View Full Version : Book of Hero Concepts (Giveaway of discontinued full hero ideas)
11-30-2009, 04:49 AM
Discontinued full hero ideas - take over and continue a hero concept from someone else
This thread is similar to 'The Spellbook' (Sticky Thread) [not sure if a mod is going to sticky this thread too].
But you may only post full hero ideas/concepts here (with at least all 4 spells and what they are supposed to do).
ANYONE then may take your unfinished idea you didn't want to continue personally and
do whatever they want with it (aka work on it to make it their own suggestion).
It would be nice if your post is somewhat readable (no total chaos please).
I'll start the thread with the first currently discontinued hero idea:
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Templar
Templar: (guess where the idea came from?)
Movement speed: 280
Attack Range: 500 (shooting a plasma ball like in the grey image)
Plasma Storm / Psionic Storm:
Devastating AoE DoT spell. Very effective if your enemies are slowed or hold in place.
Deals 45/70/95/120 damage per second at target location for 4 seconds.
Casting Range: 550
Replication / Hallucination:
Replicate the body of the target unit and gain control over the replication(s). (Illusions for the game mechanic.)
If you replicate yourself the illusions will do the cast animation whenever you cast something and also face the
target of your spell.
Creates 1/1/1/2 illusions that take 200% damage (or 100% if it's a illusion of yourself).
Casting Range: 550
Replications deal 33% dmg (or 66% if it's an illusion of yourself) and carry over auras/item effects
(like all illusions do anyway).
Replications do not have a plasma shield. Instead they will show the plasma shield status of the main hero.
So if you attack a replication you may tell from the plasma shield not moving (as long as the main hero
isn't also damaged at the same time it's easy to distingush).
The advanced research of your race brought up this survivability technology surrounding yourself and absorbing
massive damage before you are actually harmed. On top of that, the shield quickly regenerates it's energy.
Passively grants you a permanent Plasma Shield with "X shield energy" (while X is your maximum hitpoints)
absorbing all incoming damage until it's energy is gone. The shield regenerates it's energy at twice the
rate your mana regenerates.
Incoming damage is multiplied by 5/4/3/2 when the dmg is absorbed by the plasma shield (make sure the last
attack depleting the shield is calculated correct @ devs ... not one-hittig the hero near to death).
(You'll look extremely durable at lvl 1 with 500 hitpoints and 500 shields, while it effectively
is only 600 hitpoints at that point of the game.)
Actively gives you the ability to protect an ally (not yourself) by a smaller plasma shield.
Absorbs 400/600/800/1000 dmg with a dmg modifier of 5/4/3/2 (effectively absorbing: 80/150/267/500 dmg
plus a little bit more by the shield regeneration (at targets double mana regeneration, which is negligible
during a gank). -remember that the shield takes full unreduced damage (no armor/no black legion reduce).
Casting Range: 550
Enemies will be able to see the shield energy (just like a third hp/mp-bar maybe).
(though the value makes them think you are much more durable than you actually are.)
Warp yourself into an Archon with a powerful short ranged splash attack.
You need an illusion (may be from a rune as well) of yourself in 500 aoe to be able to cast this spell.
(gfx: the illusion and the hero then will merge together (no wait/channeling time) to an archon).
Casting Range: Self / needs at least one illusion in 300 aoe
Per illusion aspirated the archon will be stronger (so you have to decide if you want to use your
manta style / illusion rune / replication spell before or after warping into an archon).
(unlike the archon from starcraft, the hon archon does not lose his spells.)
Attack range: 300
Splash radius: 125 (dealing 33%/66/100% dmg)
The main target of the attack gets slowed by 10%/20%/30%. (Illusions also slow/splash)
Base movespeed increases to 305.
In Archon form your plasma shield is increased by 33%/66%/100% Energy (plus 33% for every illusion
used to warp after the first) and regenerats at double rate (4 times your mana reg).
(at lvl 4 replicate and with either a manta style or an illusion rune it goes to maximal +200% shield
energy, which makes you quite a monster tank... so an illu rune is quite valueable for this hero).
(using manta and the illu rune can give up to 266% additional shield energy, but I myself
would probably rather use the at least one of the illusion creating abilities to create an archon illusion.)
A very strong pushing and supporting hero. Hard to kill.
Good items: Diffusal Blade/Manta Style, Shivas Guard, Bottle, Bloodstone, anything that raises directly
your hitpoints and mana regeneration, and naturally: all int items like for e.g. cyclone staff or sheepstick.Feel free to grab this concept, make any changes or improvements to it and continue the work on the idea until it's ready to be posted as your own suggestion in the suggestions (or sandbox) forums.
edit) thanks for thread name suggestion
11-30-2009, 05:29 AM
Imo you should just provide the link to your hero and describe the concept here, makes the whole thread a lot easier to read and you can find something that would interest you much easier.
Maybe the thread could also be renamed to "Book of Hero Concepts", so it really sums up a lot of different concepts that may, or may not be interesting.
Fencer (http://forums.heroesofnewerth.com/showthread.php?t=41375) - Concept of the hero is to use his 3 active skills in different combinations for different effects. Every ability you use gives you one "combo point". Abilities change depending on the number of "combo points" you have.
12-02-2009, 04:01 AM
(with mouse gestures)
The Astrologer is able to summon different pets corresponding to their real
star constellation, which has to be drawn by mouse gestures. There will be a help (basically paint by numbers) so the caster just has to draw the lines. The casting time is defined by how fast he can do it (not much of an effect on the gameplay, since people probably prefer casting it at fountain/base anyway). When you finished drawing the lines the picture of the animal will appear for a short time (transparent ofc). The pets should look like those heavenly minipets in guildwars. There can only be one pet active at the same time. Since the pets are the main thing the characters work with and since they differ so much there will be several playstyles for him. His Ultimate allows him to go into the form of his pet.
