake. Upon returning to the village, and telling no one of the incident, on that night the Hellbourne knocked at their village door step, demanding the girl who dared pointed a weapon at the Hellbourne - refusing to give up their idol, the village was sacked and burnt down, Melrian was saved by her brother who eventually died from a bolt to the back. Seeing her brother die, while in his arms, enraged Melrian and awoken the true potential of the Arcane powers she was given. None that came to her village was able to report back to the Hellbourne, to warn them of this new danger. She has joined the legion, not out of honor, not out of glory, but out of revenge. This is her story....
Sounds:
Normal select:
Was there something you wanted?
I wonder why i never run out of arrows...
What we have here is a failure to communicate.
Do you have nothing better to do?
I'm a arcane fire mage, speced to reduce cast time - oh wait wrong game...
I said a BOW string, not a G... Ugh, nevermind. (over clicking - stolen from wc3)
Move Select:
I shall move swiftly.
I can sense them.
-under construction-
Attack Select:
One shot... two kills.
My vengeance is at hand.
My bow, knows no equal.
ABILITIES:
http://www.hiveworkshop.com/forums/resource_images/6/icons_5532_btn.jpg
SKILL ONE: Arcane Imbuement
Simple Description: Adds extra damage per attack, and gives all team mates a higher chance to critical strike on the unit(debuff).
Enhanced Description: an auto cast skill (auto cast definition: can be turned off and on, but drains mana every shot when on), that provides extra damage per hit stacking on the enemy (read maths below for number crunching), also giving them a debuff that give enemy players a higher chance to critical on them (If the attacking hero doesn't have any critical skill or item, then nothing happens). Debuff duration lasts 5 seconds at all levels, and is refreshed with every new shot.
Effect: Bonus Damage (Stacking) / Increased critical rate / Mana Cost / Cooldown
Type: Auto Cast Skill
Notes: If a hero doesn't have critical then hitting a hero with the debuff doesn't help them at all. The bonus damage is counted as magic damage.
Level 1: 6 Bonus Damage Stacking / 4% critical strike chance increase / 25 mana / 2 Seconds
Level 2: 12 Bonus Damage Stacking / 8% critical strike chance increase / 30 mana / 1 Seconds
Level 3: 18 Bonus Damage Stacking / 12% critical strike chance increase / 35 mana / 0 Seconds
Level 4: 24 Bonus Damage Stacking / 16% critical strike chance increase / 40 mana / 0 Seconds
Example: Hitting a player 4 times with level 1, and all shots are within 5 seconds of each other - this will be the maths:
Damage + 6----First shot
Damage + 12---Second Shot
Damage + 18---Third Shot
Damage + 24---Fourth Shot
--------------
4xdamage + 60--total damage (this is four hits remember and they must be within 5 seconds of each other or it resets the damage stack)
Balancing: The mana cost is relatively high to keep this move up, atleast at low levels - Also the spell doesn't add damage directly to your hit, instead its a bonus magical damage, which doesn't count in your critical.
http://www.hiveworkshop.com/forums/resource_images/6/icons_5898_pas.jpg
SKILL TWO: Perception
Simple Description: Gives a chance to critical, when critical procs damage is done in a radius of 300 of the targeted unit affecting all nearby enemy units and lowering their magic armor.
Enhanced Desciption: This spell has a chance to critically strike the enemy player for extra multiplier of damage. All Critical Damage done is magical. When the critical happens, a small blast happens around the enemy dealing damage equivalent to your critical damage to in a radius around the targeted unit, this also applies a magic armor reduction debuff (debuff does not stack), debuff lasts 5 seconds at all levels.
Effect: Critical Strike Chance / Critical Multiplier / AoE Range / Magic Armor Reduction
Type: Passive
Note: All Critical Damage done is counted as magical.
Level 1: 15% Chance / 1.25x Critical / 300 Range / -1 Armor
Level 1: 15% Chance / 1.5x Critical / 300 Range / -2 Armor
Level 3: 15% Chance / 1.75x Critical / 300 Range / -3 Armor
Level 4: 15% Chance / 2.00x Critical / 300 Range / -4 Armor
Balancing: Percentage is relatively low, but still procable - but effectively used in combination of the first skill. AoE damage is negatable by shruken head and other magic immunity moves.
http://www.hiveworkshop.com/forums/resource_images/7/icons_6731_btn.jpg
SKILL THREE: Valiant Arrow
Simple Description: Fires a extremely fast moving arrow hitting all units in a line, if any unit hit has a debuff from this hero, a small explosion happens and all units caught in it are dealt small amount of magic damage.
Enhanced Description: Takes 0.5 second to build up energy, then after that 0.5 seconds, a arrow is released at such speeds that it strikes through all enemies it passes through, each enemy has a critical check against it. Damage is calculated by your current INT multiplied by skill level. (magic damage isn't calculated into the critical check).
