View Full Version : Shield Maiden (Damage Soaker/Heavy Duty Tank)
kerespup
10-18-2009, 08:20 PM
A maiden who lives to protect her allies from harm.
Shield Maiden
http://i12.photobucket.com/albums/a210/kerespup/Shield_Maiden.jpg
( Shield Maiden concept [Concept in image is copyrighted so this serves only as basis] )
Design
Shield Maidens, women who had chosen to fight as a warrior in Scandinavian folklore and mythology and they are often mentioned in sagas such as Hervarar saga and in Gesta Danorum. They are the basis of where Valkyries came from.
Story
A returning crusader from the ranks of Jeraziah's army, she excels in battle not because of her battle strength, but by the strength of her valor. Blessed by Sol, the Shield Maiden has become a formidable ally in terms of protection and redemption.
Role
A female tank that can take high amounts of damage; divert incoming damage for allies to herself; rush into the battlefield; and release all the damage she received back onto the enemy.
Initial Stats
Movement Speed: 290
Attack Type: Melee
Attack Range: 100
Affiliation: Legion
Primary Stat: Strength
Agility: 18 (+2.1)
Strength: 23 (+3.3)
Intelligence: 14 (+1.3)
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Legends of a Gallant Maiden:
The Abilities of the Shield Maiden
{~:Gallant Charge:~}
http://www.guildwars.com/images/professions/skillicons/warrior/defensivestance.jpg
"Do not falter! Stand strong and strike through!"
"Jeraziah: Young blood, you must lift your swords and raise your shields, for into battle we bring ourselves, with one Gallant Charge"
The Battle Maiden holds her shield close infront of her as she charges through the raging crowds, and enters the field with a glorious attack.
The Battle Maiden charges towards a target point with haste, using her shield as a front. Dealing Physical Damage herself and to each unit she passes through as she charges, then deals magical damage in a 400 AoE upon reaching her target location. Units that are bumped into while charging are pushed back to the side by 200 units.
Charging
+10/15/20/25% Movement Speed
Mana Cost: 100/110/120/130
Range: 400/500/600/700
Cooldown: 14 Seconds
Target Type: Target Point
Target Scheme: Any Point
Hotkey: Skill Hotkey 1
[1] Charges to the point with +10% Movement Speed. Deals 20 Physical Damage to herself and to each enemy unit that bumps into her as she passes through. Units that are bumped into are pushed back to the side by 200 units. Deals 120 Magic Damage at point of impact.
[2] Charges to the point with +15% Movement Speed. Deals 30 Physical Damage to herself and to each enemy unit that bumps into her as she passes through. Units that are bumped into are pushed back to the side by 200 units. Deals 180 Magic Damage at point of impact.
[3] Charges to the point with +20% Movement Speed. Deals 40 Physical Damage to herself and to each enemy unit that bumps into her as she passes through. Units that are bumped into are pushed back to the side by 200 units. Deals 240 Magic Damage at point of impact.
[4] Charges to the point with +25% Movement Speed. Deals 50 Physical Damage to herself and to each enemy unit that bumps into her as she passes through. Units that are bumped into are pushed back to the side by 200 units. Deals 300 Magic Damage at point of impact.
{~:Maiden's Sacrifice:~}
http://www.guildwars.com/images/professions/skillicons/warrior/symbolicstrike.jpg
"Stand strong my brothers! For I shall bear thy pains!~"
"Ophelia: Young blood, you are not as strong with the sword as the men who wield them, yet your blood is as mighty as the beasts that I tame. You who are the shield of the Legion, let this be your Maiden's Sacrifice"
The Shield Maiden offers her own body as the shield of the Legion, taking in the pain that her comrades would have suffered.
The Shield Maiden's toggle-on aura that affects all allies except herself within the area with "Maiden's Sacrifice".
Maiden's Sacrifice
25/20/35/40% of Damage Taken is transferred to the Shield Maiden instead
Ability Type: Toggle
Toggle Mana Cost: 100
Mana Upkeep: 6/5/4/3
Target Type: Area of Effect Centered on Caster
Area of Effect: 650
Target Scheme: Any Allied Heroes Other Than Self
Hotkey: Skill Hotkey 2
[1] Applies "Maiden's Sacrifice" to all allied units in the area. 25% of the damage affected allies will take is transfered to Shield Maiden instead.
[2] Applies "Maiden's Sacrifice" to all allied units in the area. 30% of the damage affected allies will take is transfered to Shield Maiden instead.
[3] Applies "Maiden's Sacrifice" to all allied units in the area. 35% of the damage affected allies will take is transfered to Shield Maiden instead.
[4] Applies "Maiden's Sacrifice" to all allied units in the area. 40% of the damage affected allies will take is transfered to Shield Maiden instead.
{~:Grandiose Vitality:~}
http://www.guildwars.com/images/professions/skillicons/warrior/sprint.jpg
"I shall not falter! I shall fight till the end!"
"Moon Queen: Unlike the many soldiers who have fought alongside us, you alone have yet to kneel to the wages of war... such a beauty is your Grandiose Vitality"
No matter how much damage she takes, the Shield Maiden will always remain calm, strong and upright.
Whenever the Shield Maiden receives damage, there is 11/13/15/17% chance that she will be able to trigger the "Grandiose Vitality" buff, restoring her own health over a short time.
Grandiose Vitality
Delays all damage taken for 3/6/9/12 Seconds
When Grandiose Vitality ends, the damage prevented is then dealt to the Maiden.
Grandiose Vitality does not stack, and may not be triggered if Grandiose Vitality is already active.
Ability Type: Passive
Target Scheme: Self
Buff Type: Support Buff / Non-Stacking
Duration: 4 Seconds
[1] 11% chance to delay damage for 3 seconds.
[2] 13% chance to delay damage for 6 seconds.
[3] 15% chance to delay damage for 9 seconds.
[4] 17% chance to delay damage for 12 seconds.
{~:Ultimate Retribution:~}
http://www.guildwars.com/images/professions/skillicons/warrior/thrillofvictory.jpg
"Feel onto your very souls, the pain that you have brought to us~!"
"Shield Maiden: Before the very day that King Maliken had disappeared into the darkness, he had said to me one thing... 'Thy shield will become the bane of all evil, and it shall be our Ultimate Retribution"
The Shield Maiden releases all the pain that she has endured onto her surroundings, spreading the damage to all unfortunate enemy heroes nearby.
Starting at 0 Charges, for every 50 Damage that the Shield Maiden Receives, it adds 1 charge to the Ability. With a cap of 9/12/15 charges. The Shield Maiden loses half the charges whenever she dies. Upon using the skill, it deals True damage equal to 50 x number of charges in a 300 Area of Effect centered on Shield Maiden, and the number of charges is reset to 0. Damage dealt is divided among the number of enemy heroes in the area.
Total True Damage Dealt to each hero in AoE= {(50 x Number of Charges) / Number of heroes within 500 AoE} + 80/160/240 Initial True Damage
Types of Abilities: Charged Area of Effect
Types of Targets: Area Centered on the Caster
Target Scheme: All Enemy Heroes
Initial Charges: 0
Area of Effect: 500
Mana Cost: 120/180/240
Cooldown: 220/150/80 Seconds
Casting Delay: 2.5/2.0/1.5 Seconds
Max Charges: 9/12/15
[1] Each affected hero within the AoE is dealt 80 True Damage. Shield Maiden deals bonus 30 True Damage for each charge of Retribution with a maximum of 10 Charges divided among all the targets. You lose 1 charge every 10 seconds when Shield Maiden isn't taking damage.
[2] Each affected hero within the AoE is dealt 160 True Damage. Shield Maiden deals bonus 30 True Damage for each charge of Retribution with a maximum of 15 Charges divided among all the targets. You lose 1 charge every 13 seconds when Shield Maiden isn't taking damage.
[3] Each affected hero within the AoE is dealt 240 True Damage. Shield Maiden deals bonus 30 True Damage for each charge of Retribution with a maximum of 20 Charges divided among all the targets. You lose 1 charge every 15 seconds when Shield Maiden isn't taking damage.