Here are all pictures I've gathered so far which hopefully give you an basic idea of what I'm trying to express in words here ;)
http://img682.imageshack.us/img682/1599/conceptartstarmonger.th.jpg (http://img682.imageshack.us/i/conceptartstarmonger.jpg/) http://img130.imageshack.us/img130/6378/celestialpig.th.jpg (http://img130.imageshack.us/i/celestialpig.jpg/) http://img130.imageshack.us/img130/8/essenceofphoenix.th.jpg (http://img130.imageshack.us/i/essenceofphoenix.jpg/)
http://img11.imageshack.us/img11/8876/800pxessenceofdragon.th.jpg (http://img11.imageshack.us/i/800pxessenceofdragon.jpg/) http://img11.imageshack.us/img11/8272/800pxessenceofturtle.th.jpg (http://img11.imageshack.us/i/800pxessenceofturtle.jpg/) http://img138.imageshack.us/img138/5453/essenceofkirin.th.jpg (http://img138.imageshack.us/i/essenceofkirin.jpg/)
Movement speed: 290
Mark of the Meteorites (Q):
The Astrologe magically guides all meteoroids occuring during the next 10s to impact on the target foe. Every second the curse is active there is a 20%/40%/60%/80% chance a meteorite hits the target and deals 40/40/40/40 damage to it. If the target is affected by Aurora the chance to get hit increases by 20%.
Mana cost: 100/120/140/160
1: on average 80dmg (160dmg if the target stays in aurora for 10s) and +10dmg (+20dmg) if cast in Dragon form
2: on average 160dmg (320dmg if the target stays in aurora for 10s) and +20dmg (+30dmg) if cast in Dragon form
3: on average 240dmg (480dmg if the target stays in aurora for 10s) and +30dmg (+40dmg) if cast in Dragon form
4: on average 320dmg (640dmg if the target stays in aurora for 10s) and +40dmg (+50dmg) if cast in Dragon form
The dmg range though is 0 to 400 at all levels, although it is extremely unrealistic that the 20% chance on lvl 1 would trigger 10 times in a row.
Target area is enchanted by auroral lights (can be cast anywhere on the map). Colors and effects are depending on your current form.
Lasts: 12s (15s while in dragon form)
Any color/form: Heals allied units by 0.5%/1.0%/1.5%/2.0% of their hp per second. (so at lvl 4 they'd heal for 24% (30%) of their total hitpoints, if they stay in the aoe for the full 12s (15s) duration)
The aurora effects on your foes according to your form are:
Blue/Human: Slows attack speed of foes by 10%/20%/30%/40%
Green/Eagle: Slows movement of foes by 7%/14%/21%/28%
Red/Bear: Drains foes vitality by 10/20/30/40 hp per second.
Violett/Dragon: Reduces base damage of foes by 20%/30%/40%/50%
Summon ...: (E) (1 skill, when activating all 3 possible star constellations will appear in a triangle randomly arranged on the screen until one of them is finished drawing or aborted).
175/250/325/400 hitpoints, no attack
movespeed: 325/350/375/400 & vision at day and night far more than a hero (should be a rather good scout).
at lvl 4: has a skill to gain truesight (on a smaller radius than vision) for 5 seconds (cooldown = ?)
(good for map control and since flying, you can hide it to make the enemies unable to kill it (so you'd lose your ultimate-form - on the other hand you would exactly risk that by using it against invisible heroes. The use for it to clear the area off wards though is hardly given, you'd have to know exactly where the wards are placed to clear them away efficiently.))
Ursa Minor (Little Bear):
1000/1500/2000/2500 hitpoints (meant to survive long, so you can't be forced out of your ultimate so easily) only mediocre attack damage... maybe 60/85/110/135 with a rather slow attack speed.
(he is not like sylla's bear, he has a slow attack speed all game long.)
Aura: +1/2/3/4 bonus armor to allies in xxx aoe (stacks with other auras).
(Movespeed: 300/320/340/360 (easily left behind))
600/700/800/900 hitpoints, a rather weak and slow attack,
preferably not a flaming breath attack, just a normal melee clash.
Permanent Immolation: 5/10/15/20 damage per second to nearby foes.
Aura: +50/75/100/125% Mana regeneration to allies in xxx aoe. (stacks with other auras.) (good for farming and harrassing.) (imho he should not be flying, it should be more like one of those librarian magic book studying dragons often seen in rpgs :p ... so he rather sits/walks on 2 feet with a big butt).
Transforms yourself into the form of your current pet. (No pet = no transform). If the pet dies you'll go back to normal appearance after 3 seconds.
+10/20/30% movespeed and attackspeed bonus (permanent while in form).
(the eagle form allows for easy escaping/chasing. also it allows for a carry-build, while you are still very
fragile and without a disable - though there are good int items for this (that also raise your dmg)).
+17% chance to bash for 2s
(the bear form hits harder and raises your actually very low hitpoints)
(Model will resemble a flying dragon, movespeed though remains the same; you'll be floating around without unit collison (but you can not fly over cliffs nor trees)).
Gains a small aoe (80/120/160) fireattack, which burns for an additional 10/20/30 dmg for 1 second (if your attack speed was 1s that would equal +10/20/30 dmg, if it was only 0.5s it still would mean only +10/20/30 dmg).
While in Dragon form Aurora will last 1s/2s/3s longer (=13s/14s/15s).
While in Dragon form every Meteorite caused by Mark of the Meteorites will cause +5 dmg.
(it's save to say dragon form is mainly for playing the char as a farmer/nuker/supporter, no collision helps a tiny little bit against ganks.)
edit) I forgot to add these graphics that show, what the user is supposed to draw with his mouse when casting the pets:
Idea discontinued because: Andromeda came out someday having a skill called "Aurora" too.
Yes, I had and kept this text unchanged for months. Now it's time to add it to this thread.
So whoever wants to continue this idea would probably have to find a replacement for Aurora at least.
12-06-2009, 11:38 PM
FEEL FREE TO TAKE THIS IDEA AS YOUR OWN IF YOU LIKE IT. ADD A PICTURE AND DESCRIPTIONS. PLEASE CHANGE THE NAME AS WELL BECAUSE THIS IS A LAME NAME. THIS IS ONLY A TEMPLATE FOR WHOEVER THAT WANTS TO USE THIS.
Base HP: 525
Base Mana: 160
STR: 29 (+2.7)
AGI: 14 (+1.9)
INT: 11 (+1.7)
Movement Speed: 295
Throws throwing needles/kunai/daggers/axes/broadswords. More on this later.
Skill 1: Wall of Blades [Active] (Forward Direction)
Casting Time: 0.3 seconds
Cooldown: 15/14/13/12 seconds
Projectile Speed: 1200
Blade Thrower throws out a line of [insert weapon here] which travels in a straight line for X distance dealing damage to each target hit.
