Grim`Heaper
12-24-2009, 05:36 PM
Chill-Trap
Description: A Hunter from the Northern reaches of Newerth, Chill-Trap was once known as Carcer Grave, before he was overrun at his snowy keep of "Solemn End". When he reappeared later at the pact signing between Humans and Beasts during the Hellbourne invasion, he swore his cold allegiance to the Legion, and will not rest until the North is once more Strong and Free.
Physical Description: Kind of dead looking, but really tall and hairy. He has a hat, a hunting parka, torn pants, and a bear-trap where his mouth should be. He has a belt around his waist that carries various tools; Knives, traps, phylacteries (for trapping souls), and even a length of rope.
http://2.bp.blogspot.com/_NqTLwj6eoGQ/Se8kdBDA8sI/AAAAAAAAAHs/MkDNoCDM7A0/s320/Mad+Trapper1.jpg
Stats
Movement Speed: 310
Attack Speed: 0.59
Attack Range: 500
Armor Rating: 1.29
Damage: 51-62
Affiliation: Legion
Strength: 17 (+1.8)
Agility: 28 (+2.7)
Intelligence: 19 (+2.0)
Main Attribute: Agility
Projectile Speed: (= to :fors:)
IDLE VOICE
"Cold-hearted."
"I am the cornered animal, UNLEASHED!"
"Feel the Cold wind blowin'."
"Dark is not always Evil!"
"Good is not always Nice!"
"It's a Trap!"
"Do you want Frostbite?"
"Careful, I bite (Sound of metal clamping)"
"When you're on the hunt on the frozen tundras, you learn to appreciate a nice coat."
MOVE VOICE
"On the hunt!"
"On the prowl..."
"To the battlefield!"
BATTLE VOICE
"CORNER THEM!"
"Go for the throat!"
"Cut off their escape!"
__________________________________________________
Runic Trap
"Sorry! No, try again later."
http://wiki.guildwars.com/images/8/88/Winnowing.jpg
The arcane knowledge that the Trapper has learned from his undeath lets him reverse the effects of any runes that are in use.
Skill Mechanics: The effects of the rune that the target hero has on him is reversed. If used on an actual rune, it will bestow the effects explained below when picked up. Cooldown: 25 seconds.
Double Damage: Target takes more damage from attacks for the remainder of the duration.
Haste: reduced movement speed for 6 seconds.
Invisibility: Target is beaconed for the duration of the rune, and are revealed no matter how far away they run.
Regeneration: Target suffers health degeneration, and mana degeneration until they have 20% health left, or 40% mana left.
Default effect (Illusion): Target takes magic damage, and any illusions in a global radius become hostile towards him, and chase him down until they fade.
[1] DD: Target takes 25% more damage from attacks. Haste: Target moves 10% slower for 6 seconds. Invis: Target is beaconed and revealed for the duration of the rune. Regen: Target suffers 1% health degeneration and 0.5% mana degeneration for the duration of the rune. Default: Target takes 75 Magic damage and all illusions target him. Mana Cost: 120.
[2] DD: Target takes 50% more damage from attacks. Haste: Target moves 30% slower for 6 seconds. Invis: Target is beaconed and revealed for the duration of the rune. Regen: Target suffers 2% health degeneration and 1% mana degeneration for the duration of the rune. Default: Target takes 150 Magic damage and all illusions target him. Mana Cost: 140.
[3] DD: Target takes 75% more damage from attacks. Haste: Target moves 60% slower for 6 seconds. Invis: Target is beaconed and revealed for the duration of the rune. Regen: Target suffers 3% health degeneration and 1.5% mana degeneration for the duration of the rune. Default: Target takes 225 Magic damage and all illusions target him. Mana Cost: 160.
[4] DD: Target takes 100% more damage from attacks. Haste: Target moves 90% slower for 6 seconds. Invis: Target is beaconed and revealed for the duration of the rune. Regen: Target suffers 4% health degeneration and 2% mana degeneration for the duration of the rune. Default: Target takes 300 Magic damage and all illusions target him. Mana Cost: 180.
