View Full Version : The Templar (Steadfast Tank) - Please read the rework ideas (10-26-2009)
Numbers are subject to change
Vote on concept
The Templar
http://th07.deviantart.net/fs31/300W/i/2008/188/8/5/Templar_by_neisbeis.jpg
(not my work (http://th07.deviantart.net/fs31/300W/i/2008/188/8/5/Templar_by_neisbeis.jpg))
There are several kind of tanks in the game, but not a single tank with a real damage proctect skill. For sure Jeraziah can prevent magic damage but can't prevent damage at all.
The Templar is able to do this but has to offer his own health to do this.
http://www.playdota.com/img/site/hs.gif
http://www.playdota.com/img/site/strength-c.jpg http://www.playdota.com/img/site/agility.jpghttp://www.playdota.com/img/site/intelligence.jpg
23+2.9 | 20+1.6 | 15+1.7
http://www.playdota.com/img/site/as.gif
Movement Speed: 300
Attack Range: 100
Damage: 31-44
Armor: 2
Affiliation: Legion
http://www.playdota.com/img/site/addinfo.jpg
Story
The Templars where the most famous and trusty warriors during the dark age of Newerth. But they also became very powerful ... to powerful for some.
One tried to kill them all to gather they treasures but those were never found. Though the holy order never really died. After several years of persecution the left over Templars reunited.
They once again became a famous and mysterious order, sending out their best warriors on the battlefields of Newerth.
Role
Tank and Damage Hybrid
Visual
He's a human knight. Due to the fact HoN plays in the future an alternative setting could look like this: Warhammer Style (http://image-upload.de/image/q2DOGT/7ca37f95f3.jpg)
The old visual setting of him i used was this: Templar (http://image-upload.de/image/R1hhcC/febd2bcd05.jpg)
All 3 Setting would fit him, it's up to YOU to decide which one would fit HoN the best.
Important is that one can see his armor, his shield and sword. On his back he could have a cape with a huge cross. On his head he should have a helmet, so you won't see his face (see the old visual setting for this).
If the version without helmet is prefered or you don't want a helmet, go ahead :)
As weapon he shall use a sword. As alternative he also could wear a mace or a flail. But a sword would fit him best.
If you like to use him as Hellbourne Tank you can use this theme: Skeleton Warrior (http://i296.photobucket.com/albums/mm196/ixumanu/Ice_Skeleton_Warrior.jpg) or this one (http://www.nova-uno.com/poster-sk.png).
Sound
Moving
Yes Milord / Yes Mylord
I'm on a crusade
None shall defeat me
Come on ya pansy
I should meet the enemies of Sol
Attack
Hold your weapons high
This is only a flesh wound
Crush the barbarians
That is blasphemy
Take a knee
Introduction
Sol wills it!
Death
All right, we'll call it a draw
Misc
Blue. No, yellow ... uuaahhhh ... damn i'm colorblind
Yes we found the Holy Grail, stop asking me. I won't tell you where it is.
I'm not a Knight who say ... NI.
You have been weighed, you have been measured, and you have been found wanting. In what world could you possibly beat me?
http://image-upload.de/image/8AlAob/a652093d88.jpg
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Shield Slam
http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png
The Templar uses his shield to deal damage to his enemies and to daze them.
Skill Type: Active (Target, Enemy)
Mana Cost: 90/100/110/120
Range: 250
Cooldown: 15/14/13/12 seconds
Damage Type: Physical
Deals 100/160/220/280 damage and dazes for 0.75/1/1.25/1.5 seconds. Dazed targets move around confused and aren't able to do anything while the effect lasts.
Use: Your main source of damage and the ability to snare the enemy.
Balance: Balance around the numbers. Daze could also (additionally) decrease the chance to hit, the attackspeed, ...
Notes: Everytime you block damage with Pain Suppression the cooldown of this ability is reduced by 1 second. This may be to strong > add a CD to this effect (only happens once every x seconds) OR rework Shield Slam with lowered damage and slightly lower mana values to make up for this.
Targets you hit with Shield Slam wander around the position where they have been hit unable to do anything. This is a sort of a stun.
Visual: The Templar strikes the target with his shield?
__________________________________________________
Pain Suppression
http://images1.wikia.nocookie.net/wowwiki/images/9/95/Spell_Holy_PainSupression.png
The Templars were masters in combat. One of their main strengths is the ability to suppress the pain the feel and protect their allies with their life.
Skill Type: Passive (self) & Active (Target, Ally, Hero)
Mana Cost: 75
Cooldown: 5 seconds
Range: 600
Increases your health regen by 2/3/4/5 and everytime you have taken 600/500/400/300 damage you suppress the next 100 damage you would normally take.
Everytime you suppress some damage the cooldown of your Shield Slam and Devastate and is reduced by 1 second.
This ability can be activated to link yourself with an ally. This lasts up to 15 seconds or until 150/200/250/300 of the damage the linked ally would have taken is redirected to you. You can only be linked with one ally at any time.
Use: The spell that allows you to tank and protect allies (your fragile casters or your carry).
Balance: Balance around the numbers. Increase the amount needed till suppressing and / or decrease the suppressed amount of damage. For example you still suppress damage every 300 damage taken but only 50 damage instead of the current 100.
Notes: This ability works on everything. This means you're able to suppress the damage from spells. For example the Pyro ulti that would hit you for 600 damage will only hit you for 400 because you were able to suppress 200 damage.
I changed the active part in this build. It now transfers 300 damage to you. The numbers can be changed here (maybe increase it to 300/400/500/600). Transfered damage is pure > this means it's not reduced by armor/... of the linked ally. The transfered damage can be only reduced by your armor/... and your ability to suppress damage. This will help you to protect your allies.
Visual: There could be written 'Block' or 'Blocked' in blue above his head (same like with the red crit numbers). Everytime you are able to block damage your shield will glow blueish and once you have activated the ability you and the linked ally glow like shown in the concept picture.
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Holy Seal
http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png
Each attack of the Templar places a Holy Seal on his targets increasing the pain they feel.
Skill Type: Passive (target, enemies) & Active (self)
Mana Cost: 50
Cooldown: 15 seconds
Damage Type: Physical
Area of effect: 250
When you attack an enemy with an auto swing or ability this will place a Holy Seal on him. The Seal will make the target bleed losing 2/3/4/5 health per second and reduce its movement by 0.5/1/1.5/2%. This stacks up to 10 times and lasts 5 seconds. Each apply renews the duration.
When you activate this ability your next attack or abiliy will spread the Seal with all stacks to all enemies within the area of effect.
Additionally you deal 1/2/3/4 * Amount of Stack of Holy Seal on the Target as additional physical damage when you attack an enemy with a Holy Seal on it.
Use: Your snare that makes you dangerous when left alone. Stacks with itself and is renewed with each attack or ability.
Balance: Balance around the numbers.
Notes: Once stacked to 10 this will deal 50 damage per second and slows the target by 20%. Now you can spread this to enemies withing a small area of effect (range can be increased). This is a good snare once a team battle occurs and allows you to deal a good amount of damage once stacked. With 10 stacks on a target you'll also deal +40 damage to it.
Possible change here: Allow allies to also gain +damage to infected enemies but therefore decrease the bonus damage and / or allow allies in range to also stack Holy Seals that already have been placed by you. This means the can't trigger it themselves but when there's already a Seal on the target they attack, they are able to stack and refresh it with their attacks and casts. This change would make him much more usefull in team battles.
Visual: Blood drops to the ground from infected enemies.
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Devastate (Ultimate)
http://images1.wikia.nocookie.net/wowwiki/images/e/eb/INV_Sword_11.png
With his sword the Templar is able to deal a huge amount of damage with a single attack.
Skill Type: Active (Target, Enemy)
Mana Cost: 120/160/200
Cooldown: 30 seconds
Damage Type: Physical
Range: 250
Instantly deals 175/200/225 + 100/150/200% of your Base damage to the target, lower its armor by 3/4/5 for 5 seconds and applies +0/1/2 Holy Seals. When the target is above 80/75/70% health this ability will deal additional 20% damage.
Use: This ability makes you dangerous when starting a fight allowing you to bring their carry / tank down to a level where he can be nuked.
Balance: Again i'm not sure about the numbers.
Notes: When this spell is on Level 3 casts it will result in 3 stacks of Holy Seal on the target.
The cooldown of this ability is reduced by 1 second everytime you suppress some damage due to Pain Suppression.
Some math here: At level 6 you'll deal 68,5-81,5 damage. So you'll deal 175 + ((68,5 + 81,5) / 2) = 175 + 75 = 250 damage with this to targets below 80% health and 250 * 1.2 = 300 damage to targets above 80%.
At level 16 this will be 387 to targets below 70% and 465 to targets above (if i got the calc right ^^). This seems not that strong but remember the compareable low cooldown and the side effects like -armor and the stacked Seal.
At level 25 > 439 below 70% and 527 above.
(I don't know if +Stats also counts to Basedamage)
Visual: The Templar kisses his sword and it's starts to glows red while you perform this ability. He may perform a huge swing like the Legio when using his ult.
__________________________________________________
http://www.playdota.com/img/site/addinfo.jpg
Pros
Huge strength and -gain
Very durable due to Pain Suppression
Stack- and spreadable snare
Cons
Low int and -gain
very low range on all abilities
no ability for farming
Items
You should try to get a Portal Key if you don't have another initiator in your team, else try to get Shaman's or Helm depending on the enemy team.
Everything that reduces damage and gives you mana helps you. Runed Axe would be a nice item for farming but only get it if you are already able to tank well.
http://i34.tinypic.com/sff52q.jpghttp://i33.tinypic.com/2wd9esz.jpghttp://i35.tinypic.com/s625xc.jpghttp://i36.tinypic.com/2jchkdj.jpghttp://i33.tinypic.com/4ke1w.jpghttp://i35.tinypic.com/2lnxwzp.jpg
http://i33.tinypic.com/2vxhv9f.jpghttp://i38.tinypic.com/qq4dnl.jpghttp://i35.tinypic.com/2mxpi6t.jpghttp://i35.tinypic.com/1zoezx5.jpghttp://i35.tinypic.com/1iogwj.jpghttp://i37.tinypic.com/2q8ron6.jpg
Synergie
blocking damage with http://images1.wikia.nocookie.net/wowwiki/images/9/95/Spell_Holy_PainSupression.png reduces the cooldown of http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png and http://images1.wikia.nocookie.net/wowwiki/images/e/eb/INV_Sword_11.png
http://images1.wikia.nocookie.net/wowwiki/images/e/eb/INV_Sword_11.png will reduce the armor of your target and this way increase the damage of http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png and http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png
http://images1.wikia.nocookie.net/wowwiki/images/e/eb/INV_Sword_11.png will also apply 1/2/3 stack of http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png depending on its Level with one cast
casting http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png will apply 1 http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png
How to play him
Grab a Portal Key to get near your enemies. Use Devastate on them and continue with Shield Slam. At level 16 you'll also have applied 4 stacks of Holy Seal only by using your abilities. Now Continue to attack your target and spread the Seal if needed.
If an ally is in danger use Pain Suppression on him to redirect the damage to you.
Remember - you are the tank that can initiate a fight. Communicate with your team to assign a target for Devastate that you want killed first. Reduced armor and Holy Seal helps you to do this.
Build
When you want to play aggressive level Shield Slam and Holy Seal early on. You should be laned with another stunner/disabler to get in range for your spells.
When playing defensive Focus on Pain Suppression and Holy Seal to get last hits.
The common build would be to level Shield Slam followed by Pain Suppression.
Old Builds
First Build (http://forums.heroesofnewerth.com/showpost.php?p=489518&postcount=171) (Original Build)
Second (http://forums.heroesofnewerth.com/showpost.php?p=434348&postcount=116) (with a Charge / Intercept)
3rd (http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147)
Other Ideas i had on him (http://forums.heroesofnewerth.com/showpost.php?p=417916&postcount=95)
Numbers are subject to change
Vote on concept
sailorpallas
09-25-2009, 04:22 AM
i can see that you trying to make a tank(if not he would make an amazing one) i love the bleeding ability as well i like the shield bash
ulti could be reworked a bit (it feels like your trying to force the synergy to much)
Why does this forum always **** up my format with useless rows i didn't made when i wrote this ...
Whoops missed the feedback ;)
Well, i likes synergies. Could remake it that you receive lowered damage from the next attacks + a small increase in blocking (remove the bleed).
Hippie
09-25-2009, 04:24 AM
Nice synergy - all I can say is that for the ult to be worth anything it will have to also reduce the CD on Shield Mastery's block to 0 for as long as the ulti lasts.
Nice concept.
When i would set the CD to reset Shield Slam to 0 due to a block you could cast it 4 times in a row. That would be way to heavy to handle. Think of the target is also bleed and Providence is activated.
4x300 = 1200 in a evry short time if attacked by a scout. That's why i added the CD to the reset ability.
Or did i misunderstood you?
Hippie
09-25-2009, 04:53 AM
I understand why there's a CD on it - I'm just saying his ult is "meh" if there's a CD. Either remove the CD while his ult is active OR make the ult's duration longer. Think about it - you have to be attacked the instant you cast and always block an attack when the CD is up for you to be able to block 3 attacks in 5 seconds.
Ah, i see.
I implemented a CD to Block (0.5 seconds) and increased the blocked attacks to 5, the duration to 10 seconds and decreased the Cooldown of Shield Wall to 45 seconds.
See the Example below the Skills. Hope you like this rework ^^
Sonecarox
09-25-2009, 08:25 AM
his ultimate isnt ok,I would l prefer to play with jere
Well, this is an useless comment.
Rentaromon
09-25-2009, 08:55 AM
the idea of a tank is a person that can take the hits and WILL be hit. in a big fight i would not target this guy untill last.
he does have some attacking power but not enought to be attacked first.
So you think he needs an ultimate that deals a good amount of damage so that he'll be the first target or an ultimate that allows him to absord the damage an ally takes?
Nice point :)
I'll think about this. Then it would also make sense to combine the now used ulti with the passive as i mentioned in the Notes.
Ideas for a new ulti:
Marks an ally. All damage this ally would receive are transfered to the Templar > Block etc. still can procc.
Aura style ulti: All allies take reduced damage while this is active. Would make him first target.
Or a damage ulti. Once activated grants +X% damage based on the enemies within range.
Or a damage buff to allies (taken from spell 3 but improved) that lasts for a short period of time and and/or until the Templar is alive.
Xigbar1
09-25-2009, 09:23 AM
Well it seems a nice hero but i think it will hardly get targeted first, since he is a low threat to his enemies. Maybe changing your 3rd skill could help: you could make it an aura (with low radius to not make it op) and make the bleeding effect trigger also for allies: this way your hero would be if not first, second worst enemy in a battle :) The other skills seem nice, even if a bit underpowered.
Numbers can change so don't discuss about them.
Have you read my last post? I posted some suggestions to remake the Ultimate there, but your idea sounds nice, too.
Xigbar1
09-25-2009, 09:45 AM
Now i've read it :D A damage ulti wouldn't fit in the theme i think. The ulti itself isn't bad, it's just heavily underpowered.
75% of block for 5 attacks for 150 mana? No thanks :(
Hippie
09-25-2009, 10:16 AM
I have a simple solution to make him get targeted - make Divine Providence an aura.
Yeah, it sounds overpowered, but numbers could be tweaked for balance. And seriously - if some guy was passively giving your allies the chance to apply a better version of Hack, wouldn't you want him dead? Hell, you could probably buff the skill (since the damage on it is mediocre atm) and still keep it balanced.
That seems to be the best solution. Thanks will change this.
This way i could also keep the ultimate :D
//edit
Alrigh, reworked the Ultimate and the 3rd Skill. Check it out :)
Need Feedback on the changed Ulti and Skill 3 ;)
Slightly reworked the ultimate and skill 3 again - Bleed now deals damage based on the targets max health and Shield Wall increases nearby allies damage based on their main attribute.
Don't vote on numbers - vote on concept!
