View Full Version : The Chaplain [From savage 2, includes Ressurection]
Qwernakus
01-26-2010, 02:20 PM
Please not that this thread is a repost. The original thread can be found here: http://forums.heroesofnewerth.com/showthread.php?t=53137 (http://forums.heroesofnewerth.com/showthread.php?t=53137)
Note: Please vote on concept and not numbers. Before voting no, tell me why so i may improve, and maybe change your opinion. A skill can be changed, a no-vote is forever.
Please also vote for me at Dream: http://dream.heroesofnewerth.com/hero/Qwernakus/Chaplain
The Chaplain
http://savage2.com/en/images/units/unit_chaplain.jpg
Story
It is in service to Sol, Father of Light, that Chaplains take up their holy staves and heed the call to battle. From their faith comes the power to heal friend and destroy foe, and the curses called down by Chaplains can make even a Malphas fall before a humble warrior. Even death itself is no barrier to their magic, for Chaplains may raise fallen comrades or cast Hellbourne back from whence they came.
The Savage 2 chaplain introduction story, with "behemoth" changed to "malphas" to fit HoN lore.
ROLE
The Chaplain will, as in savage 2, be support. His style incudes powerful, indirect support, and a defining thing about him is his low range skills, with only one skill that breaches 500 range. He will many times have to be close to the fray, a strange position for a supportive int hero. He has no stuns, and only has 1 "pseudo disable", which also requires a bit of aiming and awareness to use. His ressurection should definetly feel unique to use, and it can turn the outcome of a fight around. The hero has a few spells that potentialy allows him to semi-carry, atleast in a pub enviroment. This hero will require good positioning, good timing and targetting of his skills, and a good awareness of whats going on around you.
Potential Roles: Support, babysitter, ganker and in a pub enviroment; semi carry.
I felt HON needed this kind of hero. A quick, position-dependant hero that needs a lot of quick thinking, and the ressurect. I think the hero will be very fun, refreshing and rewarding to use. Note that the Semi-carry part most likely only applies to public games.
Attributes:
Main Attribute: Intellect
Movement speed: 305
Attack type: Ranged
Attack range: 600
Starting Damage: 50-56
Starting Armor: 3
Intellect: 23 + 3.0
Strength: 19 + 1.8
Agility: 17 + 2.0
The Chaplain has quite good statistics for a support hero. As his spells are low range, he is slightly above average movement speed and a good agility gain, which gives him much needed armor. His strength is decent, but still not high enough that he will survie a few stuns or nukes. The reason for his "high" strength is, again, his low range spells and tendency to be always be in the crossfire. His intellect is fine for a support hero, but his skills have a high mana cost and so he still has to watch his mana.
Abilities
http://savage2.com/en/images/units/chaplain_A3N.jpg Quickening Heal
Calling Sols power down on an allied hero, the target is healed over a small duration, and moves faster while being so.
Effect: Target is instantly healed for 55/70/85/100 hit points, and is then healed for an additional 100/150/200/250 hit points over the next 3 seconds. Also, while the unit is under effect of the heal, it moves at 20/30/40/50% increased movement speed.
Type: Magic
Mana cost: 100/110/120/130
Cooldown: 12/11/10/9 seconds
Targeting system: Target Ally
Range: 600
A semi-spamable heal with added speed boost. What should be noted about this spell is; that it is a heal-over-time and therefore less powerful than an instant heal, that it has a low cooldown and mana cost, that it has no direct offensive components, and the movement speed increase. The latter is crucial, as it allows Chaplain to get in-n'-out with his low range spells. It is also a powerful buff for many heroes. Imagine a Legionaire with 522 movement speed, or a Dark Lady, or a... The spell is also good for setting up escapes.
http://images1.wikia.nocookie.net/wowwiki/images/8/86/Spell_holy_circleofrenewal.png (http://images1.wikia.nocookie.net/wowwiki/images/8/86/Spell_holy_circleofrenewal.png) Sol's Circle
The Chaplain conjures an expanding circle of light at target location. Any enemies that come into contact with the circle are seared by it, and dragged with it until it stops expanding.