[Synergy] It's as much a luck-of-the-draw as the actual rune spawns. It can create really nice gank moments for your team, when trying to bring down that heavy mid solo. I think it would go great against Sand Wraith and his ultimate, which likes to spawn many illusions. Would be a great boon to the team... granted you're near him.
[Balance] As far as I am concerned, the durations of these effects seem pretty fair. Any questions or concerns, please tell me.
__________________________________________________
Magical Charge
"What do you think it is? It's a Trap!"
http://wiki.guildwars.com/images/7/75/Conflagration.jpg
The Trapper sets down a magically charged explosive on target area. It explodes after a short delay when enemy heroes approach it.
Skill Mechanics: A creep-sized charge is placed on target area. It has 25/50/75/100 health, and 200 units of sight at any time. When an enemy hero enters it's countdown range, it will explode in 2 seconds. The closer to the charge they are, the more damage dealt to them. Explosion Radius: 750. Countdown Initiation Radius: 600. Cast Range: 500. A limit of 6 charges can be placed.
[1] Deals 20-40 Magic Damage. Mana Cost: 20 Cooldown: 8 seconds.
[2] Deals 60-80 Magic Damage.Mana Cost: 40 Cooldown: 7 seconds.
[3] Deals 100-120 Magic Damage. Mana Cost: 60 Cooldown: 5 seconds.
[4] Deals 140-160 Magic Damage. Mana Cost: 80 Cooldown: 4 seconds.
[Synergy] This is designed to be a spammed skill. When a whole bunch of mean ol' heroes decide to congregate around the middle lane? Why don't you just put down a bunch of charges, and screw 'em up? Works extremely well with his ultimate. Keep on reading, and you'll see.
[Balance] Frankly, I realized I had to put on a limit to the charges allowed. See, if I let you put as many as you want, then can you imagine the incredible defense you could put up without even being in your lane?! The thing is, I'm not sure if I should reduce the damage, or reduce the charges allowed. Input?
__________________________________________________
Trapper's Vigor
"You are nothing but PREY to me"
http://wiki.guildwars.com/images/c/c5/Dryder%27s_Defenses.jpg
The Trapper cannot let his prey escape so easily. Whenever an enemy hero escapes his range, or trips one of his charges, he gains temporary vision of that hero for a few seconds, and runs as fast as the wind.
Skill Mechanics: (Passive) The Trapper has faster running speed when he is unseen by enemy heroes. (Passive-Cooldown) If the Trapper's target runs out of his sight, or trips one of his charges, that target is revealed for 6 seconds, and the Trapper will be gifted with supreme wind-walking.
[1] +2% faster running speed when unseen by enemies. Gain unit, tree, cliff, and building-walking for 6 seconds if the last hero you've attacked moves out of your line of sight. This hero is also revealed for 6 seconds. Cooldown: 60 seconds.
[2] +4% faster running speed when unseen by enemies. Gain unit, tree, cliff, and building-walking for 6 seconds if the last hero you've attacked moves out of your line of sight. This hero is also revealed for 6 seconds. Cooldown: 45 seconds.
[3] +6% faster running speed when unseen by enemies. Gain unit, tree, cliff, and building-walking for 6 seconds if the last hero you've attacked moves out of your line of sight. This hero is also revealed for 6 seconds. Cooldown: 30 seconds.
[4] +8% faster running speed when unseen by enemies. Gain unit, tree, cliff, and building-walking for 6 seconds if the last hero you've attacked moves out of your line of sight. This hero is also revealed for 6 seconds. Cooldown: 15 seconds.
[Synergy] Basically an anti-juking skill, and a way to keep tabs on an enemy solo-mid, if he gets away while you are hurting him. Good for chasing, more than anything else.
[Balance] Faster movespeed? Get rid of the super-windwalk? Opinions?
__________________________________________________
Net Shot
"I'm gonna hit you where the sun don't shine"
http://wiki.guildwars.com/images/7/72/Brambles.jpg
The Trapper brings in his prey in a nice little net. The net is lined with special barbs so that it doesn't break from physical strain, and anyone who fights it is hurt significantly. The more people he's caught, the less time it takes for them to get out.
