Izual
01-19-2010, 10:50 PM
Monk of Sol
http://www.unnatural20.com/storage/PF_Monk.jpg
Story: Temples and monasteries have sprung up all across Newerth to pay reverence to Sol and his creation. Among these are the elite, warrior monks of the temple Aristol. Dedicated their life to faith and inner strength, they now send their aid in the battle against the Hellbourne. For better or for worse, these vigilant soldiers can turn the tide of battle with their knowledge of the mind, body, and spirit.
Legion
STR: 20 (+1.8)
AGI: 10 (+1.2)
>INT: 22 (+2.6)<
Movement Speed: 285
Attack Range: Melee
Armor: 1.01
Damage: 49-56
Sound Set
Selection:
"Sol bestows his blessings."
"Ask. I will answer."
"Let us meditate."
"The strength of Sol is everlasting."
"The wise speak because they have something to say."
"The fool speaks because he has to say something."
Movement:
"Let us go."
"For Sol."
"Faith guides me."
Attack:
"Fool!"
"Strength and power!"
"This will end it!"
Spells
[Q] Mark of Power
"Absolute power corrupts absolutely."
Places Mark of Power on target hero.
Target Hero
Range: 600
Cooldown: 10
Manacost: 35
Enemy Heroes: Decreases base attack damage by 8/14/19/25%. Reveals area in 350 radius around target.
Allied Heroes: Increases base attack damage by 8/14/19/32%.
Last for 22 seconds or until target is outside of 1200 range of Monk of Sol.
Notes: Can only be active on one hero at a time. May be placed on self. If used on a target under the effects of Mark of Essence or Mark of Wisdom, Mark of Power will replace the previous Mark. Target enemy hero is not revealed if invisible, only the area around the hero is revealed. The effects of this spell work through Spell Immunity, Spell Resiliency, and cannot be removed by means of normal debuff removal. This shares a cooldown with Mark of Essence and Mark of Wisdom.
[W] Mark of Essence
"Our life is what our thoughts make it."
Places Mark of Essence on target hero.
Target Hero
Range: 600
Cooldown: 10
Manacost: 35
Enemy Heroes: Deals .2/.4/.6/.8% of target's total health per second. Reveals area in 350 radius around target.
Allied Heroes: Heals 1/2/3/4 points of health per second.
Last for 22 seconds or until target is outside of 1200 range of Monk of Sol.
Notes: Can only be active on one hero at a time. May be placed on self. If used on a target under the effects of Mark of Power or Mark of Wisdom, Mark of Essence will replace the previous Mark. Target enemy hero is not revealed if invisible, only the area around the hero is revealed. The effects of this spell work through Spell Immunity, Spell Resiliency, and cannot be removed by means of normal debuff removal. This shares a cooldown with Mark of Power and Mark of Wisdom.
[E] Mark of Wisdom
"A short saying often contains much wisdom."
Places Mark of Wisdom on target hero.
Target Hero
Range: 600
Cooldown: 10
Manacost: 35
Enemy Heroes: Decreases mana regeneration by 8/16/24/32%. Reveals area in 350 radius around target.
Allied Heroes: Increases mana regeneration by 8/16/24/32%.
Last for 22 seconds or until target is outside of 1200 range of Monk of Sol.
Notes: Can only be active on one hero at a time. May be placed on self. If used on a target under the effects of Mark of Power or Mark of Essence, Mark of Wisdom will replace the previous Mark. Target enemy hero is not revealed if invisible, only the area around the hero is revealed. The effects of this spell work through Spell Immunity, Spell Resiliency, and cannot be removed by means of normal debuff removal. This shares a cooldown with Mark of Power and Mark of Essence.