Special Effect: If the player has any Arcane debuff, then a explosion occurs at the target, causing all units in that area to gain the Arcane Residue Debuff (Lasts 10 seconds) and a small magic damage occurs. All units hit by the explosion, will have a 0.01 sec mini stun applied.
Effect: Multiplier / Explosion Damage / Mana Cost / Cooldown / Range of AoE / Range that arrow will travel
Type: Ground Targeted spell
Note: This can essentially cause a chain reaction effect, if multiple units are behind each other.
Level 1: 1x Int In Damage / 30 Damage / 110 Mana / 20 Seconds / 250 Range AoE / 1000 Range
Level 2: 1.5x Int In Damage / 50 Damage / 120 Mana / 20 Seconds / 250 Range AoE / 1200 Range
Level 3: 2x Int In Damage / 70 Damage / 130 Mana / 20 Seconds / 250 Range AoE / 1400 Range
Level 4: 2.5x Int In Damage / 90 Damage / 140 Mana / 20 Seconds / 250 range AoE / 1600 Range
Balancing: Cooldown is medium and can't spam this spell, its more a setup spell for your ultimate, or used to shoot those who are about to escape. Range was changed after the being told that windrunner in dota, her similar spell has a distance of 1.7k
http://i640.photobucket.com/albums/uu127/Koiuy2/Handimage-help.jpg?t=1274680756
SKILL ULTIMATE: Arcane Attunement
Simple Description: Makes all units visible on the map if they have a debuff from this hero(passive), and when activated all units with a debuff from this hero is slowed both movement and attack speed(debuff), and causes this heroes arrows to seek out one extra target that have the new debuff(similar to moon queens bounce, but with a larger range, and only hits 1 extra person per level, but they must have the new debuff).
Enhanced Description: Every Unit with any type of arcane debuff, will be visible on both the mini map and the map(Passive) when this skill is activated all Heroes with the debuff, will have their energy drained - causing them to move and attack slower. They will also gain a new debuff called "Arcane De-stabilization"
Special effect: Whenever the Arcane Ranger fires using her Arcane Imbument autocast, it will pierce through the hero and be magnetically attracted to the nearest hero with the Arcane De-stabilization debuff, both hero will have a critical check on them and both heroes will have separate stack counters.
Effect: Movement Slowed % / Attack Slowed % / Range of arrow Attract / Slow Duration / Mana Cost / Cooldown
Type: Passive / Activate
Level 1: MS -33% / AS -20% / 600 range / 5 Seconds / 250 Mana / 60 Seconds
Level 2: MS -33% / As -25% / 800 range / 5 Seconds / 350 Mana / 55 Seconds
Level 3: Ms -33% / AS -30% / 1000 range / 5 Seconds / 450 Mana / 50 Seconds
Staff of masters can boost the Duration to 6 seconds and decrease the cooldown by 30 seconds.
Note: "Arcane De-stabilization" causes enemy to take 10% more magic damage.
Balancing: For a ult, it would be relatively weak, if it did not have mass synergy with other skills, since it relies heavily on debuffs. But the compensation is a multi-targeting without reduction attack with short duration, allowing a initiation without actually entering into combat.
Synergy:
First skill is her basic output dps increaser, with every attack doing more damage then the last. The synergy for the first move lies within the debuff the targeted unit gets, which gives all units attacking it a increase in chance of procing a critical. Since her base % is quite low (15%) to proc her critical, this debuff significantly boosts her average dps. The down side is, she must have the first spell on autocast, and any silence base spell will destroy this synergy.
Second skill is her dice roll damage multiplier with a twist, its a passive way to farm since it has AoE, and gives a debuff to increase her overall dps using first move. This skill is designed so that it synergys with the 3rd skill, which checks for debuffs in general that come from this hero.
third skill is this heroes nuke, causing damage based on her current INT with additional extra magical damage with a 0.5 sec cast time for players to avoid it. The twist here is when the unit struck by this enhanced arrow has a arcane debuff on them, it causes them to have a arcane explosion on the unit, which deals a small amount of magic damage and a 0.01mini stun to all units in a small radius, and also giving them the arcane residue debuff in the processes. If used properly and you could cause a chain reaction to occur, thus increasing the deadliness of this attack skill, having relatively low bonus damage, using this skill as a nuke without setting up the field first is just a waste of mana. Also her only way of stopping someone from channeling or teleporting away.
Her ultimate is what ties most of these skills together, allowing the hero vision of the unit as long as they have any arcane debuff on them, preventing people from juking you. that is the passive side of the ulimate, it also doubles as a slowing mechanism - which when activated it slows all heroes currently with a arcane debuff on them, giving them a additional debuff, that allows the ranger to hit multiple targets, similar to lunas bounce, but the range is dependent on the current position of the bounce.
PhoenixICE