Skill Mechanics: Groups all targets together in a 800 radius. They are slowly pulled towards the Trapper at a speed of 200. When they get 150 units away from a fellow hero, or from the centre of the net, they suffer physical damage per second. Maximum pull distance is 300 before you are pulled back. Lasts 8 seconds, but ends quicker for every extra hero netted.
[1] Pulling against the bonds causes 33 physical damage per second. Stacks for every hero that is pulling. For every extra hero in the net, reduce the time it takes to get out by 1.25 seconds. Mana Cost: 125. Cooldown: 80 seconds
[2] Pulling against the bonds causes 66 physical damage per second. Stacks for every hero that is pulling. For every hero in the net, reduce the time it takes to get out by 1 second. Mana Cost: 175. Cooldown: 60 seconds
[3] Pulling against the bonds causes 99 physical damage per second. Stacks for every hero that is pulling. For every hero in the net, reduce the time it takes to get out by 0.75 seconds. Mana Cost: 225. Cooldown: 40 seconds.
Advanced Mechanics: Okay, so here's where some numbers might get confusing. So at level 1, in a 5v5 match-up, we have our Psycho-Trapper laning up against... Arachna. Sure, why not? Reaches level 6, and nets the little "bugger" as soon as possible. Net will last the full 8 seconds. Anytime he runs will cause the pain. Seems pretty straightforward. Now, what if we have all Five heroes in the net? Time to calculate what's going on. 5 heroes in the net. Level 1 ulti. Reduces duration by 5 seconds, because 1.25*4 = 5. So the duration is 3 seconds. If they are scattered, that means... oh my, that means all of them suffer 33*5 physical damage. That equals 165 physical damage to all of them. Holy moly! That is quite nice!
[Synergy] Lay down your traps and bring 'em in! You see where I'm going with that? Engineer Keg after the charge blast (if they're still netted), and you have super DPS coming on. Don't even mention Energy Field...
[Balance] I wanted a nice skill to drag people into range, but I didn't want to make you useless from the channel, so I had to put some teamwork into it, thus it gathers all of them. How sweet is that?! NOTE: They can attack and cast, so be careful!
SO, what do you guys think?
Description: A Hunter from the Northern reaches of Newerth, Chill-Trap was once known as Carcer Grave, before he was overrun at his snowy keep of "Solemn End". When he reappeared later at the pact signing between Humans and Beasts during the Hellbourne invasion, he swore his cold allegiance to the Legion, and will not rest until the North is once more Strong and Free.
Physical Description: Kind of dead looking, but really tall and hairy. He has a hat, a hunting parka, torn pants, and a bear-trap where his mouth should be. He has a belt around his waist that carries various tools; Knives, traps, phylacteries (for trapping souls), and even a length of rope.
http://2.bp.blogspot.com/_NqTLwj6eoGQ/Se8kdBDA8sI/AAAAAAAAAHs/MkDNoCDM7A0/s320/Mad+Trapper1.jpg
Stats
Movement Speed: 310
Attack Speed: 0.59
Attack Range: 500
Armor Rating: 1.29
Damage: 51-62
Affiliation: Legion
Strength: 17 (+1.8)
Agility: 28 (+2.7)
Intelligence: 19 (+2.0)
Main Attribute: Agility
Projectile Speed: (= to :fors:)
IDLE VOICE
"Cold-hearted."
"I am the cornered animal, UNLEASHED!"
"Feel the Cold wind blowin'."
"Dark is not always Evil!"
"Good is not always Nice!"
"It's a Trap!"
"Do you want Frostbite?"
"Careful, I bite (Sound of metal clamping)"
"When you're on the hunt on the frozen tundras, you learn to appreciate a nice coat."
MOVE VOICE
"On the hunt!"
"On the prowl..."
"To the battlefield!"
BATTLE VOICE
"CORNER THEM!"
"Go for the throat!"
"Cut off their escape!"
__________________________________________________
Runic Trap
"Sorry! No, try again later."
http://wiki.guildwars.com/images/8/88/Winnowing.jpg
The arcane knowledge that the Trapper has learned from his undeath lets him reverse the effects of any runes that are in use.
