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Nytemair
01-26-2010, 03:00 AM
Defender

Image coming soon.

Melee Strength

Attributes

Strength - 23 + 2.9
Agility - 17 + 1.6
Intelligence - 17 + 1.7

Attack Statistics

Range - 128
Damage - 42-51
Attack Speed - 0.59 (Default)
Animation - Left swing, right swing, shield strike.

Model Characteristics

A heavily armoured soldier, with a glowing sword and large tower shield.

Other Stats

Movement Speed: 300
Affiliation: Legion

Story: A high ranking Legionnare, the Defender now guards Ophelia, the sister to Jeraziah, new king of the Legion. With his impressive fortitude and undying loyalty, he serves the Legion until his dying breath, raising his shield and stopping the Hellbournes forces dead in their tracks.

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Hero Concept: A tank hero, capable of supporting teams, disabling his enemies and ganking early game.

Spells:

Sundering Blade: The Defender slashes viciously at a target enemy, dealing damage and reducing its armour over time. Deals bonus damage if the target has the Offguard debuff. Applies Smite to the target for 4 seconds.
Deals 40/80/120/160 Magical damage, or 60/120/180/240 if the target is Offguard.
Action: Target Enemy Units
Mana Cost: 75
Cooldown: 12
Smite Effects:
Reduces armour by 2/4/6/8 - regains 2 armour every second.
Movement speed reduced by 30%.
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Concept: A fairly strong nuke that deals more damage if the target has recently been blocked. Reduces movement speed by 30% and armour to help team-mates finish him off.
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Avenging Shield: The Defender hurls his shield at a target, dealing 75/150/225/300 physical damage, interrupting spellcasts, applying Unprotected to the Defender for 1.5 seconds and Dazed to the target enemy for 0.5/1.0/1.5/2.0 seconds.
Action: Target Enemy Units
Cast Range: 700
Mana Cost: 100/110/120/130
Cooldown: 16
Unprotected Effects:
Cannot use Shield Bash or Undying Fortitude abilities.
Dazed Effects:
Wander round in a confused state for 0.5/1.0/1.5/2.0 seconds. Cannot be slowed during the effect.

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Concept: Disables an enemy unit while dealing a fairly large amount of damage.
Balancing: Cannot use his other abilities while the Shield is in flight.
Mechanics: The shield takes a total of 1.5 seconds to return back to the Defender, regardless of how far the target moved.
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Undying Fortitude: The Defenders massive bulk is partly due to his enchanted tower shield. His innate mastery over this defense gives him a 5/10/15/20% chance to block an attack or spell, reducing the damage it deals by 20/40/60/80% (10/20/30/40% for spells) and reducing the duration of any debuffs it applies by 50%. Units that trigger this ability are disarmed for 1.0 seconds and applied with the Offguard effect for 5 seconds. Once disarmed, a unit cannot be disarmed again for another 6/5/4/3 seconds.
Action: Passive
Offguard Effects:
Attack Speed reduced by 20/30/40/50%.
Cast Speed reduced by 5/10/15/20%.
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Concept: The primary passive to help the Defender tank. Units blocked are disarmed and have their attack speed and casting speed reduced after being re-armed.
Balancing: The percent chance for it to proc causes the Defender to become very glass-like and weak. If he does not proc this effect at all, he is in a lot of trouble.
Mechanics: When blocking, the Defender should flash white.
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Ultimate - Ground Pound
The Defender slams his blade into the ground, unleashing a wave of force towards the target location in a straight line. Units hit by the wave take 350/450/550 Magic Damage and are stunned for 0.5/1.0/1.5 seconds. Units hit by the effect are then applied with the Sundered debuff for 2/3/4 seconds.
Action: Target point, enemy units
Mana Cost: 100/150/200
Cooldown: 120/90/60
Sundered Effects:
Attack speed reduced by 20/40/60/80%
Cast speed reduced by 20/40/60/80%
Dispels when ordered to attack or target the Defender. Once targeted, the hero must continue to target the Defender for another 0.5/1.0/1.5 seconds.
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Concept: A powerful late game disable that works like Legionnares taunt effect.
Mechanics: The shockwave travels at 522 movement speed, has a radius of around 250, and travels a maximum range of 1000.
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Item Suggestions:
Helm of the Black Legion -> Works in synergy with Undying Fortitude, makes the Defender a powerful tank.
Barbed Armour -> When targeted during ult, can amount to massive AoE damage against carries and nukers.
Behemoths Heart -> Massive health boost and regen, a great addition to any well farmed tank.
Restoration Stone -> Allows the use of his ultimate twice in quick succession.
Frostfield Plate -> Armour and mana allows the Defender to spam his spells. And the AoE slow will help with aiming Ground Pound or chasing enemies.
Shaman's Headdress -> Increases spell resistance and regeneration. Allowing him to tank and helping his early game out dramatically.
Shrunken Head -> A great addition to a well farmed tank, magic immunity is a must for high-impact disablers.
Null Stone -> A more expensive, more well rounded version of the Shrunken Head, allowing for situation spell blocks and nice regen.
There are many other items, but vary depending on play style and what opponents you may be facing.
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Hero Synergy:
Good:
Coming soon.
Bad:
Coming soon.
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Remember to vote on the concept and ideas, not the numbers as they can change. Thanks. ;)