You lose 1 charge every 10/13/15 seconds when Shield Maiden isn't taking damage.
Total True Damage Dealt to each hero in AoE= {(50 x Number of Charges) / Number of heroes within 500 AoE} + 80/160/240 Initial True Damage
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Screenshots
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Changelog
[11-09] Grandiose Vitality has been reworked again
[10-27] Charges for Ultimate Retribution now degenerate every 11/13/15 seconds whenever Shield Maiden does not take damage.
[10-27] Added Initial Mana Cost and Mana Upkeep for Maiden's Sacrifice
[10-27] Grandiose Vitality's proc chances and amount healed per second has been scaled down.
[10-27] Removed "Auto-Off" effect of Maiden's Sacrifice when Shield Maiden goes below 30% health.
[10-27] Grandiose Regeneration's Duration lowered from 4 to 3
[10-26] Grandiose Vitality has been reworked
[10-15] Maiden's Sacrifice reworked into a Toggle Ability. Removed Mana Cost and Cooldown. Lowered the damage transferred. (Credit to Triumph)
~~~~~~~~o~~~~~~~~o~~~~~~~~o~~~~~~~~o~~~~~~~~o~~~~~ ~~~o~~~~~~~~o~~~~~~~~o~~~~~~~~
Credits
- People posting in this topic for the development of Sheild Maiden
- Triumph for his idea of reworking "Maiden's Sacrifice"
kerespup
10-18-2009, 08:44 PM
KeresPup's Review
Concept and Theme
The concept of a female tank has always been one of that 'wants' by the community, and the Shield Maidens of the Celtic era which Valkyries are based upon is quite a rare find. The theme seems to revolve around Damage Soaking, Movement, Self-Preservation and Damage Reversal. Basically, a heroine that builds up damage the more she takes damage.
Gallant Charge
From what I believe this is simply a forced movement skill that charges to a desired location with only unit walking, hence forth she cannot go through cliffs and the like? It's interesting, though in comparison, it wouldn't exactly be used for escaping as much I believe. From what I see, considering it has Unit Walking when used, its 'bumping' effect is almost similar to that of Madman.
Maiden's Sacrifice
Ah this is quite interesting, a skill makes the Shield Maiden take part of the damage dealt to allies, making her a heavy duty protector. I can find certain situations that this would be lethal to her if kept on, but I can see that there's a cap there where it's toggled off if she's under 30% HP. Quite a nice skill that benefits the entire team.
Grandiose Vitality
This must be the skill that balances out the damage she takes from Maiden's Sacrifice I believe. Although, I will probably see many who would learn this first, with only minimal level of Maiden's Sacrifice. I won't poke onto the numbers, the concept of a chance-triggered heal over time hasn't been delved into yet so it's unique somehow.
Ultimate Retribution
Hmmm, people might not be too keen on that True Damage. But seeing as she has to take damage before she can deal that damage, and that damage is split amongst enemy heroes (hence, the more heroes, the less damage). This should be made that it only targets enemy heroes and enemy heroes alone (have it ignore illusions) that way it won't be deemed useless against heroes with illusions (Geometer's Bane). The way she loses half of the charges when she dies reminds me of Soul Stealer jajaja. The 500 area of effect balances damage output considering that that's the usual area inhabited by enemies during team fights. Though this skill would be quite lethal if you were to encounter a single enemy by himself and with full charge.
Overall
An interesting hero concept. Damage Soakers, was one concept that hasn't exactly been seen yet. How her skills are in complete synergy is quite interesting, and with most of her skills adding quite a nice touch to team battles.
Thumbs Up from Me
==============================
Keres: Why did you review your own topic?
KeresPup: Well my voting polls have "I love it and I said why". So I have to say why before I vote right?
Keres: *swt*
==============================
morningrise
10-18-2009, 09:26 PM
just a few words after my first impression:
maybe you should change the received dmg for "Grandiose Regeneration" and "Ultimate Retribution" to hero dmg only... or is it wanted that way? she is able to tank lots of damage with this skill and got no problems jungling or tanking dmg at lane... and with the received dmg from her "Sacrifice" she may protect her mates from a lot of harm for a long time... or not if you got bad luck at triggering... thats why i hate legionnaire and blacksmith or any heroes that stand or fall with your luck/misfortune :/
just an idea: is there a reason the charge doesnt stun? maybe less impact dmg and a (0,5/1/1,5/2 sec) stun are more suitable for her (the skill reminds me of the paladin charge in diablo 2 ;) )
apart from that, i like the concept and idea, the skills just need a bit of reflection
Bugglez
10-18-2009, 09:30 PM
Interesting hero, it could be fun to add a little knockback to units that are hit with the Gallant Charge, making it look like she's clearing a path.
Maiden's Sacrifice could be renamed imo. It makes me think dirty thoughts.
Grandiose Vitality, I like the concept of it, but I think the numbers are a bit high, especially for "anytime she takes damage" when she has Maiden's Sacrifice turned on and is taking 30% dmg it just seems like a cheap trigger for this spell atm. I know numbers are a stupid thing to argue, but like I said, I like the concept for the spell.
Ultimate: I like this spell, nuff said.
x3style
10-19-2009, 07:17 AM
Quite unique and we always want new heroes and sweet wording on the skills kinda got me for a sec there. :)
Rentaromon
10-19-2009, 08:49 AM
gahhh i was just about to make a shield maiden!!!! thow my idea is a tank hero that can turn other heroes into tanks and herself into a dps hero.
1st: since she is rushing with a shield maybe the daamge should be a bit less for her.
2nd: that damage could realy add up. maybe you should add a reduction to the damage she takes, like she only takes 75% of that 40%?
3rd: as mentioned before if your being hit by creeps that damage would actually heal you, that would be game breaking. maybe make it based on percentage of damage taken?
ulti: interesting nuke. mostly a 1 on 1 spell. heres an idea, instead of splitting the damage he amount of damage for each is the same but reduced by 5% for each unit in the area to a max of 50% weaker. that way at max you will at least do 500 damage.
kerespup
10-22-2009, 10:16 PM
gahhh i was just about to make a shield maiden!!!! thow my idea is a tank hero that can turn other heroes into tanks and herself into a dps hero.
1st: since she is rushing with a shield maybe the daamge should be a bit less for her.
2nd: that damage could realy add up. maybe you should add a reduction to the damage she takes, like she only takes 75% of that 40%?
3rd: as mentioned before if your being hit by creeps that damage would actually heal you, that would be game breaking. maybe make it based on percentage of damage taken?
ulti: interesting nuke. mostly a 1 on 1 spell. heres an idea, instead of splitting the damage he amount of damage for each is the same but reduced by 5% for each unit in the area to a max of 50% weaker. that way at max you will at least do 500 damage.
1. It's the recoil of the shield impact that damages her.
2. Damage Reduction from Armor/Magic Armor still applies.
3. I'm still rethinking this one. Probably might make it reliant on her Strength.
4. It deals true damage. In a 5 on 5 match, it would most likely deal 400+ true damage at level 3 to all 5 enemies if they're in the vicinity.
kerespup
10-25-2009, 09:29 AM
bump
KiIIerAtWork
10-25-2009, 10:48 AM
really like this hero!
balance suggestion for passive skill: i would increase the chance and decrease the health regained because with such a high life restoration and such a low triggering chance it's just a luck skill. the player just survives a heavy gank because he hit the 11% chance... the more the chance is near to 50% the less luck it is.
first no vote, but if the passive skill is balanced right u will get a YES.
DrDouchebag
10-25-2009, 11:11 AM
The hero needs a taunt skill imo...
and the self heal is too weak to do much of anything, especially late game. 210 dmg normally isnt even equivalent to one hit.
kerespup
10-26-2009, 01:27 AM
Reworked Grandiose Vitality
{~:Grandiose Vitality:~}
http://www.guildwars.com/images/professions/skillicons/warrior/sprint.jpg
"I shall not falter! I shall fight till the end!"