Deals 150% of Blade Thrower's damage as magic damage to each target.
Adds the slow effect of whatever weapon is in use.
Note: The damage of this skill is purely dependent on the player's damage. Slow is still affected by the % chance of success.
Skill 2: Backflip assault [Active] (Target Enemy)
Blade Thrower rushes at his target with immense speed, slamming into his target, then kicks off his target and throws 2 [insert weapon here] at his target while back-fliping back to his starting location.
Stuns target for 1/1.5/2/2.5 seconds.
Kick deals 50/60/70/80 magic damge.
Each blade thrown deals 50%/60%/70%/80% damage as physical damage.
Note: At low levels, this skill may be more difficult to use because your target will be near the end of their stun after the backflip is finished, but allies will appreciate the short stun. Later levels will be perfect for comboing with first skill.
Skill 3: Refreshed Arsenal [Passive]
Upgrades Blade Thrower's stock of throwing weapons into a new weapon.
Level 0: Needles: No splash, No special effects. 700 projectile speed.
Level 1: Kunai: No splash, 5% chance to slow target by 15% for 1.5 seconds. 750 projectile speed.
Level 2: Daggers: No splash, 10% chance to slow target by 20% for 2 seconds. 800 projectile speed.
Level 3: Axes: 100 radius splash for 30% damage, 15% chance to slow target(s) by 25% for 2.5 seconds. 850 projectile speed.
Level 4: Broadswords: 200 radius splash for 50% damage, 20% chance to slow target(s) by 30% for 3 seconds. 900 projectile speed.
Note: This is not a toggle skill, leveled up, it cannot be undone. Slow is applied to each enemy individually (the main target may not be slowed, but one of the splash targets may get slowed). Slow is refreshed, but not stacked on a successful attack.
Skill 4: Raining Steel [Active] (Target Area)
Channeling Time: 3 seconds
Throws kunai (and daggers and axes and broadswords) high into the air, lobbing them into whichever location he chooses.
Level 1: Throws a salvo of kunai dealing magic 125 damage to all in the radius.
Level 2: Level 1+ Throws a salvo of daggers dealing 125 magic damage to all in the radius.
Level 3: Level 2+ Throws a salvo of axes dealing 125 magic damage to all in the radius and slows targets by 20% for 4 seconds.
SoM: Level 3+ Throws a salvo of broadswords dealing 125 magic damage to all in the radius and immobilizes for 1.5 seconds.
Note: Salvos start after the 1 second channeling, falling in .5 second increments after that. Each landing location must be selected separately, but once selected, it cannot be undone. If a landing location is not selected for the salvo when it is set to land, it will be skipped. (Know where you are aiming before you start this skill.)
Staff will boost skill to the next level when not at level 3.
COLOR CODING IS JUST TO SEPARATE DESCRIPTION, NOTES, AND SKILL DETAILS.
Skill 2, Skill 1: Stun and Stab: Stun your opponents, then run them through with your weapons.
Skill 4, Skill 2, Skill 1: Bloody Shower of Flying Steel: Deal some damage to your targets, then stun one and kill them with an awesome combo.
REMEMBER: FEEL FREE TO TAKE THIS IDEA AS YOUR OWN, ADJUST HOWEVER YOU WANT, CHANGE THE NAME, WHATEVER. THIS IS JUST A TEMPLATE FOR WHOEVER WISHES TO USE IT.
Giving away because I don't want to put forth the effort to make this, although I feel that if the right person tries to use this idea, it can become a great idea that may be implemented!
Hey Guize, can I dump to?
I had my ideas for a hero, but it may need some MAJOR balancing. I have the abilities here. Basic ideas are there, as well as possibly imba abilities that would really appreciate some balancing and suggestions
Shield of the Dwarves: Channeling Buff
Ironbreaker Shields himself and his allies from the attacks of the enemy. While this is active, the Armor for you and your allies will increase by 5/7.5/10/12.5 armor per second. This can be cut short when 150/225/300/375 damage is taken. Channeling time maximum 10 seconds.
Trigger this when a team fight starts to make you allies last longer. Unless your enemies want to have a veeeeery hard time killing your allies, they will be targeting you first, and, this is EXACTLY what you want.
Bonds of Kinship: Target Buff
Ironbreaker forms a bond with nearby allies. While this is active, Ironbreaker takes 20/30/40/50% of the targets damage to himself for this duration. Can cast be cast on up to 0/1/1/2 additional targets.
If they still want to avoid you, put this on the main initiator, as everyone will always attack the initiator first as soon as he gets into range, slap this on him to make sure that he doesn't die, and that you gain charges in Grudge-Stone
Grudge-Stone: Passive Armor buff
Every 125/100/75/50 damage taken gains one tick in Grudge-Stone. Ironbreaker's armor and magic armor raises by 1/1.5/2/2.5 per tick, up to a maximum of 15/20/25/30 ticks. Ticks fade by either, dying, casting Blood Toll, or after 1-2 minutes of no damage.
Blood Toll (Ultimate): Super Buff
Ironbreaker's have a code of honour. Every strike leveled againist an Ironbreaker or his allies, must be paid back tenfold. And they take this code VERY Seriously.
Using this ability grants a Damage shield equal to 20/35/50 damage per tick in Grudge-Stone. Whilst this shield is active, Ironbreaker's health cannot drop below 0, and is immune to crowd control effects during its duration. This ability activates at 0 health automaticly. Charges on Grudge-Stone after this ability will be set to 0.
Mainly I just need some balancing and ideas
12-12-2009, 04:00 PM
Younger sister of The Guardian, Lenitas has no family. The Guardian gave her the name Lenitas, meaning gentleness, hoping that she would never need to know of anything else; however, this was not to be. Lenitas grew up learning hand to hand combat so that she could aid her brother whenever she needed. Upon learning this, her brother told her to practice restraint, moderation, and discretion in using her skills. Finding that battles were becoming increasingly dangerous, Lenitas learned to wield a sword, heeding her brother's words to only use her sword skills when a situation required them.