Notes: These three skills are under one category like Soulstealer's Demon Hands. All three may be active at one time, but they do share a cooldown, as mentioned. Also each Mark does not stack with itself. So it would replace itself if recasted on the same hero. The numbers are subject to change, but are meant to be smaller than what would seem balanced because they provide a far larger benefit than their effects. If they need to be lowered please let me know. The life drain of Mark of Essence is .2% lower than Soul Reaper's Withering Presence at all levels though the range of effect is 200 radius larger. So roughly the effects would be very similar and almost not noticeably different between the two skills besides this one having to be casted.
Constitution of Mind, Body, and Spirit
"The saint is the man who walks through the dark paths of the world, himself a light."
Passive
Increases armor by 2/4/7/9.
Increases movement speed by 7/12/16/20.
Increases attack speed by 3/6/9/12.
If attacked by a hero marked by the Mark of Power, an additional 2/4/8/12% of damage is reduced.
If attacked by a hero marked by the Mark of Essence, units in 350 radius of Monk of Sol are healed for 2/4/8/12% of the damage being dealt.
If attacked by a hero marked by the Mark of Wisdom, Monk of Sol gains 15/30/45/60% of the damage being dealt as mana.
Notes: This skill is intended to be a hard forced synergy with the marks. There are small bonuses on its own but is intended to work more for taking damage to gain bonuses. If you do not like the idea of forced synergy please do not take your rage and flame out on this spell. Though it is not a favored style of play for many, me included, it is still functionally sound if used correctly. Also if numbers need to be reduced, let me know.
Strength and Discipline
"Life is a succession of lessons, which must be lived to be understood."
Passive
Increases health by 50/100/150/200.
Increases mana by 25/75/125/175.
If attacking a hero marked by the Mark of Power, increases base damage by 6/12/18/24%.
If attacking a hero marked by the Mark of Essence, attacks gain 1/3/5/7% of damage as life. Stacks with other Life Steal effects.
If attacking a hero marked by the Mark of Wisdom, attacks gain 15/25/35/45% of damage as mana.
Notes: Another forced synergy skill. But again, I believe it fits perfectly with this hero and its overall concept. The effect of attacking a hero with Mark of Essence on them is similar to that of Maliken's life steal. It also stacks with other Life Steal modifiers which is why the numbers are so low. The effects of attacking a target with Mark of Wisdom on them does NOT steal the mana from them, but only gains mana per hit.
[R] Burst of Salvation
"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
Toggle
Manacost: 100/175/250 (250)
Upkeep: 8% total mana per second.
This ability can be boosted by Staff of the Master.
Increases Monk of Sol's attack speed by 45/55/65% (80%) and gives Spell Resiliency.
Also increases base attack damage by 15/25/35 (50) for the duration.
Spell Resiliency Effects
All effects of active spells are reduced by half.
Notes: Treats spells the same way as magic immunity. If a spell can hit a magic immune target, it will hit this target for FULL effect. Time channeled is not reduced by half and will remain the entire duration (ie moves that grab people will last full time). Only damage, stun times (from spells that stun) and slow % will be halved. Notes: The ultimate of this hero is what I believe brings him together. It pains me though that his third skill is very dependent on this to be fully effective. But the two together synergize beautifully in my opinion. This ultimate gives 5 more attack speed than half of what Madman's ultimate gives him at level 3. This spell also is able to last for approximately 10-12 seconds depending on the current mana regeneration if used alone. If attacking or being attacked by a target under the effects of Mark of Wisdom, it will of course last longer. Please let me know if you think the IAS should be increased. Staff benefits the Monk in more ways than just improving this spell. The strength and intelligence gain from Staff will help give him more life to take damage and more intelligence to maintain the ultimate.
Balance
This hero's stats are rather lower as his passives make up for some of the loss. This makes him want to spread out his skill distribution instead of rushing his Marks. Even with two forced synergy spells and no nukes, he makes up for it by being a damage per second intelligence hero that is able to affect how his fights will play out. His low agility is compensated for with his ultimate which he can maintain in several different ways. He will not have mana problems at all until he uses his ultimate, which is the only real purpose of it. This is not overlooked or poorly made, but intended to be a unique take on the functionality of the basic hero setup. This will allow him to maintain Marks on heroes as he chooses. The counter to this is getting the right combination of Marks on the right combination of heroes as he has 3 Marks for up to 10 heroes. The Marks can be countered by moving out of range, or by choosing a different target than the Monk.
