Vanarchy
05-03-2010, 08:39 AM
Doomguide
http://i39.tinypic.com/ddnp92.jpg
http://i42.tinypic.com/5n93q0.jpg
Stats & Skills
http://i40.tinypic.com/2eyx5zk.jpg
http://i43.tinypic.com/x5pbnd.jpg http://i40.tinypic.com/29izjs.jpg http://i41.tinypic.com/igf0hc.jpg http://i43.tinypic.com/kaokqs.jpg
Gameplay examples
Deathmark
Problem: Enemy team has a hero that makes your pushes very risky (like Behe / Magmus / Kraken).
Solution: You should gank him before you push. And don't forget to put Deathmark on him, up to 13 additional seconds to the revive time is not something to laugh at, especially lategame when revive timers reach 80s. Also Deathmarks 7/9/11/13% MS slow is not a "burst" type of slow, but it can be very benefitical during the long run, especiall connected with the Doomsday.
Problem: Enemy loves juking.
Solution: Deathmark reveals affected enemy for up to 13 seconds, which is usually enough to kill most heroes during 3v2, 2v1 or even 1v1 ganks.
Problem: Madman / Night Hound / Valkyrie / Keeper / Assassin's Shroud users love going into invis with low hitpoints.
Solution: Deathmark.
Problem: Scout.
Solution: Scout is not a problem!
Grim Ward
Problem: You are ganking and you know that enemies will try to escape.
Solution: Attack from the back, put a Grim Ward in the middle of the possible escape path. Enemies will have troubles trying to avoid Wards AoE. If an allied hero has stun, you can manage to place the ward right infront of the retreating enemy while he is stunned, which will force him to run back closer to your tower / away from his tower.
Problem: Swiftblade is trying to kill you. He uses Blade Frenzy and keeps moving close to you. When Frenzy is over he's going to finish you off with his ultimate.
Solution: Place a Grim Ward on the ground 1-2 seconds before Swiftblades' Frenzy ends: as soon as it ends he will be feared and you should run in the opposite direction to maximize the distance between you. Same scenario of escape also works if Swiftblade chooses to use his ultimate first, before frenzy. Ward can also fear the hungry Predator when his Stone Hide ends.
Problem: Your team couldn't catch and kill enemy Tempest, but you need to push. You are trying not to stay close to each other, but Tempest still can find a good moment to blink in and use his ultimate.
Solution: Place a Grim Ward in the center of the area, it will fear Tempest if he blinks close to it. Ward should be placed a little to the back of the battlefield to make it harder for enemies to destroy it. This anti-Tempest strategy won't work if Tempest gets Shrunken Head. Also, this is a good way to create a Behemoth-unfriendly area.
Malefice
Problem: There was no mechanic in HoN or DotA that used the number of magical effects affecting the target, while debuffs are everywhere and this can be easily coded.
Solution: Now there is one! All other Doomguides' abilities apply debuffs to enemy units, so the synergy is pretty straight. Almoast every fight involves slows and disables being used, which makes this ability great for ganks and mass battles.
Doomsday
Problem: Enemies who make Shaman's Headdress become extremely resistant to magic damage, this becomes especially noticeable in the lategame.
Solution: Fiery Ray of Doom can breach any magical defence, making enemy vulnerable to your teammates spells as well. Also I have to mention that if the Ray moves 1800 units away from the Doomguide while chasing its current target, it will automatically return to the Doomguide. This also happens if current Rays target manages to move 1800 units away from it. Pressing the Doomsdays hotkey again (R by default) while it is active will order the Ray to return to the Doomguide as well.
Game interactions
Good Allies
:slit:: Damage of Malefice scales very well with the number of debuffs affecting the target - and Slither is the one with 4 possible debuffs. Slither can drastically slow the target, letting Doomguides' ultimate work at its full potential.
:arma::pred::pest::pand:: All of them have multiple debuffs, all of them can slow enemies and all of them usually stand at the side lanes where most of the ganks happen.
:zeph:: Zephyr can gust enemies right into the Grim Wards area. If Zephyr and Doomguide use their ultimates at the same time, a real Doomsday happens.
:krak:: Can also pull enemies into the GrimWarded area, slowing aura works very well for both Doomguides' ultimate and Malefice.
:hell:: One more ultimate debuffer.
I'm not going to list all heroes because Doomguide doesn't have "bad" allies. Both Deathmark and Grim Ward are great ganking tools that can synergize with any other slows and disables.
Worst Enemies
:elec::jera::accu:: Debuff-removers, obviously.
:swif:: Ability to remove all debuffs and become immune to magic damage. Extremely deadly.
:bloo:: Long silence, almoast impossible to escape if he is not alone, even with the TP scroll. Also, the Ray of Doom just won't catch BH if there is a low-hp hero in your team.
:pebb:: Extreme danger in the midgame, also -40% debuff duration passive is a factor to reckon with.
:ShrunkenHead:: Worst enemy because anyone can possess it... -_-
Good Items
:HarkonsBlade:: Ultimate weapon of destruction if you wanna become a semi-carry. Absolute greatness.