Effect: Places a circle of light at target of at target location. The circle expands 200/275/350/425 units outwards over 1/1.5/2/2.5 seconds, after which it dissipates. Any enemies that come into contact with the circle are damaged for 70/105/140/175 physical and 75/100/125/150 magical damage, and are dragged along with the circle until it dissipates. While being dragged, the enemy is immobilized and disarmed.
Type: Magic
Mana cost: 130/140/150/160
Cooldown: 20 seconds
Duration: Expands over 1/1.5/2/2.5 seconds
Targeting system: Target ground
Range: 400
Note the low range, the Chaplain has to get close to cast this. Also, at first glance this might look like a 3 seconds AOE disable, but 1) It only immobilizes and disarms 2) It requires aiming and can be dodged and 3) It only disarms for 2.5 seconds if it is casted point-blank on the enemy. If the enemy hits the circle after it has already traveled for 2 seconds, well, he is only disabled for 0.5 second. On the plus side though, it can also carry an enemy towards or away your team, or create a temporary wall that could save a teammates life. It also deals heavy damage, but again, it can be dodged. It synergizes with Quickening Heal in the sense that it can let you get close to cast it (or away), and with Will of God to amplify the damage and drag the vulnerable enemy towards you. Im thinking that this spell's casting time should be noteable, like 0.5-1 seconds.
http://www.savage2guide.com/images/Chaplain_will_of_god.gif (http://www.savage2guide.com/index.php?title=Image:Chaplain_will_of_god.gif) Will of God
Always working to fulfill the will of Sol, the Chaplain marks an enemy of the God for destruction, reducing its armor and magic armor, as well as slightly slowing them.
Effect: Reduces targets magic armor by 2/3/4/5, and reduces targets armor by 20/30/40/50%. Also slows target by 10%.
Type: Magic
Mana cost: 135/140/145/150
Cooldown: 20 seconds
Duration: 9 seconds
Targeting system: Target enemy
Range: 400
Again, note the range on this spell. 400, that means you are within range of most attacks. However, the effect is worth the risk, because this certainly makes an enemy vulnerable. This will increase the magic damage a target takes by 25% if he has no extra magic armor. The physical damage reduction scales well, and can be devastating to a tank even in late game, where it can increase damage taken by opwards of 30% and higher, whereas the increase will only be around 10-15% early game (with skill maxed). The spell also slightly slows target. Together, this gives a great deal of vulnerability, forcing the enemy away, lest he wants to face the consequences. This spell has a high mana cost and high cooldown.
http://www.savage2guide.com/images/Chaplain_resurrect.gif (http://www.savage2guide.com/index.php?title=Image:Chaplain_resurrect.gif) Ressurect (ultimate)
Wielding Sol's mighty light, the Chaplain is able to keep a dead ally's spirit bound to Newerth for a short time after their death. While they are bound this way, the Chaplain may call upon Sol to ressurect him.
Effect: Passively places a global aura on all allied heroes whenever the Chaplain is alive. If an ally is killed while under the effect of this aura, they still die, but a Spirit of them appear over their body for 6/7/8 seconds or until they respawn. While the spirit persists, the Chaplain may ressurect the hero on the spot with 75% (100%)* health and 50% mana after a 3/2.5/2 (2.5/2/1.5)* seconds channeling time. While the Chaplain is trying to ressurect a spirit, the spirit cannot disappear.
Spirits are unable to act, but grants vision in a 600 units area around them. They are invulnerable. They do not gain experience. They cannot move. They are visible to both teams (but only gives vision to the Chaplains team).
Type: Magic
Mana cost: 150/250/350
Channeling time: 3/2.5/2 (2.5/2/1.5)*
Cooldown: 180/155/130 (160/135/110)*
Duration: Ressurected ally is alive until killed. Does not expire.
Targeting system: Target Spirit
Range: 250/325/400
*With Staff of the Master
Staff of the Master reduces the cooldown by 20 seconds at all levels, reduces the channeling time by 0.5 seconds and causes ressurected heroes to appear with 100% health instead of 75%
Credit to Miraculus for coming up with the base for the Spirit concept!