"Moon Queen: Unlike the many soldiers who have fought alongside us, you alone have yet to kneel to the wages of war... such a beauty is your Grandiose Vitality"
No matter how much damage she takes, the Shield Maiden will always remain calm, strong and upright.
Whenever the Shield Maiden receives damage, there is 11% chance that she will be able to trigger the "Grandiose Regeneration" buff, restoring her own health over a short time.
Grandiose Regeneration
Heals health by 50/75/100/125% of Strength Attribute per second for 4 Seconds
Grandiose Regeneration does not stack, and may not be triggered if Grandiose Regeneration is already active.
Ability Type: Passive
Target Scheme: Self
Buff Type: Support Buff / Non-Stacking
Duration: 4 Seconds
[1] 12% chance to heal self for 50% of Strength per second for 4 Seconds
[2] 16% chance to heal self for 75% of Strength per second for 4 Seconds
[3] 20% chance to heal self for 100% of Strength per second for 4 Seconds
[4] 24% chance to heal self for 125% of Strength per second for 4 Seconds
Grandiose Vitality now regenerates based on Strength.
valiance
10-26-2009, 05:59 PM
Let Gallant Charge do 25 or 50 TRUE damage for each unit passed through to the Maiden. Adds a lot of tactical decisions: Should I charge through all these units and build up ult damage? Or should I juke around them and charge through a clear space so I don't risk dying before I reach the battle? I think this synergizes well with the ult and the regen skill.
Take the auto-toggle off of Maiden's Sacrifice. I think it removes a lot of skill. 30% hp is a lot of hp late game, and early game a skilled player should be able to take it to the wire and still come out on top. That's what leads to those "oh my god did you see that" moments. The epic escapes and misttimed toggles are a lot of fun. Manual casting allows for a nice range of skill in Maiden players.
Is the 50 damage to add a charge to Ultimate Retribution calculated before reduction? If not, it should be.
Grandiose Vitality seems nice now that it's buffed.
P.S. PLEASE take a look at my hero The Exhumer (in my sig) He needs some feedback desperately.
Manveru1
10-26-2009, 06:23 PM
Very good concept... Having such skills would make her very hard to play (as far as brain is required :) ) I like the concept and the synergy is obvious. The regen passive could be quite op but i'm nor sure of that.
All in all it's a very good hero and i would really play her.
And T-up for general Theme... all the quotes and ect are just fantastic... I', stuned by your imagination...
kerespup
10-27-2009, 07:40 AM
Updated
[10-27] Removed "Auto-Off" effect of Maiden's Sacrifice when Shield Maiden goes below 30% health.
[10-27] Grandiose Regeneration's Duration lowered from 4 to 3
Is the 50 damage to add a charge to Ultimate Retribution calculated before reduction? If not, it should be.
It's after reductions. For balance reasons I suppose. Back in Shield Maiden's WC3 version, we made it pre-reductions, and she was able to build up her ult way too fast just by simply being the center of attention for creeps and towers.
The regen passive could be quite op but i'm nor sure of that.
It's the numbers.
The_Eye
10-27-2009, 07:44 AM
Did you get the damage absorption from my item? o_O
kerespup
10-27-2009, 07:57 AM
Did you get the damage absorption from my item? o_O
1st
No. I made this concept and stuff last year for WC3 for my own custom map.
It was loosely based on "Spirit Link" which was a standard/generic skill for WC3.
2nd
I haven't even heard or seen your item until now that you remarked.
3rd
Use the PM function for this kind of remark.
I'll tell you what has been old me when i had a spell on a hero of mine that redirected the damage from nearby allies to the tank.
This hero is a need in every setup. There is no chance to go without this hero.
And that's the problem. Soaking so much damage will make this #1 pick as tank. As far as i can see this toggle hasn't:
a) manacosts to toggle on/off
b) no cd after toggling on/off
c) no drawback after toggling on/off
So i'll just farm up as much damage negation as possible an leaves this on. BAM - Win Win Sitution in every Teamfight.
Now let us say you'll have 100 Strength. When your toggle damage soaker is on there is a guaranteed damage income an even with just 24% your passive will be nearly on all the time. This will mean (100 * 1,25) / 3 = ~40HP/second!
Now add Shamans, Helm and maybe Behemoth's.
Her weakness is that she may be fragile until her passive goes of. But because of the fact you can turn this on / off at enemy time just wait till the first AoE ist gone and then activate this to make your carry nearly immortal.
Your ult. Some times it say true damage, then magic and sometimes it say divided among all units in the area (foes)) or heroes (foes?).
With 20 charges (easy to get with her toggle) this will be 1000! damage + your initdamage. Just save this for the instagib Oo
Last thing i don't like and what has been criticized at HoN: Charge. Another odd 'i can get quickly near you' spell.
This game already has enough blinkers / ... I'd like to see some heroes without those mechanics.
kerespup
10-27-2009, 08:59 AM
And that's the problem. Soaking so much damage will make this #1 pick as tank. As far as i can see this toggle hasn't:
a) manacosts to toggle on/off
b) no cd after toggling on/off
c) no drawback after toggling on/off
The Drawback is exactly its effect. It's like a double edged sword. Imagine when an AoE skill such as tempest's or behemoth's is used while this skill is on. It would desecrate her.
However I'll take into consideration the Mana Cost and/or Mana Upkeep thought.
Now let us say you'll have 100 Strength. When your toggle damage soaker is on there is a guaranteed damage income an even with just 24% your passive will be nearly on all the time. This will mean (100 * 1,25) / 3 = ~40HP/second!
Numbers will be numbers, judge on concept not numbers. Also, take into consideration that the heal does not trigger while the heal buff is already active. So by your analysis it'd only heal 40 HP per second for 3 seconds every 3 seconds if it were to trigger x times in a row. Do you believe that such healing would be enough to maintain herself while her damage soaking skill is on? The numbers are simply flavor, the concept is the dish itself.
Now add Shamans, Helm and maybe Behemoth's.
Her weakness is that she may be fragile until her passive goes of. But because of the fact you can turn this on / off at enemy time just wait till the first AoE ist gone and then activate this to make your carry nearly immortal.
You forget, because of this very skill, she would become a prime target. So she'd take the damage from both her own soaking skill and heroes focusing on her. Still, I'm taking into consideration the idea of having some conditions (Mana Cost, Mana Upkeep) for her soaking skill.
Your ult. Some times it say true damage, then magic and sometimes it say divided among all units in the area (foes)) or heroes (foes?).
A simple mistype. I missed some words upon changing it from Magic to True. It's True damage. And it's Divided among all enemy heroes in the area.
With 20 charges (easy to get with her toggle) this will be 1000! damage + your initdamage. Just save this for the instagib Oo
You have to take 1000 damage first so you can get th at much. Considering that reductions are still applied, it would be hard to get the charges within a small span of time.
Last thing i don't like and what has been criticized at HoN: Charge. Another odd 'i can get quickly near you' spell.
This game already has enough blinkers / ... I'd like to see some heroes without those mechanics.
Don't compare Chargers with Blinkers. Blinkers are instantaneous while Chargers are different in several ways. Comparing her Charge Range to other displacement skills, it is minimal. As most Blinkers and Chargers range are up in thousands. This is simply a forced movement ability with temporary increased movement, similar to that of Rampage/Barathrum yet targeted on a point.
kerespup
10-27-2009, 09:12 AM
And that's the problem. Soaking so much damage will make this #1 pick as tank. As far as i can see this toggle hasn't:
a) manacosts to toggle on/off
b) no cd after toggling on/off
c) no drawback after toggling on/off
The Drawback is exactly its effect. It's like a double edged sword. Imagine when an AoE skill such as tempest's or behemoth's is used while this skill is on. It would desecrate her.
However I'll take into consideration the Mana Cost and/or Mana Upkeep thought.
Now let us say you'll have 100 Strength. When your toggle damage soaker is on there is a guaranteed damage income an even with just 24% your passive will be nearly on all the time. This will mean (100 * 1,25) / 3 = ~40HP/second!
