Dentata
12-20-2009, 12:42 AM
Martyr
Role: Tank, Support
Affiliation: Legion
Attack Range: 100
Attack Damage: 52-62
Movespeed: 305
Armor: 2.12
Magic Armor: 5.5
Str: 24 (+3.1)
Agi: 19 (+1.75)
Int: 17 (+1.85)
Grace of the Martyr:
Martyr sacrifices himself or an allied creep, and uses the unit's lifeforce to heal all allied heroes. If he is sacrificing himself, he must channel the spell.
Level 1: Kills target unit and heals all allied heroes by an amount equal to 10% (6% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Level 2: Kills target unit and heals all allied heroes by an amount equal to 12% (8% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Level 3: Kills target unit and heals all allied heroes by an amount equal to 14% (10% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Level 4: Kills target unit and heals all allied heroes by an amount equal to 16% (12% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Windup (Only if targeting self): 1 second for every 33% health Martyr is missing. (1 second minimum)
(If you cancel the windup, the mana is not used and the skill does not go on cooldown. Think Marksman Shot.)
Mana Cost: 50/60/70/80
Cooldown: 30/25/20/15 seconds
Range: 500
Radius: 700
Wondering if I should make the minimum windup period longer, so people who accidentally target themselves have a little more time to respond. Also should probably make a special animation and/or sound if you're targetting yourself, like a moonbeamish effect with that holy "ahhhhhhhhhh" sound on him so the player knows.
Blood of the Martyr (Toggle):
Martyr can link himself to his allies and takes some of the pain for his allies.
Level 1: Allied heroes transfer 6% of incoming damage to Martyr.
Level 2: Allied heroes transfer 12% of incoming damage to Martyr.
Level 3: Allied heroes transfer 18% of incoming damage to Martyr.
Level 4: Allied heroes transfer 24% of incoming damage to Martyr.
Mana Upkeep: 1/2/3/4 per second.
This ability will automatically toggle off upon you reaching 10% HP. You can manually toggle it back on, but it will remain on until you turn it off.
Notes: This "reduction" for allies occurs before their armor. That damage then goes through Martyr's armor etc.
If Martyr dies from damage incoming from an ally, the origin of the damage will get the kill. (Pyro ults an ally, and the damage that Martyr takes from it causes him to die, Pyro will get the kill on Martyr. Allied Accursed uses Cauterize and the transferred damage kills Martyr it will count as a deny. Damage coming from this will not be reflected by barbed armor.
Strength of the Martyr (Passive):
Martyr learns to endure the constant pain upon his body, and grows stronger.
Level 1: Martyr gains +(.35 x current level) strength and +1.5 armor.
Level 2: Martyr gains +(.65 x current level) strength and +3 armor.
Level 3: Martyr gains +(.95 x current level) strength and +4.5 armor.
Level 4: Martyr gains +(1.25 x current level) strength and +6 armor.
At each level, he will gain a minimum of 1/4/7/12 strength
Note: This allows him to tank better and absorb more damage before succumbing. Also helps him hit harder.
Pain of the Martyr:
Martyr unleashes his pain all around him, allowing him to bask in bliss for a short period.
Level 1: Applies Pain of the Martyr to self for 5 seconds.
Level 2: Applies Pain of the Martyr to self for 6 seconds.
Level 3: Applies Pain of the Martyr to self for 7 seconds.
Pain of the Martyr effects:
100% of damage taken is reduced and reflected evenly among all enemy heroes in 700 radius as Magic damage.
Mana Cost: 100/150/200
Cooldown: 60/55/50
Notes: The reflected damage is not affected by Martyr's armor. This skill synergizes nicely with his second skill, allowing his whole team to enjoy 24% damage reduction while all of that is being reflected onto enemies.
So this hero I feel will the 2nd true tank other than legionnaire. Only these two would actually be able to have their enemies involuntarily attack them, though Legionnaire's is active and this is passive. This guy would be invaluable to the team with a global heal and global damage reduction. And he can dish out decent damage too with his third and fourth ability. The third boosting his stregneth so he hits harder and the fourth allowing him to reflect back all damage to the enemies.
Synergies:
Grace + Blood: Grace allows you to continue to absorb more damage before having to run, and if you've helped out your teammates so much that you're going to die, Grace lets you sacrifice yourself to keep them going for even longer.
Blood + Strength: More strength means he regenerates lost health faster, and has a greater health pool to use for Blood.
Blood + Pain: Even if the enemy decides to not focus Martyr, Blood will still fuel Pain and reflect back some damage to the enemy.
Strength + Grace: A slight synergy since not many people will be sacrificing themselves, but just if you do, then it will heal your teammates even more.
Any comments, questions, concerns? I am mainly looking for feedback on the actual effects, not the numbers (although that is welcomed as well), but for voting, please vote on concept. Thanks!
If you are going to vote no, please say why. Thanks!