Skill Mechanics: The effects of the rune that the target hero has on him is reversed. If used on an actual rune, it will bestow the effects explained below when picked up. Cooldown: 25 seconds.
Double Damage: Target takes more damage from attacks for the remainder of the duration.
Haste: reduced movement speed for 6 seconds.
Invisibility: Target is beaconed for the duration of the rune, and are revealed no matter how far away they run.
Regeneration: Target suffers health degeneration, and mana degeneration until they have 20% health left, or 40% mana left.
Default effect (Illusion): Target takes magic damage, and any illusions in a global radius become hostile towards him, and chase him down until they fade.
[1] DD: Target takes 25% more damage from attacks. Haste: Target moves 10% slower for 6 seconds. Invis: Target is beaconed and revealed for the duration of the rune. Regen: Target suffers 1% health degeneration and 0.5% mana degeneration for the duration of the rune. Default: Target takes 75 Magic damage and all illusions target him. Mana Cost: 120.
[2] DD: Target takes 50% more damage from attacks. Haste: Target moves 30% slower for 6 seconds. Invis: Target is beaconed and revealed for the duration of the rune. Regen: Target suffers 2% health degeneration and 1% mana degeneration for the duration of the rune. Default: Target takes 150 Magic damage and all illusions target him. Mana Cost: 140.
[3] DD: Target takes 75% more damage from attacks. Haste: Target moves 60% slower for 6 seconds. Invis: Target is beaconed and revealed for the duration of the rune. Regen: Target suffers 3% health degeneration and 1.5% mana degeneration for the duration of the rune. Default: Target takes 225 Magic damage and all illusions target him. Mana Cost: 160.
[4] DD: Target takes 100% more damage from attacks. Haste: Target moves 90% slower for 6 seconds. Invis: Target is beaconed and revealed for the duration of the rune. Regen: Target suffers 4% health degeneration and 2% mana degeneration for the duration of the rune. Default: Target takes 300 Magic damage and all illusions target him. Mana Cost: 180.
[Synergy] It's as much a luck-of-the-draw as the actual rune spawns. It can create really nice gank moments for your team, when trying to bring down that heavy mid solo. I think it would go great against Sand Wraith and his ultimate, which likes to spawn many illusions. Would be a great boon to the team... granted you're near him.
[Balance] As far as I am concerned, the durations of these effects seem pretty fair. Any questions or concerns, please tell me.
__________________________________________________
Magical Charge
"What do you think it is? It's a Trap!"
http://wiki.guildwars.com/images/7/75/Conflagration.jpg
The Trapper sets down a magically charged explosive on target area. It explodes after a short delay when enemy heroes approach it.
Skill Mechanics: A creep-sized charge is placed on target area. It has 25/50/75/100 health, and 200 units of sight at any time. When an enemy hero enters it's countdown range, it will explode in 2 seconds. The closer to the charge they are, the more damage dealt to them. Explosion Radius: 750. Countdown Initiation Radius: 600. Cast Range: 500. A limit of 6 charges can be placed.
[1] Deals 20-40 Magic Damage. Mana Cost: 20 Cooldown: 8 seconds.
[2] Deals 60-80 Magic Damage.Mana Cost: 40 Cooldown: 7 seconds.
[3] Deals 100-120 Magic Damage. Mana Cost: 60 Cooldown: 5 seconds.
[4] Deals 140-160 Magic Damage. Mana Cost: 80 Cooldown: 4 seconds.
[Synergy] This is designed to be a spammed skill. When a whole bunch of mean ol' heroes decide to congregate around the middle lane? Why don't you just put down a bunch of charges, and screw 'em up? Works extremely well with his ultimate. Keep on reading, and you'll see.
[Balance] Frankly, I realized I had to put on a limit to the charges allowed. See, if I let you put as many as you want, then can you imagine the incredible defense you could put up without even being in your lane?! The thing is, I'm not sure if I should reduce the damage, or reduce the charges allowed. Input?
__________________________________________________
Trapper's Vigor
"You are nothing but PREY to me"
http://wiki.guildwars.com/images/c/c5/Dryder%27s_Defenses.jpg
The Trapper cannot let his prey escape so easily. Whenever an enemy hero escapes his range, or trips one of his charges, he gains temporary vision of that hero for a few seconds, and runs as fast as the wind.