Tanlash
09-26-2009, 06:16 AM
Nice basis of ideas, the core of his skills seem fun to play with. I say thumbs up :)
PhoenixICE
09-26-2009, 06:28 AM
I like all the skills expect some of the numbers seems abit iffy to me ie/ 20% turn rate...and making bleeding deal % damage instead of fixed damage, 3% (6% / 2 second) is quite alot, since it renews at such a high rate (50% chance).
Your ultimate doesn't make sense to me, why does it boost ally attack and defense? if its a defensive hero, i don't mind that its a % reduction since its a ultimate and ultimates are suppose to turn the tide in battles, but each ultimate has its own theme for the hero, and i guess yours is a defender. Lastly, whats the point of giving such a low % chance of triggering bleed when you have 50% chance to trigger it with normal attack? (just occurred to me, this skill is like a nerfed ult of jerziah)
Mh, so it would be better to move the damage from the ult to providence and the area -damage to the ult?
3% of 2k HP would be 60 damage, mh i think you're right that this is to high - but numbers are easily changed ;)
//edit
Updates the Ultimate and skill 3. I hope this would fit his setting now :)
2 other ideas to add / change:
- add silence to the target you hit with Shield Slam
- you can cast Shield Wall also when you are stunned / silenced
Vaenas
09-26-2009, 09:49 AM
One thing that I would change about the Shield slam is an intial 0.1 second stun. Then the rest of the dazed effect takes place. This would make him as a tank able to prevent like Magmus's ult.
Alternative Visual Setting (more future like)
http://image-upload.de/image/q2DOGT/7ca37f95f3.jpg
Maybe fits HoN better?
Some sounds i could think of
Moving
-Yes Milord
-I'm on a crusade
-None shall defeat me
-Come on ya pansy
-I should meet the enemies of God!
Attack
-Hold your weapons high
-This is only a flesh wound
-Crush the barbarians
-That is blasphemy!
Introduction
-God wills it!
Death (?)
-All right, we'll call it a draw
Misc
-Blue. No, yellow ... uuaahhhh ... damn i'm colorblind
-Yes we found the Holy Grail, stop asking me. I won't tell you where it is.
-I'm not a Knight who say ... NI.
deathdawn
09-27-2009, 06:02 AM
I like it a lot but I really don't think the Ulti should reduce the Cooldown of Blocking to a number that low, you could easily have 100% block (75+25) at lvl 16 and dish out 300 x 10 Damage with all the blocks if the Templar is on Divine Providence, It makes him too offensive to be a tank.
Ok, will reduce it to 0.5 again :)
Any other suggestions or is he ready for a vote?
NoahRose
09-28-2009, 01:32 PM
Death (?)
All right, we'll call it a draw
NoahRose
09-28-2009, 01:48 PM
keep this saying:
Death (?)
All right, we'll call it a draw
i like this character, but i think he's unbalanced. his percents and damages on his abilities are too high, but they aren't enough to make him worth attacking. to kill him you would have to 5/1 gank him because his abilities do way to many effects at moderate to high frequency. he can block 1/4 of all attacks on him! then he deals up to 250 damage plus stuns and bleeds the enemy (is that real, magic, or physical damage by the way because real>physical>magic on most characters). 25% is actually a lot every 4 hits doesn't count. that being said i would still vote "yes" if you put him up to vote, the guys in charge should finish balancing him for you as long as you keep working on him
Numbers can change and i think i can't balance them myself. But glad to hear you like the overall concept :)
You so would say he's expect for the values ready for a vote?
Well, i must create a story then.
BUMP
Hope they already fixed the failure they you can't reply in the board ^^
Thanks for moving this Ninjapants :)
Haasth
09-30-2009, 06:32 AM
Like the theme of a more shield-oriented melee character.
Just wondering one thing, is there a 'God' in the Newerth universe? I have never played the Savage games but isn't 'Sol' pretty much 'God'?
Which would leave the Templar pretty much on-par with Jeraziah, only Jeraziah is a champion of Sol or some such.
You could of course have the Templar be a bit more fanatic and sinister or some such. Just thought I'd mention it.
Besides that, you got my vote.
Story issues are the easiest problems and i'm glad to see didn't find something else that bothers you :D
Bobnintendo
09-30-2009, 01:03 PM
I like it, although maybe a tad too much forced synergy. T-up
Could be reduced if needed. Thanks :)
Mh, would be nice to know why you (TonoT) voted No.
Everyone else is also welcome to vote ...
watereffecT
09-30-2009, 05:36 PM
i like everything but the sounds you suggested, very cliche.
You could help me there :)
JakeTG
10-01-2009, 09:07 PM
You should take away the 5 hits thing,(leaving only 10 secs is much better)
add a taunt effect, so that the enemy will be forced to attack you
take away the take damage for allies thing, with the way you have it now they realy have no reason to attack you for those 10 secs,
as they can target other heros and still damage you. and in a 5v5 battle, if you take 15% of the attack from 5 heroes, you will get pwned fast and not be able to tank
If you add a taunt to him for 10 secs with the block, it will become a much better spell
But that might be a little overpowered so maybe he shouldn't attack in that time.
This would be the ultimate tank move, makes all enemies target you, reduces your damage taken, makes them hurt for attacking you, cause them to bleed, and to balance make it so you can't attack.
At the very least take away the 5 hit thing, cause if scout comes in vanished and targets you, your ulti wouldn't have done anything much
overall I like the concept, just think you should improve the ultimate
docterj208
10-01-2009, 09:29 PM
looks like your 3rd ability has only 3 levels for + damage% and your ult has 4 levels of it.
I am guessing these are in the wrong place.
docterj208
10-01-2009, 09:31 PM
T-Up
Wouldn't change a thing..... well, you can probably give yourself more armor for his shield block ability.
looks like your 3rd ability has only 3 levels for + damage% and your ult has 4 levels of it.
I am guessing these are in the wrong place.
Thanks - must be an issue due to the latest changes during Sandbox :)
KajuN
10-02-2009, 03:56 AM
I like the overall concept for this hero, allthough his ultimate could be reworked.
Idea for a new ultimate which would also make him targetable in teamfights; (I'm not good at balancing, so ill just put a X in, and you balancers may put the numbers in)
The Templar lets out a terryfying roar, unleashing damage equal to his own life.
(The Templar unleashes X% of his total health pool for x/x/x seconds, in a X radius)
So, basicly some sort of white energy beaming out from him while he roars, dealing AoE damage equal to mock/tortuers ulti. The more hp, the more damage. And he's getting targetted in battle
My 2cents :)
Mh, this would turn him more into a damage dealer. He's already the one to be taken out asap due to the hack style buff he gaves allies, the reduced damage they take.
But thanks for the idea - lets what others think of this.
deathdawn
10-04-2009, 11:05 AM
I just noticed three of your skills have the word Shield in it, try to shuffle it up a bit. :P
Btw changed 3 skills of Astral Sentinel cus of magebane change. would appreciate it if you looked it up and commented.
Why should i change the name if they perfectly describe what the skill does :p
Only change that could happen there would be a rename of Shield Mastery to Defense Mastery or something like this.
Gonna take a look at the Sentinel now.
Sordak
10-05-2009, 09:59 AM
i will get you feedback later this day.
SkyWolf
10-05-2009, 12:45 PM
I like this all around. :D
Sordak
10-05-2009, 02:57 PM
third and ult are awsome. however alot of forced synergie even if it looks good. Even the setting the cooldown of shield bash to 0 is forced synergie. the first skill looks nice to apart from the forced synergie. The slow is abit high but as you said the overall concept goes first than numbers.
However i want to note some things that bugg me with the actual numbers:
the bleeding attack speed decrease looks too OP.
as said the daze movement speed decrease is INSANE. moving with onyl 20% movement speed is useless so rather dont do it.
what my main problem with this guy is, is that he seems to be designed as protector but he could play out very well as a chaser. It wouldnt fit his theme too well.
thats just my thoughts i might add some more details.
You got me wrong with the slow after Shield Slam. Your speed is reduced to 80% of normal. This means your speed is decreased by 20% ;)
Yes i have a lot of forced synergie in this guy BUT there isn't any spell that only buffs another one. But all combined are stronger for sure. But so you have to choose wisely what to aim for up to level 7 :)
I gonna rewrite the description of Shield Slam to make this more clear. Bleed could be nerfed but as you said this are only numbers and this effect should force the enemies to take him out first so he can tank :D
Sordak
10-05-2009, 04:52 PM
oh i see that changes the whole thing ok 20% is not OP in any way.
However people dont like foreced synergie in any way. i would suggest adding special effects that dont REALY effect only the other skills of him in theory but do in praxis (sorry im not sure if thats a real english word )
Could change Shield Slam to not benefit from Bleed. Would still be a good ability and i've reduced synergie. But i want to keep the reset to Shield Slam cause i like it as it is.
The next synergie is the chance to trigger Bleed when blocking an attack. Could change this to a chance to reflect a portion of incoming damage back to the attacker. But the drawback to this change is that the Templer maybe won't be the prefered target anymore(?).
Need input :)
Sordak
10-05-2009, 05:08 PM
reflect damage would fit alot better!
So what does the others think:
Changing the Ultimate from giving your Blocks a chance of 5/10/15% to trigger the Bleed effect to a chance of 5/10/15% to reflect incoming damage.
AND / OR
Rework Shield Slam that it only benefits from Divine Providence up > increase the damage from 75/100/125/150 to 80/120/160/200 (would still be a max of 300 damage when Providence is up and would Bleed completly 'reduce' to an area of effect hack/maim-style procc :))
Discuss
DeimosTA
10-06-2009, 02:46 AM
hell, would be cool if he looks like a space marine from warhammer 40k lol :D
This would be up to S2. I think the 40k Style could fit HoN better than the old Knight style.
I still need feedback to this possible changes:
Changing the Ultimate from giving your Blocks a chance of 5/10/15% to trigger the Bleed effect to a chance of 5/10/15% to reflect incoming damage.
AND / OR
Rework Shield Slam that it only benefits from Divine Providence up > increase the damage from 75/100/125/150 to 80/120/160/200 (would still be a max of 300 damage when Providence is up and would Bleed completly 'reduce' to an area of effect hack/maim-style procc :))
I still need feedback to this possible changes:
Changing the Ultimate from giving your Blocks a chance of 5/10/15% to trigger the Bleed effect to a chance of 5/10/15% to reflect incoming damage.
AND / OR
Rework Shield Slam that it only benefits from Divine Providence up > increase the damage from 75/100/125/150 to 80/120/160/200 (would still be a max of 300 damage when Providence is up and would Bleed completly 'reduce' to an area of effect hack/maim-style procc :))
Bump.
I still need feedback to this possible changes:
Changing the Ultimate from giving your Blocks a chance of 5/10/15% to trigger the Bleed effect to a chance of 5/10/15% to reflect incoming damage.
AND / OR
Rework Shield Slam that it only benefits from Divine Providence up > increase the damage from 75/100/125/150 to 80/120/160/200 (would still be a max of 300 damage when Providence is up and would Bleed completly 'reduce' to an area of effect hack/maim-style procc).
Still need Feedback!
deathdawn
10-07-2009, 05:18 AM
Ahh I've seen this quite a while back, I see a few revisions.
1st Skill:
Good skill, works well with all the other skills, although I think the mana cost is a bit low (It's abuseable early game). You could probably make it go higher and higher as you level it, not by much though.
2nd Skill:
Bread and Butter skill. Just one question, can it block any type of damage?
3rd Skill:
Balanced skill, works well for support and in conjunction with the first skill.
Ultimate:
This works well although I think it could make him too strong in a 1v1 Situation, you could literally nonstop shield bash him.
Anyways T-Up. This seems like a very polished version. Also the picture looks kinda awkward, you could use this instead if you want.
http://th07.deviantart.net/fs31/300W/i/2008/188/8/5/Templar_by_neisbeis.jpg
P.S. I'd appreciate it if you would check out my hero Aqua.
No, there won't be non stop Bashs cause Slam is only resetable every 2 seconds. I gonna increase the Mana Costs on Skill 1 slightly.
Skill 2: Mh, i just wanted to allow him to block normal attacks. I think it would make him to strong if he can dogde nukes like Pyros Ulti (especially when his Ultimate is activated).
I would appreciate if you could also state what you think about this:
I still need feedback to this possible changes:
Changing the Ultimate from giving your Blocks a chance of 5/10/15% to trigger the Bleed effect to a chance of 5/10/15% to reflect incoming damage.
AND / OR
Rework Shield Slam that it only benefits from Divine Providence up > increase the damage from 75/100/125/150 to 80/120/160/200 (would still be a max of 300 damage when Providence is up and would Bleed completly 'reduce' to an area of effect hack/maim-style procc).
IMPORTANT: At the moment Shield Mastery is only allowed to block normal attacks. This means the Templar can't block / dodge a spell. What do you think about this? Should he also be able to block spells up to a certain amount of damage? (Else it would be possible to completly block f.e. Pyros Ultimate).
I also could add an active component to Shield Mastery to allow him to block the next incoming spell up to a certain amount of damage.
deathdawn
10-07-2009, 05:29 AM
I prefer the second option btw I edited my post above. not sure if you caught it.
The Picture looks nice, i'll add this and use the old one second alternative Visual setting.
Referring to your edit: So you would like to see Shield Slam changed to not benefit from Bleed and won't force me to change the ultimate to reflect some damage instead of allowing blocks to trigger Bleed?
I still need feedback to this possible changes:
Changing the Ultimate from giving your Blocks a chance of 5/10/15% to trigger the Bleed effect to a chance of 5/10/15% to reflect incoming damage.
AND / OR
Rework Shield Slam that it only benefits from Divine Providence up > increase the damage from 75/100/125/150 to 80/120/160/200 (would still be a max of 300 damage when Providence is up and would Bleed completly 'reduce' to an area of effect hack/maim-style procc).
IMPORTANT
At the moment Shield Mastery is only allowed to block normal attacks. This means the Templar can't block / dodge a spell. What do you think about this? Should he also be able to block spells up to a certain amount of damage? (Else it would be possible to completly block f.e. Pyros Ultimate).
I also could add an active component to Shield Mastery to allow him to block the next incoming spell up to a certain amount of damage.
deathdawn
10-07-2009, 06:00 AM
Don't make it benefit from bleed.
P.S. I'd appreciate it if you would comment on my hero Aqua, need some criticism.
Alright, you're the 2nd one who don't like Slam to synergize with Bleed. Gonna change this soon :D
Now i take a look at Aqua ;)
I still need feedback to this possible changes:
Changing the Ultimate from giving your Blocks a chance of 5/10/15% to trigger the Bleed effect to a chance of 5/10/15% to reflect incoming damage.
IMPORTANT
At the moment Shield Mastery is only allowed to block normal attacks. This means the Templar can't block / dodge a spell. What do you think about this? Should he also be able to block spells up to a certain amount of damage? (Else it would be possible to completly block f.e. Pyros Ultimate).
I also could add an active component to Shield Mastery to allow him to block the next incoming spell up to a certain amount of damage.
I still need feedback to this possible changes:
Changing the Ultimate from giving your Blocks a chance of 5/10/15% to trigger the Bleed effect to a chance of 5/10/15% to reflect incoming damage.
IMPORTANT
At the moment Shield Mastery is only allowed to block normal attacks. This means the Templar can't block / dodge a spell. What do you think about this? Should he also be able to block spells up to a certain amount of damage? (Else it would be possible to completly block f.e. Pyros Ultimate).
I also could add an active component to Shield Mastery to allow him to block the next incoming spell up to a certain amount of damage.
BUMP
I still need feedback to this possible changes:
Changing the Ultimate from giving your Blocks a chance of 5/10/15% to trigger the Bleed effect to a chance of 5/10/15% to reflect incoming damage.
IMPORTANT
At the moment Shield Mastery is only allowed to block normal attacks. This means the Templar can't block / dodge a spell. What do you think about this? Should he also be able to block spells up to a certain amount of damage? (Else it would be possible to completly block f.e. Pyros Ultimate).