Early Game
The Marks will be the Monk's main source of harassment in the three different forms. This does not mean that the Monk will not want to get his passives as they boost his personal survivability. The right combination of these spells could lead to some quick kills or well placed saves.
Mid Game
If the Monk has maxed his Marks by now, he can easily manipulate small team fights, though he would not be able to help in the fights that much himself. If he has gone down the road of passives, he could possibly be a strong auto attack hero to beat down some foes. This requires some well thought out spell selection to balance his team support and damage ability.
Late Game
By now the Monk should be able to handle his own in small fights with ease, and if built for, could be a weak carry. The balance here is that he relies on items a lot of maintain his usefulness. If you were to buy the wrong items, it would lead to an unpleasant experience and a giant feeling of uselessness at this part of the game. Luckily there are different ways you could approach item builds for this hero to accomplish different task for the team.Final Notes: This was a much bigger project that I undertook than my first hero. I spent roughly two weeks conceptualizing and building this hero. The numbers aren't perfect and can be changed easily. I do not believe that the current HoN community will be completely on board with this hero as my first, and I understand that. I left out a Synergy section because if you do not understand how this hero's spells work with each other, you should probably not be judging and suggesting heroes yourself. I understand that this hero is very, very forced Synergy but that is the theme that I worked with. I am big on Synergy and I believe that if it is forced upon itself in the right way it can work out. I am hoping people will see it similarly to how I do. If you disagree with this concept, at least try to learn a little bit of my view points on Synergy to you can broaden your ideas of inner Synergy. Thank you for your time and I plan on releasing four more heroes for the HoN community. Any support would be appreciated, especially in the art department. Good luck with your suggestions and remember to learn from everyone.
http://www.unnatural20.com/storage/PF_Monk.jpg
Story: Temples and monasteries have sprung up all across Newerth to pay reverence to Sol and his creation. Among these are the elite, warrior monks of the temple Aristol. Dedicated their life to faith and inner strength, they now send their aid in the battle against the Hellbourne. For better or for worse, these vigilant soldiers can turn the tide of battle with their knowledge of the mind, body, and spirit.
Legion
STR: 20 (+1.8)
AGI: 10 (+1.2)
>INT: 22 (+2.6)<
Movement Speed: 285
Attack Range: Melee
Armor: 1.01
Damage: 49-56
Sound Set
Selection:
"Sol bestows his blessings."
"Ask. I will answer."
"Let us meditate."
"The strength of Sol is everlasting."
"The wise speak because they have something to say."
"The fool speaks because he has to say something."
Movement:
"Let us go."
"For Sol."
"Faith guides me."
Attack:
"Fool!"
"Strength and power!"
"This will end it!"
Spells
[Q] Mark of Power
"Absolute power corrupts absolutely."
Places Mark of Power on target hero.
Target Hero
Range: 600
Cooldown: 10
Manacost: 35
Enemy Heroes: Decreases base attack damage by 8/14/19/25%. Reveals area in 350 radius around target.
Allied Heroes: Increases base attack damage by 8/14/19/32%.
Last for 22 seconds or until target is outside of 1200 range of Monk of Sol.
Notes: Can only be active on one hero at a time. May be placed on self. If used on a target under the effects of Mark of Essence or Mark of Wisdom, Mark of Power will replace the previous Mark. Target enemy hero is not revealed if invisible, only the area around the hero is revealed. The effects of this spell work through Spell Immunity, Spell Resiliency, and cannot be removed by means of normal debuff removal. This shares a cooldown with Mark of Essence and Mark of Wisdom.
[W] Mark of Essence
"Our life is what our thoughts make it."
