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View Full Version : Spirit Lord (Finally a hero to counter AOE stuns.)



ShredderIV
10-20-2009, 08:46 PM
Please vote on the theme not the numbers, these are up for discussion!


Spirit Lord (Hellbourne)


http://img18.imageshack.us/img18/9316/lordofwarbydamascusedit.jpg



Stats

Range: 350 | Move Speed: 290
Primary: STR
Str: 20 + 2.5 | Agi: 18 + 1.7 | Int: 15 + 2

Meant to be a str hero with an emphasis on spells, so he needs high mana, and a high int. That means a low agi, however.


Story

The spirit lord is the most powerful of the underworld demons. He joined the hellbourne on the promise of harvesting more souls. The more souls under his control, the more power he has.


Animation

The Spirit Lord shoots out a ball of spirit energy every attack, but does it with force.


Role

As a ranged str hero, he will act as a long ranged dpser, and also a counter to AOE heroes and stunners.


Skills



Spirit Command (passive/active/autoattackable)
http://www.guildwars.com/images/professions/skillicons/necro/darkbond.jpg
The Spirit lord has an unlimited number of spirits under his command, and can release them onto his opponents.


lvl 1: Deals 5 dps for each stack, AS increase of 10%
lvl 2: Deals 7 dps for each stack , AS increase of 10%
lvl 3: Deals 9 dps for each stack , AS increase of 20%
lvl 4: Deals 11 dps for each stack , AS increase of 20%


Manacost: 7/10/12/15 mana per attack

Stack up to 10 times. one stack is removed every 4 seconds.

Visual: His attacks take on a spiritish look, kinda like pharoah?€™s missile, only more ghostly.




Spirit Break (active, AOE target)
http://www.guildwars.com/images/professions/skillicons/necro/blooddrinker.jpg
The spirit lord breaks the spirit of his targets, making him take increased damage and deal less damage for an amount of time.

lvl 1: 5% damage increase and decrease to targets
lvl 2: 9% damage increase and decrease to targets
lvl 3: 13% damage increase and decrease to targets
lvl 4: 17% damage increase and decrease to targets

Effect: Makes the targets take increased damage over the duration, while also making them deal less damage.
Manacost: 50/65/80/95
Cooldown: 20 seconds
Range: In a 300 AOE.
Duration: 4 seconds
Visual: Targeted enemy has a shattered glass effect on it at activation, and turns grey for the duration of the spell.




Spirit Portal (active, AOE)
http://www.guildwars.com/images/professions/skillicons/necro/wellofpower.jpg
Unleashes a portal to the underworld underneath his target area. Opponents who wander over it are dragged down by spirits, who make them unable to cast spells and move correctly. When the spell ends, all heroes still in the portal are cursed by the spirit haunting them, effectively silencing them for a short time.

lvl 1: Portal lasts for 4 seconds. Enemies are slowed by 10%, silences for 1 second after portal closes
lvl 2: Portal lasts for 5 seconds. Enemies are slowed by 15%, silences for 2 seconds after portal closes.
lvl 3 Portal lasts for 6 seconds. Enemies are slowed by 20%, silences for 3 seconds after portal closes.
lvl 4: Portal lasts for 6 seconds. Enemies are slowed by 25%, silences for 4 seconds after portal closes.

Range: 200
AOE range: 200/300/400/500
Mana cost: 75/100/125/150
CD: 50/45/40/30 seconds
Visual: A large area of ground forms a circle gate, and spirits rise out of it.

Role: Works as a slight counter to channeling heroes, as he can throw it down and, if they channel, are silenced and lose it. Also helps him to be a presence in teamfights.





Sacrifice (active)
http://www.guildwars.com/images/professions/skillicons/necro/bloodispower.jpg
The spirit Lord can sacrifice some of his own spirits that dwell within him as a scapegoat tyo escape from sticky situations.

lvl 1: Complete immunity for 2 seconds
lvl 2: Complete immunity for 2 seconds
lvl 3: Complete immunity for 2 seconds

Effect: Gives him complete immunity from all stuns, slows, damage, silences, anything, for 2 seconds. This can be used even when silenced and immoblized, in any conditions. It also makes him immune to any effects that he avoided that are still channeling. (IE tempest's ult)

Cooldown: 60/40/20/15 (staff of the master)

Visual: The spirit lord holds his hand up and releases a spirit in his current position. When he is hit by anything, a channel goes between him and the spirit.

Manacost: 300/200/100 mana.