Numbers will be numbers, judge on concept not numbers. Also, take into consideration that the heal does not trigger while the heal buff is already active. So by your analysis it'd only heal 40 HP per second for 3 seconds every 3 seconds if it were to trigger x times in a row. Do you believe that such healing would be enough to maintain herself while her damage soaking skill is on? The numbers are simply flavor, the concept is the dish itself.
Now add Shamans, Helm and maybe Behemoth's.
Her weakness is that she may be fragile until her passive goes of. But because of the fact you can turn this on / off at enemy time just wait till the first AoE ist gone and then activate this to make your carry nearly immortal.
You forget, because of this very skill, she would become a prime target. So she'd take the damage from both her own soaking skill and heroes focusing on her. Still, I'm taking into consideration the idea of having some conditions (Mana Cost, Mana Upkeep) for her soaking skill.
Your ult. Some times it say true damage, then magic and sometimes it say divided among all units in the area (foes)) or heroes (foes?).
A simple mistype. I missed some words upon changing it from Magic to True. It's True damage. And it's Divided among all enemy heroes in the area.
With 20 charges (easy to get with her toggle) this will be 1000! damage + your initdamage. Just save this for the instagib Oo
You have to take 1000 damage first so you can get th at much. Considering that reductions are still applied, it would be hard to get the charges within a small span of time.
Last thing i don't like and what has been criticized at HoN: Charge. Another odd 'i can get quickly near you' spell.
This game already has enough blinkers / ... I'd like to see some heroes without those mechanics.
Don't compare Chargers with Blinkers. Blinkers are instantaneous while Chargers are different in several ways. Comparing her Charge Range to other displacement skills, it is minimal. As most Blinkers and Chargers range are up in thousands. This is simply a forced movement ability with temporary increased movement, similar to that of Rampage/Barathrum yet targeted on a point.
Updated
[10-27] Charges for Ultimate Retribution now degenerate every 11/13/15 seconds whenever Shield Maiden does not take damage.
[10-27] Added Initial Mana Cost and Mana Upkeep for Maiden's Sacrifice
[10-27] Grandiose Vitality's proc chances and amount healed per second has been scaled down.
The Drawback is exactly its effect. It's like a double edged sword. Imagine when an AoE skill such as tempest's or behemoth's is used while this skill is on. It would desecrate her.
But without a CD to toggle this you can easily leave if off before and turn it on late or vice versa. So it may be to easy to soak damage.
However I'll take into consideration the Mana Cost and/or Mana Upkeep thought.
Something like this.
Numbers will be numbers, judge on concept not numbers. Also, take into consideration that the heal does not trigger while the heal buff is already active. So by your analysis it'd only heal 40 HP per second for 3 seconds every 3 seconds if it were to trigger x times in a row. Do you believe that such healing would be enough to maintain herself while her damage soaking skill is on? The numbers are simply flavor, the concept is the dish itself.
Don't forget that numbers are there to get a feeling for the hero. So it's not that easy to say vote on concept :p
And when damage floating in even when this can't procc while it's active it will likely procc shortly after this went off. Now take in account that as tank and with the stats you gave her she'll be able to soak a huge bunch of damage even when this is "only" 40 HP / second. And this can procc any time. So she'll be able to push lanes like **** with a single stout.
A simple mistype. I missed some words upon changing it from Magic to True. It's True damage. And it's Divided among all enemy heroes in the area.
So it's up to 1240 true damage. Damage that can't negatet by Oo
Cmon that is way to much for any hero. Just save this and Portal Key, Ult, Charge - one hit their Caster / ...
You have to take 1000 damage first so you can get th at much. Considering that reductions are still applied, it would be hard to get the charges within a small span of time.
So you say you have to take 50 damage AFTER reduction? That isn't stated anywhere in the spell description and that way balances this spell a little.
Don't compare Chargers with Blinkers. Blinkers are instantaneous while Chargers are different in several ways. Comparing her Charge Range to other displacement skills, it is minimal. As most Blinkers and Chargers range are up in thousands. This is simply a forced movement ability with temporary increased movement, similar to that of Rampage/Barathrum yet targeted on a point.
I know but as is said we already got enough of those heroes with those kind of abilities. We espacialy don't need this on a tank that likely gonna get Portal Key. Else it would again make her to strong compared to other tanks that need the key to be effective.
See the blue text.
Updated
[10-27] Charges for Ultimate Retribution now degenerate every 11/13/15 seconds whenever Shield Maiden does not take damage.
[10-27] Added Initial Mana Cost and Mana Upkeep for Maiden's Sacrifice
[10-27] Grandiose Vitality's proc chances and amount healed per second has been scaled down.
Good changes. Now you've to think before toggling.
kerespup
10-27-2009, 09:42 AM
But without a CD to toggle this you can easily leave if off before and turn it on late or vice versa. So it may be to easy to soak damage.
True enough, that's why I already added a Initial Mana Cost and Upkeep. Considering that she has a very low Intelligence factor, toggling it on-off isn't exactly a swell idea, regardless of lack of cooldown.
Don't forget that numbers are there to get a feeling for the hero. So it's not that easy to say vote on concept
And when damage floating in even when this can't procc while it's active it will likely procc shortly after this went off. Now take in account that as tank and with the stats you gave her she'll be able to soak a huge bunch of damage even when this is "only" 40 HP / second. And this can procc any time. So she'll be able to push lanes like **** with a single stout.
This is pretty much the most controversial skill I've made since my own map, making her near invulnerable in order to compensate for her damage soaking. It still needs to be tinkered to be balanced so i'm trying out a few things. I was thinking of having the heal be done over 10 seconds instead of 3. That way there's almost like a 10 second cooldown/window of opportunity for this passive. Though I have to make the healing output higher to compensate. Healing a small amount over 3 seconds makes her close to invul, healing the same amount over 10 seconds makes it a really useless skill and not good enough to compensate for her soaking.
So it's up to 1240 true damage. Damage that can't negatet by Oo
Cmon that is way to much for any hero. Just save this and Portal Key, Ult, Charge - one hit their Caster / ...
True, but take into consideration: That would be already around Level 16, where heroes are mostly above 1000. Shield Maiden still needs to take that much damage beforehand. Anyways, I added the effect of charges degenerating when she doesn't take damage, so you can't really 'save up'.
So you say you have to take 50 damage AFTER reduction? That isn't stated anywhere in the spell description and that way balances this spell a little.
I thought it was obvious "50 Damage Taken" Taken = Received. That means it's already been dealt, thus has already gone through reductions.
I know but as is said we already got enough of those heroes with those kind of abilities. We espacialy don't need this on a tank that likely gonna get Portal Key. Else it would again make her to strong compared to other tanks that need the key to be effective.
Not exactly. Citing some examples, Kraken and Magmus have displacement abilities which are of longer range and of quicker pace. Giving people no chance to react. However considering that this displacement ability is based on her movement speed, she can easily be dismissed as you can easily throw a disable onto her with this unlike other displacement abilities.
To the ult again. There isn't any other hero with a nuke that has that kind of damage potential. Even Pyro with Staff has one problem: magic armor.
kerespup
10-27-2009, 09:19 PM
To the ult again. There isn't any other hero with a nuke that has that kind of damage potential. Even Pyro with Staff has one problem: magic armor.
I'll tinker around with the numbers then.
Microchaton
10-27-2009, 09:53 PM
Do want. First skill needs to knockback a little !
kerespup
10-28-2009, 08:29 PM
Do want. First skill needs to knockback a little !
Hmmm... Knockback huh? Maybe i'll remove the unitwalk and add knockback for targets in the way instead.
kerespup
10-29-2009, 11:17 AM
bump
Very well done.
Thumbs up.
Microchaton
10-29-2009, 12:24 PM
Well unitwalking doenst fit that much and is boring, plus we just had a bara added so, a little knockback like, a "pushed aside" or sth would be way funnier.
That's just my opinion and a detail though !
kerespup
10-29-2009, 09:27 PM
Updated!
- Removed Unitwalking from Gallant Charge and added a knockback effect to units that are bumped into while charging.