I also could add an active component to Shield Mastery to allow him to block the next incoming spell up to a certain amount of damage.BUMP
Zethos
10-07-2009, 06:44 PM
I overall enjoyed the hero concept. Most of what people have already stated is how I feel so I'm just going to give my opinion of what you're looking for.
I would go for the bleed effect to occur instead of an increase in the chance of a block. The bleed effect will not only help you but the teammates who are moving in to attack the ones around you.
In terms of blocking a spell. I would say that IF you allow him to block a spell it would only be for X damage (maybe 50/100/150/200?) and only single targeting spells. This would allow a stun to stun you but for as much damage. If it would be a complete block I can see some imbalance and lack of tanking as no one will want to target you with a stun. My opinion on allowing a spell block or not is no. You have a built in block as it is, no need for a built in Shaman's as well.
Overall good hero.
That's what i had in mind about blocking spells and why i currently don't have implemented it. I think I'll leave it as it is. Just a chance of blocking normal hits and a reset to the CD of Shield Slam.
I would go for the bleed effect to occur instead of an increase in the chance of a block. The bleed effect will not only help you but the teammates who are moving in to attack the ones around you.
Mh, you wan't a increased chance to trigger Bleed with a leveled Ultimate?
So do you want Divine Providence to trigger it more often or what exactly do you mean? This ultimate is currently is 'oh ****' Spell while Tanking.
Could rebuild it to just increase blocking for a while, remove the chance to trigger Bleed from a block and increase the chance to trigge Bleed while Providence is up.
Edited post 1 once again. Possible changes can be found at the end of the post.
Thanks for all votes, those who voted 'No' are welcome to state why they've done so :/
It would be really nice to know why some guys vote T-down without any Comment. Maybe this should be changed that you only can vote when you also have posted in the Thread.
How should i improve / change a hero when there isn't feedback why someone voted T-down :(
Bugglez
10-08-2009, 03:45 PM
1st Skill: Good I like it, love the .1 channeling disrupter.
2nd Skill: Love the synergy with Shield Slam.
3rd Skill: Bully!
Ult: At first I didn't like the fact it was another ability that added block, but the other buffs provided are pretty cool.
I like this hero, hope it gets to popular!
Thanks :)
5 (hopefully Yes) votes to go.
4 T-down from guys who never ever have posted anything ...
Sordak
10-09-2009, 06:48 AM
i think there should be an forum option to only enable people to vote that also posted!
Yup, i don't have a problem with the T-Down itself but i want at least know why so i can improve the hero.
Really love this hero. His spells synergize very well and I'd love to see a blocking mechanism in HoN. All of his spells fit greatly to his theme and overall, very nice. But I don't quite understand Divine Providence, is it a toggle-able spell or does it have a passive effect and an active effect? Not so sure how it works :S
Overall, though, really nice. This hero definitely has a spot in Popular Suggestions. :)
A passive effect and the Hack Style Bleed is an active that lasts for several seconds where it can procc from attacks.
Just talked to one of those guys who voted T-down.
They seem to don't like the damage reduce to the team.
So i need help to change / improve / rework the ulti.
//edit
He also replied that the ulti would be fine without this reduce to damage. Shall i just remove it or lower the numbers to 2/3.5/5%? Wouldn't be that much any more. He would like to see a taunt but legio already has this :/
//edit
Reduced the numbers for now. Gonna change it when i got some new / better ideas.
Again an uncommented T-down. What shall i change, damn you all.
! THOSE ARE REWORK IDEAS !
! THOSE ARE REWORK IDEAS !
! THOSE ARE REWORK IDEAS !
Due to the latest T-down i think i finally have to change something. I just gonna list ideas here now. I need YOUR Feedback.
Original post can be found here:
http://forums.heroesofnewerth.com/showthread.php?p=341509#post341509
Idea 1
The most negative point about him seems to be his ultimate. Most people consider it beeing to weak, especially compared with Jeraziah.
So the current ultimate changed to a targetable version would still be to weak (this would be a bubble like spell but that only blocks some damage with a high cooldown). Also some people don't like the passive reduce to damage taken by allies nearby. I nerfed this lately (to 2/3.5/5%) but it seems it still isn't likely :/
Now the idea: Changing the ultimate to a redirect damage ability.
This could be either: Marks a target and redirects x/y/z percent damage taken by the target to the templar. The Templar himself should get reduced damage by a/b/c percent OR should get increased armor values as long as the spell lasts. Redirected damage can be blocked.
+ rescue ability
+ targetable
- reminds me of Jeraziah
- only 1 target
OR: Links the Templar with all allies nearby for a short period of time redirecting damage to him. So all allies redirect x/y/z percent of the taken damage to the Templar. The Templar himself should for sure get increased armor or decreased damage income to not die that easy. Redirected damage could be blocked.
+ more tank style
+ make you main target
+ active
- again reduced damage to allies
Note: Only physical damage can be blocked!
Along with those changes to the ultimate i would rework spell 2 (Shied Mastery). The values to block would be decreased to 5/10/15/20% but you now can activate this one to increase you chance to block by 20/40/60/80% for 10 seconds or 5 attacks (what happens first). This ability would have a rather long cooldown and i'm not sure whether i keep the 0.5 seconds cooldown to blocking.
So overall Idea 1 is mainly a change to ultimate and Shield Mastery.
Idea 2
This one is again a change to the ultimate. In this idea i want to swap Shield Wall with Divine Providence and rework both spells.
Providence would become the new ultimate. It will passivly once skilled give you a chance to trigger Bleed with blocks OR Shield Slam (triggering it with Slam is new and may be changed). Beside this it will for sure once activated grant a huge chance to trigger Bleed with an attack to all allied heroes nearby.
Shield Wall will become a normal ability. It will increase your armor (taken from Shield Mastery) and health regeneration. I'm not sure if i gonna add the increased damage based on your main attribute here as aura. This ability now would be a passive like the one the dragon knight used in DotA.
Shield Mastery could and i think must be changed as i mentioned in post 1.
This idea is again a change to the ultimate and will increase his survive abilities.
+ surviveability
+ damage output
+ flexibility
- synergie
- maybe reduced tankability due to reduced threat he may be
I like 1 and 3.
More passive skills on a hero with already 2/3 passives = bad. lol
I think that the shield mastery, instead of being a passive percent based, could be based on a charge based system. system to panda's flurry or puppetmaster's whiplash.
Idk.
Wow, this is an amazing idea with those charges :)
Could remove one charge every attack taken and also some when not not fighting after some seconds.
Currently think of:
Shield Mastery
Every 7/6/5/4 attacks you are able to completly block the next physical attack. While not fighting this also slowly decreases to 0 allowing you to block the first hit in an upcoming battle. Charges decrease by 1 every 12/10/8/6 seconds when not fighting.
This will allow him to dodge every 4t attack once this skill is level 4. Nice idea :) Gonna add this to the list.
Still could add a passive component here to decrease the amount of charges needed by 1 for 5 seconds turning this into a much better passive for the duration.
Only thing that have to be removed would be the reset to Shield Slam due to this change or just reworked.
Idea 3
This one would be a complete overhaul of the concept. All would be made around the ultimate called Stance.
Stance would change the hero from an offense to an defense mode and vice versa.
Offense Mode
Spell 1: Similar to the Shield Slam but called Charge or Intercept. Low Range. Once casted you run to your target stunning it for a very short period of time and reducing its movement.
Spell 2: Something like Ursas passive (Deep wounds with increased damage every hit).
Spell 3: Divine Providence like it currently is.
Ultimate: Stance > change from Offense to passive and grants a chance to trigger Bleed with Spell 1 and increasing its range and increasing the duration Providence lasts. Maybe increased damage taken from Providence due to main attribute but only to self?
Defense Mode
Spell 1: could be as it is now - so you can't catch up that easily OR could be changed to the version the offense mode uses OR could also intercept an enemy forcing him to attack you once (1 target taunt). Last version would be great for helping allies.
Spell 2: Shield Mastery with the changed i mentioned in Idea 1.
Spell 3: Providence (maybe without the aura +damage based on main attribute).
Ultimate: Stance and grants +armor (taken form Shield Mastery) and increased health regeneration (flat values or % from strength).
This overhaul would make him able to either tank when needed or be a good chaser, ganker, initiator - so what ever is needed he can it be.
Defense Mode: he could be have a white cape and a white armor.
Offense Mode: he could look like a black knight.
The cooldown to change the stance should be rather low but the cooldowns on the other spells should be shared (so you can't switch the stance to spam Spell 1 or 3 but you may init as Offense and fight as defense).
+ flexibility
+ threat
- synergie
- tankability
Idea 4
Again a change to the ultimate and spell 2 as mentioned in Idea 1.
The new ultimate would be Holy Ground. While on holy ground every ally got increased health regeneration, armor and maybe movement and / or damage (maybe the one Providence gives as aura). This area would last as long as the Templar is alive or for x seconds. About the values i'm currently not sure. I'm also not sure whether the Templar himself also should get the buff.
This spell could be compared to Scorced Earth (Doom Bringer) in DotA. This could be used for offense, chasing and defense. Maybe i also could implement damage to enemies in the area instead of +damage to mates or +movement.
The drawback would be that the Templar may be not the main target. Therefor i can change spell 1 to the Intercept i mentioned in Idea 3.
When you think as ultimate this would be to weak - let me know it. Maybe i can switch it with Providence.So, that are my ideas to change him for now. If YOU have some good ideas, PLEASE let me know!
Some other Ideas
Regarding Spell 1
I could change this one in all setups to the intercept mechanic with the 1 target taunt (for 1 hit) i mentioned in my ideas above to increase his tank capabilities.
Old possible changes
Changing the Ultimate from giving your Blocks a chance of 5/10/15% to trigger the Bleed effect to a chance of 5/10/15% to reflect incoming damage.
OR
Changing the Ultimate to enable allies nearby to trigger Bleed even when Providence isn't up (could be 5/10/15%) - i would remove the chance to trigger Bleed from blocks.
OR
Changing the Ultimate to increase the chance while Providence is up to trigger Bleed. Dunno if i would remove the chance to trigger Bleed from blocks then.
Reflect damage
Could turn this into an ultimate spell that is targetable (could be casted on allies). Should have a short duration to not be abused. Could return a high percentage of the damage and maybe the effects (stun / ...).
Remake of Shield Mastery
Let it still block damage but with 100% chance but flat values (like the Passive the Tidebringer in DotA has. Could block 15/22/31/40 damage on each attack. Could still add an active to completly block the next attacks and / or block several attacks with CD to the block. This change will also make a change to Slam necessary.
Theme overhaul?
Could change him to an Skeleton Warrior like this: Example (http://i296.photobucket.com/albums/mm196/ixumanu/Ice_Skeleton_Warrior.jpg). This could be done cause some mentioned he may look to much like a clone of Jeraziah.
If you have another cool theme of an unit that fits HoN AND wears a shield, please post it!
http://forums.heroesofnewerth.com/showthread.php?p=418004#post418004
http://forums.heroesofnewerth.com/showpost.php?p=418004&postcount=1
I need input, please.
BUMP - Please look in Post 1 and use the Link or watch here: http://forums.heroesofnewerth.com/showpost.php?p=417916&postcount=95
I need Feedback on those possible changes. Please help me to improve this hero.
BUMP - Please look in Post 1 and use the Link or watch here: http://forums.heroesofnewerth.com/showpost.php?p=417916&postcount=95
I need Feedback on those possible changes. Please help me to improve this hero.
Bump
BUMP - Please look in Post 1 and use the Link or watch here: http://forums.heroesofnewerth.com/showpost.php?p=417916&postcount=95
I need Feedback on those possible changes. Please help me to improve this hero.
BUMP
archkyle
10-13-2009, 02:53 AM
this is a true tank all the way. tbh tho i would change his theme a bit... this is like jerezaih's younger brother. lol
SunTzu_
10-13-2009, 03:17 AM
Not much to say, alot of blocking and shielding :P All in all , seems like a fun hero tho, got decent defense , which i like. And a killing possibility, which i also like. Its not one sided boring tank hero that can only tank , And gets killed last in games always :D
T-UP.
Thanks for your feedback BUT please read: http://forums.heroesofnewerth.com/showthread.php?t=31258
I need feedback on these possible changes, please.
//edit
this is a true tank all the way. tbh tho i would change his theme a bit... this is like jerezaih's younger brother. lol
Only other theme i could think of would be a skeleton warrior. The shield is needed and this only looks good on humans or her undead counterparts ^^
He would be Hellbourne then of course.
http://i296.photobucket.com/albums/mm196/ixumanu/Ice_Skeleton_Warrior.jpg
Rentaromon
10-13-2009, 03:53 PM
i like what this guy has become, you attack him and you dont do much plus you take a lot of damage. plus you have some auras and a nuke power so that your still usefull if the choose not to attack you.
Why is everyone ignoring my link to the possible changes. I need feedback on this :p
See the top/head of post 1, please ^^
See the top/head of post 1, please ^^
BUMP
Need feedback on possible changes ... See the link in post 1.
Need feedback on possible changes ... See the link in post 1.
Bump
Please read post 1 and 95 to help me improving this hero!
Please read post 1 and 95 to help me improving this hero!
1234
Please read: http://forums.heroesofnewerth.com/showpost.php?p=417916&postcount=95 before voting!
THIS IS THE FIRST POSSIBLE OVERHAUL OF THE TEMPLAR. LET ME SEE WHAT YOU THINK OF THIS VERSION.
Numbers are subject to change
Vote on concept
_________________________
The Templar
http://th07.deviantart.net/fs31/300W/i/2008/188/8/5/Templar_by_neisbeis.jpg
(not my work)
Speed: 300
Range: Melee
Affiliation: Legion
Primary Stat: Str
Strength: 23 (+2.8)
Agility: 20 (+1.9)
Intelligence: 15 (+1.4)
_________________________
Story
The Templars where the most famous and trusty warriors during the dark age of Newerth. But they also became very powerful ... to powerful for some.
One tried to kill them all to gather they treasures but those were never found. Though the holy order never really died. After several years of persecution the left over Templars reunited.
They once again became a famous and mysterious order, sending out their best warriors on the battlefields of Newerth.
Role
Tank and Support
_________________________
Visual
He's a human knight. Due to the fact HoN plays in the future an alternative setting could look like this: Warhammer Style (http://image-upload.de/image/q2DOGT/7ca37f95f3.jpg)
The old visual setting of him i used was this: Templar (http://image-upload.de/image/R1hhcC/febd2bcd05.jpg)
All 3 Setting would fit him, it's up to YOU to decide which one would fit HoN the best.
Important is that one can see his armor, his shield and sword. On his back he should have a cape with a huge cross (no must). On his head he should have a helmet, so you won't see his face (see the old visual setting for this).
If the version without helmet is prefered and you don't want a helmet, go ahead :)
As weapon he shall use a sword. As alternative he also could wear a mace or a flail. But a sword would fit him best.
Sound
Moving
Yes Milord / Yes Mylord
I'm on a crusade
None shall defeat me
Come on ya pansy
I should meet the enemies of God!
Attack
Hold your weapons high
This is only a flesh wound
Crush the barbarians
That is blasphemy!
Introduction
God wills it!
Death
All right, we'll call it a draw
Misc
Blue. No, yellow ... uuaahhhh ... damn i'm colorblind
Yes we found the Holy Grail, stop asking me. I won't tell you where it is.
I'm not a Knight who say ... NI.
_________________________
Alternative Theme
I could turn this one also into a skeleton warrior to make him a Hellbourne Tank AND to distinguish him from Jeraziah. He could probably look like this: Example (http://i296.photobucket.com/albums/mm196/ixumanu/Ice_Skeleton_Warrior.jpg).
_________________________
Intercept (replacing Shield Slam)
http://images2.wikia.nocookie.net/wowwiki/images/f/fc/Ability_Warrior_Charge.png
The Templar rushes into the battle to either catch his enemies or helping his allies.