ShredderIV
10-20-2009, 08:55 PM
*reserved*

ShredderIV
10-21-2009, 01:57 AM
bump

TifanyLini
10-21-2009, 02:52 AM
How long does each stack of ability 1 last? Does the duration of all stacks renew when a new one is applied? Is it an exclusive modifier that overrides frost attack and shieldbreaker?

Ability 2 could be buffed, it has a low effect with a high cooldown. I would even say if the maximum is only 17% you could make the cooldown equal to the duration since the mana cost is huge for a tank.

For your ultimate, I would make it a normal spell or significantly buff it. On paper, it seems a lot weaker than Predator's proactive immunity ability. Perhaps instead of making the immunity solely based on the stun it breaks, maybe have it usable all the time for 2/3/4 seconds of immunity or if used to break a disable it lasts 4/6/8.

The portal spell seems to be the one that will distinguish the noobs from the good players. I think skills like this are good on heroes, because baddies will always go nukes/stats over utility like this. Silence is always good with the metagame right now.

I would definitely buff ability 2 since even at max rank it is worse than Hellflower. Either make it AOE, lower cooldown, or increase the damage boost.

I vote yes for concept

yyr_
10-21-2009, 03:02 AM
Correct me if im wrong but after ten attacks your first skill does 110dps which you maintain while hitting?

Second skill needs a buff or to be made cheaper and less cd for sure.

Ulti needs a massive buff. its about on par with predators, but uses an ulti slot. imo

Nice Idea! run with it!

ShredderIV
10-21-2009, 12:17 PM
Thanks for the feedback. I forgot to put in the duration of the charges and stuff for the second spell which is coming soon.

I'll also change the second spell, maybe making it an aoe would be enough to buff it? or that might make it op...

And the charges on the first spell will be removed after a time, so yes, you will maintain the 110 dps if you can continue to uphold the mana, which is 250 to get to the max, and if you can hit quickly enough so you regain the charges before the charges run out.

It will work like this: you can build up to 20 charges basically, and after an amount of time, 10 charges are removed, so if you hit fast enough, you can keep it up. I may also make the dps non-lethal.

Discuss.

Rentaromon
10-21-2009, 03:24 PM
theme: a badass looking dark night with white all around him. how about for a attack he swings that big sword and it fires the spilits.

1st: ok i dont realy get this one. so it CAN stack up to 10 if you get in 10 attacks in under 3 seconds? not shure how this works.

2nd: spirit break, add a silence to it after all your breaking there spirit.

3rd: i think giveing the silence to 2nd would be better. make the haunting do something else like slow and damage over time.

ulti: i like it, but i would change it slightly. when activated your immune to everything for 1 second. but it has like a 15-20 sec cooldown. and it can still be used to get out of a stun and stuff. make leveling it make the cooldown and cost lower.

ShredderIV
10-21-2009, 04:02 PM
The big sword is just in the pic. I mean, he can do anything as his attack, w/e.

That's a good suggestion for the ult actually. The main point i wanted to get across with it is that it is useable through silences, so even if you're already caught in it, you can still escape. 1 second might be too low, maybe 2 seconds. good idea with the leveling too.

and i changed the passive attack thing. I didnt want him to be able to reach, like, infinite dps with it if his attack speed was really high, so what i'm gonna do is have it remove a charge every second, so he can reach 10, but has to keep hitting them with a good attack speed to keep it up.

ShredderIV
10-21-2009, 04:13 PM
Ok, bump for change. Made spirit gate silence during the spell and after. While the spell is active, only those inside are silenced, but afterwards, all enemies still in the AOE are silenced for an additional time.

Also made the second spell an AOE, so it's not single target anymore.

BTW, if you vote yes OR no, tell em what you voted and why please.

_Archangel_
10-21-2009, 05:31 PM
He can't DPS if you give him a 1 agility gain. Change it to 1.7 agi, 1.7 int, 2.8 str or so

ShredderIV
10-21-2009, 07:08 PM
alright. changed str to +2.5, agi to +2

ShredderIV
10-22-2009, 12:33 AM
Alright, 91 views and only 3 votes?

Please vote and give me feedback.

_Archangel_
10-22-2009, 01:29 AM
T-Up, but I think the first and second skills need buffing in terms of numbers.

First skill is like Huskar's Orb; it's pretty nice, but is far weaker in comparison to Huskar's skill, which deals 4/8/12/16 damage per second for SIX seconds, and stacks INDEFINITELY.

It also happens to cost HP instead of mana, so it's much more forgiving on his low mana pool and the HP loss synergises with his other skills.