Places Mark of Essence on target hero.
Target Hero
Range: 600
Cooldown: 10
Manacost: 35
Enemy Heroes: Deals .2/.4/.6/.8% of target's total health per second. Reveals area in 350 radius around target.
Allied Heroes: Heals 1/2/3/4 points of health per second.
Last for 22 seconds or until target is outside of 1200 range of Monk of Sol.
Notes: Can only be active on one hero at a time. May be placed on self. If used on a target under the effects of Mark of Power or Mark of Wisdom, Mark of Essence will replace the previous Mark. Target enemy hero is not revealed if invisible, only the area around the hero is revealed. The effects of this spell work through Spell Immunity, Spell Resiliency, and cannot be removed by means of normal debuff removal. This shares a cooldown with Mark of Power and Mark of Wisdom.
[E] Mark of Wisdom
"A short saying often contains much wisdom."
Places Mark of Wisdom on target hero.
Target Hero
Range: 600
Cooldown: 10
Manacost: 35
Enemy Heroes: Decreases mana regeneration by 8/16/24/32%. Reveals area in 350 radius around target.
Allied Heroes: Increases mana regeneration by 8/16/24/32%.
Last for 22 seconds or until target is outside of 1200 range of Monk of Sol.
Notes: Can only be active on one hero at a time. May be placed on self. If used on a target under the effects of Mark of Power or Mark of Essence, Mark of Wisdom will replace the previous Mark. Target enemy hero is not revealed if invisible, only the area around the hero is revealed. The effects of this spell work through Spell Immunity, Spell Resiliency, and cannot be removed by means of normal debuff removal. This shares a cooldown with Mark of Power and Mark of Essence.
Notes: These three skills are under one category like Soulstealer's Demon Hands. All three may be active at one time, but they do share a cooldown, as mentioned. Also each Mark does not stack with itself. So it would replace itself if recasted on the same hero. The numbers are subject to change, but are meant to be smaller than what would seem balanced because they provide a far larger benefit than their effects. If they need to be lowered please let me know. The life drain of Mark of Essence is .2% lower than Soul Reaper's Withering Presence at all levels though the range of effect is 200 radius larger. So roughly the effects would be very similar and almost not noticeably different between the two skills besides this one having to be casted.
Constitution of Mind, Body, and Spirit
"The saint is the man who walks through the dark paths of the world, himself a light."
Passive
Increases armor by 2/4/7/9.
Increases movement speed by 7/12/16/20.
Increases attack speed by 3/6/9/12.
If attacked by a hero marked by the Mark of Power, an additional 2/4/8/12% of damage is reduced.
If attacked by a hero marked by the Mark of Essence, units in 350 radius of Monk of Sol are healed for 2/4/8/12% of the damage being dealt.
If attacked by a hero marked by the Mark of Wisdom, Monk of Sol gains 15/30/45/60% of the damage being dealt as mana.
Notes: This skill is intended to be a hard forced synergy with the marks. There are small bonuses on its own but is intended to work more for taking damage to gain bonuses. If you do not like the idea of forced synergy please do not take your rage and flame out on this spell. Though it is not a favored style of play for many, me included, it is still functionally sound if used correctly. Also if numbers need to be reduced, let me know.
Strength and Discipline
"Life is a succession of lessons, which must be lived to be understood."
Passive
Increases health by 50/100/150/200.
Increases mana by 25/75/125/175.
If attacking a hero marked by the Mark of Power, increases base damage by 6/12/18/24%.
If attacking a hero marked by the Mark of Essence, attacks gain 1/3/5/7% of damage as life. Stacks with other Life Steal effects.
If attacking a hero marked by the Mark of Wisdom, attacks gain 15/25/35/45% of damage as mana.
Notes: Another forced synergy skill. But again, I believe it fits perfectly with this hero and its overall concept. The effect of attacking a hero with Mark of Essence on them is similar to that of Maliken's life steal. It also stacks with other Life Steal modifiers which is why the numbers are so low. The effects of attacking a target with Mark of Wisdom on them does NOT steal the mana from them, but only gains mana per hit.
