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View Full Version : Arcane Warrior (Inspired by Dragon age: Origins)



docterj208
01-02-2010, 02:54 PM
Moved to here:

http://forums.heroesofnewerth.com/showthread.php?t=85671

Jainay
01-02-2010, 04:52 PM
Being a big Dragon Age fan, i like this. I really like the passive, gives a meaning for getting int items, although, he could be rather dangerous/imba at some point. But still, thumbs up!

docterj208
01-02-2010, 04:58 PM
I know what you mean, I think HP might be a tad much. Might be better to maybe have some armor instead, but its hard to say.

His int gain is relatively low for an INT hero so he will need to get +int items for sure.

I am sure this guy could use some tweaking, but I think he is in a fairly safe place for now. Probably will lower his ultimate damage though or make it do damage only in the selected areas.

Jainay
01-02-2010, 05:15 PM
Well, on level 3 the ulti deals 730 magic damage, and then reduce that by magic armor and other effects, i actually think it's okay. It makes sense that when a fire spell is unleashed, it's devastating. It's FIRE.

Also, Force Field would be an evil spell to use on enemy Devourer in rot.

Zethos
01-03-2010, 12:04 AM
Though I still have mixed ideas I feel but if this was to go in Force Field is the one skill that is lack luster (minus as a save ability).

The real ability with force field (imo) was to use it and then use crushing prison to do an AoE stun on many enemies while the hero who was force fielded was free to rain havoc. It kinda loses that awesomeness as it's pretty much a worse version of Succubus's third skill. A rework/change to Force Field would be appreciated.

L2English1
01-03-2010, 12:09 AM
force field gives immunity to all dmg and effects

this person can never die,
force field --> homecoming stone

too imba

yyr_
01-03-2010, 12:13 AM
force field gives immunity to all dmg and effects

this person can never die,
force field --> homecoming stone

too imba

You can make it so she cant target herself.

All in all a solid hero, T-up from me.

docterj208
01-03-2010, 12:29 AM
I see a couple of big uses from force field.

1) it can save a hero who is being focused fired.
2) it can be used to let the hero cast inferno uninterrupted.
3) It can be used on ranged allied attackers for devastating effects.

All in all, it is a very unique spell. Zethos, if you like, I can make it similar to crushing prison if the target is an enemy, however, it is a very long disable. It could be similar to nightmare except can't be interrupted at all. Not sure if I want to go that route as I believe it is very powerful in its current form.

That said, I am open to suggestions.

Also, just as a side note. I see a glaring flaw with the current form of force field since it is not the greatest thing to cast on himself since he is a melee attacker. I don't think he should be ranged, but, I could see how it isn't the best situation and that only makes it a problem.

Zethos
01-03-2010, 12:36 AM
I see a couple of big uses from force field.

1) it can save a hero who is being focused fired.
2) it can be used to let the hero cast inferno uninterrupted.
3) It can be used on ranged allied attackers for devastating effects.

All in all, it is a very unique spell. Zethos, if you like, I can make it similar to crushing prison if the target is an enemy, however, it is a very long disable. It could be similar to nightmare except can't be interrupted at all. Not sure if I want to go that route as I believe it is very powerful in its current form.

That said, I am open to suggestions.

So it isn't like in DA:O where you can't move during it. If you can cast inferno with it on then it is totally different from what I though. It does and doesn't save a hero who is being focus fired. The problem is then you've just established it to be 4 v 5 (as Force Field was meant to not allow any actions which is what I was interpreting it as). so you've made it 4 v 5 which it was anyway when the other hero was being focused (useful to save a carry from chain stun I guess). Not sure on ranged allies (since you've made it 4 v 5) but on a spell caster it could be useful (makes it 4 v 5 in your favor).

I guess the main mixed feeling is that it wasn't being used to the best effect (which was the combination of Crushing Prison and this) but it's just not as fantastic as the others.

docterj208
01-03-2010, 12:52 AM
No, you can't move during it. I meant that a ranged hero being attacked by a melee can still attack while force field and enemy can't move out of range of attack as easily.

If used on a melee hero, he can't attack as soon as a hero moves away.