Second skill's AoE is too small, and has too little impact. Compared to Chen's (Ophelia's) Penitence: 32% movement speed reduction, and 28% increased damage taken

Much more damage increase, and a slow to boot, making it a much handier ganking tool. I'd buff the numbers to 7/14/21/28% damage increase and increase the AoE to 300 or 350.

Third skill, I suggest having the slow and silence acting at the same time, because having the silence impact AFTER the spell ends means it's often going to miss most of the heroes.

I like the ultimate. :)

ShredderIV
10-22-2009, 09:24 AM
T-Up, but I think the first and second skills need buffing in terms of numbers.

First skill is like Huskar's Orb; it's pretty nice, but is far weaker in comparison to Huskar's skill, which deals 4/8/12/16 damage per second for SIX seconds, and stacks INDEFINITELY.

It also happens to cost HP instead of mana, so it's much more forgiving on his low mana pool and the HP loss synergises with his other skills.

Second skill's AoE is too small, and has too little impact. Compared to Chen's (Ophelia's) Penitence: 32% movement speed reduction, and 28% increased damage taken

Much more damage increase, and a slow to boot, making it a much handier ganking tool. I'd buff the numbers to 7/14/21/28% damage increase and increase the AoE to 300 or 350.

Third skill, I suggest having the slow and silence acting at the same time, because having the silence impact AFTER the spell ends means it's often going to miss most of the heroes.

I like the ultimate. :)

all noted.

And the third skill silences those inside the AOE while the spell is in duration, and all enemies still inside the AOE when the duration ends get an EXTRA silence time added.

I think what i'll do is make his first skill also increase his attack speed, which will make it differ from huskar enough, but also not buff it too much... we'll have to see...

the second spell i will make the AOE larger, and add a reduced damage from enemies in there. That way it can be used as a survivability tactic as well.

ShredderIV
10-22-2009, 03:09 PM
bump for skill changes.

ShredderIV
10-22-2009, 10:48 PM
bump. Please give feedback.

ShredderIV
10-23-2009, 05:22 PM
bump

Rentaromon
10-23-2009, 09:43 PM
like the cahnges to ulti. the 1st is still hard to understand.

ShredderIV
10-24-2009, 12:33 AM
ok. He activates it, and while he has it active, his attacks look different, have an increased AS, and give stacks to opponents. Stacks each deal dps based on the levle, and each stack deals its own dps, so if you have 10 stacks on them, they get 10x the individual dps given per stack. Then, every 4 seconds, 1 stack is removed from the total stacks on the enemy. everything on this spell is very subject to balance.

ShredderIV
10-24-2009, 01:47 PM
bump. C'mon guys 200 views and only 7 votes? you can do better.

Manveru1
10-24-2009, 01:57 PM
Well actually he can do a tons of damage and as a str main hero he has a good HP pool... Very brutal combination :) I quite like the concept and he would be helpful in team fights thanks to his spirit portal...

Well all in all it's a good char

ShredderIV
10-24-2009, 08:23 PM
Thanks for the feedback dude.

ShredderIV
10-25-2009, 03:34 PM
I need more feedback from this. I expect some when i get back.

/bump

ShredderIV
10-26-2009, 01:44 AM
Como guys really? 224 views and 10 votes...

ShredderIV
10-27-2009, 10:52 AM
bump

ShredderIV
10-28-2009, 07:42 PM
bump

ShredderIV
11-22-2009, 02:42 AM
bumpity bump, added skill icons.

ShredderIV
11-22-2009, 11:40 PM
please, really, if you're gonna vote, please give feedback as well.

r3load
11-23-2009, 12:07 AM
his 3rd ability is more powerful than tempests ult and not even channelled. spirit break is useless and spirit command would make his DPS absolutely insane. you seem to be trying to create the anti-tempest but in practice you're making a hero far, far more powerful than him

ShredderIV
11-23-2009, 08:35 AM
How is his 3rd better than tempest's ult? Enemies inside can still attack, move, and escape from it easily. It doesnt hold at all. The first spell is actually pretty much a nerfed verson of huskar's orb, so how the heck can it be op? Spirit break basically allows you to do 2 things: reduce a hero's dps output, and increase the damage to an opponent. I can't see, in any way, how it's underpowered.

ShredderIV
11-23-2009, 11:41 PM
bump... once again, if you vote, plz give fb

ShredderIV
01-29-2010, 11:48 PM
I am bumping this once again. This is not intended as a necro. I'd just like more feedback on this now that there are a few more heroes in HON and the suggestion forum has gotten a little more traffic.