- Reduced Maximum Number of Charges from Shield Maiden's Ultimate from 10/15/20 to 9/12/15
antibody
10-30-2009, 01:07 AM
great hero concept.
i esp love reading the quotes
also i agree true damage is spread out too much in too manny ppls ideas. it should be limited to skills that truly warrent it.
FalseTruth
10-30-2009, 01:49 AM
I think the concept is very unique. I myself love playing tank heroes so this would be a total welcome. I'm not to sure on how to balance the numbers but I def love the style of the hero.
kerespup
10-30-2009, 04:25 AM
great hero concept.
i esp love reading the quotes
also i agree true damage is spread out too much in too manny ppls ideas. it should be limited to skills that truly warrent it.
I believe that her ultimate definitely is worthy of using True Damage, considering that she has to get damaged first before she'd even deal that much damage, and that it would be spread amongst enemy heroes.
Numbers are a little hard to deal with, but still, i believe True Damage is the way to go for her ult.
SUNSfan
10-30-2009, 02:09 PM
Excellent hero concept. One of the best I've read thus far. Big T-UP from me. I think it's about time S2 adds a female STR hero. I do think that this hero should be a fat hog however... :D
First skill - A nice charging skill that makes sense theme-wise
Second skill & Third skill - Awesome skills that directly synergize. From what I can see no changes are needed.
Ultimate - I am a fan of skills that require charges or things similar to that (soul stealer comes to mind). I think it synergizes well w/ everything else, it is just very hard to gauge whether the numbers are balanced. I think it would be impossible to balance this skill w/out actually testing it out in game. Luckily this voting should be based on concept alone.
In conclusion...my only complaint would be that this chick should be fat haha. If that is my only complaint, then that's a good thing. Excellent hero suggestion. Hope to see it one day good sir.
kerespup
10-30-2009, 09:48 PM
Excellent hero concept. One of the best I've read thus far. Big T-UP from me. I think it's about time S2 adds a female STR hero. I do think that this hero should be a fat hog however... :D
First skill - A nice charging skill that makes sense theme-wise
Second skill & Third skill - Awesome skills that directly synergize. From what I can see no changes are needed.
Ultimate - I am a fan of skills that require charges or things similar to that (soul stealer comes to mind). I think it synergizes well w/ everything else, it is just very hard to gauge whether the numbers are balanced. I think it would be impossible to balance this skill w/out actually testing it out in game. Luckily this voting should be based on concept alone.
In conclusion...my only complaint would be that this chick should be fat haha. If that is my only complaint, then that's a good thing. Excellent hero suggestion. Hope to see it one day good sir.
So many people would die of either laughter or horror if I'd make her into a pig. Though I think I wanna make a Pig-Based hero next lol.
SUNSfan
10-31-2009, 01:18 AM
So many people would die of either laughter or horror if I'd make her into a pig. Though I think I wanna make a Pig-Based hero next lol.
lol, what i meant by a fat hog is an obese woman :D
kerespup
10-31-2009, 09:30 AM
lol, what i meant by a fat hog is an obese woman :D
=P guh.... Devourer's wife?
kerespup
10-31-2009, 09:52 PM
bump
Sordak
11-01-2009, 02:59 AM
Good concept. i like it better than Pandora =D
Theme: Doesnt fits the world but i lovoe nordic stuff so T-up
First skill seems a bit like krakens charge dotn you think? still a good initiator and good synergie with the ultimate
second skills seems interresting. Its a bit too classic tanky. keep in mind you could kill yourself with this very easy. lets say you are all in the AoE of soulstealers ult. you would get 200% damage and that only on level 1! This is my only problem with this skill and you should rethink this. besides in order to compliment with this skill i would say make the ultimate auto cast when she dies.
thrid skill is rather unique but servers a conventioonal purpose. but its so... random thats my problem with it. this hero should be stable in my opinion. because she needs it to stay alive. the other problem is that it also invites you to just stack STR on her.
Ultimate is great nothing more to say about this because i dont think im that good at numbers. the concept of it is good and has VERY good synergie with the first and the seconds kill this is why i love it so much. however if you dont make it autocast let her loose counters if she dies. kinda like soulstealer maybe a bit m ore.
hopefully my feedback helped you
kerespup
11-01-2009, 10:44 AM
Good concept. i like it better than Pandora =D
Theme: Doesnt fits the world but i lovoe nordic stuff so T-up
It's a Paladin, Jereziah's a Paladin himself. That's the basic concept.
First skill seems a bit like krakens charge dotn you think? still a good initiator and good synergie with the ultimate
Similar in the concept of a movement ability, however Kraken's isn't targeted, and the damage is applied to those in the area around him while he rushes. Shield Maiden's knocks back and deals damage at landing point, is targeted. The speed of the ability is dependant on Shield Maiden's own speed, unlike Kraken's zipping motion.
second skills seems interresting. Its a bit too classic tanky. keep in mind you could kill yourself with this very easy. lets say you are all in the AoE of soulstealers ult. you would get 200% damage and that only on level 1! This is my only problem with this skill and you should rethink this. besides in order to compliment with this skill i would say make the ultimate auto cast when she dies.
This is pretty much a skill that needs skill (lolz) Anyone skillful enough would be wise as to disable this skill as soon as he sees incoming hard hitter AoE like Soul Stealer's. Still, it would be a sacrifice well spent even if one would fail to turn this off. Also, making abilities be automatic removes the fun in playing the hero.
thrid skill is rather unique but servers a conventioonal purpose. but its so... random thats my problem with it. this hero should be stable in my opinion. because she needs it to stay alive. the other problem is that it also invites you to just stack STR on her.
Previously, this was of a constant amount of healing, not dynamic based on Strength. But that constant amount deemed to be a bit too much in terms of healing. Thus I transformed it into a dynamic one. She already has a high STR gain, so players would probably rather go for damage denial items to improve her tanking prowess. It's been changed to dynamic to balance its scale from early game to late game.
Ultimate is great nothing more to say about this because i dont think im that good at numbers. the concept of it is good and has VERY good synergie with the first and the seconds kill this is why i love it so much. however if you dont make it autocast let her loose counters if she dies. kinda like soulstealer maybe a bit m ore.
Making her ult autocast defeats the entire purpose of balance where she loses her counters when she dies. Also, automated triggers aren't good ideas to improve competitive play.
hopefully my feedback helped you
Comments in blue
kerespup
11-02-2009, 07:36 PM
bump
kerespup
11-03-2009, 08:08 PM
bump
Love the idea, been thinking about a hero like this myself, and this ones skills are just perfect!
Good luck!
kerespup
11-04-2009, 03:57 AM
Love the idea, been thinking about a hero like this myself, and this ones skills are just perfect!
Good luck!
Thanks, I wish more people would feedback tho XD
kerespup
11-04-2009, 07:08 PM
bump
kerespup
11-05-2009, 07:19 AM
bumpeth
valiance
11-05-2009, 01:33 PM
TU vote from me, I think this is well designed and you took my crits into account :P :D.
kerespup
11-05-2009, 08:48 PM
TU vote from me, I think this is well designed and you took my crits into account :P :D.
Well, can't improve things if I don't so hehehe Thanks.
Sniffle
11-05-2009, 10:30 PM
This whole "tell why" bit is gonna discourage a lot of people from voting.
This hero has potential, but..
I think giving your carry 40% more ehp is a lil imbalanced no? A 1500 health chrono turns into a 2100 health monster... Sure the DAMAGE SPONGE will die fast, but not before soaking up bazillions of damage with her large health pool and passive heal spell.
Maybe make shield maiden take 60% of the damage to make up for it? This causes her to take 150% of the damage the intended target takes. Because otherwise, it's just siphoning away 40% of the damage from the squishy to the hard-as-rock "support tank". That would be almost be acceptable if it took an abundance of skill, but it's a toggle on/off ability.
In other words, moving almost half of all damage across the battle to a different target than intended should, imo, cost more than 4 mana/s. I dunno, maybe that's just me.
Unless i'm doing my math wrong or i'm misinterpreting the skill, I think it needs summore balancing.
kerespup
11-06-2009, 07:30 PM
This whole "tell why" bit is gonna discourage a lot of people from voting.