Yes, I definitely see this as being a better save for an INT hero as it will let them do their combo's uninterrupted.


Just to be clear, if you are the target of force field, two things happen. You are immobilized and you are immune to all damage and effects (can't be stunned or otherwise disabled)

You can still cast, use items, and attack if your target is in range.

What I think you are trying to say is that the ability doesn't really synergize with the other abilities. And with that I agree with you except with his ultimate. It is a very hard problem to deal with as it an interesting ability. Mages in DA:O had a lot more spells at their disposal and this guys is more melee oriented in nature.

Its quite possible I need to change his force field skill completely as you suggest. So far, the glyph spells look the most appealing from DA:0, but I am not a big fan of them either.

Padawanabee
01-03-2010, 01:33 AM
Just give him Stonefist so he can shatter frozen enemies!

I think the third ability would be fine if you define unable to move as unable to move/leap/teleport.

Mana cost on Inferno needs to be a bit higher, compare it's damage, AoE, stun, and mana cost to Wretched Hag's Bat Blast. Something like 180/280/380 would be more appropriate.

Cone of cold's disable is too good for an AoE. Drop the duration to 2.25 seconds at level 4 and it would be better.

Str gives 19 hp per point. 4 hp per point of int isn't significant at all. I would be a free Beastheart around level 20.

WITHHOLDING VOTE!

Zethos
01-03-2010, 02:52 AM
erwise disabled)

You can still cast, use items, and attack if your target is in range.


That clears up alot. The spell in DA:O doesn't allow you to do that, so I was confused on why you would be able to here.

It's a good spell, but I do agree that stone fist could definitely see some good effects combined with cone of cold or even by itself. It offers another a pseudo stun (knock down) and synergizes with your first skill.

Inferno by itself is a strong skill, with the cast time it'll just be important to get shrunken head :)

docterj208
01-03-2010, 03:59 AM
If I add Stone fist, I would make it do normal damage and say stun, or do twice damage and nothing if frozen. Might be bad though.

Aarne
01-03-2010, 06:29 AM
Umm, warbest + Arcane Warrior = +80 dam to all allied melee units...dear god, now make a dude with vampiric aura...

docterj208
01-03-2010, 05:14 PM
no, its all allied melee units within 600 range :)

Warbeast is global and is thus easier to support a team.

docterj208
01-04-2010, 12:16 AM
added perplexed to force field to stop homecoming stones.

docterj208
01-05-2010, 01:19 PM
Bumping because I would like feedback on this character concept as a whole.

docterj208
01-08-2010, 09:21 PM
hmmmm.... what the hell.

Bumped.

Izual
01-09-2010, 12:39 AM
Haha I like this hero idea because I'm currently playing an Arcane Warrior as my main char in DA:O. Only problem, not sure if Bioware would be too excited to see their spells in another game ;)

Gibsonpure
01-09-2010, 07:45 AM
Awesome ideas bro. Sounds fun to play. Combat weapons and Inferno ultimate might need some balancing but I would love to see this hero in action!

Mezzlock
01-09-2010, 01:15 PM
Being a DAO player myself, l really like the idea with Arcane Warriors, tho arcane warriors are more about passive abilities (as you know, your mana ran out after pretty much 1 spell due to all the heavy armor and sustained abilities you had)

docterj208
01-09-2010, 02:13 PM
You are right about them being more about passives that actives. However, this is HoN and passives are boring.

That said, fade shroud would have been a good passive to give this guy, but, he needs to be able to cast spells to help out his team. Do you have a particular suggestion?


hmmm.... maybe I can make him have more passives like his 2nd one. I'll try and think of some stuff.

docterj208
01-15-2010, 11:55 AM
Gave 3rd skill a passive effect in addition to activated ability. As such, Force Field has been nerfed.

Jainay
01-15-2010, 01:26 PM
Why the hell isn't this character in Popular suggestions yet?

WHAT IS WRONG WITH YOU PEOPLE?

docterj208
01-15-2010, 06:39 PM
Why the hell isn't this character in Popular suggestions yet?

WHAT IS WRONG WITH YOU PEOPLE?