Not a kimono, but something like it. She has brown hair with strands of blonde mixed in, running down her back in a ponytail. Her sword nearly touches the ground, though sheathed, tilted back, and attached to her belt. Though she can wield the sword, she chooses to fight with her hands as her weapon of choice. She wears gloves with bandages running underneath them. Practicing moderation, she leaves little skin to be seen by any onlookers.
Starting HP: 550
Starting MP: 140
Movement Speed: 300
Attack Range: 150
STR: 17 (+1.8)
AGI: 24 (+2.7) [Primary]
INT: 15 (+1.7)
A simple left or right jab.
Skill 1: Sliding Tackle [Active] http://images3.wikia.nocookie.net/wowwiki/images/b/b4/Ability_Kick.png
Lenitas slides along the ground tripping any enemy that she comes in contact with and gets up at her end point.
Damages enemies for 100/125/150/175
Immobilizes enemies for .5/1/1.5/2 seconds.
Basic sliding tackle, left leg tucked and right leg extended. Kicks up dust behind herself while sliding.
At lowest, the 13 second cooldown prevents spamming, as well as the relatively high mana cost (for Lenitas)
Skill 2: Warm-Up [Active] http://images2.wikia.nocookie.net/wowwiki/images/6/63/Spell_Holy_AuraMastery.png
Mana Cost: 100/125/150/175
Channeling Time: 1 second.
Cast Time: .3 seconds
After Lenitas gets into her warm-up stance, she lets out a quick succession of 3 punches straight ahead of herself to relax and warm up her muscles.
Punches straight ahead 3 times over .3 seconds (.1 seconds per punch).
Damages enemies for 50/65/80/95 per hit.
Applies "Relaxed" to Lenitas
Grants +5%/+10%/+15%/+20% to attack speed, movement speed, and damage for 6/7/8/9 seconds.
During channeling time, Lenitas steps into a wide stance with fists pulled to her sides. During the .3 casting time, Lenitas takes a wide stance, after the .3 casting time, she releases the quick succession of punches hitting any enemy in range.
The 1 second channeling time allows for almost anything to get away while she prepares and makes herself vulnerable. The breaking up of damage allows for enemies to only sustain 1 or 2 hits instead of the full 3.
Skill 3: Linking strikes [Passive] http://images2.wikia.nocookie.net/wowwiki/images/7/75/INV_Gauntlets_04.png
Like every martial artist, Lenitas is adept at making openings in her enemies defense and then exploiting those openings.
Gains 20%/40%/55%/75% to launch a second strike immediately after the first one. Deals 15%/30%/45%/60% max damage.
Gains 0%/20%/40%/55% to launch a third strike immediately after the second strike. Stuns for .1 seconds. Deals 0%/15%/30%/45% max damage.
Gains 0%/0%/20%/40% chance to launch a fourth strike immediately after the third strike. Knocks target back 100 units. Deals deals 0%/0%/15%/30% max damage.
Second strike is a jab with the hand opposite of the one she first struck with. Third strike is a knee strike to the chest area. Fourth strike is a two-handed palm strike.
Low damage and forced successive chain to reach better effects make this skill a nice addition, but not something to base your life on.
Skill 4: Unsheathe [Active] http://images1.wikia.nocookie.net/wowwiki/images/7/7b/INV_Sword_10.png
Cast Time: .5 seconds
Lenitas pulls out her katana and fights with it for a period of time.
Lenitas gains 50 attack range
Lenitas gains 20/40/60 attack speed
Lenitas gains 25%/45%/65% damage
Changes Skill Sets
Lasts for 20/25/30 seconds.
Disarms Lenitas for .5 seconds when Unsheathe wears off.
10%/25%/25% chance to "Bleeding Wound" to each attack of Lenita's attacks.
"Bleeding Wound" Effects:
Applies 5/10/15 damage per second for 3 seconds to her enemies. Cannot stack, is refreshed with each successful hit.Visual:
Lenitas pulls out her katana. Her basic attack is a horizontal slash left or right. When Unsheathe wears off, Lenitas will put her sword back into it's sheathe.
High mana cost makes this skill difficult to use without efficiency. Also, follow-through cooldown from previous skills and high cooldown of Unsheathe skillset make skills require optimal usage to prevent a wasted transformation. Also, the high cooldown of this skill prevents Lenitas from running around with her sword out at all times.
Below is the skill set for Unsheathe:
Skill 1: Somersault Strike [Active]
Lenitas somersaults forward to full range and unleashes a spinning slash on anyone in range.
Deals 25/50/75/100 damage to enemies who get caught in the path of the slash.
Deals 25/50/75/100 damage to enemies hit by the sword.
Stuns enemies hit by the sword for .5/.75/1/1.25 seconds.
Lenitas does a diving somersault and quickly spins her blade around herself upon landing, while still down on a kneel.
Because Lenitas automatically jumps to full range, accuracy and estimation are required to use this skill to the fullest. High cooldown makes so that this skill can only be used twice at max during any one transformation.
Skill 2: Focus Blade [Active]http://images2.wikia.nocookie.net/wowwiki/images/2/29/INV_Sword_05.png
Cooldown: 30 seconds
Casting Time: .5 seconds.
Lenitas takes a readied stance and slashes forward 4 times, loosening her muscles with each wound that is given.
Deals 40/50/60/70 to all enemies in range per slash. Strikes gain +4/+6/+8/+10 extra damage for each consecutive strike before it. This additional damage applies on an individual basis.
Grants Lenitas 1/1.5/2/2.5 extra attack speed for each enemy hit until Unsheathe transformation is over. Max of 10/15/20/25 extra attack speed.
NOTE: Explanation for hypothetical max level:
Enemy 1 gets all four hits on him, he takes 70+80+90+100 damage = 340 damage.
Enemy 2 gets the last 2 hits on him, he takes 70+80 damage = 150 damage.
Enemy 3 gets hit by the first strike and the last 2 strikes, he takes 70+70+80 damage = 220 damage
Lenitas quickly slashes the area in front of her.
Although lacking in channeling time, this skill can only be used once per transformation, so misusing this skill can severely disable Lenitas's killing power.
Skill 3: Smooth Slashes [Passive] http://images4.wikia.nocookie.net/wowwiki/images/9/94/Ability_Rogue_SliceDice.png
With each slash Lenitas makes successfully, she opens up more weaknesses in her targets defense and takes advantage of them.