[R] Burst of Salvation
"I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter."
Toggle
Manacost: 100/175/250 (250)
Upkeep: 8% total mana per second.
This ability can be boosted by Staff of the Master.
Increases Monk of Sol's attack speed by 45/55/65% (80%) and gives Spell Resiliency.
Also increases base attack damage by 15/25/35 (50) for the duration.
Spell Resiliency Effects
All effects of active spells are reduced by half.
Notes: Treats spells the same way as magic immunity. If a spell can hit a magic immune target, it will hit this target for FULL effect. Time channeled is not reduced by half and will remain the entire duration (ie moves that grab people will last full time). Only damage, stun times (from spells that stun) and slow % will be halved. Notes: The ultimate of this hero is what I believe brings him together. It pains me though that his third skill is very dependent on this to be fully effective. But the two together synergize beautifully in my opinion. This ultimate gives 5 more attack speed than half of what Madman's ultimate gives him at level 3. This spell also is able to last for approximately 10-12 seconds depending on the current mana regeneration if used alone. If attacking or being attacked by a target under the effects of Mark of Wisdom, it will of course last longer. Please let me know if you think the IAS should be increased. Staff benefits the Monk in more ways than just improving this spell. The strength and intelligence gain from Staff will help give him more life to take damage and more intelligence to maintain the ultimate.
Balance
This hero's stats are rather lower as his passives make up for some of the loss. This makes him want to spread out his skill distribution instead of rushing his Marks. Even with two forced synergy spells and no nukes, he makes up for it by being a damage per second intelligence hero that is able to affect how his fights will play out. His low agility is compensated for with his ultimate which he can maintain in several different ways. He will not have mana problems at all until he uses his ultimate, which is the only real purpose of it. This is not overlooked or poorly made, but intended to be a unique take on the functionality of the basic hero setup. This will allow him to maintain Marks on heroes as he chooses. The counter to this is getting the right combination of Marks on the right combination of heroes as he has 3 Marks for up to 10 heroes. The Marks can be countered by moving out of range, or by choosing a different target than the Monk.
Early Game
The Marks will be the Monk's main source of harassment in the three different forms. This does not mean that the Monk will not want to get his passives as they boost his personal survivability. The right combination of these spells could lead to some quick kills or well placed saves.
Mid Game
If the Monk has maxed his Marks by now, he can easily manipulate small team fights, though he would not be able to help in the fights that much himself. If he has gone down the road of passives, he could possibly be a strong auto attack hero to beat down some foes. This requires some well thought out spell selection to balance his team support and damage ability.
Late Game
By now the Monk should be able to handle his own in small fights with ease, and if built for, could be a weak carry. The balance here is that he relies on items a lot of maintain his usefulness. If you were to buy the wrong items, it would lead to an unpleasant experience and a giant feeling of uselessness at this part of the game. Luckily there are different ways you could approach item builds for this hero to accomplish different task for the team.Final Notes: This was a much bigger project that I undertook than my first hero. I spent roughly two weeks conceptualizing and building this hero. The numbers aren't perfect and can be changed easily. I do not believe that the current HoN community will be completely on board with this hero as my first, and I understand that. I left out a Synergy section because if you do not understand how this hero's spells work with each other, you should probably not be judging and suggesting heroes yourself. I understand that this hero is very, very forced Synergy but that is the theme that I worked with. I am big on Synergy and I believe that if it is forced upon itself in the right way it can work out. I am hoping people will see it similarly to how I do. If you disagree with this concept, at least try to learn a little bit of my view points on Synergy to you can broaden your ideas of inner Synergy. Thank you for your time and I plan on releasing four more heroes for the HoN community. Any support would be appreciated, especially in the art department. Good luck with your suggestions and remember to learn from everyone.