Thanks Jainay :)

docterj208
01-15-2010, 11:34 PM
added suggested items section and removed perplexed from force field.

docterj208
01-19-2010, 03:06 PM
test

SLASHER`
01-19-2010, 03:18 PM
I like this idea. I wonder whether or not he/she should be ranged. Great concept. Thumbs up.

Olhinho
01-19-2010, 04:23 PM
I think that second skill is without good synergy.. Ur giving armor debuff with +magic damage on atacks. So ur giving 1 kind of damage but buffing other. I would say that magic armor redcution is to OP because well that will make all ur m8's give less magic reduction to other team and after that u can just blow up some aoe's and gg. I would say... move it to +armor to ur m8's when atacked or for u only, after all Arcane warrior has heavy armor if it gives health on passive why not armor on toggle so it can be an intel tank? and for each atack u take u lose 12mana and for each atack ur m8's do u lose 12 mana to.

Other think... he probably has to many ablitys that are use/toggle and 2 of them with passive to. maybe its better if u make one of them full passive, for example remove second part on 3rd skill. I think the hero concept is very nice but u want to give him to many unique abilitys and to many different abilitys... that's why i suggested to remove that one.

hum with the change that i told he will probably be insane tank with insane auto-atack damage :D just like DAO and probably to OP well that sound like DAO anyway xD

with all the skills that u gave to him i see somethink like... I can take good damage i can CC atleast 3 guys with 1 skill and another with other, with low CD, and i can aoe and slow all after that CC with all my team buffed with +damage and armor reduction.

Anyway i would say without proper testing there's no way to say for sure if the hero is to OP like this or that way for sure...

i support this hero :D

Sorry for english and GL!

Lombar
01-19-2010, 06:57 PM
No synergy at all, and the numbers are so off every spell looks like an ultimate to me.
So, no.

Olhinho
01-19-2010, 07:56 PM
No synergy at all, and the numbers are so off every spell looks like an ultimate to me.
So, no.

Well just give him some rework help, or u thinking its a bad concept anyway?
I thinking most of ppl that do this suggestion they all want OP skill to his heroes but if everyone help on reworking skill they can turn into balanced and good heroes :D

Lombar
01-19-2010, 08:03 PM
^ The problem is that the concept is no clear at all, the spells being so different from each other, there's no really a "way" to improve this hero, it's just a bunch of abilities clustered up.

Olhinho
01-19-2010, 08:12 PM
^ The problem is that the concept is no clear at all, the spells being so different from each other, there's no really a "way" to improve this hero, it's just a bunch of abilities clustered up.

they make more sense for ppl that played Dragon age origin :). I understand ur problem :P

Lombar
01-19-2010, 08:14 PM
If you read my hero suggestion, you'll quickly realize how the abilities can be used in a combo streak or just adapt to each other.
It's probably a really different game.

docterj208
01-19-2010, 10:00 PM
I have to admit Lombar, this guy doesn't have much synergy at all. You're right, that needs to be fixed.

And yes Olhinho, this guy does make more sense to people who have played Dragon age. I've realized that now. But if this hero is going to fit into HoN, it needs to be a HoN character.

So lets discuss the theme/basics of this character.

The theme for this character is an armored wizard who has a great auto attack and support castable abilities. In Dragon age, the Arcane warrior would run out of mana very quickly and thus had to rely on his auto attacks a lot more. And his auto attacks were amazing and he had great survival if properly equipped.

Right now the character has no synergy since he has support abilities, survival abilities, and a high damage nuke. In his current form, I have to cut either the force field spell or cone of cold if I want to keep his passive. This will allow me to have synergy with the other two moves.

Now lets talk combos. In DA:O, mages the following combos which link with an ability I am already using:

- Shatter combo (Cone of Cold + Critical hit/Crushing Prison/Stone Fist) - instant death/high damage ability
- Shock Wave (Force Field + Crushing Prison) - aoe damaging push back



I will propose the abilities Stone Fist and Crushing Prison:

Stone Fist
http://images2.wikia.nocookie.net/dragonage/images/4/4c/Spell-Stonefist_icon.png

Deals 25/50/75/100 damage and stunning for 1 second. Deals an additional 25/100/175/250 damage if the target is frozen; target is not stunned and removes frozen effect.