Skill Mechanics: (Passive) The Trapper has faster running speed when he is unseen by enemy heroes. (Passive-Cooldown) If the Trapper's target runs out of his sight, or trips one of his charges, that target is revealed for 6 seconds, and the Trapper will be gifted with supreme wind-walking.
[1] +2% faster running speed when unseen by enemies. Gain unit, tree, cliff, and building-walking for 6 seconds if the last hero you've attacked moves out of your line of sight. This hero is also revealed for 6 seconds. Cooldown: 60 seconds.
[2] +4% faster running speed when unseen by enemies. Gain unit, tree, cliff, and building-walking for 6 seconds if the last hero you've attacked moves out of your line of sight. This hero is also revealed for 6 seconds. Cooldown: 45 seconds.
[3] +6% faster running speed when unseen by enemies. Gain unit, tree, cliff, and building-walking for 6 seconds if the last hero you've attacked moves out of your line of sight. This hero is also revealed for 6 seconds. Cooldown: 30 seconds.
[4] +8% faster running speed when unseen by enemies. Gain unit, tree, cliff, and building-walking for 6 seconds if the last hero you've attacked moves out of your line of sight. This hero is also revealed for 6 seconds. Cooldown: 15 seconds.
[Synergy] Basically an anti-juking skill, and a way to keep tabs on an enemy solo-mid, if he gets away while you are hurting him. Good for chasing, more than anything else.
[Balance] Faster movespeed? Get rid of the super-windwalk? Opinions?
__________________________________________________
Net Shot
"I'm gonna hit you where the sun don't shine"
http://wiki.guildwars.com/images/7/72/Brambles.jpg
The Trapper brings in his prey in a nice little net. The net is lined with special barbs so that it doesn't break from physical strain, and anyone who fights it is hurt significantly. The more people he's caught, the less time it takes for them to get out.
Skill Mechanics: Groups all targets together in a 800 radius. They are slowly pulled towards the Trapper at a speed of 200. When they get 150 units away from a fellow hero, or from the centre of the net, they suffer physical damage per second. Maximum pull distance is 300 before you are pulled back. Lasts 8 seconds, but ends quicker for every extra hero netted.
[1] Pulling against the bonds causes 33 physical damage per second. Stacks for every hero that is pulling. For every extra hero in the net, reduce the time it takes to get out by 1.25 seconds. Mana Cost: 125. Cooldown: 80 seconds
[2] Pulling against the bonds causes 66 physical damage per second. Stacks for every hero that is pulling. For every hero in the net, reduce the time it takes to get out by 1 second. Mana Cost: 175. Cooldown: 60 seconds
[3] Pulling against the bonds causes 99 physical damage per second. Stacks for every hero that is pulling. For every hero in the net, reduce the time it takes to get out by 0.75 seconds. Mana Cost: 225. Cooldown: 40 seconds.
Advanced Mechanics: Okay, so here's where some numbers might get confusing. So at level 1, in a 5v5 match-up, we have our Psycho-Trapper laning up against... Arachna. Sure, why not? Reaches level 6, and nets the little "bugger" as soon as possible. Net will last the full 8 seconds. Anytime he runs will cause the pain. Seems pretty straightforward. Now, what if we have all Five heroes in the net? Time to calculate what's going on. 5 heroes in the net. Level 1 ulti. Reduces duration by 5 seconds, because 1.25*4 = 5. So the duration is 3 seconds. If they are scattered, that means... oh my, that means all of them suffer 33*5 physical damage. That equals 165 physical damage to all of them. Holy moly! That is quite nice!
[Synergy] Lay down your traps and bring 'em in! You see where I'm going with that? Engineer Keg after the charge blast (if they're still netted), and you have super DPS coming on. Don't even mention Energy Field...
[Balance] I wanted a nice skill to drag people into range, but I didn't want to make you useless from the channel, so I had to put some teamwork into it, thus it gathers all of them. How sweet is that?! NOTE: They can attack and cast, so be careful!
SO, what do you guys think?