:FrostfieldPlate:: Affects enemies with a negative aura (+ 1 to Malefice), gives ability to slow down enemies (which is also a debuff so again + 1 to Malefice), slow let's your ultimate damage enemies and lower their magic armor (+ 1 to Doomsday), magic armor reduction will increase the damage of Malefice even further (so that's + 1 more to Malefice). Plate also greatly improves resistance to enemy's carries and give a bunch of intelligence, so this is an ultimate item for the Doomguide.
http://i39.tinypic.com/2v8s8y8.jpghttp://i42.tinypic.com/2vnqett.jpg: Possible way to boost your damage output, survivability and get SLOW, which will force unlucky enemies to feel the power of the Ray.
:FrostwolfsSkull:: Obvious alternative.
:DaemonicBreastplate: Good one ofcourse, but Frostfield Plate is better for the Doomguide IMO.
:KuldrasSheepstick:: Great item for nearly any hero.
:StaffOfTheMaster:: Should probably increase the speed and DPS of the Ray of Doom. Not sure about that.
:Stormspirit:: Can be easily used in connection with the Grim Ward to force the enemy run in a desired direction.
:TabletOfCommand:: Ranged enemy heroes can attack the Grim Ward without being feared - but you can use the Tablet to force them right into the Wards AoE.
Animations & icons
Attacks
Doomguide points at the target with the knob of his staff and shoots some kind of multicolored essence. The projectile should fly at medium speed.
Malefice
Using Malefice changes Doomguides projectile and projectile speed, it should look like Lich's attack from Might and Magic series if you know what I'm talking about - ray of energy bursts from the staff and strikes the enemy, projectile speed should be fast.
http://i43.tinypic.com/2441xqs.jpg
Deathmark
Debuff animation of Deathmark should be some overhead symbol, but not a skull. I actually think that MTGs version fits very well the idea of Deathmark. Similar symbol would be great to represent this ability.
http://i41.tinypic.com/n4w6dy.jpg
Grim Ward
And for the ward, actually, some skulls and bones would be nice)
http://i41.tinypic.com/28seis.jpg
Doomsday
http://i43.tinypic.com/ivffbl.jpg
Conclusion
I hope I've succeeded at creating a hero concept that deserves to be in HoN. I know some numbers need tweaking, but overall, I really like how it turned out. I chose not to suggest a hero for the Agility Hero Contest, but instead I've spent more time to make the Doomguide better. Thanks for reading, you are welcome to comment. :)
P.S. This hero was denied in the Intelligence Ganker hero contest, sadly. I guess it's just difficult to make it graphically considering critical time constraints of the Int hero contest. Well, now letting community to see him due to multiple requests.
The end is near.
http://i39.tinypic.com/ddnp92.jpg
http://i42.tinypic.com/5n93q0.jpg
Stats & Skills
http://i40.tinypic.com/2eyx5zk.jpg
http://i43.tinypic.com/x5pbnd.jpg http://i40.tinypic.com/29izjs.jpg http://i41.tinypic.com/igf0hc.jpg http://i43.tinypic.com/kaokqs.jpg
Gameplay examples
Deathmark
Problem: Enemy team has a hero that makes your pushes very risky (like Behe / Magmus / Kraken).
Solution: You should gank him before you push. And don't forget to put Deathmark on him, up to 13 additional seconds to the revive time is not something to laugh at, especially lategame when revive timers reach 80s. Also Deathmarks 7/9/11/13% MS slow is not a "burst" type of slow, but it can be very benefitical during the long run, especiall connected with the Doomsday.
Problem: Enemy loves juking.
Solution: Deathmark reveals affected enemy for up to 13 seconds, which is usually enough to kill most heroes during 3v2, 2v1 or even 1v1 ganks.
Problem: Madman / Night Hound / Valkyrie / Keeper / Assassin's Shroud users love going into invis with low hitpoints.
Solution: Deathmark.
Problem: Scout.
Solution: Scout is not a problem!
Grim Ward
Problem: You are ganking and you know that enemies will try to escape.
Solution: Attack from the back, put a Grim Ward in the middle of the possible escape path. Enemies will have troubles trying to avoid Wards AoE. If an allied hero has stun, you can manage to place the ward right infront of the retreating enemy while he is stunned, which will force him to run back closer to your tower / away from his tower.
Problem: Swiftblade is trying to kill you. He uses Blade Frenzy and keeps moving close to you. When Frenzy is over he's going to finish you off with his ultimate.
Solution: Place a Grim Ward on the ground 1-2 seconds before Swiftblades' Frenzy ends: as soon as it ends he will be feared and you should run in the opposite direction to maximize the distance between you. Same scenario of escape also works if Swiftblade chooses to use his ultimate first, before frenzy. Ward can also fear the hungry Predator when his Stone Hide ends.
Problem: Your team couldn't catch and kill enemy Tempest, but you need to push. You are trying not to stay close to each other, but Tempest still can find a good moment to blink in and use his ultimate.
Solution: Place a Grim Ward in the center of the area, it will fear Tempest if he blinks close to it. Ward should be placed a little to the back of the battlefield to make it harder for enemies to destroy it. This anti-Tempest strategy won't work if Tempest gets Shrunken Head. Also, this is a good way to create a Behemoth-unfriendly area.