This hero has potential, but..
I think giving your carry 40% more ehp is a lil imbalanced no? A 1500 health chrono turns into a 2100 health monster... Sure the DAMAGE SPONGE will die fast, but not before soaking up bazillions of damage with her large health pool and passive heal spell.
Maybe make shield maiden take 60% of the damage to make up for it? This causes her to take 150% of the damage the intended target takes. Because otherwise, it's just siphoning away 40% of the damage from the squishy to the hard-as-rock "support tank". That would be almost be acceptable if it took an abundance of skill, but it's a toggle on/off ability.
In other words, moving almost half of all damage across the battle to a different target than intended should, imo, cost more than 4 mana/s. I dunno, maybe that's just me.
Unless i'm doing my math wrong or i'm misinterpreting the skill, I think it needs summore balancing.
Thanks for the critical comment. I'll try to see what I can do to balance it out.
kerespup
11-07-2009, 07:58 PM
This whole "tell why" bit is gonna discourage a lot of people from voting.
This hero has potential, but..
I think giving your carry 40% more ehp is a lil imbalanced no? A 1500 health chrono turns into a 2100 health monster... Sure the DAMAGE SPONGE will die fast, but not before soaking up bazillions of damage with her large health pool and passive heal spell.
Maybe make shield maiden take 60% of the damage to make up for it? This causes her to take 150% of the damage the intended target takes. Because otherwise, it's just siphoning away 40% of the damage from the squishy to the hard-as-rock "support tank". That would be almost be acceptable if it took an abundance of skill, but it's a toggle on/off ability.
In other words, moving almost half of all damage across the battle to a different target than intended should, imo, cost more than 4 mana/s. I dunno, maybe that's just me.
Unless i'm doing my math wrong or i'm misinterpreting the skill, I think it needs summore balancing.
Well, I went through it again and would like to point out some indifferences in your critique. First of all, I don't see why your example is giving an increase to health. A 1500 Health Chronos is still 1500 Health. I honestly don't see how it becomes a '2100' Health Chronos.
Secondary, why is it only 40% and not higher like 60%? Because it would be more imba to your first point. It would soak up 60% damage that the meek ones are supposed to take. Would you rather have Chronos take 60% of the damage? or 40%? 60% right? No one would want the carries to be that hard to kill.
Third, you were talking about there being no Skill involved with the soaking ability, please take note, Maiden has a low mana pool and low int gain. This soaking ability has a Mana Cost of 100 upon toggling on. So even if you toggle it on and off over and over, the only thing we get is that she loses a lot of mana if you don't use it wisely. Another point is that you have to use this ability wisely, you'd need the skill and reflex to know when to toggle it on and when to toggle it off. If you see Pyromancer's ult headed towards a dying ally, then toggle it on. If you see Behemoth coming and you don't want to die, then toggle it off.
kerespup
11-08-2009, 08:02 PM
Reworked Grandiose Vitality again, changed it to be non-biased which limited Shield Maiden to STR items. Grandiose Vitality now heals Shield Maiden by a percentage of HP lost over 5 seconds.
NEW
Grandiose Regeneration
Heals health by 10/15/20/25% of missing health over 5 Seconds
Grandiose Regeneration does not stack, and may not be triggered if Grandiose Regeneration is already active.
Ability Type: Passive
Target Scheme: Self
Buff Type: Support Buff / Non-Stacking
Duration: 5 Seconds
[1] 11% chance to heal self for 10% of missing health over 5 Seconds
[2] 13% chance to heal self for 15% of missing health over 5 Seconds
[3] 15% chance to heal self for 20% of missing health over 5 Seconds
[4] 17% chance to heal self for 25% of missing health over 5 Seconds
OLD
Grandiose Regeneration
Heals health by 30/60/90/120% of Strength Attribute per second for 3 Seconds
Grandiose Regeneration does not stack, and may not be triggered if Grandiose Regeneration is already active.
Ability Type: Passive
Target Scheme: Self
Buff Type: Support Buff / Non-Stacking
Duration: 3 Seconds
[1] 11% chance to heal self for 30% of Strength per second for 3 Seconds
[2] 13% chance to heal self for 60% of Strength per second for 3 Seconds
[3] 15% chance to heal self for 90% of Strength per second for 3 Seconds
[4] 17% chance to heal self for 120% of Strength per second for 3 Seconds
crayze
11-08-2009, 10:21 PM
This hero is actually pretty interesting, although it needs a bit of a fix in some areas. He needs to be more annoying -- meaning there should be a significant disadvantage to ignoring him. Look to other tank heroes -- Kraken snares your entire team, Legionaire spins, Zephyrs cyclones own you, Armadon spits goo and needles all over the place. They need to be taken care of. This guy.. just absorbs damage. Which is good, but not great. I'd say the third skill should be weaker, but stackable, with the damage absorption skill causing two damage points per hit taken. Essentially then this: attacking her allies causes her to get mad procs of her heal, even moreso if you use AoE, whereas attacking her means you have to fight a big tank. I'd also add some sort of galvanizing effect -- perhaps attack speed increase based on number of stacks of the heal, or better yet a movespeed increase to work with the "charging!" theme.
Either way, TUP.
kerespup
11-09-2009, 12:38 AM
This hero is actually pretty interesting, although it needs a bit of a fix in some areas. He needs to be more annoying -- meaning there should be a significant disadvantage to ignoring him. Look to other tank heroes -- Kraken snares your entire team, Legionaire spins, Zephyrs cyclones own you, Armadon spits goo and needles all over the place. They need to be taken care of. This guy.. just absorbs damage. Which is good, but not great. I'd say the third skill should be weaker, but stackable, with the damage absorption skill causing two damage points per hit taken. Essentially then this: attacking her allies causes her to get mad procs of her heal, even moreso if you use AoE, whereas attacking her means you have to fight a big tank. I'd also add some sort of galvanizing effect -- perhaps attack speed increase based on number of stacks of the heal, or better yet a movespeed increase to work with the "charging!" theme.
Either way, TUP.
Well, although you already mentioned it, Damage Absorption is one thing that is something that enemies should not ignore. Second, if they don't rule her out immediately, she'd be able to build up enough damage for her ult, which is immensely painful (True Damage). Shield Maiden is one of the different sort of tanks. Usual tanks are initiative (Kraken/Magmus/Behemoth) and take the first strike, however Shield Maiden can be useful regardless of what order she comes in. I'll take a look at the 3rd skill as you pointed out though, but just in case, the 3rd skill is more effective the lower Shield Maiden's life is, basically, it's like giving her a threshold of HP. The reason why I made it non-stacking over time is to balance it out and prevent the chance of having her possibly going back to full health in a short amount of time.
Walterion
11-09-2009, 05:41 AM
Friendly bump because Kerespup forgot about someone on somewhere >_>.
PeterLance
11-11-2009, 12:00 PM
I think this is a brilliant idea that opens up a lot of otherwise less viable, or highly situational team lineups. It seems like this character could add great variety to the game.
Trilles
11-11-2009, 02:04 PM
Good tanking hero that can do good combos with AoE stuns heroes, like Tempest, KotF, Shaker and so on... 'Cause he needs time to cast his ult, so it's not OP, and she needs a lot of items to handle the damage that she'll take. =)
GOOD JOB !
kerespup
11-12-2009, 02:25 AM
Thanks everyone for the comments and the support XP I'll try to work on a playable version once my schedule's cleared.
kerespup
11-15-2009, 03:33 AM
Slight change, increased Shield Maiden's Movement Speed to 290 from 280
also increased her INT gain from 1.2 to 1.3
Ozram
11-15-2009, 12:10 PM
Great concept, you have my vote man
D1ewitz
11-16-2009, 11:32 AM
Nice Hero, great support habilitis
Sniffle
11-17-2009, 01:43 AM
Well, I went through it again and would like to point out some indifferences in your critique. First of all, I don't see why your example is giving an increase to health. A 1500 Health Chronos is still 1500 Health. I honestly don't see how it becomes a '2100' Health Chronos.