Role: Tank, Support
Affiliation: Legion
Attack Range: 100
Attack Damage: 52-62
Movespeed: 305
Armor: 2.12
Magic Armor: 5.5
Str: 24 (+3.1)
Agi: 19 (+1.75)
Int: 17 (+1.85)
Grace of the Martyr:
Martyr sacrifices himself or an allied creep, and uses the unit's lifeforce to heal all allied heroes. If he is sacrificing himself, he must channel the spell.
Level 1: Kills target unit and heals all allied heroes by an amount equal to 10% (6% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Level 2: Kills target unit and heals all allied heroes by an amount equal to 12% (8% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Level 3: Kills target unit and heals all allied heroes by an amount equal to 14% (10% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Level 4: Kills target unit and heals all allied heroes by an amount equal to 16% (12% if self) of the target's maximum HP. Heroes inside the radius are healed for twice this amount.
Windup (Only if targeting self): 1 second for every 33% health Martyr is missing. (1 second minimum)
(If you cancel the windup, the mana is not used and the skill does not go on cooldown. Think Marksman Shot.)
Mana Cost: 50/60/70/80
Cooldown: 30/25/20/15 seconds
Range: 500
Radius: 700
Wondering if I should make the minimum windup period longer, so people who accidentally target themselves have a little more time to respond. Also should probably make a special animation and/or sound if you're targetting yourself, like a moonbeamish effect with that holy "ahhhhhhhhhh" sound on him so the player knows.
Blood of the Martyr (Toggle):
Martyr can link himself to his allies and takes some of the pain for his allies.
Level 1: Allied heroes transfer 6% of incoming damage to Martyr.
Level 2: Allied heroes transfer 12% of incoming damage to Martyr.
Level 3: Allied heroes transfer 18% of incoming damage to Martyr.
Level 4: Allied heroes transfer 24% of incoming damage to Martyr.
Mana Upkeep: 1/2/3/4 per second.
This ability will automatically toggle off upon you reaching 10% HP. You can manually toggle it back on, but it will remain on until you turn it off.
Notes: This "reduction" for allies occurs before their armor. That damage then goes through Martyr's armor etc.
If Martyr dies from damage incoming from an ally, the origin of the damage will get the kill. (Pyro ults an ally, and the damage that Martyr takes from it causes him to die, Pyro will get the kill on Martyr. Allied Accursed uses Cauterize and the transferred damage kills Martyr it will count as a deny. Damage coming from this will not be reflected by barbed armor.
Strength of the Martyr (Passive):
Martyr learns to endure the constant pain upon his body, and grows stronger.
Level 1: Martyr gains +(.35 x current level) strength and +1.5 armor.
Level 2: Martyr gains +(.65 x current level) strength and +3 armor.
Level 3: Martyr gains +(.95 x current level) strength and +4.5 armor.
Level 4: Martyr gains +(1.25 x current level) strength and +6 armor.
At each level, he will gain a minimum of 1/4/7/12 strength
Note: This allows him to tank better and absorb more damage before succumbing. Also helps him hit harder.
Pain of the Martyr:
Martyr unleashes his pain all around him, allowing him to bask in bliss for a short period.
Level 1: Applies Pain of the Martyr to self for 5 seconds.
Level 2: Applies Pain of the Martyr to self for 6 seconds.
Level 3: Applies Pain of the Martyr to self for 7 seconds.
Pain of the Martyr effects:
100% of damage taken is reduced and reflected evenly among all enemy heroes in 700 radius as Magic damage.
Mana Cost: 100/150/200
Cooldown: 60/55/50
Notes: The reflected damage is not affected by Martyr's armor. This skill synergizes nicely with his second skill, allowing his whole team to enjoy 24% damage reduction while all of that is being reflected onto enemies.
So this hero I feel will the 2nd true tank other than legionnaire. Only these two would actually be able to have their enemies involuntarily attack them, though Legionnaire's is active and this is passive. This guy would be invaluable to the team with a global heal and global damage reduction. And he can dish out decent damage too with his third and fourth ability. The third boosting his stregneth so he hits harder and the fourth allowing him to reflect back all damage to the enemies.
Synergies:
Grace + Blood: Grace allows you to continue to absorb more damage before having to run, and if you've helped out your teammates so much that you're going to die, Grace lets you sacrifice yourself to keep them going for even longer.
Blood + Strength: More strength means he regenerates lost health faster, and has a greater health pool to use for Blood.
Blood + Pain: Even if the enemy decides to not focus Martyr, Blood will still fuel Pain and reflect back some damage to the enemy.
Strength + Grace: A slight synergy since not many people will be sacrificing themselves, but just if you do, then it will heal your teammates even more.
Any comments, questions, concerns? I am mainly looking for feedback on the actual effects, not the numbers (although that is welcomed as well), but for voting, please vote on concept. Thanks!
If you are going to vote no, please say why. Thanks!