Gains 20%/25%/30%/35% to add a second slash. Deals 25%/45%/60%/75% max damage. 25% chance on success to slow by 20% for 3 seconds.
Gains 0%/25%/40%/55% to add a third slash. Deals 0%/15%/30%/50% max damage. 10% chance on success to silence for 2 seconds.
Gains 0%/0%/60%/80% to add a fourth slash. Deals 0%/0%/15%/25% max damage. 10% chance on success to disarm for 1 second.
Each strike gains 5%/10%/15%/20% chance for each strike before it to deal 100% max damage.
Each strike gains 1%/2.5%/3.5%/5% chance for each strike before it to stun for .2 seconds.
NOTE: Explanation of increasing % proc on crit and stun. At max level, if Lenitas gets all possible extra attacks with this skill, the chance load out would look like this:
She has a 20% chance to hit for max damage, 5% chance to ministun, 25% chance to slow with the first extra slash
She has a 40% chance to hit for max damage, 10% chance to ministun, 10% chance to silence with the second extra slash.
She has a 60% chance to hit for max damage, 15% chance to ministun, 10% chance to disarm with the third extra slash.
Also, the strikes cannot activate without the slash before it occuring (No fourth slash if third slash didn't activate)
Second strike is a horizontal strike opposite the first. Third slash is an upwards slash across the body, and the fourth is a downward slash.
Although potentially easy to chain, the low initial success percentage may just kill the combo right off the bat.
Notes: Casting Unsheathe does not charge cooldowns of skills. Skills used before casting Unsheathe will finish cooling down before you can cast the Unsheathe skill counterpart. This is the case when coming out of unsheathe.
Sliding Tackle + Warm-Up: Use sliding tackle to hold enemies in place, then Use Warm-Up to hit them hard and get the stat boost needed to kill the target.
Warm-Up + Sliding Tackle + Linking Strikes: Use warm-up for the stat boost, quickly immobilize the target, and let Linking Strikes with the stat boost make quick work of your enemy.
Somersault Strike + Focus Blade: When placed perfectly, stun your enemy, then use focus blade to hit them hard.
Somersault Strike + Focus Blade + Smooth Slashes: Hit them hard, hit them fast, and combo your slashes through anyone who still stands.
10/28/09: Adjusted Unsheathe skillset. (Credit to GGreenBass)
10/29/09: Changed Smooth Slashes to a lot of % proc skills. Also added a DoT proc on basic attacks. (Credit to WtC)
10/30/09: General Changes (Credit to Lolyness & dezi)
Kinda old post, but I'm not making any more ideas, nor am I working on them. These are just for you to take.
12-12-2009, 04:02 PM
Please leave feedback on numbers and concept.
(Note, the buff dude was the best I could find for a picture... You have been warned.)
(Woo, balance the left buff dude with the right muscle dude, then you have the general idea.)
Abandoned along side his sister as a young child, he grew up repressing all memories of his origins. He forgot his name, and knows nothing of his bloodline. He only knows that his purpose is to protect his sister, and that is all. Learning of the harsh reality at an early age, The Guardian took up Chakrams and shields to guard himself and his sister from harms way. Having grown up, he has refined his self taught skills, and joins the battle against the Hellbourne to defend, not himself, but his sister.
The Guardian grew up to be one of the toughest men of the Legion's allies. His scarred body worn by the hardships of his childhood. His size is much like that of the Legionnaire, except that The Guardian is slightly shorter, but is much more buff. He carries three chakrams, one in each hand, and a large on his back. Each of the chakram he holds bears a shield on the outside so that it may also block attacks. On the shield, there are ancient protectorate symbols engraved upon them. Unlike the picture above, The Guardian holds his chakrams from the bottom.
(The two pictures above are just for the general idea of a battle-worn shield and the chakram. Axel looks nothing like my idea. [He's too scrawny])
Starting HP: 650
Starting MP: 115
Running Speed: 285
Projectile Speed: 1700
Basic Attack: 48-59
STR: 27 (+ 3.1) [Primary]
AGI: 16 (+1.6)
INT: 15 (+1.4)
Pulls back either arm and throws a chakram. Another chakram instantly materializes in his empty hand.
Skill 1: Chakram Sideswipe [Active]
The Guardian throws the chakrams in his hands at a single target. The chakrams follow through their target and enemies as they return to The Guardian.
Stuns Target for 1/1.5/2/2.5 seconds.
Disarms The Guardian for 1 second.
Silences The Guardian for 1 second.
Applies "Unhindered" to The Guardian
Will hit enemies in arc path after initial blow has occurred, decreasing by 50%/40%/30%/20% less damage and stun time for each enemy that is hit. (Does not apply as chakrams travel towards the target).
Note: Chakrams will travel in an arc that adds 200 to the maximum range. So the closer you are, the wider the arc. The further you are, the narrower the arc. Chakrams will always fly for 1 second, adjusting projectile speed as needed.
Grants The Guardian +25/+30/+35/+40 movement speed for 1.5/2/2.5/3 second.
Throws the chakrams at an almost 90 degree angle to either side from where the target is, and then both chakrams tilt in mid-air and rush towards the target, visibly flying over targets until hitting the targeted unit, in which the chakrams will cut their way back to The Guardian along a circular path.
Disarmed/Silenced period makes him unable to attack his stunned foe for a bit, and the manacost combined with the cooldown prevents spammed stunning. Also, the splash effect can easily turn from a potential 2 second stun to .2 second stun depending on if creep are in the area.
Skill 2: Shield Bearer [Passive] http://images1.wikia.nocookie.net/wowwiki/images/5/51/Spell_Holy_SealOfProtection.png
Ally Hero Aura
The Guardian's reputation is well-known among the Legion. Because of this, his allies have learned to take cover behind the tank of a man.
Increases The Guardian's physical armor by 3/6/9/12
Increases The Guardian's magic armor by 1.5/3/4.5/6
Applies "Cover" to ally heroes within range.
Damage taken by this unit is split towards The Guardian, passing 10%/20%/30%/40%
Increases ally physical armor by 2/4/6/8
Increases ally magic armor by 1/2/3/4
A red underglow appears beneath all effected heroes. It appears to be a large circular shield. This grows brighter as the skill levels up.
Makes The Guardian one of the fastest dying heros due to the immense amount of damage that can redirect at him. If the enemy singles him out after damaging his ally, there is little to stop The Guardian from dying.