Skill Type: Active (Target, Allies & Enemies)
Mana Cost: 85/90/95/100
Range (on enemies): 275
Range (on allies): 550
Cooldown: 15/14/13/12 seconds
Damage Type: Magic
Charges at an enemy or the targeted unit of an ally. This ability deals 100/160/220/280 damage when charging an enemy and 80/120/160/200 when charging the target of an ally. Both version daze the target stunning it for 0.1 seconds and reducing its movement by 20% for 1/1.5/2/2.5 seconds. When charging the target of an ally the charged unit it forced to hit you with its next attack.
Use: Amazing skill in teambattles. Allows you to initiate and rescue allies and catch fleeing enemies.
Balance: Balance around the numbers. Daze could also (additionally) increase the chance to miss or decrease the attackspeed, ... and i could remove the 1 hit taunt if you want me to.
Notes: You charge at your target with 800 speed, pushing units in your way to the side. You can't be stunned / silenced / tempested ^^ while charging.
Visual: You hold your shield high for a brief of a second and charge at the target with a blueish(?) trail behind you.
Comments: The sad part of this that i lose the synergie due to the reset of with a block, but i think this ability would be to strong with this.
_______________________
Shield Mastery (reworked - now with charges)
http://images3.wikia.nocookie.net/wowwiki/images/2/24/Ability_Warrior_DefensiveStance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities.
Skill Type: Passive (self) & Active (self)
Mana Cost: 75
Cooldown: 50
Works on: Physical auto hits (no spells!)
Increases your Armor by 1/2/3/4 and adds charges 7/6/5/4 to your shield. Every attack will consume one charge. When your charges reaches 0 you block the next attack and your charges are reset to 0. When you aren't attacked your charges decrease by 1 every 12/10/8/6 seconds.
Once you activate this ability the amount of charges is decreased by 1 for 5 seconds.
OR
Without the active part but everytime you block the damage you would have taken is released as magic damage in an area around you.
Use: Your main skill for defense.
Balance: Balance around the numbers. Maybe the amount of charges must be increased.
Notes: Some math: 4 Charges at Level 4. So you got the first hit > 3, 2nd > 2, 3rd > 1, 4th > 0 ... this means you gonna block the 5th attack. With the 5th attack the charges are restored to 4. When you activate this ability now you only have 3 charges meaning you block earlier. This is an amazing ability to activate during a gank.
Visual: On the icon you see the amount of charges like whiplash from the puppet master. There could also be written 'Block' or 'Blocked' in blue above his head (same like with the red crit numbers). Once activated his shield could glow in blue.
_______________________
Shield Wall (new 3rd ability - completly reworked)
http://images3.wikia.nocookie.net/wowwiki/images/6/66/Ability_Warrior_Vigilance.png
The Templar buffs him or an ally increasing their regeneration and reflecting some of the damage taken.
Skill Type: Active (Target, self & allies)
Cooldown: 25 seconds
Mana Cost: 60/70/80/90
Range: 500
Damage Type (reflected Damage): Physical
Work on: Physical auto hits (no spells!)
Increases the health regeneration of the targeted unit by 4/6/8/10 for 6/8/10/12 seconds or until attacked 5/6/7/8 times (what happens first) and reflects 15/30/45/60% of the damage taken back to the attacker. With each hit taken while this is active there is also a chance of 25% to reset the cooldown of your Intercept to 0. This could only occur once per Shield Wall.
Use: Usefull for regenerating some hitpoints and helping allies in battles / ganks. Also usefull to be able to use Intercept again earlier to take someone down / catch up / help an ally.
Balance: Balance around the numbers.
Notes: Damage returned is calculated like the with the item 'Barbed Armor'.
Visual: Not sure yet.
Comments: I maybe gonna rename this to Blessing of blababla - dunno ^^
_______________________
Divine Providence - Ultimate (now the Ultimate)
http://images2.wikia.nocookie.net/wowwiki/images/4/46/Spell_Holy_Devotion.png
The Templar trusts in god and recites a holy hymn that strengthens his nearby allies.
Skill Type: Passive (you and allied heroes) & Active (self)
Mana Cost: 75/125/175
Cooldown: 45 seconds
Area of Effect: 600
Damage Type: Physical
Increases the damage of all allies nearby by 10/20/30% of the value of their main attribute.
Once activated blesses your and your allies weapons giving a chance of 25% to make your targets bleed. Bleeding decreases their movement by 4/7/10% and their attackspeed by 10/15/20%. They also lose 0.8/1.4/2% of their max health per second. The Bleed effect lasts 2 seconds. Divine Providence itself lasts 15 seconds but ends when the Templar dies.
Use: Boosts the damage of you and your allies and snares even more combined with Intercept. Bleed also causes additional damage over time.
Balance: Balance around the numbers.
Notes: 30% of the main attribute: if your main attribute is strength and 100 you'll deal +30 damage as long as you are near the Templar. May change some item builds :)
2% of max health will be 30 damage / second when the target has 1500 health.
Visual: The Templar kisses his sword and it's starts to glow once you activate the ability. Maybe the weapons of your allies should also start to glow. If you want to make this look more cool he could have a glow like in the picture used at the start of the thread once he used this ability.
Comments: Could readd the ability to trigger Bleed when blocking (will choose version 1 of spell 2 then).
_________________________
How does he work?
You rush into a battle with Intercept, shield and ally that takes huge damage and Intercept his target again cause the CD reset procced. You also activate Divine Providence now to deal more damage and snare the enemies.
Synergie
Spell 1 (Intercept) + Spell 3 (Shield Wall) work perfectly together to catch up enemies attacking your mates and helping them.
Spell 2 (Shield Mastery) + Spell 3 (Shield Wall) will you make you very steadfast during battles.
Spell 1 (Intercept) + Spell 2 (Shield Mastery allow you to rush even into big groups of enemies without going down that easy).
The Ultimate (Divine Providence) pimps your damage and also the damage of your allies and allows you to snare them (and much more combined with Intercept).
Pros
Steadfast
able to taunt an enemy of an ally
good Supporter
Good Disabler
Cons
needs a lot of mana
weak when disabled
no escape mechanic
no farm spells
Possible Items
Steamboots
Bracelet
Tablet of Command
Frostfield Plate
Frostwolf's Skull
Shaman's Headdress
Helm of the Black Legion
Shrunken Head
Ring of Sorcery
Abyssal Skull
Behemoth's Heart
_________________________
Numbers are subject to change
Vote on concept
THIS IS THE FIRST POSSIBLE OVERHAUL OF THE TEMPLAR. LET ME SEE WHAT YOU THINK OF THIS VERSION.
Numbers are subject to change
Vote on concept
_________________________
The Templar
http://th07.deviantart.net/fs31/300W/i/2008/188/8/5/Templar_by_neisbeis.jpg
(not my work)
Speed: 300
Range: Melee
Affiliation: Legion
Primary Stat: Str
Strength: 23 (+2.8)
Agility: 20 (+1.9)
Intelligence: 15 (+1.4)
_________________________
Story
The Templars where the most famous and trusty warriors during the dark age of Newerth. But they also became very powerful ... to powerful for some.
One tried to kill them all to gather they treasures but those were never found. Though the holy order never really died. After several years of persecution the left over Templars reunited.
They once again became a famous and mysterious order, sending out their best warriors on the battlefields of Newerth.
Role
Tank and Damage Hybrid
_________________________
Visual
He's a human knight. Due to the fact HoN plays in the future an alternative setting could look like this: Warhammer Style (http://image-upload.de/image/q2DOGT/7ca37f95f3.jpg)
The old visual setting of him i used was this: Templar (http://image-upload.de/image/R1hhcC/febd2bcd05.jpg)
All 3 Setting would fit him, it's up to YOU to decide which one would fit HoN the best.
Important is that one can see his armor, his shield and sword. On his back he should have a cape with a huge cross (no must). On his head he should have a helmet, so you won't see his face (see the old visual setting for this).
If the version without helmet is prefered and you don't want a helmet, go ahead :)
As weapon he shall use a sword. As alternative he also could wear a mace or a flail. But a sword would fit him best.
Sound
Moving
Yes Milord / Yes Mylord
I'm on a crusade
None shall defeat me
Come on ya pansy
I should meet the enemies of God!
Attack
Hold your weapons high
This is only a flesh wound
Crush the barbarians
That is blasphemy!
Introduction
God wills it!
Death
All right, we'll call it a draw
Misc
Blue. No, yellow ... uuaahhhh ... damn i'm colorblind
Yes we found the Holy Grail, stop asking me. I won't tell you where it is.
I'm not a Knight who say ... NI.
_________________________
Alternative Theme
I could turn this one also into a skeleton warrior to make him a Hellbourne Tank AND to distinguish him from Jeraziah. He could probably look like this: Example (http://i296.photobucket.com/albums/mm196/ixumanu/Ice_Skeleton_Warrior.jpg).
_________________________
Intercept (replacing Shield Slam)
http://images2.wikia.nocookie.net/wowwiki/images/f/fc/Ability_Warrior_Charge.png
The Templar rushes into the battle to either catch his enemies or helping his allies.
Skill Type: Active (Target, Allies & Enemies)
Mana Cost: 85/90/95/100
Range (on enemies): 275
Range (on allies): 550
Cooldown: 15/14/13/12 seconds
Damage Type: Magic
Charges at an enemy or the targeted unit of an ally. This ability deals 80/120/160/200 damage when chargin an enemy and 50/80/110/140 when charging the target of an ally. Both version daze the target stunning it for 0.1 seconds and reducing its movement by 20% for 1/1.5/2/2.5 seconds. When charging the target of an ally the charged unit it forced to attack you with its next hit. When Divine Providence is activated your Intercept deals additional 25/50/75/100 damage.
Use: Amazing skill in teambattles. Allows you to initiate and rescue allies and catch fleeing enemies.
Balance: Balance around the numbers. Daze could also (additionally) increase the chance to miss or decrease the attackspeed, ... and i could remove the 1 hit taunt if you want me to.
Notes: You charge at your target with 800 speed, pushing units in your way to the side. You can't be stunned / silenced / tempested ^^ while charging.
Visual: You hold your shield high for a brief of a second and charge at the target with a blueish(?) trail behind you.
Comments: The sad part of this that i lose the synergie due to the reset of with a block, but i think this ability would be to strong with this.
_______________________
Shield Mastery (reworked - now with charges)
http://images3.wikia.nocookie.net/wowwiki/images/2/24/Ability_Warrior_DefensiveStance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities.
Skill Type: Passive (self) & Active (self)
Mana Cost: 75
Cooldown: 25
Works on: Physical auto hits (no spells!)
Increases your Armor by 1/2/3/4 and adds charges 7/6/5/4 to your shield. Every attack will consume one charge. When your charges reaches 0 you block the next attack and your charges are reset to 0. When you aren't attacked your charges decrease by 1 every 12/10/8/6 seconds.
Once you activate this ability the amount of charges is decreased by 1 for 5 seconds.
Use: Your main skill for defense.
Balance: Balance around the numbers. Maybe the amount of charges must be increased.
Notes: Some math: 4 Charges at Level 4. So you got the first hit > 3, 2nd > 2, 3rd > 1, 4th > 0 ... this means you gonna block the 5th attack. With the 5th attack the charges are restored to 4. When you activate this ability now you only have 3 charges meaning you block earlier. This is an amazing ability to activate during a gank.
Visual: On the icon you see the amount of charges like whiplash from the puppet master. There could also be written 'Block' or 'Blocked' in blue above his head (same like with the red crit numbers). Once activated his shield could glow in blue.
Comments: The part to activate this ability could be removed. I could also add a small health regen here when the amount of charges would be increased.
If you want me to keep the old shield slam or at least to keep the reset to spell 1 once you block an attack i would change this to 'The CD of your Shield Slam / Intercept is reseted to 0 when you block 2 times within 2 or 3 seconds. This could only occur once every 15 seconds.' But i think this is to complex and i like the block due to charges :)
_______________________
Divine Providence (no changes here)
http://images2.wikia.nocookie.net/wowwiki/images/4/46/Spell_Holy_Devotion.png
The Templar trusts in god and recites a holy hymn that strengthens his nearby allies.
Skill Type: Passive (you and allied heroes) & Active (self)
Mana Cost: 70/80/90/100
Cooldown: 30 seconds
Area of Effect: 600
Damage Type: Physical
Increases the damage of all allies nearby by 10/17.5/25/32.5% of the value of their main attribute.
Once activated blesses your and your allies weapons giving a chance of 25% to make your targets bleed. Bleeding decreases their movement by 4/6/8/10% and their attackspeed by 5/10/15/20%. They also lose 0.6/0.9/1.2/1.5% of their max health per second. The Bleed effect lasts 2 seconds. Divine Providence itself lasts 15 seconds but ends when the Templar dies.
Use: Boosts the damage of Intercept and snares even more. Bleed also causes additional damage over time. This will make you the prefered target to be taken out first during a team clash.
Balance: Balance around the numbers.
Notes: 32.5% of the main attribute: if your main attribute is strength and 100 you'll deal +32.5 damage as long as you are near the Templar. May change some item builds :)
Visual: The Templar kisses his sword and it's starts to glow once you activate the ability. Maybe the weapons of your allies should also start to glow. If you want to make this look more cool he could have a glow like in the picture used at the start of the thread once he used this ability.
_______________________
Shield Wall (Ultimate) (new but uses the old name)
http://images3.wikia.nocookie.net/wowwiki/images/6/66/Ability_Warrior_Vigilance.png
The Templar holds his shield high allowing him to take some of the damage his allies would take.
Skill Type: Passive (self) & Active (self)
Cooldown: 45
Mana Cost: 100/125/150
Area of Effect: 450
Passivly increases your health regeneration by 2/3/4 and once activated links yourself with all allied heroes in the area. If allies near the Templar take damage 10/15/20% of this damage is redirected to him. This effect lasts 10/12.5/15 seconds and increases your armor by 3/5/7 and your magic armor by 2/3/4 for its duration or until the Templar dies. Only allies that stay near him can redirect damage they take to the Templar. Redirected auto hits can be blocked.
OR
Once activated links yourself with all allied heroes in the area. If allies near the Templar take damage 10/15/20% of this damage is redirected to him. This effect lasts 10/12.5/15 seconds and increases your armor and magic armor by 2/3/4 for its duration or until the Templar dies. When Divine Providence is up you are healed of 100%(?) of the damage enemies with Bleed on them take. Only allies that stay near him can redirect damage they take to the Templar. Redirected auto hits can be blocked.
OR
Same as above but you aren't healed but return the full(?) amount of damage taken to the area around you as magic damage to enemies. Makes you first target - else they could rape themselves.
Use: Boosts your defense and allows you to take the damage instead of your team.
Balance: Balance around the numbers.
Notes: Could remove armor to force the enemies to attack him much more.
Visual: Either the whole Templar or his shield should start glowing blueish (depending on the visual used / needed in Spell 2). The area around him should be much brigther (within the AoE).
Comments: Please tell me which version you like more or give some hints to revamp this. I could also turn this in to a targetable ability to only allow the Templar to take the damage one target would get.
_________________________
Numbers are subject to change
Vote on concept
BUMP
ShadowExile
10-15-2009, 08:51 AM
I think that the Templar has a good concept, and so I have voted yes, however I think a lot of the spells require some change. The first skill is his main damager, yet at level 4, which if you maxxed it as quickly as possible (you'd be level 7), the spell would only do 200 damage. I'm not sure if this was the kind of hero you were hoping for, kind of like an Accursed but a team based one, but I think you should re-consider working that one a bit more to have a bit more effect. A shield slamming into you should definitely stun for longer I think, but the daze effect is alright anyway. However I like the hero, he definitely does not focus on damage, and I assume (as he is right now), he's more of a team support / last hitter / tank hero due to his ability to negate (and I assume like Chronos you would combine it with Wingbow).
I think to demonstrate his effectiveness a little more, you should post some synergies, the best way to use the hero and lane, when he would be most effective and what item builds would make him strongest, because as he is right now he probably wouldn't survive much other than to gank with allied heroes.