Crushing Prison
http://images2.wikia.nocookie.net/dragonage/images/thumb/4/40/Crushing_prison_icon.jpg/42px-Crushing_prison_icon.jpg
Deals 20/35/50/65 Magical Damage per second for 4 seconds. Target is immobilized, perplexed, and disarmed. If the target is under the effects of force field, the target receives no damage and instead mini stuns all units in a AoE around the caster, 100% true damage if within a 200 AoE, 85% true damage if within a 400 AoE.


Each of these abilities will give the hero more overall synergy. Not sure what to do now, but I am definitely up for discussion.

The ultimate can be used around each of these abilities and I can always think of a new ultimate :). Maybe even Spell Might if I really needed to, but, I would rather it be more combat focused.

Phonetic
03-02-2010, 06:36 PM
If target with the shield on him is immune to ALL damage, why then does it absorb up to X amount of damage?
Also, did you mean Psychic Weaponry instead of Physic Weaponry?

docterj208
03-02-2010, 11:00 PM
If target with the shield on him is immune to ALL damage, why then does it absorb up to X amount of damage?
Also, did you mean Psychic Weaponry instead of Physic Weaponry?

Originally when I had this character, there was no damage limit.

I added one in an attempt to make the hero more balanced, but I have more or less given up on this hero idea.

Someone pointed out that there was no hero synergy. After I realized this, I figured there was no point into going forward.

OJPhoenix
03-04-2010, 11:04 AM
You could make him a Ranged hero that becomes Melee when Combat Magic is toggled on, you know, precisely the way you would actually use a Mage in Dragon Age, would let him optionally use a Ranged Attack with Forcefield on self :)

All in all a cool hero though, I'd sure like to give it a whirl. +1 from me.

docterj208
03-04-2010, 03:01 PM
Thought of a way to tie this hero together.


Going to make his ult Crushing prison. Use the ranged/melee swapping Idea you suggested.

Will do more later and repost.

Thanks for bringing this back :)

docterj208
03-04-2010, 09:51 PM
Hero Re-done for better synergy.

Couple of key changes

1) Hero is now a ranged hero with 400 range. Skill 2 now swaps the hero's weapons, making him either a ranged hero or a melee hero.

2) Ultimate has been completely re-done. Instead of being an AoE nuke with very little synergy, it is either a strong single target disable with a potential to be an AoE attack with a very high "annoying" factor.

3) Skill 1 now actually has some synergy with the other skills.


Waiting for some feedback before re-posting.

OJPhoenix
03-04-2010, 10:35 PM
cool you took my idea to make him ranged and then melee with Combat Magic, well thats what you said, I couldn't actually see it written in Combat Magic that he becomes Melee...

looks really cool now :)
Also I forgot to vote earlier XD but I have now

docterj208
03-04-2010, 11:16 PM
It says it in the last sentence pretty much.

Mangs
03-05-2010, 12:59 PM
This might possibly be one of the best suggestions I've seen on these forums. I don't think so just because I'm a huge fan of Dragon Age, but because you've managed to take the inspiration from the game and perfectly implement it into HoN.

Good job!

docterj208
03-06-2010, 06:45 PM
So... should I just re-post this guy? Since he is a bit different than he was before?

DragonFire
03-09-2010, 03:42 AM
unfortunletley this hero and your other heroes share remarkable amounds of likness to thoughs of the heros from dragonage and have you asked bioware if you can you there images this could be considerd copyright so i sujest you get some new pics asap before hon realises this and bans your posts

docterj208
03-09-2010, 10:45 AM
unfortunletley this hero and your other heroes share remarkable amounds of likness to thoughs of the heros from dragonage and have you asked bioware if you can you there images this could be considerd copyright so i sujest you get some new pics asap before hon realises this and bans your posts

No, I am have not asked Bioware for their blessings.

However, other than the skill images and possibly the skill name "fade shroud", I have not directly violated any sort of copy write issue since this game's mechanics are completely different. I don't think you can steal a generic spell name such as "Cone of Cold"