Skill 3: Spike Shield Retribution [Active]
Cast Time: .3 seconds.
Learning to harness some of his own mana, The Guardian casts magic barriers onto his allies.
Mirrors 20%/30%/40%/50% of incoming damage back to attacker as physical damage. (Mirrors means that the attacked target still receives the full damage)
Adds 1/2/3/4 physical armor to target.
Adds .5/1/1.5/2 magic armor to target.
Lasts for 5/7/9/11 seconds
Does not apply to DoT's or AoE's
Effects are applied before "Cover"
If applied to self, will only increase armor against incoming "Cover" damage.
The Guardian will hold his right arm parallel to the ground and the chakram shield will spin for .3 seconds. Two spinning chakrams float on either side of the target during the duration of this skill. The chakrams have a gold glow. The spinning chakrams also grow larger as this skill improves.
High manacost and cooldown prevent the overuse of this protective skill. Also requires getting hit to truly do its job.
Skill 4: Chakram Salute [Active]
Radius: 250 --- 50
Projectile speed: 1500
Cast time: .5 seconds
The Guardian was never good at soldier salutes. Every time he saluted, he'd throw one of his chakrams. Learning to refine this mistake, he has turned it into a devastating attack. His chakrams spin with such force that the continue to spin upon their return, occasionally cause enough of a distraction to break magic damage.
Deals 200/250/300 damage to any enemy hit by the large chakram.
Deals 60/110/160 damage to any enemy hit by the side chakrams.
Slows enemies hit by the chakrams by 30%/40%/50% for 6 seconds
Disarms The Guardian for 2 seconds.
Silences The Guardian for 2 seconds.
Applies "Lifted Weights" on The Guardian
Applies "Spinning Shield" on The Guardian
"Lifted Weights" Effect:
Grants The Guardian +20%/+40%/+60% movement speed for 2/3/4 seconds.
"Spinning Shield" Effect:
Grants The Guardian 5%/10%/15% chance to null any magical damage done to himself or any allied unit in a 600 radius for 10 seconds.
The Guardian kneels down briefly, pulls his upper body back, then throws his arms and upper body forward. His giant chakram flies off his back while the smaller chakrams fly on either side of the giant chakram, but parallel to the giant one and in line with the back edge of the giant chakram. When reaching the end of the flight path, the chakrams will fly straight back to The Guardian. When The Guardian has his chakrams back on his hands/back, the chakrams on his arms will spin, clockwise on right, anti-clockwise on his left hand, and clockwise on his back, until "Spinning Shield" wears off.
Disarmed, silence, and fairly long cooldown prevent spamming.
Ultimate: Chakram Salute, Mk2
The Soldier's salute is the symbol of ultimate discipline, sacrifice and respect amongst brothers in arms. After the salute, he he releases his twin Chakram to orbit around him, where they will rend any foe that fall too close. The wind that is stirred around him will also sheer flesh and tear apart spells.
Deals 100/150/200 physical damage per second to any enemy unit in 250 range. Spells cast in 1000 range have a 35/45/55 % chance to be countered (cast with no effect), and non-magic immune enemy units will take 20/30/40 damage per second while being slowed by 5%. Move Speed granted by Chakram Sideswipe will not expire until the Salute has ended, as well as the buff placed by Spike Shield, or any other buff that Guardian places on himself or a teammate that is still active when this ability is activated. Disarms Guardian for entire duration, and disables his ability to use any other abilities.
Mana Cost: 200/250/300
Spell duration: 5 Seconds
(Please leave feedback on which one you like more)
(Alternative Ultimate proposed by: Corpulence)
Chakram Sideswipe + Chakram Salute: Stun in perfect position, hit with both outer chakram and inner chakram of salute.
Spike Shield Retribution + Chakram Sideswipe + Chakram Salute: Return damage while tanking, stun your fleeing target while getting into position, slow them with the salute, and finish them off with a normal attack.
10/28/09: Adjusted stun time on first skill. (Credit to Jaycoob)
10/29/09: Slightly reduced effects of third skill. (Credit to P1ngu)
11/3/09: Reworked Skills 1-3. Added alternative Ultimate. (Credit to Corpulence) Upgraded Ultimate. (Credit to Bugglez)
11/8/09: New Chakram image from Corpulence, gonna leave Axel to bother people though. (Credit to Corpulence)
Another real old post, I think that it could be implemented. Up to the people of the forums now.
01-21-2010, 03:31 AM
Still got so many ideas and not really much time, so I gotta skip another one which I feel is too complicated for the average suggestion forum voter :rolleyes:
His skills change from day to night versions.
(this pic represent his 3rd skill, it's not meant to be his model *lol*))
This hero replaces Nightstalker (DotA). While Nightstalker is a ganker at night and nothing during the day, Equinox is a ganker at night and a supporter at daytime. During the day he will have a very bright appearence and a very dark appearence during the night (somehow maybe like Shadow Fiend used to have in DotA (his HoN remake is purple, not black).
PS: @devs/hero-suggesters: This enables the vampiric theme (NS) to be used for another new hero.
Strength: 21 + 1.7
Agility: 11 + 1.7
Intelligence: 28 + 2.4
Movement speed: 280
Warmth or (way 'cooler') 50?C: (50 degree Celsius)
You redirect the light particles in the air around the target to concentrate on it, therefore raising the air temperature next to them to about 50?C which will enhance the metabolism of an ally or when cast on an enemy you can drive the particles even closer and actually inside their bodies to cause a massive overheating significantly reducing their strength.
If the target is an ally, it will regenerate 8/16/24/32 hitpoints per second for 10 seconds. If the target is an enemy, it will temporarily lose 2/3/4/5 strength per second for 5 seconds and then regain 2/3/4/5 strength for the next 5 seconds.
Casting Range: 525
Cast on an enemy it will lose 190/285/380/475 hitpoints over 5 sec and then regaining all of them slowly, which makes him really vulnerable during that time. Strength heroes also lose up to 25 damage for a short time.
(Damn what a nice synergy with Solar Flare! And think about this pimp play: Fire the foes up with "50?C" very closely timed to the day-night-change and then nuking them with the "DMX", wow!)