Anyway, I think the concept is good, regardless of damage stats and all that stuff, because I know you've had time to think about it. Hopefully you find my comment useful and I don't think it'd hurt you or anyone else too badly if you gave the Templar a little bit of a damage boost for his first spell, as it is basically your real damage spell, without anything else like a Runed Axe or Mock to help you.
ShadowExile
10-15-2009, 09:10 AM
BUMP
I don't think your change is much different to be honest, but slightly better. I think the Ultimate needs reworking to be more than a slight buff as it is, as it is it can barely be considered "ultimate class". The reason why everyone always gets their ultimate on levels 6, 11 and 16 is because that's exactly what that spell is, an ultimate one.
I think your Ultimate should be something more like this, something that would make enemies fear you as a Tanker/Carry (late game)
Overexertion:
"The Templar forcefully exerts his body to be able to go over it's natural bodily limit, causing him to gain massive boosts in all aspects. While he gains massive amounts of damage and other stats, he does it at the cost of his own life."
Mana Cost: 180/240/300
Duration: Toggleable (80 seconds max or until death, on toggle off cooldown)
Cooldown: 70 + 20% of time left before toggled off (therefore it's more beneficial to leave it on).
The Templar has a massive rush of adrenaline and overexerts his body to weaken his enemies. Gives a 30/45/60% damage bonus at the cost of 50/60/70 damage per second. The Templar gains a bonus of 6/9/12 in all stats and his melee range is increased by 200 units. His attack speed is increased by 25/35/45% and all of his spells are given a 10/15/20% bonus in each area of damage/attack speed/damage negating (etc).
Thanks for your feedback - gonna look into it changing it a little again. Will remove the +damage when Providence is up and let scale it just at higher values to 300. Got a new idea, too. Updating now ;)
NoobishNoob
10-15-2009, 10:01 AM
I really don't know if I'm going to review your current or your overhaul one... but since you're bumping the overhaul one, I guess I'll review that one:
1st Skill: I don't like having another charge skill with a daze at the end, even your Shield Bash is kinda better, it just needs a better mechanic to make it stand out as his main skill.
2nd Skill: I have a suggestion for your Shield Mastery: How about if you're blocking damage, you also hit harder, you know, the higher damage you take, the harder you hit too. Just an idea though, your overhaul suggestion seems kinda counterable easily by anticipating the next incoming attack will be blocked by a simple auto-attack and then follow up with a spell later.
3rd Skill: I don't know about this one, just cannot explain why... The bleed part is kinda cool but it looks like it makes your entire team like Meepos. Since you're tank, and you want your presence to be feared, here's my idea: How about, Templar marks a friendly unit, if that unit takes damage, it is redirected to Templar instead or increases Templar's speed and damage dealt? Something like a Vengeance or something.
4th Skill: A good tanking ultimate and synergizes well with Shield Mastery since a load of damage that is for your teammates is coming to you instead. Although casting this can pretty kill you immediately with a few AoE spells: Here's an idea: Scrapping the hp regen,How about everytime you receive a specific amount of damage, you'll gain hp regen that is stacking, that way, in the long run, you will receive back a good portion of your health back, that is, you don't die quickly.
Holding vote, I see good potential for this hero as a tank, needs some reworking though. Now return the favor and comment on my hero too: Thanks :D
Edited again - didn't have seen your post before ^^
Gonna look into it soon. Have to buy a new lamp for the floor before -_-
THIS IS THE FIRST POSSIBLE OVERHAUL OF THE TEMPLAR. LET ME SEE WHAT YOU THINK OF THIS VERSION.
Numbers are subject to change
Vote on concept
_________________________
The Templar
http://th07.deviantart.net/fs31/300W/i/2008/188/8/5/Templar_by_neisbeis.jpg
(not my work)
Speed: 300
Range: Melee
Affiliation: Legion
Primary Stat: Str
Strength: 23 (+2.8)
Agility: 20 (+1.9)
Intelligence: 15 (+1.4)
_________________________
Story
The Templars where the most famous and trusty warriors during the dark age of Newerth. But they also became very powerful ... to powerful for some.
One tried to kill them all to gather they treasures but those were never found. Though the holy order never really died. After several years of persecution the left over Templars reunited.
They once again became a famous and mysterious order, sending out their best warriors on the battlefields of Newerth.
Role
Tank and Support
_________________________
Visual
He's a human knight. Due to the fact HoN plays in the future an alternative setting could look like this: Warhammer Style (http://image-upload.de/image/q2DOGT/7ca37f95f3.jpg)
The old visual setting of him i used was this: Templar (http://image-upload.de/image/R1hhcC/febd2bcd05.jpg)
All 3 Setting would fit him, it's up to YOU to decide which one would fit HoN the best.
Important is that one can see his armor, his shield and sword. On his back he should have a cape with a huge cross (no must). On his head he should have a helmet, so you won't see his face (see the old visual setting for this).
If the version without helmet is prefered and you don't want a helmet, go ahead :)
As weapon he shall use a sword. As alternative he also could wear a mace or a flail. But a sword would fit him best.
Sound
Moving
Yes Milord / Yes Mylord
I'm on a crusade
None shall defeat me
Come on ya pansy
I should meet the enemies of God!
Attack
Hold your weapons high
This is only a flesh wound
Crush the barbarians
That is blasphemy!
Introduction
God wills it!
Death
All right, we'll call it a draw
Misc
Blue. No, yellow ... uuaahhhh ... damn i'm colorblind
Yes we found the Holy Grail, stop asking me. I won't tell you where it is.
I'm not a Knight who say ... NI.
_________________________
Alternative Theme
I could turn this one also into a skeleton warrior to make him a Hellbourne Tank AND to distinguish him from Jeraziah. He could probably look like this: Example (http://i296.photobucket.com/albums/mm196/ixumanu/Ice_Skeleton_Warrior.jpg).
_________________________
Intercept (replacing Shield Slam)
http://images2.wikia.nocookie.net/wowwiki/images/f/fc/Ability_Warrior_Charge.png
The Templar rushes into the battle to either catch his enemies or helping his allies.
Skill Type: Active (Target, Allies & Enemies)
Mana Cost: 85/90/95/100
Range (on enemies): 275
Range (on allies): 550
Cooldown: 15/14/13/12 seconds
Damage Type: Magic
Charges at an enemy or the targeted unit of an ally. This ability deals 100/160/220/280 damage when charging an enemy and 80/120/160/200 when charging the target of an ally. Both version daze the target stunning it for 0.1 seconds and reducing its movement by 20% for 1/1.5/2/2.5 seconds. When charging the target of an ally the charged unit it forced to hit you with its next attack.
Use: Amazing skill in teambattles. Allows you to initiate and rescue allies and catch fleeing enemies.
Balance: Balance around the numbers. Daze could also (additionally) increase the chance to miss or decrease the attackspeed, ... and i could remove the 1 hit taunt if you want me to.
Notes: You charge at your target with 800 speed, pushing units in your way to the side. You can't be stunned / silenced / tempested ^^ while charging.
Visual: You hold your shield high for a brief of a second and charge at the target with a blueish(?) trail behind you.
Comments: The sad part of this that i lose the synergie due to the reset of with a block, but i think this ability would be to strong with this.
_______________________
Shield Mastery (reworked - now with charges)
http://images3.wikia.nocookie.net/wowwiki/images/2/24/Ability_Warrior_DefensiveStance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities.
Skill Type: Passive (self) & Active (self)
Mana Cost: 75
Cooldown: 50
Works on: Physical auto hits (no spells!)
Increases your Armor by 1/2/3/4 and adds charges 7/6/5/4 to your shield. Every attack will consume one charge. When your charges reaches 0 you block the next attack and your charges are reset to 0. When you aren't attacked your charges decrease by 1 every 12/10/8/6 seconds.
Once you activate this ability the amount of charges is decreased by 1 for 5 seconds.
OR
Without the active part but everytime you block the damage you would have taken is released as magic damage in an area around you.
Use: Your main skill for defense.
Balance: Balance around the numbers. Maybe the amount of charges must be increased.
Notes: Some math: 4 Charges at Level 4. So you got the first hit > 3, 2nd > 2, 3rd > 1, 4th > 0 ... this means you gonna block the 5th attack. With the 5th attack the charges are restored to 4. When you activate this ability now you only have 3 charges meaning you block earlier. This is an amazing ability to activate during a gank.
Visual: On the icon you see the amount of charges like whiplash from the puppet master. There could also be written 'Block' or 'Blocked' in blue above his head (same like with the red crit numbers). Once activated his shield could glow in blue.
_______________________
Shield Wall (new 3rd ability - completly reworked)
http://images3.wikia.nocookie.net/wowwiki/images/6/66/Ability_Warrior_Vigilance.png
The Templar buffs him or an ally increasing their regeneration and reflecting some of the damage taken.
Skill Type: Active (Target, self & allies)
Cooldown: 25 seconds
Mana Cost: 60/70/80/90
Range: 500
Damage Type (reflected Damage): Physical
Work on: Physical auto hits (no spells!)
Increases the health regeneration of the targeted unit by 4/6/8/10 for 6/8/10/12 seconds or until attacked 5/6/7/8 times (what happens first) and reflects 15/30/45/60% of the damage taken back to the attacker. With each hit taken while this is active there is also a chance of 25% to reset the cooldown of your Intercept to 0. This could only occur once per Shield Wall.
Use: Usefull for regenerating some hitpoints and helping allies in battles / ganks. Also usefull to be able to use Intercept again earlier to take someone down / catch up / help an ally.
Balance: Balance around the numbers.
Notes: Damage returned is calculated like the with the item 'Barbed Armor'.
Visual: Not sure yet.
Comments: I maybe gonna rename this to Blessing of blababla - dunno ^^
_______________________
Divine Providence - Ultimate (now the Ultimate)
http://images2.wikia.nocookie.net/wowwiki/images/4/46/Spell_Holy_Devotion.png
The Templar trusts in god and recites a holy hymn that strengthens his nearby allies.
Skill Type: Passive (you and allied heroes) & Active (self)
Mana Cost: 75/125/175
Cooldown: 45 seconds
Area of Effect: 600
Damage Type: Physical
Increases the damage of all allies nearby by 10/20/30% of the value of their main attribute.
Once activated blesses your and your allies weapons giving a chance of 25% to make your targets bleed. Bleeding decreases their movement by 4/7/10% and their attackspeed by 10/15/20%. They also lose 0.8/1.4/2% of their max health per second. The Bleed effect lasts 2 seconds. Divine Providence itself lasts 15 seconds but ends when the Templar dies.
Use: Boosts the damage of you and your allies and snares even more combined with Intercept. Bleed also causes additional damage over time.
Balance: Balance around the numbers.
Notes: 30% of the main attribute: if your main attribute is strength and 100 you'll deal +30 damage as long as you are near the Templar. May change some item builds :)
2% of max health will be 30 damage / second when the target has 1500 health.
Visual: The Templar kisses his sword and it's starts to glow once you activate the ability. Maybe the weapons of your allies should also start to glow. If you want to make this look more cool he could have a glow like in the picture used at the start of the thread once he used this ability.
Comments: Could readd the ability to trigger Bleed when blocking (will choose version 1 of spell 2 then).
_________________________
How does he work?
You rush into a battle with Intercept, shield and ally that takes huge damage and Intercept his target again cause the CD reset procced. You also activate Divine Providence now to deal more damage and snare the enemies.
Synergie
Spell 1 (Intercept) + Spell 3 (Shield Wall) work perfectly together to catch up enemies attacking your mates and helping them.
Spell 2 (Shield Mastery) + Spell 3 (Shield Wall) will you make you very steadfast during battles.
Spell 1 (Intercept) + Spell 2 (Shield Mastery allow you to rush even into big groups of enemies without going down that easy).
The Ultimate (Divine Providence) pimps your damage and also the damage of your allies and allows you to snare them (and much more combined with Intercept).
Pros
Steadfast
able to taunt an enemy of an ally
good Supporter
Good Disabler
Cons
needs a lot of mana
weak when disabled
no escape mechanic
no farm spells
Possible Items
Steamboots
Bracelet
Tablet of Command
Frostfield Plate
Frostwolf's Skull
Shaman's Headdress
Helm of the Black Legion
Shrunken Head
Ring of Sorcery
Abyssal Skull
Behemoth's Heart
_________________________
Numbers are subject to change
Vote on concept
Edited again - didn't have seen your post before ^^
Gonna look into it soon. Have to buy a new lamp for the floor before -_-
....
Sabre
10-15-2009, 11:48 AM
Shield wall as written still just doesn't provide enough reason for an enemy team to want to kill him. I think you could have easily combined shield mastery into shield slam and given him a skill outside of just shields. This hero feels too focused and wouldn't really help the battlefield much unless he was farmed as a hard carry, and even then real carries would be able to do much better.
Which possible change are you refering to? The latest one with Wall as new 3rd spell? How should i combine Mastery + Slam (offense + defense into one spell Oo). Would be nice i you could give me some more informations :)
Arnald1
10-15-2009, 12:22 PM
He can really tank but this tanky kinda guys are the ones that you end up ignoring on teamfights, his strength depends in if you take your time to actually start hitting him.
He lacks of something that lures enemies into attacking him.
Otherwise is a good idea and a great concept, maybe if you tweak his passive into something more annoying he would become the target.
I really don't know if I'm going to review your current or your overhaul one... but since you're bumping the overhaul one, I guess I'll review that one:
1st Skill: I don't like having another charge skill with a daze at the end, even your Shield Bash is kinda better, it just needs a better mechanic to make it stand out as his main skill.
2nd Skill: I have a suggestion for your Shield Mastery: How about if you're blocking damage, you also hit harder, you know, the higher damage you take, the harder you hit too. Just an idea though, your overhaul suggestion seems kinda counterable easily by anticipating the next incoming attack will be blocked by a simple auto-attack and then follow up with a spell later.
3rd Skill: I don't know about this one, just cannot explain why... The bleed part is kinda cool but it looks like it makes your entire team like Meepos. Since you're tank, and you want your presence to be feared, here's my idea: How about, Templar marks a friendly unit, if that unit takes damage, it is redirected to Templar instead or increases Templar's speed and damage dealt? Something like a Vengeance or something.
4th Skill: A good tanking ultimate and synergizes well with Shield Mastery since a load of damage that is for your teammates is coming to you instead. Although casting this can pretty kill you immediately with a few AoE spells: Here's an idea: Scrapping the hp regen,How about everytime you receive a specific amount of damage, you'll gain hp regen that is stacking, that way, in the long run, you will receive back a good portion of your health back, that is, you don't die quickly.
Holding vote, I see good potential for this hero as a tank, needs some reworking though. Now return the favor and comment on my hero too: Thanks :D
1: what mechanic you would suggest? - i just like the fact to intercept on the target of an ally but it's true: more blinkers or heros with this style aren't needed.
2: you can't block spell - this would be to hard it think. i either would turn this into a flat block each hit + armor + regen or style percent based but you release the damage blocked around you als magic damage to all enemies nearby (lets say you block a hit that would have hit you for 150 = 150 aoe magic damage. dunno if this should be splittet on the enemies nearby or each one should get the full amount as damage.
3: already changed this to something you said ^^
4: is the old spell 3 with some changes. dunno if this fits him better. currently very unsure about him :(
What would you think of
1. Shield Slam like in the original build but without the +damage from providence so it deals 280 damage at level 4 without. could change the daze to wear of over 5 seconds.
2. shield mastery (the version with the charges), no +armor anymore but reduces damage taken by 10/18/26/34
3. providence with passive bleed and ni +damage from attribute - activateable to bless a target: blessed target is linked with the templar redirecting 10/15/20/25% damage to him
4.
Overexertion:
"The Templar forcefully exerts his body to be able to go over it's natural bodily limit, causing him to gain massive boosts in all aspects. While he gains massive amounts of damage and other stats, he does it at the cost of his own life."
Mana Cost: 180/240/300
Duration: Toggleable (80 seconds max or until death, on toggle off cooldown)
Cooldown: 70 + 20% of time left before toggled off (therefore it's more beneficial to leave it on).