Secondary, why is it only 40% and not higher like 60%? Because it would be more imba to your first point. It would soak up 60% damage that the meek ones are supposed to take. Would you rather have Chronos take 60% of the damage? or 40%? 60% right? No one would want the carries to be that hard to kill.
Third, you were talking about there being no Skill involved with the soaking ability, please take note, Maiden has a low mana pool and low int gain. This soaking ability has a Mana Cost of 100 upon toggling on. So even if you toggle it on and off over and over, the only thing we get is that she loses a lot of mana if you don't use it wisely. Another point is that you have to use this ability wisely, you'd need the skill and reflex to know when to toggle it on and when to toggle it off. If you see Pyromancer's ult headed towards a dying ally, then toggle it on. If you see Behemoth coming and you don't want to die, then toggle it off.
What i meant by giving a chronos 40% more health is that shield maiden would take 40% of his damage for him. Therefore his 1500 health lasts much longer as he takes less damage from each attack. He could have 2100 damage aimed at him, but only take 1500 damage.
The problem with this ability is that the way to stop late game carries is to disable them and do as much burst damage as you can. This lowers the burst damage they take by 40%. Sure it hurts shield maiden, but that is her purpose.
I see this skill used at the beginning of a battle and left on for the duration. Why would you ever not want to take damage for your team? You can take almost half the damage for your entire team. So what if a liegionaire spin hurts real bad! It would hurt your team just as bad. If you take an assload of damage, your team takes an assload LESS damage. IE the overall damage is the same, just spread out among the team. There needs to be a cost for this gamebreaking ability.
When i say that shield should take 60% damage, i mean that if the chrono under the aura takes 100 damage, 40 would be mitigated, but shield would take 60 damage. This takes a step towards balancing it, as therefore there's actually a cost (other than 4 mana/sec) for moving damage away from it's intended target. You say that there's alot of toggle cost. That doesn't really matter as you would want to keep this on 95% of the time in team fights, as your role would be to use this ability.
With this ability, one hero can focus on tanking while the rest of their team can focus on crazy damage items, as they can leave their health requirements to shield maiden.
To this hero, a low mana pool means nothing. Okay get necrobook. Boom mana problems solved. 4 mana per sec is maybe 100 mana TOPS. And with a 100 toggle cost, thats 200 mana. And that's assuming you have 0 mana regen. Late game with stats bonus you have no issues with maintaining this throughout the battle.
I hope you realize at this point how this skill would REALLY function in-game and can maybe make an effort to change it.
PeterLance
11-23-2009, 02:15 PM
b-b-b-bump
DarkBullet
11-23-2009, 06:46 PM
Well, I read this hero, and I instantly like it. Its solid, and well thought through.
Galiant Charge: Personally, I think HoN has created enough leapers, but none the less, I like it.
Maiden's Sacrifice: At first, this skill seems VERY over powered, but then you realize if Behemoth walks in and ults everyone, BAM About 500 damage to everyone. 40% of 2000 damage is around 800 damage, not including that damage that he does to you, so it has to be used very carfully.
Just as a quick suggestion, mabye it should turn off when the Maiden is below 10% life.
Grandiose Vitality: Obviously how she actually tanks, simple and good. But just a question, if you got only this and the charge, wouldnt she be an over powered Hero?
Ultimate Retibution:And of course, the ability that allows the tanking to be converted in to large quantities of damage. Of course it synergies with all the damage that she takes.
Overall: Great! I defiently voted yes on this one. And it actually seems balanced due to the great amount of damage that she takes. T-UP!
Sniffle
12-01-2009, 09:02 PM
Just as a quick suggestion, mabye it should turn off when the Maiden is below 10% life.
When you say that at first it seems overpowered, that is because IT IS overpowered. Even if shield maiden takes a ton of damage, that's just damage that would have gone to her teammates. That is damage that would already be dealt, just moved away from the squishier heroes to the hero that is built to take the hit.
I'll use your example. Behemoth ultis everyone doing 500 damage to each person. Without shield included.
With this skill off, everyone on her team takes 500 damage.
With her skill on, she takes 800 damage, and everyone on her team only takes 300 damage. So Behemoth's gamebreaking ulti is now just as good as the average nuke. Sure it does 800 damage to Shield maiden, but she has heals and can stack str items, AND her team just took 200 less damage from an ult that habitually demolishes entire teams.
And all of this from a non-ultimate skill.
Raizek
12-05-2009, 12:20 PM
I must say, the concept of a tank hero, able to take damage is very fun.
A str hero who actually a tank (with the exception of axe).
I could see how she could be very useful.
I like it alot.
NerdRocket
12-11-2009, 12:27 PM
Nice guild wars skill icons :X
Yurixy
12-11-2009, 01:11 PM
it would be nice to have a female tanker in HON
thumbs up
frickendevil
12-11-2009, 04:31 PM
Thumbs up, numbers still need to be tweaked, but love the concept.
lunchstolen
12-11-2009, 04:31 PM
No such thing as a tank. Unless your reworking Legionnaire, but your not.
Bennetoft
12-12-2009, 06:25 AM
Awesome hero, more tanks to the game!! Thumbs up, keep 'em coming bro. Mind thinking of an other farmer / forestfarmer hero? We havn't enough of them imo. And maybe some other AOE disabler like tempest and KOTF.
This hero should be in the game, tho there are so many good hero requests for the game ;) but this one is so far so good the best one i've seen.
volcan33
12-29-2009, 05:30 AM
her ult seens a bit op doing true dmg
anyway i like the roll and artwork...
t-up for this idea
Akahdrin
12-29-2009, 02:17 PM
very unique and finally adds a powerful aspect to the game for a support hero. most supports don't get to fulfill this role at all.
Nekros
12-29-2009, 07:55 PM
Other than Legionnaire theres no way to take dmg for allies and even with legionnaire it's meant for offensive purposes only, with ur idea it creates a very unique and new concept, the STR support char ;p Approved.
Personally though i'd prefer some kinda shield bash or throw ability to either slow or stun a single target, i think HoN has enough blink /pseudo-blink ablities
Everrain
01-24-2010, 09:00 AM
T-Up, good support, good tank. I liked first ability and toggle ability, however i think you must buff passive ability.
Knight`
01-25-2010, 02:49 PM
this hero is bullshit and a waste of a good hero spot.
1: woman and warrior? 2 worlds collide!
2: a big armor is the wrong gear for a woman, how they should walk? give her an apron and rename her to kitchen maid.
3: wtf you give a woman a sword & shield are you crazy? give her an rolling pin instead of a sword and a frying pan instead of a shield.
4: give her skills like shoe throw, screaming whine, roasters bash and her ulti is: endless phone call!
then maybe you got a good hero ^^
Virsath
01-25-2010, 03:49 PM
I'm loving this hero idea. Mostly for the concept but the abilities, too. Tanks serve less and less of a purpose the better your opponents are and this hero's tanking capabilities never trail off like with electrician or accursed for example.
kerespup
01-26-2010, 09:49 PM
this hero is bullshit and a waste of a good hero spot.
1: woman and warrior? 2 worlds collide!
2: a big armor is the wrong gear for a woman, how they should walk? give her an apron and rename her to kitchen maid.
3: wtf you give a woman a sword & shield are you crazy? give her an rolling pin instead of a sword and a frying pan instead of a shield.
4: give her skills like shoe throw, screaming whine, roasters bash and her ulti is: endless phone call!
then maybe you got a good hero ^^
Eww, sexist.
1. So Valkyrie is a man?
2. and what of Valkyrie?
3. Valkyrie has a Spear and a Shield. Spears are heavier.
4. Sexist.
Go back to the 1800's please.
JackNoir
01-31-2010, 06:04 PM
I want a female tank very badly, but less of this charging idea. I really want to see more skills that revolve around making this person practically unkillable. Also the healing 25% of missing health seems a little bit overpowered. But I still vote yes.
SexyRanger_
01-31-2010, 06:18 PM
Having a female str hero is a great cool idea, on the skills all are pretty balanced but maybe you should raise the grandoise vitality trigger rate to at leasy 20-25% it is very similar to chronos rewind and I don't see too much reason for having a lower rate.