(Imaginating the light particles to really concentrate on the target I could imagine the visual effect to be a circle of 300 aoe around the target with a dark corona, while the inside of the cirle is slightly brighter than the outside/normal brightness. If used on an enemy it could apply a slighty red tint to him to signalize the overheating.)
Dark Matter Blast/Bomb or (somewhat cooler) DMX (Dark-Matter-"X"plosive):
You throw a cluster of dark matter at the enemy which will vaporize on impact and deal sever damage to the foe by dissolving his skin and his limbs, thereby also slowing him down.
Deals 90/170/250/330 damage and slows by xx%. (just like in DotA?, but I don't know the value).
Casting Range: 525
(no need for a ministun, because the ulti already disables).
Ray of Light / Blackout:
Ray of Light: Concentrating and redirecting sunrays directly into the enemies face and eyes causes them to
temporarely lose focus and their sense of orientation.
Forces the enemy to move into a random direction for 2 seconds (unable to attack or cast).
and makes them miss on 10%/20%/30%/40% of their attacks.
Casting Range: 500
(Could be cool, if the target of this spell gets a white screen (flash) for a very short time. And maybe the brightness could be set to like 150% gradually decreasing to normal over time.)
Blackout: Manipulating the foes brain waves renders him into a rather defenseless victim. Silences the enemy and reduces his attack speed by 10%/20%/30%/40%
Casting Range: 500
(Could be cool, if the target of this spell gets a black screen (flash) for a very short time.
And maybe the brightness could be set to like 50% gradually increasing to normal over time.)
Equinox / Equinox (passive): (http://en.wikipedia.org/wiki/Equinox)
Day effect: Increases your mana regeneration by 60%/120%/180%/240% and your mana pool by +60/120/180/240.
Night effect: Increases your movespeed by 5%/10%/15%/20% and your attackspeed by 10%/20%/30%/40%.
(name/icon stays the same, unlike the other 3 spells, who'll change their names/icons according to the time of day - Equinox just changes it's effect.
Oh well, actually, I'm thinking about a Yin&Yang alike symbol, that maybe has a sun and a moon on it, and maybe the icon should change, for e.g. by turning around by 180?, showing the active site on top.)
Solar Flare (Ultimate version of Invokers Sun Strike) @ day.
Black Hole (has nothing to do with Enigmas Black Hole) @ night.
Equinox channels the massive energy of a solar flare to strike the target location.
The impact of the Solar Flare is delayed by 2 seconds. It deals 500/1000/1500 damage in a 225 aoe.
The damage will be evenly distributed between all affected targets. Additionally every affected target
will burn for 10/20/30 dmg per second for 5 seconds.
Casting Range: Global (when cast it has to play a global sound too... some kind of nuke alert? (sirene)... hehe,
maybe even adding a typical nuke sound to the impact (I have the civ-II sounds in mind here)).
(good players will move in a random direction when hearing the sound or stay close to a bunch of creeps, though in a teamclash it will be harder to evade.)
Equinox creates a small Black Hole directly at target unit's position.
The strong gravitation will not only hold the target frozen in place, but also slowly ripping
their body parts and organs apart dealing massive damage. Furthermore all enemies in a 1000 aoe will be slowed
by 80%/60%/40%/20% depending on their distance from the 'epicenter' (250/500/750/1000 aoe).
The Black Hole lasts 2/3/4 seconds and deals 60/75/90 dmg per second to the chosen target.
(Only 1 unit is disabled and only this unit takes damage. All other foes around are just slowed.)
Casting Range: 500
PS: I'm not a rapper at all, I actually dislike this kind of music... but the opportunity to add a hint to some reallife stuff into a video game is always welcome ;)
PPS: If there ever would be a hero that actually can change the time of day this could be fun *g*
01-21-2010, 07:40 PM
Another idea that is based on the Terran Ghosts from Starcraft - 'trashed' because I think it the theme doesn't fit in HoN too well... nevertheless the spell ideas are probably worthy if applied onto another theme.
The newest prototyp of our armed forces, codenamed -Nucular- is the first clone warrior we successfully cultivated to finally eradicate the beasts by the use of high-tech nuclear and chemical warfare.
Throw a stun grenade, dealing minor damage and disabling all nearby foes due to a defeaning blast.
Mana cost: 110/120/130/140
Cooldown: 20/18/16/14 seconds
Casting Range: 600
Area of effect: 300
Duration: 2.25 seconds
Effect: Deals 50/100/150/200 dmg and stuns for 2.25 seconds.
-Damage type: magic
-Projectile is flying for 0.35s and the stun/dmg effect will go off after another 0.35s.
skill2 (three subskills):
Your rifle allows to fire special ammunition mainly applicable for advanced tactical use.
Mana cost: 100/120/140/160
Cooldown: 14/14/14/14 seconds
Casting Range: 625
On impact the projectile releases a synthetic scent in the area, which is extremely repellent to any living being.
Effect: Creates an 100/125/150/175 aoe scent cloud, which will drive back any creature trying to pass through it back. Lasts 4/5/6/7 seconds.
Fire a depleted uranium armor penetrating shell that pierces through several foes.
Effect: The shot will pierce through a max of 5/6/7/8 units in up to 1000 range, reducing their armor by 2/3/4/5 for 7 seconds.
This cartridge is a chemical mace unleashing both chlorid and mustard gas, slowly causing severe pain through
cauterizing the skin and the lungs of the victim.
Effect: On impact causes a debuff to foes in 125 aoe, dealing 8/12/16/20 dps (magic) and causing a mini-stun (0.1s) every 1.9 seconds
for 14 seconds.
-The 3 subskills have a shared cooldown.
-Skunk Shot: Tactical use may make narrow areas impassable (for friends and foes and yourself!) or even trap
units lacking blink type abilities if they stand to close to trees for e.g.. Can also be used to "slow down"
running foes by placing this obstacle infront of them. Targets an area (target circle is as large as the aoe is).
-AP Ammo: Reduced armor applies before damage. If 8 targets were hit the projectile won't pierce further,
not even if the initial target has not yet been hit. Initial target range is normal attack range (625).
-Yperite Ammo: Is supposed to shut down enemies relying on channeling spells and portal key, at least for a rather brief time.
-These are attacks and therefore can be used on magic immune targets, though the dmg from Yperite is magical and thus will be negated.