The Templar has a massive rush of adrenaline and overexerts his body to weaken his enemies. Gives a 30/45/60% damage bonus at the cost of 50/60/70 damage per second. The Templar gains a bonus of 6/9/12 in all stats and his melee range is increased by 200 units. His attack speed is increased by 25/35/45% and all of his spells are given a 10/15/20% bonus in each area of damage/attack speed/damage negating (etc).
would change it a little to:
increases all stats by 10/15/20 and your main attribute by additional 5
Bump
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Bump
http://forums.heroesofnewerth.com/showpost.php?p=436316&postcount=128
....
Bump
http://forums.heroesofnewerth.com/showpost.php?p=436316&postcount=128
BUMP
ShadowExile
10-16-2009, 03:51 AM
Your change to Overexertion sounds good dezi. I think it works out more for him and makes him more of a feared tanker in the game and would make him a lot more deadly.
And if you have time reckon you could check out Poseidon, my hero? He's in my sig ;3
Gnermo
10-16-2009, 06:27 AM
Awesome idea, this guy gets my vote.
Gonna write a 2nd possible Overhaul now ^^
Shield Mastery
http://images3.wikia.nocookie.net/wowwiki/images/2/24/Ability_Warrior_DefensiveStance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities.
Skill Type: Passive (self) & Active (self / target, ally)
Mana Cost: 75
Cooldown: 45 / 30
Works on: Physical auto hits (no spells!) / everything
1
Increases your Armor by 1/2/3/4 and adds 7/6/5/4 charges to your shield. Every attack will consume one charge. When your charges reaches 0 you block the next attack and your charges are reset to the maximum. When you aren't attacked your charges decrease by 1 every 12/10/8/6 seconds.
Once you activate this ability the amount of charges is decreased by 1 for 5 seconds.
OR
2
Increases your Armor by 1/2/3/4, your health regen by 2/3/4/5 and everytime you have taken 600/500/400/300 damage you block 100 damage on the next attack. Damage taken is shown on the ability. This ability can be activated to link yourself with an ally taking 15/20/25/30% of the damage he would have taken for the next 10 seconds.[/quote]
Which version would fit him better?
Arnald1
10-16-2009, 11:27 AM
I think the second one could be better
Shield Mastery
http://images3.wikia.nocookie.net/wowwiki/images/2/24/Ability_Warrior_DefensiveStance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities.
Skill Type: Passive (self) & Active (self / target, ally)
Mana Cost: 75
Cooldown: 45 / 30
Works on: Physical auto hits (no spells!) / everything
1
Increases your Armor by 1/2/3/4 and adds 7/6/5/4 charges to your shield. Every attack will consume one charge. When your charges reaches 0 you block the next attack and your charges are reset to the maximum. When you aren't attacked your charges decrease by 1 every 12/10/8/6 seconds.
Once you activate this ability the amount of charges is decreased by 1 for 5 seconds.
OR
2
Increases your Armor by 1/2/3/4, your health regen by 2/3/4/5 and everytime you have taken 600/500/400/300 damage you block 100 damage on the next attack. Damage taken is shown on the ability. This ability can be activated to link yourself with an ally taking 15/20/25/30% of the damage he would have taken for the next 10 seconds.
Which version would fit him better?
[/QUOTE]
I think the second one could be better
Thx
More input please :)
Torguish
10-16-2009, 01:05 PM
Very nice =P this would be a positive add for the game =P
Shield Mastery
http://images3.wikia.nocookie.net/wowwiki/images/2/24/Ability_Warrior_DefensiveStance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities.
Skill Type: Passive (self) & Active (self / target, ally)
Mana Cost: 75
Cooldown: 45 / 30
Works on: Physical auto hits (no spells!) / everything
1
Increases your Armor by 1/2/3/4 and adds 7/6/5/4 charges to your shield. Every attack will consume one charge. When your charges reaches 0 you block the next attack and your charges are reset to the maximum. When you aren't attacked your charges decrease by 1 every 12/10/8/6 seconds.
Once you activate this ability the amount of charges is decreased by 1 for 5 seconds.
OR
2
Increases your Armor by 1/2/3/4, your health regen by 2/3/4/5 and everytime you have taken 600/500/400/300 damage you block 100 damage on the next attack. Damage taken is shown on the ability. This ability can be activated to link yourself with an ally taking 15/20/25/30% of the damage he would have taken for the next 10 seconds.
Which version would fit him better?
More input please ^^
Seal of Blood (possibe new 3rd spell)
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Imbues your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health per second for 5 seconds and lower his attackspeed and chance to hit by 5/10/15/20% and his movement by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood imbued to your Sword and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him those 100 damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. They could have a small bloody around themself and when you force a seal to combust there shoud be a small blood explosion.
Comments: Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Feedback please on this possible ability.
+ damage
+ snare
+ targetable
- synergie (compared with Providence and blocking (but blocking will be replaced, too))
- only works as self buff
- active (more mana required)
Seal of Blood (possibe new 3rd spell)
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Imbues your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health per second for 5 seconds and lower his attackspeed and chance to hit by 5/10/15/20% and his movement by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood imbued to your Sword and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him those 100 damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. They could have a small bloody around themself and when you force a seal to combust there shoud be a small blood explosion.
Comments: Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Feedback please on this possible ability.
+ damage
+ snare
+ targetable
- synergie (compared with Providence and blocking (but blocking will be replaced, too))
- only works as self buff
- active (more mana required)
BUMP
Seal of Blood (possibe new 3rd spell)
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Imbues your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health per second for 5 seconds and lower his attackspeed and chance to hit by 5/10/15/20% and his movement by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood imbued to your Sword and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him those 100 damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. They could have a small bloody around themself and when you force a seal to combust there shoud be a small blood explosion.
Comments: Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Feedback please on this possible ability.
+ damage
+ snare
+ targetable
- synergie (compared with Providence and blocking (but blocking will be replaced, too))
- only works as self buff
- active (more mana required)
BUMP
Seal of Blood (possibe new 3rd spell)
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Imbues your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health per second for 5 seconds and lower his attackspeed and chance to hit by 5/10/15/20% and his movement by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood imbued to your Sword and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him those 100 damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. They could have a small bloody around themself and when you force a seal to combust there shoud be a small blood explosion.
Comments: Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Feedback please on this possible ability.
+ damage
+ snare
+ targetable
- synergie (compared with Providence and blocking (but blocking will be replaced, too))
- only works as self buff
- active (more mana required)
BUMP
Seal of Blood (possibe new 3rd spell)
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Imbues your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health per second for 5 seconds and lower his attackspeed and chance to hit by 5/10/15/20% and his movement by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood imbued to your Sword and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him those 100 damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. They could have a small bloody around themself and when you force a seal to combust there shoud be a small blood explosion.
Comments: Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Feedback please on this possible ability.
+ damage
+ snare
+ targetable
- synergie (compared with Providence and blocking (but blocking will be replaced, too))
- only works as self buff
- active (more mana required)
BUMP
Seal of Blood (possibe new 3rd spell)
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Imbues your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health per second for 5 seconds and lower his attackspeed and chance to hit by 5/10/15/20% and his movement by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood imbued to your Sword and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him those 100 damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. They could have a small bloody around themself and when you force a seal to combust there shoud be a small blood explosion.
Comments: Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Feedback please on this possible ability.
+ damage
+ snare
+ targetable
- synergie (compared with Providence and blocking (but blocking will be replaced, too))
- only works as self buff
- active (more mana required)
Need Feedback
Seal of Blood (possibe new 3rd spell)
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Imbues your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health per second for 5 seconds and lower his attackspeed and chance to hit by 5/10/15/20% and his movement by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood imbued to your Sword and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him those 100 damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. They could have a small bloody around themself and when you force a seal to combust there shoud be a small blood explosion.
Comments: Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Feedback please on this possible ability.
+ damage
+ snare
+ targetable
- synergie (compared with Providence and blocking (but blocking will be replaced, too))
- only works as self buff
- active (more mana required)
Still need Feedback on this.
This is the 2nd possible overhaul of the Templar due to latest Feedback.
Shield Slam
http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png
The Templar uses his shield to deal damage to his enemies and to daze them.
Skill Type: Active (Target, Enemy)
Mana Cost: 85/90/95/100
Range: 250
Cooldown: 15/14/13/12 seconds
Damage Type: Physical
Deals 100/160/220/280 damage, stuns for 0.1 seconds and dazes for 1/1.5/2/2.5 seconds. Dazed targets speed is reduced by 20%.
Use: Your main source of damage and the ability to snare the enemy.
Balance: Balance around the numbers. Daze could also (additionally) decrease the chance to hit, the attackspeed, ...
Notes: Everytime you block damage with Shield Wall the cooldown of this ability is reduced by 1 second.
Visual: The Templar strikes the target with his shield?
Shield Wall
http://images3.wikia.nocookie.net/wowwiki/images/6/66/Ability_Warrior_Vigilance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities and enabling him to protect his allies.
Skill Type: Passive (self) & Active (Target, Ally)
Mana Cost: 75
Cooldown: 30
Increases your health regen by 2/3/4/5 and everytime you have taken 600/500/400/300 damage you block the next 100 damage you would normally take.
This ability can be activated to link yourself with an ally taking 15/20/25/30% of the damage he would have taken for the next 10 seconds.
Use: The spell that allows you to tank and protect allies (your fragile casters or your carry).
Balance: Balance around the numbers. Increase the amount needed till blocking and / or decrease the blocked amount.
Notes: This ability works on everything. This means you're able to block the damage from spells. For example the Pyro ulti that would hit you for 600 damage will only hit you for 400 because you were able to block 200 damage.
Visual: There could be written 'Block' or 'Blocked' in blue above his head (same like with the red crit numbers). Once activated his shield could glow in blue.
Seal of Blood
http://images3.wikia.nocookie.net/wowwiki/images/5/55/Ability_Gouge.png
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Blesses your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health or 5/10/15/20 health per second for 5 seconds (depending on the fact which value is higher) and lower his attackspeed by 5/10/15/20% and his movement and chance to hit by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood activated and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability. Can be used to farm creeps.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him the remaining DoT damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Note that the damage over time based on the current health is calculated once - this means it doesn't decrease / increase during the duration even when the target loses more health or gets healed.
Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
Can also increase the values on the snare.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. Affected targets could have a small bloody aura around themselves and when you force a seal to combust there shoud be a small blood explosion.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Overexertion
http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png
The Templar forcefully exerts his body to be able to go over it's natural bodily limit, causing him to gain massive boosts in all aspects. While he gains massive amounts of damage and other stats, he does it at the cost of his own life.
Skill Type: Active (self)
Mana Cost: 175/225/275
The Templar has a massive rush of adrenaline and overexerts his body to crush his enemies. Gives a 20/35/50% damage bonus at the cost of 40/55/70 magic damage per second. The Templar also gains a bonus of 5/10/15 in all stats and +5 to his main attribute.
This ability also increases his attackspeed by 10/15/20% and gives the following effects to his other abilities:
Shield Slam
- Damage increased by 10/15/20
- Speed Reduction to target increased by 2/3.5/5%
Shield Wall
- Cooldown decreased by 2/3.5/5 seconds
- Damage blocked increased by 20/35/50
Seal of Blood
- Application deals 20/35/50 physical damage
This ability can be toggled on and off and lasts a maximum of 30 seconds. Toggling off will trigger the Cooldown of 30 seconds + 50/35/20% of the remaining duration.
Use: This ability makes you a huge threat on the battlefield.
Balance: Balance around the numbers. Don't want to add increased range to him while this lasts to don't remove his weakness: range.
Notes: Can change the bonus to stats to a bonus to armor (physical) + a bonus to only strength.
Shaman's Headress will be a must on him to use this ultimate properly. Else it will deal 70 * 30 = 2100 damage on Level 3 (without taking magic armor into account).
Visual: The Templar holds his sword high into the sky and gains a glowing aura like used on the picture in post 1.
Those changes will still allow him to tank but he is now also able to deal a good amount of damage even when not the prefered target during a fight.
Possible items would be the normal tank items and maybe Runed Axe which could be very strong combined with the Ultimate. Enhanced Marches would also be a good item on him.
His weakness will still be his int and int gain and so his mana pool and of course his range. He don't have a blink (there are already to much in game) and Portal Key isn't a good option on him. He also lacks reals stuns but is able to snare enemies making him a good chaser.
This is the 2nd possible overhaul of the Templar due to latest Feedback.
Shield Slam
http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png
The Templar uses his shield to deal damage to his enemies and to daze them.
Skill Type: Active (Target, Enemy)
Mana Cost: 85/90/95/100
Range: 250
Cooldown: 15/14/13/12 seconds
Damage Type: Physical
Deals 100/160/220/280 damage, stuns for 0.1 seconds and dazes for 1/1.5/2/2.5 seconds. Dazed targets speed is reduced by 20%.
Use: Your main source of damage and the ability to snare the enemy.
Balance: Balance around the numbers. Daze could also (additionally) decrease the chance to hit, the attackspeed, ...
Notes: Everytime you block damage with Shield Wall the cooldown of this ability is reduced by 1 second.
Visual: The Templar strikes the target with his shield?
Shield Wall
http://images3.wikia.nocookie.net/wowwiki/images/6/66/Ability_Warrior_Vigilance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities and enabling him to protect his allies.
Skill Type: Passive (self) & Active (Target, Ally)
Mana Cost: 75
Cooldown: 30
Increases your health regen by 2/3/4/5 and everytime you have taken 600/500/400/300 damage you block the next 100 damage you would normally take.
This ability can be activated to link yourself with an ally taking 15/20/25/30% of the damage he would have taken for the next 10 seconds.
Use: The spell that allows you to tank and protect allies (your fragile casters or your carry).
Balance: Balance around the numbers. Increase the amount needed till blocking and / or decrease the blocked amount.
Notes: This ability works on everything. This means you're able to block the damage from spells. For example the Pyro ulti that would hit you for 600 damage will only hit you for 400 because you were able to block 200 damage.
Visual: There could be written 'Block' or 'Blocked' in blue above his head (same like with the red crit numbers). Once activated his shield could glow in blue.
Seal of Blood
http://images3.wikia.nocookie.net/wowwiki/images/5/55/Ability_Gouge.png
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Blesses your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health or 5/10/15/20 health per second for 5 seconds (depending on the fact which value is higher) and lower his attackspeed by 5/10/15/20% and his movement and chance to hit by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood activated and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability. Can be used to farm creeps.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him the remaining DoT damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Note that the damage over time based on the current health is calculated once - this means it doesn't decrease / increase during the duration even when the target loses more health or gets healed.
Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
Can also increase the values on the snare.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. Affected targets could have a small bloody aura around themselves and when you force a seal to combust there shoud be a small blood explosion.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Overexertion
http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png
The Templar forcefully exerts his body to be able to go over it's natural bodily limit, causing him to gain massive boosts in all aspects. While he gains massive amounts of damage and other stats, he does it at the cost of his own life.
Skill Type: Active (self)
Mana Cost: 175/225/275
The Templar has a massive rush of adrenaline and overexerts his body to crush his enemies. Gives a 20/35/50% damage bonus at the cost of 40/55/70 magic damage per second. The Templar also gains a bonus of 5/10/15 in all stats and +5 to his main attribute.
This ability also increases his attackspeed by 10/15/20% and gives the following effects to his other abilities:
Shield Slam
- Damage increased by 10/15/20
- Speed Reduction to target increased by 2/3.5/5%
Shield Wall
- Cooldown decreased by 2/3.5/5 seconds
- Damage blocked increased by 20/35/50
Seal of Blood
- Application deals 20/35/50 physical damage
This ability can be toggled on and off and lasts a maximum of 30 seconds. Toggling off will trigger the Cooldown of 30 seconds + 50/35/20% of the remaining duration.
Use: This ability makes you a huge threat on the battlefield.
Balance: Balance around the numbers. Don't want to add increased range to him while this lasts to don't remove his weakness: range.