Also the ulti range may be shorter than what people's tough, the first one and the ult make the perfect combo (imagine it with tempest's ult) but does the first skill pushes away enemys on the last magical impact?.
anyway, I voted yes for the amazing creation :)
War_Mech
01-31-2010, 06:59 PM
Interesting skills - not too big on the theme but that doesn't really matter too much.
Only problem really is the new Chronos rewind is just basically a better version of your Grandiose Vitality. So you might need to change something about it if you want this hero to continue.
Other than that there is pretty good synergy in this hero.
Buttomtwo
02-01-2010, 02:20 AM
lol females cant tank.
Q_______Q
02-04-2010, 11:15 PM
Inverse Sand Wraith. I dig.
To balance the damage intake, it could be a gradated damage-steal instead of the pure AOE buff that it is. This would balance heroes blinking in and tanking while the Maiden sits in the woods nearby. It would also create a unique situation where you want to be close to the the Maiden, but it also has a tactical disadvantage, in case of AOE attacks.
Also, the GV. Woah. How about work it something like Chronos' damage rewind, where she takes the damage, then gains a certain percentage back? Or, to not be a copy-cat and keep the current skill, extend the time it takes to regen. As-is, she's pretty invulnerable until against late-game carries. :-/
Otherwise, I love it! It reminds me of this Magic: TG card... maybe you remember it? Spirit en-Kor. Google it, son.
Jeffy2003
02-05-2010, 02:40 AM
Just had a quick look, passive seems very over powered.... and the toggle mana cost is so high for her ablities, that appear to be only really effective in team battles. Looks as tho, being a 'damage soaker' without any passive dmg reduction she will be hugely item dependent. Unlike the games current 'damage soakers' jeraziah and armadon neither of which are highly item dependent.
Suggestion- debuff passive, reduce toggel mana cost/ re-spec attribut points intel> agility and add a minor amour buff for the maidens sacrific.
RhinoTime
02-05-2010, 07:51 AM
I like it heaps, just a play on the numbers mite be needed bit overall seems balanced and like a good team hero pick :)
Ouncy
02-05-2010, 07:58 AM
Awsome hero, nice story as well. Spells seem to be perfect. 15/10
SexyRanger_
02-05-2010, 05:09 PM
reduce the main true damage of your ult >.<, and changue grandiose vitality still.. maybe giving her something to reduce that damage even more like some Helm of the black legion effect or something like davion's dota pssive skill (gives you armor and some health regeneration).
but I still think is very cool and should be added :3
10/10
kerespup
02-07-2010, 04:13 AM
Grandiose Vitality
Ability Type: Passive
Target Scheme: None
[1] Reduces all incoming damage by 40
[2] Reduces all incoming damage by 55
[3] Reduces all incoming damage by 70
[4] Reduces all incoming damage by 85
How's this one then?
kerespup
02-07-2010, 12:19 PM
Replaced Grandiose Regeneration with
Grandiose Vitality.
11/13/15/17% chance to delay damage taken for 3/6/9/12 seconds.
Think of it as a pain killer, you don't feel the pain now, but when the pain killer wears off, then you feel it.
SexyRanger_
02-07-2010, 03:16 PM
what would be the point of a skill that makes the pain comes later 0_o, I prefer the first one as it is way more usefull (pretty much like tidehunter's in DoTa, which is a wonderfull passive).
its a very cool character tough, hope she got portrayed into hon >.<
kerespup
02-07-2010, 08:47 PM
what would be the point of a skill that makes the pain comes later 0_o, I prefer the first one as it is way more usefull (pretty much like tidehunter's in DoTa, which is a wonderfull passive).
its a very cool character tough, hope she got portrayed into hon >.<
Well if you think about it, with the damage being delayed, you can like, totally use potions or have someone heal you to regain health before the damage is applied or even teleport back to the fountain, making her survive longer. Plus it helps with her damage soaking ability.
It's the same idea as painkillers IRL, you don't feel the pain right now, but you feel it later when the pain killers wear off (and that's usually when you're at the hospital already).
Benny`
02-07-2010, 08:56 PM
I like this idea hence I bump the thread ^_^
Hat_Truck
02-08-2010, 09:40 AM
I voted yes but only because the picture of her is so beautiful.
Ajhacket
03-08-2010, 04:20 PM
Great concept/lore. Most people have convered the finer points above this post so I wont go into detail. The level of enjoyment in my opinon increases vastly when playing HoN not as a rambo solo but as a well oiled team machine, this hero lends nicely to that concept.
LightofdaY
03-08-2010, 06:38 PM
there's like 5 female tanks or knights in the hero suggestions threads. I will have to agree with this hero if it was a guy. That or this hero is from some anime where girls can actually tank.
Skunkjuice
03-13-2010, 05:40 PM
bump
Great idea!
I'd like to see a hero like this one in the game.
Her ability to reduce friendly units damage is a great way to make a tank be a tank, and the double edged nature of the skill, makes it be a not overpowered skill but instead, a choice of saving an ally or staying alive (I suggest here lowering the damage reduction to a max of 25%, otherwise AoE will just instantly kill the maiden, also, it can be auto toggled off if maiden reach 10% health or something like that)
Also the way she can clear a path (like krakken) is of great use for example, to combine whit valk spear, or just to make a retreat faster (i think maiden should be exhausted after charging, making it less usefull at running away from side to side of the map, a 10% slow for a couple of seconds would be ok)
BTW, i think you should edit first post, cuz i got a bit confused at seeing which one was the last change :P!
GL
lopapro
03-21-2010, 07:43 AM
very very nice concept i like the idea that a cut girl can tank lol although I think the maidens sacrifice should be nerfed to at least 35+- more or less
FulgoreSama
03-21-2010, 08:01 AM
what would be the point of a skill that makes the pain comes later 0_o, I prefer the first one as it is way more usefull (pretty much like tidehunter's in DoTa, which is a wonderfull passive).
its a very cool character tough, hope she got portrayed into hon >.<
Pretty simple. Hope this procs, Hit your ult. Take the pain than just unleash, Try to heal if possible but if not than you know. Those dumbasses may have just wasted a good... 3-4 members depending how well planned the absorption was and than you can walk away to either die off or get healed and remain a victor for your team to mega push your towers.
Question: Does maiden's sacrifice become added damage for the ult?
Example: Dumbass enemy soulstealer uses his ult, 4 members of your team are hit and survive but one is low so a chase starts and u still survive, Unleash on the idiot and kill him with the sacrifice damage.
kerespup
03-24-2010, 06:03 AM
Pretty simple. Hope this procs, Hit your ult. Take the pain than just unleash, Try to heal if possible but if not than you know. Those dumbasses may have just wasted a good... 3-4 members depending how well planned the absorption was and than you can walk away to either die off or get healed and remain a victor for your team to mega push your towers.
Question: Does maiden's sacrifice become added damage for the ult?
Example: Dumbass enemy soulstealer uses his ult, 4 members of your team are hit and survive but one is low so a chase starts and u still survive, Unleash on the idiot and kill him with the sacrifice damage.
It's still damage, so yes.
TunnelSnakes
03-29-2010, 06:42 AM
awesome idea dude. i wanna see it get put in the game
SidVici0us
03-29-2010, 08:13 AM
Love this tank, she will be a perfect wife for :legi:
VanthraX
04-02-2010, 02:50 AM
Grandiose Vitality... we already have a "rewind fag", his name is chronos and we hate him lol unless i've misunderstood the skill.
Gwydion
04-12-2010, 10:03 PM
Very interesting Hero concept, uses mechanics that are familiar but new to the HoN meta game, her abilities work well together as she can initiate well or act as a damage absorber even if enemy heroes don't focus her while keeping her allies alive without a heal mechanic.
Thumbs up!
kerespup
04-14-2010, 05:20 AM
Grandiose Vitality... we already have a "rewind fag", his name is chronos and we hate him lol unless i've misunderstood the skill.
It doesn't rewind the damage lol. It just delays the damage.
BlueSabre
04-18-2010, 10:11 AM
bump