Nytemair
01-26-2010, 06:15 AM
Bumpy wumpy.

Nytemair
01-26-2010, 04:45 PM
Bump.

War_Mech
01-26-2010, 06:47 PM
Ok, gonna lay a quick rundown of what I think.

First of it seems like he has a lot a disable, really seems like too much.

First skill is basically a 3 second stun if you think about it, knock them back for 1 second, a slow, silence, and disarm (all they can do then is try to run and use items). Could do without either the silence or disarm (I suggest keeping the disarm and removing silence). This is very low damage, but as of now he just has too much disable with all his other abilites, so change his disables on this to be a little weaker and then buff the damage on this.

Skill 2, heavy damage and a stun/daze with a very small downside. You confused me here, because it says it stuns them for 1.5 seconds and has a daze effect for either 2 or 2.5 seconds. That would be a full 5 second 'stun' hope you just missed some things on this. You also stated the daze effect twice, the second time with a shorter duration (it was in the description and under the daze 'affects'). I assume you had the original idea of this being a stun but forgot to remove it when you put the daze in (I hope).

Skill 3 seems fine, I only don't like the fact that it blocks 100% of the debuff duration. That should be changed, make it a passive debuff duration decrease like pebbles in my opinion, or at least not 100% reduction (maybe like 50% would be better if it's a block).

skill 4 is interesting, still adding so much disable to this guy though. Low damage so I see it was intended to be a heavy disable forcing them to attack you, good idea. The damage could be buffed, it's extremely low as of now.

You just need to clear some things up and this could be a good hero.

Nytemair
01-27-2010, 12:29 AM
Awesome feedback man. I'll tweak him quite a load haha, he was more of a "spare of the moment" kinda hero, as i thought HoN needed more tanks.
I'll start tweaking ASAP :D

Nytemair
01-27-2010, 12:45 AM
Changelog~
-Remade Shield Bash to Sundering Blade.
-Removed the stun effect for Avenging Shield, and replaced it with an interrupt of (0.01) seconds.
-Removed the silence effect from Undying Fortitude, increased the duration of the Disarm by 0.25 seconds. And now applies a slow for attack and cast speeds once rearmed.
-Increased the damage dealt by Ground Pound by 150 at all levels.
-Reduced the debuff removal effectiveness of Undying Fortitude from 25/50/75/100% to 50% at all levels.
-Re-wrote tooltips to display the changes correctly.
-Added a cooldown per unit for Undying Fortitude, once disarmed, a unit cannot be disarmed again for 6/5/4/3 seconds.

Nytemair
01-28-2010, 01:12 AM
bump...

Nytemair
01-29-2010, 12:38 AM
Bump.

Nytemair
01-29-2010, 07:03 PM
bamp

Nytemair
01-30-2010, 09:02 PM
/bamp

Nytemair
02-11-2010, 01:20 AM
barmp...totally forgot about this hero :3

Sulfur
02-11-2010, 01:25 AM
his ult seems underpowered as who cares if your attack speed and cast speed are lowered for 4 seconds, you can just run. Its better then being forced to attack a tank for 1.5 seconds.