Notes: Can change the bonus to stats to a bonus to armor (physical) + a bonus to only strength.
Shaman's Headress will be a must on him to use this ultimate properly. Else it will deal 70 * 30 = 2100 damage on Level 3 (without taking magic armor into account).
Visual: The Templar holds his sword high into the sky and gains a glowing aura like used on the picture in post 1.
Those changes will still allow him to tank but he is now also able to deal a good amount of damage even when not the prefered target during a fight.
Possible items would be the normal tank items and maybe Runed Axe which could be very strong combined with the Ultimate. Enhanced Marches would also be a good item on him.
His weakness will still be his int and int gain and so his mana pool and of course his range. He don't have a blink (there are already to much in game) and Portal Key isn't a good option on him. He also lacks reals stuns but is able to snare enemies making him a good chaser.
Feedback please
This is the 2nd possible overhaul of the Templar due to latest Feedback.
Shield Slam
http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png
The Templar uses his shield to deal damage to his enemies and to daze them.
Skill Type: Active (Target, Enemy)
Mana Cost: 85/90/95/100
Range: 250
Cooldown: 15/14/13/12 seconds
Damage Type: Physical
Deals 100/160/220/280 damage, stuns for 0.1 seconds and dazes for 1/1.5/2/2.5 seconds. Dazed targets speed is reduced by 20%.
Use: Your main source of damage and the ability to snare the enemy.
Balance: Balance around the numbers. Daze could also (additionally) decrease the chance to hit, the attackspeed, ...
Notes: Everytime you block damage with Shield Wall the cooldown of this ability is reduced by 1 second.
Visual: The Templar strikes the target with his shield?
Shield Wall
http://images3.wikia.nocookie.net/wowwiki/images/6/66/Ability_Warrior_Vigilance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities and enabling him to protect his allies.
Skill Type: Passive (self) & Active (Target, Ally)
Mana Cost: 75
Cooldown: 30
Increases your health regen by 2/3/4/5 and everytime you have taken 600/500/400/300 damage you block the next 100 damage you would normally take.
This ability can be activated to link yourself with an ally taking 15/20/25/30% of the damage he would have taken for the next 10 seconds.
Use: The spell that allows you to tank and protect allies (your fragile casters or your carry).
Balance: Balance around the numbers. Increase the amount needed till blocking and / or decrease the blocked amount.
Notes: This ability works on everything. This means you're able to block the damage from spells. For example the Pyro ulti that would hit you for 600 damage will only hit you for 400 because you were able to block 200 damage.
Visual: There could be written 'Block' or 'Blocked' in blue above his head (same like with the red crit numbers). Once activated his shield could glow in blue.
Seal of Blood
http://images3.wikia.nocookie.net/wowwiki/images/5/55/Ability_Gouge.png
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Blesses your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health or 5/10/15/20 health per second for 5 seconds (depending on the fact which value is higher) and lower his attackspeed by 5/10/15/20% and his movement and chance to hit by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood activated and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability. Can be used to farm creeps.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him the remaining DoT damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Note that the damage over time based on the current health is calculated once - this means it doesn't decrease / increase during the duration even when the target loses more health or gets healed.
Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
Can also increase the values on the snare.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. Affected targets could have a small bloody aura around themselves and when you force a seal to combust there shoud be a small blood explosion.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Overexertion
http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png
The Templar forcefully exerts his body to be able to go over it's natural bodily limit, causing him to gain massive boosts in all aspects. While he gains massive amounts of damage and other stats, he does it at the cost of his own life.
Skill Type: Active (self)
Mana Cost: 175/225/275
The Templar has a massive rush of adrenaline and overexerts his body to crush his enemies. Gives a 20/35/50% damage bonus at the cost of 40/55/70 magic damage per second. The Templar also gains a bonus of 5/10/15 in all stats and +5 to his main attribute.
This ability also increases his attackspeed by 10/15/20% and gives the following effects to his other abilities:
Shield Slam
- Damage increased by 10/15/20
- Speed Reduction to target increased by 2/3.5/5%
Shield Wall
- Cooldown decreased by 2/3.5/5 seconds
- Damage blocked increased by 20/35/50
Seal of Blood
- Application deals 20/35/50 physical damage
This ability can be toggled on and off and lasts a maximum of 30 seconds. Toggling off will trigger the Cooldown of 30 seconds + 50/35/20% of the remaining duration.
Use: This ability makes you a huge threat on the battlefield.
Balance: Balance around the numbers. Don't want to add increased range to him while this lasts to don't remove his weakness: range.
Notes: Can change the bonus to stats to a bonus to armor (physical) + a bonus to only strength.
Shaman's Headress will be a must on him to use this ultimate properly. Else it will deal 70 * 30 = 2100 damage on Level 3 (without taking magic armor into account).
Visual: The Templar holds his sword high into the sky and gains a glowing aura like used on the picture in post 1.
Those changes will still allow him to tank but he is now also able to deal a good amount of damage even when not the prefered target during a fight.
Possible items would be the normal tank items and maybe Runed Axe which could be very strong combined with the Ultimate. Enhanced Marches would also be a good item on him.
His weakness will still be his int and int gain and so his mana pool and of course his range. He don't have a blink (there are already to much in game) and Portal Key isn't a good option on him. He also lacks reals stuns but is able to snare enemies making him a good chaser.
Need Feedback!
This is the 2nd possible overhaul of the Templar due to latest Feedback.
Shield Slam
http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png
The Templar uses his shield to deal damage to his enemies and to daze them.
Skill Type: Active (Target, Enemy)
Mana Cost: 85/90/95/100
Range: 250
Cooldown: 15/14/13/12 seconds
Damage Type: Physical
Deals 100/160/220/280 damage, stuns for 0.1 seconds and dazes for 1/1.5/2/2.5 seconds. Dazed targets speed is reduced by 20%.
Use: Your main source of damage and the ability to snare the enemy.
Balance: Balance around the numbers. Daze could also (additionally) decrease the chance to hit, the attackspeed, ...
Notes: Everytime you block damage with Shield Wall the cooldown of this ability is reduced by 1 second.
Visual: The Templar strikes the target with his shield?
Shield Wall
http://images3.wikia.nocookie.net/wowwiki/images/6/66/Ability_Warrior_Vigilance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities and enabling him to protect his allies.
Skill Type: Passive (self) & Active (Target, Ally)
Mana Cost: 75
Cooldown: 30
Increases your health regen by 2/3/4/5 and everytime you have taken 600/500/400/300 damage you block the next 100 damage you would normally take.
This ability can be activated to link yourself with an ally taking 15/20/25/30% of the damage he would have taken for the next 10 seconds.
Use: The spell that allows you to tank and protect allies (your fragile casters or your carry).
Balance: Balance around the numbers. Increase the amount needed till blocking and / or decrease the blocked amount.
Notes: This ability works on everything. This means you're able to block the damage from spells. For example the Pyro ulti that would hit you for 600 damage will only hit you for 400 because you were able to block 200 damage.
Visual: There could be written 'Block' or 'Blocked' in blue above his head (same like with the red crit numbers). Once activated his shield could glow in blue.
Seal of Blood
http://images3.wikia.nocookie.net/wowwiki/images/5/55/Ability_Gouge.png
The Templar places a seal on his foes lowering their capabilities.
Skill Type: Active (self)
Mana Cost: 40
Cooldown: 0 seconds
Damage Type: Physical
Area of effect: 250
Blesses your Sword for your next attack. When you attack an enemy this will place a Seal of Blood on him. The seal will make the target bleed losing 0.5/1/1.5/2% of its current health or 5/10/15/20 health per second for 5 seconds (depending on the fact which value is higher) and lower his attackspeed by 5/10/15/20% and his movement and chance to hit by 4/6/8/10%.
The selfbuff last 5 seconds or until you attack an enemy. Each cast will consume one charge. You can have a maximum of 1/2/3/4 charges. 1 charge is restored every 5 seconds.
When you attack an enemy with Shield Slam or with Seal of Blood activated and there's already a Seal on him this will be consumed and its damage over time will be dealt as instant damage to the target and the area of effect.
Use: Your snare and spamable ability. Can be used to farm creeps.
Balance: Balance around the numbers.
Notes: 2% of current health every second over 5 second: Lets say the targets health is 1000/1000. So this will deal 20 damage per second and 100 over those 5 seconds. When you now cast Seal of Blood again and attack an enemy with it OR use Shield Slam on someone with Seal of Blood on him the remaining DoT damage will caused as instant damage. When you used Shield Slam the snare is gone but when you use Seal of Blood its replaced with the new one.
With 4 charges you can deal a good amount of damage in a short time combined with your Shiel Slam.
Note that the damage over time based on the current health is calculated once - this means it doesn't decrease / increase during the duration even when the target loses more health or gets healed.
Can change this to allow reapplication or Shield Slam to spread a replaced / destroyed Seal to enemies in the area of effect making this an AoE snare.
Can also increase the values on the snare.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. Affected targets could have a small bloody aura around themselves and when you force a seal to combust there shoud be a small blood explosion.
How to play with this?
Activate this before going into a fight snaring your enemy. Immediatly Shield Slam your target and imbue your Sword again to keep him snared.
Note that Slam slows for 20% so it will be easy to catch up again to hit him with new / other Seals.
The fact that seals lasts 5 seconds allows you to place them on 2 or more targets with good micro to snare even more enemies during a fight.
Overexertion
http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png
The Templar forcefully exerts his body to be able to go over it's natural bodily limit, causing him to gain massive boosts in all aspects. While he gains massive amounts of damage and other stats, he does it at the cost of his own life.
Skill Type: Active (self)
Mana Cost: 175/225/275
The Templar has a massive rush of adrenaline and overexerts his body to crush his enemies. Gives a 20/35/50% damage bonus at the cost of 40/55/70 magic damage per second. The Templar also gains a bonus of 5/10/15 in all stats and +5 to his main attribute.
This ability also increases his attackspeed by 10/15/20% and gives the following effects to his other abilities:
Shield Slam
- Damage increased by 10/15/20
- Speed Reduction to target increased by 2/3.5/5%
Shield Wall
- Cooldown decreased by 2/3.5/5 seconds
- Damage blocked increased by 20/35/50
Seal of Blood
- Application deals 20/35/50 physical damage
This ability can be toggled on and off and lasts a maximum of 30 seconds. Toggling off will trigger the Cooldown of 30 seconds + 50/35/20% of the remaining duration.
Use: This ability makes you a huge threat on the battlefield.
Balance: Balance around the numbers. Don't want to add increased range to him while this lasts to don't remove his weakness: range.
Notes: Can change the bonus to stats to a bonus to armor (physical) + a bonus to only strength.
Shaman's Headress will be a must on him to use this ultimate properly. Else it will deal 70 * 30 = 2100 damage on Level 3 (without taking magic armor into account).
Visual: The Templar holds his sword high into the sky and gains a glowing aura like used on the picture in post 1.
Those changes will still allow him to tank but he is now also able to deal a good amount of damage even when not the prefered target during a fight.
Possible items would be the normal tank items and maybe Runed Axe which could be very strong combined with the Ultimate. Enhanced Marches would also be a good item on him.
His weakness will still be his int and int gain and so his mana pool and of course his range. He don't have a blink (there are already to much in game) and Portal Key isn't a good option on him. He also lacks reals stuns but is able to snare enemies making him a good chaser.
BUMP
Need Feedback.
Blockk
10-20-2009, 01:23 PM
Personally I hate how you copied World of Warcraft over into HoN, but T-up for good tank
Torguish
10-20-2009, 02:50 PM
Not a bad idea once again, i think i commented on this one also :)
Well, i like it. The concept is good, the numbers are also good :P At least that what i think, definate t-up from me. :))
Btw. You have 80+ positive vote, you can ask to be moved to popular if you already haven't.
Ps. Please check out Aseriel and spread the word :) I'm trying my best for this hero =)
Gonna check your heroes tomorrow :)
Thx for the feedback. Yeah i got inspired by WoW. But is this a bad idea when it works? ^^
Need more feedback on this:
http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147
Thank you
Gonna check your heroes tomorrow :)
Thx for the feedback. Yeah i got inspired by WoW. But is this a bad idea when it works? ^^
Need more feedback on this:
http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147
Thank you
Bump
Torguish
10-21-2009, 02:52 AM
Okay, you gave some feedback on my hero and now it's time to return the favour :)
So, i like the idea about the offencive tank/support. Everything fits and work together. So, is the ulti kinda like Legionnaires spin but his just block the damage instead of a ''Meatspin''? :D
Damn i hate when i don't have anything to critisise :( seems to make this post useless :D Altho, T-up from me, tho i think i already voted that :)
*EDIT* also, i read the possible 3 skill and i like it. The charge idea is cool :) But didn't decide yet which one i like better. :P
Ps. I answered some posts on my thread, check them out when you have the time :)
If you need something, please ask!
I'm currently not sure about his ult and his 3rd spell. Spell 1 and 2 have already been changed due to feedback and i like the versions used above. But spell 3 seems pretty hard to pull of and the ult may be to lame ^^
http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147
Please read and give feedback.
Merc117
10-22-2009, 03:10 AM
i like warhammer templar. This heroes was good, but your 2nd version is much better
So you would also recommend me to replace his current skillset with this (http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147) one?
http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147
http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147
Still need Feedback on this possible overhaul.
Kalevra2k9
10-23-2009, 07:48 AM
very interesting hero :)
just a suggestion, the second skill i imagine it like the footmans of war3, maybe you can put it as an active buff self skill, with cd and give him more % chance to block
very interesting hero :)
just a suggestion, the second skill i imagine it like the footmans of war3, maybe you can put it as an active buff self skill, with cd and give him more % chance to block
Please read http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147
Post 1 says this too :p
http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147
Bump
http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147
Need feedback :)
http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147
I like to thank everyone for their votes BUT i still need feedback to the linked possible rework (current build is good too but lacks capabilities).
http://forums.heroesofnewerth.com/showpost.php?p=457347&postcount=147
Bump :)
This is the 3rd possible overhaul of the Templar due to latest Feedback.
Speed: 300
Range: Melee
Affiliation: Legion
Primary Stat: Str
Strength: 23 (+2.9) (+0.1)
Agility: 20 (+1.6) (-0.4)
Intelligence: 15 (+1.7) (+0.3)
Shield Slam (reworked (especially the daze effect))
http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png
The Templar uses his shield to deal damage to his enemies and to daze them.
Skill Type: Active (Target, Enemy)
Mana Cost: 90/100/110/120
Range: 250
Cooldown: 15/14/13/12 seconds
Damage Type: Physical
Deals 100/160/220/280 damage and dazes for 0.75/1/1.25/1.5 seconds. Dazed targets move around confused and aren't able to do anything while the effect lasts.
Use: Your main source of damage and the ability to snare the enemy.
Balance: Balance around the numbers. Daze could also (additionally) decrease the chance to hit, the attackspeed, ...
Notes: Everytime you block damage with Pain Suppression the cooldown of this ability is reduced by 1 second.
Changed Daze here. Targets you hit with Shield Slam now wander around the position where they have been hit unable to do anything. This is a sort of a stun.
Visual: The Templar strikes the target with his shield?
Pain Suppression (Shiel Wall (build 2) renamed & reworked)
http://images1.wikia.nocookie.net/wowwiki/images/9/95/Spell_Holy_PainSupression.png
The Templars were masters in combat. One of their main strengths is the ability to suppress the pain the feel and protect their allies with their life.
Skill Type: Passive (self) & Active (Target, Ally, Hero)
Mana Cost: 75
Cooldown: 5 seconds
Range: 600
Increases your health regen by 2/3/4/5 and everytime you have taken 600/500/400/300 damage you suppress the next 100 damage you would normally take.
Everytime you suppress some damage the cooldown of your Shield Slam and Devastate is reduced by 1 second.
This ability can be activated to link yourself with an ally. This lasts up to 15 seconds or until 150/200/250/300 of the damage the linked ally would have taken is redirected to you. You can only be linked with one ally at any time.