Malefice
Problem: There was no mechanic in HoN or DotA that used the number of magical effects affecting the target, while debuffs are everywhere and this can be easily coded.
Solution: Now there is one! All other Doomguides' abilities apply debuffs to enemy units, so the synergy is pretty straight. Almoast every fight involves slows and disables being used, which makes this ability great for ganks and mass battles.
Doomsday
Problem: Enemies who make Shaman's Headdress become extremely resistant to magic damage, this becomes especially noticeable in the lategame.
Solution: Fiery Ray of Doom can breach any magical defence, making enemy vulnerable to your teammates spells as well. Also I have to mention that if the Ray moves 1800 units away from the Doomguide while chasing its current target, it will automatically return to the Doomguide. This also happens if current Rays target manages to move 1800 units away from it. Pressing the Doomsdays hotkey again (R by default) while it is active will order the Ray to return to the Doomguide as well.
Game interactions
Good Allies
:slit:: Damage of Malefice scales very well with the number of debuffs affecting the target - and Slither is the one with 4 possible debuffs. Slither can drastically slow the target, letting Doomguides' ultimate work at its full potential.
:arma::pred::pest::pand:: All of them have multiple debuffs, all of them can slow enemies and all of them usually stand at the side lanes where most of the ganks happen.
:zeph:: Zephyr can gust enemies right into the Grim Wards area. If Zephyr and Doomguide use their ultimates at the same time, a real Doomsday happens.
:krak:: Can also pull enemies into the GrimWarded area, slowing aura works very well for both Doomguides' ultimate and Malefice.
:hell:: One more ultimate debuffer.
I'm not going to list all heroes because Doomguide doesn't have "bad" allies. Both Deathmark and Grim Ward are great ganking tools that can synergize with any other slows and disables.
Worst Enemies
:elec::jera::accu:: Debuff-removers, obviously.
:swif:: Ability to remove all debuffs and become immune to magic damage. Extremely deadly.
:bloo:: Long silence, almoast impossible to escape if he is not alone, even with the TP scroll. Also, the Ray of Doom just won't catch BH if there is a low-hp hero in your team.
:pebb:: Extreme danger in the midgame, also -40% debuff duration passive is a factor to reckon with.
:ShrunkenHead:: Worst enemy because anyone can possess it... -_-
Good Items
:HarkonsBlade:: Ultimate weapon of destruction if you wanna become a semi-carry. Absolute greatness.
:FrostfieldPlate:: Affects enemies with a negative aura (+ 1 to Malefice), gives ability to slow down enemies (which is also a debuff so again + 1 to Malefice), slow let's your ultimate damage enemies and lower their magic armor (+ 1 to Doomsday), magic armor reduction will increase the damage of Malefice even further (so that's + 1 more to Malefice). Plate also greatly improves resistance to enemy's carries and give a bunch of intelligence, so this is an ultimate item for the Doomguide.
http://i39.tinypic.com/2v8s8y8.jpghttp://i42.tinypic.com/2vnqett.jpg: Possible way to boost your damage output, survivability and get SLOW, which will force unlucky enemies to feel the power of the Ray.
:FrostwolfsSkull:: Obvious alternative.
:DaemonicBreastplate: Good one ofcourse, but Frostfield Plate is better for the Doomguide IMO.
:KuldrasSheepstick:: Great item for nearly any hero.
:StaffOfTheMaster:: Should probably increase the speed and DPS of the Ray of Doom. Not sure about that.
:Stormspirit:: Can be easily used in connection with the Grim Ward to force the enemy run in a desired direction.
:TabletOfCommand:: Ranged enemy heroes can attack the Grim Ward without being feared - but you can use the Tablet to force them right into the Wards AoE.
Animations & icons
Attacks
Doomguide points at the target with the knob of his staff and shoots some kind of multicolored essence. The projectile should fly at medium speed.
Malefice
Using Malefice changes Doomguides projectile and projectile speed, it should look like Lich's attack from Might and Magic series if you know what I'm talking about - ray of energy bursts from the staff and strikes the enemy, projectile speed should be fast.
http://i43.tinypic.com/2441xqs.jpg
Deathmark
Debuff animation of Deathmark should be some overhead symbol, but not a skull. I actually think that MTGs version fits very well the idea of Deathmark. Similar symbol would be great to represent this ability.
http://i41.tinypic.com/n4w6dy.jpg
Grim Ward
And for the ward, actually, some skulls and bones would be nice)
http://i41.tinypic.com/28seis.jpg
Doomsday
http://i43.tinypic.com/ivffbl.jpg
Conclusion
I hope I've succeeded at creating a hero concept that deserves to be in HoN. I know some numbers need tweaking, but overall, I really like how it turned out. I chose not to suggest a hero for the Agility Hero Contest, but instead I've spent more time to make the Doomguide better. Thanks for reading, you are welcome to comment. :)
P.S. This hero was denied in the Intelligence Ganker hero contest, sadly. I guess it's just difficult to make it graphically considering critical time constraints of the Int hero contest. Well, now letting community to see him due to multiple requests.
The end is near.