Create an energetic Defensive Matrix shielding a target unit.
Mana cost: 80/100/120/140
Cooldown: 10 seconds
Cast Range: 500
Duration: 14 seconds or until depleted.
Effect: Negates up to 100/200/300/400 damage.
-Does not remove debuffs; can be purged.
-Shield ends after 14s or when it absorbed the maximum of damage for it's current level.
-Only one Matrix may affect one target at the same time, casting it again on the same unit simply refreshes it.
Call down a nuclear strike at target area, dealing massive damage.
Mana cost: 150/300/450
Cooldown: 140/130/120 seconds
Casting Range: 750
Area of effect: 200 (100% dmg); 400 (66% dmg); 700 (33% dmg)
Duration: 2s (channeling); 2.5/2.0/1.5s delay before the nuke strikes.
Effect: On Impact, deals 500/1000/1500 dmg within 200 aoe, 330/660/1000 dmg within 400 aoe and 165/330/500 dmg within 700 aoe.
-During channeling a red laser dot appears at target location.
-Damage type: physical (works better with AP ammo and items, prevents the defensive use of Shrunken Head, though mass armor greatly reduces the dmg outcome)
-Jereziah and Demented Shaman are the best counters apart from buying armor items or interrupting the channeling.
-A very well placed Flashbang gives a great chance of not being interrupted, though there is still some time to run/blink away before the nuke actually hits, unless your team disables/slows your enemies.
-Having an enemy holding the foes in place while channeling and throwing a grenade afterwards works best. Only a well timed Kraken Ultimate could beeven more fun ;)
04-10-2010, 02:13 AM
image by Skepsisfox
Starting HP: 420
Starting MP: 260
Running Speed: 300
Basic Attack: 31-38
STR: 16 (+ 1.8)
AGI: 19 (+1.5)
INT: 25 (+3.1) [Primary]
All of her skills work like maliken's Sword of the Damned. Its one skill with 2 diferent modes, but they share the cooldown time. The player would use the keys Q/W, E/R, D/F and G for the 1st, 2nd, 3rd and 4th skills (as in the default controls scheme)
Alchemy - Target Tree / Enemy Hero
Mana Cost: 50/55/60/65
Cast Range: 350
Transform a tree into a gold tree, that gives a 50/60/70/80 sight radius.
Gives every ally in a 800 radius a 1/2/3/4 points HP regen while hits every enemy with 12/24/36/48 magic damage per second, divided by all enemies
If cast on enemy hero, will turn him into gold for a limited amount of time. He will take 40/70/100/130 magic damage over 4 seconds while healing all allies on a 200 radius for 40/60/80/100 HP
Transform a tree into a silver tree, that gives a 50/60/70/80 sight radius.
Gives every ally in a 900 radius a 2/3/4/5 points MP regen while hits every enemy with 12/24/36/48 mana damage per second, divided by all enemies
If cast on enemy hero, will turn him into silver for a limited amount of time. He will take 40/70/100/130 magic damage over 4 seconds while healing all allies on a 200 radius for 80/90/100/110 MP
The tree can be destroyed by anything that destroys a tree. It can be seen as long as the tree is visible to the enemy team. It has a lifetime of 120 seconds
Visual: the alchemist point both hands at the target.
The tree will shine and transform. The enemy hero will be transformed into the metal from his feet up to his head
Balance: while it is pretty much the same as the eye skill of the Keeper, it is a lot more easy for the enemy to spot it, so they will try avoiding, unless they can destroy it. It also have a shot duration, so its only useful when some enemy is around, and for harassing mostly early game. The moderate mana cost and the cooldown avoid this skill to be spammed
Potion Throw - Target Unit
Mana Cost: 75/85/95/105
Cast Range: 450
Magic Potion (E)
Trows a magic potion at a target unit. On impact, explodes on a 200/220/240/260 radius aura, affecting enemies and allies in different ways.
If ally: Grants +2/4/6/8 magic defense for 8 seconds
If enemy: -2/-4/-6/-8 magic defense for 8 seconds and damage for 80/100/120/140 magic damage
Adrenaline Potion (R)
Trows a adrenaline potion at a target unit. On impact, explodes on a 200/220/240/260 radius aura, affecting enemies and allies in different ways.
If ally: Grants +20% movement speed and attack speed for 6 seconds
If enemy: Stun for 2 seconds and gives -20% movement speed for 4 seconds after that
Visual: pretty much like voodoo jester's bottle skill
Balance: has a short AoE radius. The projectile also travels slowly, so the enemies may have time to react. Its better used while hidden or invis
Elemental Spirits - Self (activate)
Mana Cost: 12/12/8/8 mana per second
Only one spirit may be active. If you activate one spirit, the other one gets deactivated.
Golden Spirit (D)
Each time the Alchemist gets hit, 1/2/2/3 Golden Charge is added. Maximum of 99 charges
Silver Spirit (F)
Each time the Alchemist gets hit, 1/2/2/3 Silver Charge is added. Maximum of 99 charges
Visual: each time she is damaged, a glowing orb swirls around her and desapears
Balance: Not too much to say. She is an INT character and cant be so much damaged. She will probably try to 'farm' a lot with the help of a shield to get more hits
Spirits Release (ULT) - On use
Mana Cost: 120/140/180/220
On activation release all the gathered spirit charges, affecting all units on a 600 radius around the caster
For each Golden Spirit, allies will be healed for 5HP and 1MP
For each Silver Spirit, enemies will be damaged for 10HP and 2MP
The enemies will also get a 1% movement slow for each spirit released that lasts for 6 seconds.
Charges are released at a speed of 18 charges/sec, so a 99 charge attack would require a 5.5 seconds channeling time. If the channeling time is broken, the rest of the spirits remain with the Alchemist
Staff of Master effect: Heal 7HP and 3MP for each golden charge. Movement slow lasts for 8 secons and reveal all affected units for the slow time.
Visual: for the channeling time, glowing orbs will be released from her at high speed
Balance: first the chaneling time. It gives the enemy a lot of reaction time to break it. The enemy can probably break the channeling at 2 sec, allowing her to only unleash 36 spirits.
This skill is better used between the trees, thanks to its great AoE. Still, some enemies may have time to run from the spell and not be affected by all the spirits
Also, the require for getting hit to gather charges will make this skill just a few uses during the game