Use: The spell that allows you to tank and protect allies (your fragile casters or your carry).
Balance: Balance around the numbers. Increase the amount needed till suppressing and / or decrease the suppressed amount.
Notes: This ability works on everything. This means you're able to suppress the damage from spells. For example the Pyro ulti that would hit you for 600 damage will only hit you for 400 because you were able to suppress 200 damage.
I changed the active part in this build. It now transfers 300 damage to you. The numbers can be changed here (maybe increase it to 300/400/500/600). Transfered damage is pure > this means it's not reduced by armor/... of the linked ally. The transfered damage can be only reduced by your armor/... and your ability to suppress damage. This will help you to protect your allies.
Visual: There could be written 'Block' or 'Blocked' in blue above his head (same like with the red crit numbers). Everytime you are able to block damage your shield will glow blueish and once you have activated the ability you and the linked ally glow like shown in the concept picture.
Holy Seal (new)
http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png
Each attack of the Templar places a Holy Seal on his targets increasing the pain they feel.
Skill Type: Passive (target, enemies) & Active (self)
Mana Cost: 50
Cooldown: 15 seconds
Damage Type: Physical
Area of effect: 250
Your attacks deal +5/10/15/20 true damage and when you attack an enemy with an auto swing or ability this will place a Holy Seal on him. The Seal will make the target bleed losing 2/3/4/5 health per second and reduce its movement by 0.5/1/1.5/2%. This stacks up to 10 times and lasts 5 seconds. Each apply renews the duration.
When you activate this ability your next attack or abiliy will spread the Seal with all stacks to all enemies within the area of effect.
Use: Your snare that makes you dangerous when left alone. Stacks with itself and is renewed with each attack or ability.
Balance: Balance around the numbers.
Notes: Once stacked to 10 this will deal 50 damage per second and slows the target by 20%. Now you can spread this to enemies withing a small area of effect (range can be increased). This is a good snare once a team battle occurs and allows you to deal a good amount of damage once stacked.
Visual: -
Devastate (Ultimate) (new)
http://images1.wikia.nocookie.net/wowwiki/images/e/eb/INV_Sword_11.png
With his sword the Templar is able to deal a huge amount of damage with a single attack.
Skill Type: Active (Target, Enemy)
Mana Cost: 150/175/200
Cooldown: 30 seconds
Damage Type: Physical
Range: 250
Instantly deals 100/175/250 + 100/125/150% of your Base damage to the target, lower its armor by 3/4/5 for 5 seconds and instantly applies +0/1/2 Holy Seals. When the target is above 80/75/70% health this ability will deal additional 20% damage.
Use: This ability makes you dangerous when starting a fight allowing you to bring their carry / tank down to a level where he can be nuked.
Balance: Again i'm not sure about the numbers.
Notes: When this spell is on Level 3 casts it will result in 3 stacks of Holy Seal on the target.
The cooldown of this ability is reduced by 1 second everytime you suppress some damage due to Pain Suppression.
Visual: The Templar kisses his sword and it's starts to glow red once you activate the ability. He can perform a huge swing like the Legio when using his ult.
Pros
Huge strength and -gain
Very durable due to Pain Suppression
Stack- and spreadable snare
Cons
Low int and -gain
very low range on all abilities
no abilties for farming
Items
You should try to get a Portal Key if you don't have another initiator in your team, else try to get Shaman's or Helm depending on the enemy team.
Everything that reduces damage and gives you mana helps you. Runed Axe would be a nice item for farming but only get it if you are already able to tank well.
http://www.heroesofnewerth.com/images/items/Item_PowerSupply.jpghttp://www.heroesofnewerth.com/images/items/Item_Strength5.jpghttp://www.heroesofnewerth.com/images/items/Item_Replenish.jpghttp://www.heroesofnewerth.com/images/items/Item_Shield2.jpghttp://www.heroesofnewerth.com/images/items/Item_BehemothsHeart.jpg
http://www.heroesofnewerth.com/images/items/Item_DaemonicBreastplate.jpghttp://www.heroesofnewerth.com/images/items/Item_FrostfieldPlate.jpghttp://www.heroesofnewerth.com/images/items/Item_Splash.jpghttp://www.heroesofnewerth.com/images/items/Item_PortalKey.jpghttp://www.heroesofnewerth.com/images/items/Item_MagicArmor2.jpg
Synergie
blocking damage with http://images1.wikia.nocookie.net/wowwiki/images/9/95/Spell_Holy_PainSupression.png reduces the cooldown of http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png and http://images1.wikia.nocookie.net/wowwiki/images/e/eb/INV_Sword_11.png
http://images1.wikia.nocookie.net/wowwiki/images/e/eb/INV_Sword_11.png will reduce the armor of your target and this way increase the damage of http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png and http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png
http://images1.wikia.nocookie.net/wowwiki/images/e/eb/INV_Sword_11.png will also apply 1/2/3 stack of http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png depending on its Level with one cast
casting http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png will apply 1 http://images1.wikia.nocookie.net/wowwiki/images/f/f1/Ability_Warrior_InnerRage.png
How to play him
Grab a Portal Key to get near your enemies. Use Devastate on them and continue with Shield Slam. At level 16 you'll also have applied 4 stacks of Holy Seal only by using your abilities. Now Continue to attack your target and spread the Seal if needed.
If an ally is in danger use Pain Suppression on him to redirect the damage to you.
Remember - you are the tank that can initiate a fight. Communicate with your team to assign a target for Devastate that you want killed first. Reduced armor and Holy Seal helps you to do this.
Build
When you want to play aggressive level Shield Slam and Holy Seal early on. You should be laned with another stunner/disabler to get in range for your spells.
When playing defensive Focus on Pain Suppression and Holy Seal to get last hits.
The common build would be to level Shield Slam followed by Pain Suppression.
Alternative Theme
Can be used when he should be a Hellbourne Tank and could look like this: Example (http://i296.photobucket.com/albums/mm196/ixumanu/Ice_Skeleton_Warrior.jpg).
Please read and comment: http://forums.heroesofnewerth.com/showpost.php?p=488099&postcount=168
Vainek
10-26-2009, 11:37 AM
I quite like the idea of this Hero as a whole, however, i foresee an issue where enemies more like ignore you due to all your blocks.
Please read the rework idea ... post 1 isn't up to date as stated in it oO
Gonna rework post 1 tomorrow.
...........................................
Old Build
...........................................
Numbers are subject to change
Vote on concept
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The Templar
http://th07.deviantart.net/fs31/300W/i/2008/188/8/5/Templar_by_neisbeis.jpg
(not my work)
Speed: 300
Range: Melee
Affiliation: Legion
Primary Stat: Str
Strength: 23 (+2.8)
Agility: 20 (+1.9)
Intelligence: 15 (+1.4)
_________________________
Story
The Templars where the most famous and trusty warriors during the dark age of Newerth. But they also became very powerful ... to powerful for some.
One tried to kill them all to gather they treasures but those were never found. Though the holy order never really died. After several years of persecution the left over Templars reunited.
They once again became a famous and mysterious order, sending out their best warriors on the battlefields of Newerth.
Role
Tank and Damage Hybrid
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Visual
He's a human knight. Due to the fact HoN plays in the future an alternative setting could look like this: Warhammer Style (http://image-upload.de/image/q2DOGT/7ca37f95f3.jpg)
The old visual setting of him i used was this: Templar (http://image-upload.de/image/R1hhcC/febd2bcd05.jpg)
All 3 Setting would fit him, it's up to YOU to decide which one would fit HoN the best.
Important is that one can see his armor, his shield and sword. On his back he should have a cape with a huge cross (no must). On his head he should have a helmet, so you won't see his face (see the old visual setting for this).
If the version without helmet is prefered and you don't want a helmet, go ahead :)
As weapon he shall use a sword. As alternative he also could wear a mace or a flail. But a sword would fit him best.
Sound
Moving
Yes Milord / Yes Mylord
I'm on a crusade
None shall defeat me
Come on ya pansy
I should meet the enemies of Sol
Attack
Hold your weapons high
This is only a flesh wound
Crush the barbarians
That is blasphemy
Take a knee
Introduction
Sol wills it!
Death
All right, we'll call it a draw
Misc
Blue. No, yellow ... uuaahhhh ... damn i'm colorblind
Yes we found the Holy Grail, stop asking me. I won't tell you where it is.
I'm not a Knight who say ... NI.
You have been weighed, you have been measured, and you have been found wanting. In what world could you possibly beat me?
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Shield Slam
http://images2.wikia.nocookie.net/wowwiki/images/b/ba/Ability_Warrior_ShieldBash.png
The Templar uses his shield to deal damage to his enemies and to daze them.
Skill Type: Active (Target)
Mana Cost: 85/90/95/100
Range: 250
Cooldown: 12 seconds
Damage Type: Magic
Deals 80/120/160/200 damage, stuns for 0.1 seconds and dazes for 1/1.5/2/2.5 seconds. Dazed targets speed is reduced by 20%. When Divine Providence is activated your Shield Slam deals additional 25/50/75/100 damage.
Use: Your main source of damage and the ability to snare the enemy.
Balance: Balance around the numbers. Daze could also (additionally) increase the chance to miss or decrease the attackspeed, ...
Notes: Shield Slam could be only reset to 0 due to Shield Mastery once every 2 seconds.
Visual: The Templar strikes the target with his shield?
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Shield Mastery
http://images3.wikia.nocookie.net/wowwiki/images/2/24/Ability_Warrior_DefensiveStance.png
The Templar mastered the handling of his shield boosting his damage negation capabilities.
Skill Type: Passive
Increases your Armor by 1/2/3/4 and the chance to block and completly negate an attack by 10/15/20/25%. Each time you block an attack the cooldown of your Shield Slam is set to 0, can occur only once every 2 seconds. The Block only occur once every 0.5 seconds and doesn't trigger from Casts.
Use: Your main skill for defense.
Balance: Balance around the numbers.
Notes: At the moment i only would suggest to let him block normal attacks. This means he can't block / dodge a spell. This ability could be changed to also block spells up to a certain amount of damage or it gets and activatable part that allows you to block the next spelldamage incoming up to a certain value. CD could be 20 seconds, effect lasts 5 seconds or until cosumed and it could cost 75 mana. I leave this up to S2 ;)
Visual: The Templar holds the shield in front of him blocking the attack. There could also be written 'Block' or 'Blocked' in blue above his head (same like with the red crit numbers).
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Divine Providence
http://images2.wikia.nocookie.net/wowwiki/images/4/46/Spell_Holy_Devotion.png
The Templar trusts in god and recites a holy hymn that strengthens his nearby allies.
Skill Type: Passive & Active (self)
Mana Cost: 70/80/90/100
Cooldown: 30 seconds
Area of Effect: 600
Damage Type: Physical
Increases the damage of all allies nearby by 10/17.5/25/32.5% of the value of their main attribute.
Once activated blesses your and your allies weapons giving a chance of 25% to make your targets bleed. Bleeding decreases their movement by 4/6/8/10% and their attackspeed by 5/10/15/20%. They also lose 0.6/0.9/1.2/1.5% of their max health per second. The Bleed effect lasts 2 seconds. Divine Providence itself lasts 15 seconds but ends when the Templar dies.
Use: Perfectly boosts the damage of your Shield Slam and snares even more. Bleed also causes additional damage over time. This will make you the prefered target to be taken out first during a team clash.
Balance: Balance around the numbers.
Notes: 32.5% of the main attribute: if your main attribute is strength and 100 you'll deal +32.5 damage as long as you are near the Templar. May change some item builds :)
Visual: The Templar kisses his sword and it's starts to glow once you activate the ability. Maybe the weapons of your allies should also start to glow. If you want to make this look more cool he could have a glow like in the picture used at the start of the thread once he used this ability.
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Shield Wall (Ultimate)
http://images3.wikia.nocookie.net/wowwiki/images/6/66/Ability_Warrior_Vigilance.png
The Templar holds his shield high increasing his chances to block drastically.
Skill Type: Passive & Active (self)
Cooldown: 45
Mana Cost: 100/125/150
Area of Effect: 600
Increases your chance to block an attack by 25/50/75% for the next 5 attacks that can be blocked or 10 seconds (what happens first). Passivly decreases the damage all allies in range take by 2/3.5/5%. The Templar himself takes full damage. Also your blocks have a chance of 10/15/20% to trigger the Bleed effect.
This spell could also be used while you are stunned or silenced.
Use: Boosts your defense and offense. Prioritizes you much more as main target due to the decreased damage your mates take.
Balance: Balance around the numbers.
Notes: You can only block once every 0.5 seconds.
Visual: The shield starts glowing for the duration of the spell.
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Example to Blocking
Shield Mastery (4) and Shield Wall (3) active. You Block the First attack. Block CD starts. You are now not blocking attacks for about 0.5 seconds. You completly block the next attack after 0.5 seconds. Next Blocks will be after 1s, 1.5s and the last after 2 seconds.
Your Shield Slam was reset 2 times (with the first and the 5. Block (after 2 seconds). So you could have casted Slam before the Wall and will be able to cast it during or shortly after.
_________________________
Possible Changes due to feedback
Please read this: http://forums.heroesofnewerth.com/showpost.php?p=417916&postcount=95
==DONE== Rework Shield Slam that it only benefits from Divine Providence up > increase the damage from 75/100/125/150 to 80/120/160/200 (would still be a max of 300 damage when Providence is up and would Bleed completly 'reduce' to an area of effect hack/maim-style procc). ==DONE==
Please let me know what you prefer. If you've a better idea - go ahead and post it, please.
_________________________
Numbers are subject to change
Vote on concept
Thx for the latest votes :)
MrPretyHands
10-29-2009, 07:37 PM
I dont know if 200 dmg on shield slam is reasonable because thats potentially 300dmg every 2 seconds plus ministun and daze, if you target is attacking you. and with creeps on you your target wont get away, but i love the concept of block.
and i guess the mana cost will limit shield slams, but if the dmg were lower and the mana cost were lower it'd make the character alot more active and fun to play, its something to look at.
Overall I like the concept of a block based rather then a stamina stacker like other heroes. I also like his support capabilities.
Ah, you mean the CD will be lowered to quick von Shield Slam when you get attacked? I can add a cap there that this reduce to the CD only occurs every x seconds. Another option is the lowered damage and manacosts as you said. But i leave this up to S2 ^^
Gonna add your concers as Balance issues ;)
BrokenSaint
10-30-2009, 01:09 PM
Voted yes on concept, amazing concept.
Take a look at my new idea: http://forums.heroesofnewerth.com/showthread.php?p=522805
A hero without INT!
Antoneng
11-14-2009, 12:16 PM
this just might be the hero i'm looking for. XD but wouldn't it be much much better if this hero has his own identity like jeriziah? It's cooler if there's only this guy with a name compared to when there are many of these templars with no identity. (much like valkyrie and legionnaire.) you guys get my point? Could this be done? I hope so. lol. XD
Great hero btw. The redirecting damage skill is cool. :P it's like devotion from ragnarok. XD
Theme and setting is up to S2. I'm not good at creating a story so i did a standard one. When you or someone else can create a good background story - give me input ;)
SoerenRyge
11-17-2009, 08:59 AM
I like it, a tank, that has to be targetted otherwise the danger from Holy Seal becomes too high, and Devastate is quite dangerous. And his ability "steal" damage from his allies, can be used skillfully, or if used wrongly, can kill Templar in Godspeed ;) Also, I love the Monty Python references :D
`Meebit`
04-12-2010, 09:28 PM
Kinda like the tank
PSST: Check out the guide below
Pwnograhpy
04-12-2010, 10:25 PM
I noticed his 2nd skill is much like the Hippo-pwn-amus' Link somewhere in these forums, rip or simple cooincidence? xD
`Meebit`
04-14-2010, 07:05 PM
Lol Nice WoW Pictures =D, i have them too
Now @ Dream:
http://dream.heroesofnewerth.com/hero/dezi/The%20Templar
Mh, i screwed up on the stat gain / level. Just watch the thread information for this ^^