This is the Chaplains trademark skill, and a powerful one too. The skill can be a game-turner if you ressurect the right ally at the right time, or just a spawn time reduction for your carry. The spell is made up of 2 parts. The Spirit aura and the ressurection part. The spirit part gives the chappy up to 13 seconds to ressurect a hero, and gives limited vision around the area. And then the ress part; A small channel on a Spirit which brings the spirit back to life. The channel is very important, as it brings risk and the ability to counter the ress. The ress also has a low range and high mana cost.
Synergies include using Quickening Heal to get close, and using Sols Circle to prevent people from reaching you. Note that Sol's Circle doesnt silence, so the enemy will still be able to stun. Oh, and using the heal and circle to protect ressed target. I realise this spell is very delicate, and all numbers are very tweakable.
Be aware that a bad ress might just let the enemy kill the enemy once again, giving them twice the normal exp and gold.
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Closing Comments
Thank for reading this far! I worked hard on this hero, and i hope you like it. I would like to give credit to all that have helped me create this hero, especially Miraculus, docterj208 and Rusork (in no specific order)! Please give me feedback on this, also on small things such as stats and layout! :smile:
volcan33
01-26-2010, 04:08 PM
oh i posted on other thread sry :)
anyway, just passing by to vote yes...
H_Mantis
01-26-2010, 10:36 PM
Lol. Posted on the other thread. XD
I want real support heroes. T-up.
Edit: lol typo for "heroes". Posted it as hroes. XD
Twilight33
01-27-2010, 01:33 AM
Honestly i cant imagine a better HoN representation of the Savage 2 Chaplin T-UP and hope everyone else votes it yes so we can hurry up and get this in the game already.
Qwernakus
01-27-2010, 02:24 PM
Thank for the votes, guys!
And Twilight33, thank a lot :) Means a lot to me.
Qwernakus
01-28-2010, 06:00 AM
Bump :)
Nytemair
01-28-2010, 06:54 AM
Very, very, VERY nice implementation.
T-up, only thing: The ult might be frowned upon in pubs when people are raging "OMGWTFBBQ He's alive again!!!111"
Anyways, nice idea ;D
Metaly
01-29-2010, 08:59 AM
The ult could easily be somewhat OP ^^
I like the idea very much, the numbers might need some tweaking - especially the will of god, and sol's circle..
But 100% thumbs up vote on concept :)
Btw the knockback/disarm effect on Sol's Circle, is that supposed to "hit" teamm8s as well? Without the damage ofcourse? Would make the ability somewhat interesting as well imo :)
VoidMonkey
01-29-2010, 10:09 AM
A good idea, voted yes, yes, and yes ofc.
I think the ult might need a little tweaking, such a short channeling could make for combat-rezzing, which would be like playing 6v5, or 7v5 if he gets CD reset thingy. :D
Qwernakus
01-30-2010, 06:28 AM
Very, very, VERY nice implementation.
T-up, only thing: The ult might be frowned upon in pubs when people are raging "OMGWTFBBQ He's alive again!!!111"
Anyways, nice idea ;D
Hehe, maybe. But we have kongor token, and people dont whine over that, so i dunno.
The ult could easily be somewhat OP ^^
I like the idea very much, the numbers might need some tweaking - especially the will of god, and sol's circle..
But 100% thumbs up vote on concept :)
Btw the knockback/disarm effect on Sol's Circle, is that supposed to "hit" teamm8s as well? Without the damage ofcourse? Would make the ability somewhat interesting as well imo :)
Hmm, nah, not realy. But i could consider it.
Oh, and when you say number tweaking, could you be more specific? Its hard to know if you want nerf or buff, or general tweaking.
A good idea, voted yes, yes, and yes ofc.
I think the ult might need a little tweaking, such a short channeling could make for combat-rezzing, which would be like playing 6v5, or 7v5 if he gets CD reset thingy. :D
Might have to increase the channel, yeah.
Thanks for the votes, guys.
Okay.. So lets say we have an incredibly feeded magmus with token of life.
Him and The Chaplain rush into all 5 opponents, bash em up good, magmus dies, revives from token, almost finishes them off, then dies again.
BUT WAIT! *chaplain ulti*
GENOCIDE!
Starz0rz
01-30-2010, 10:53 AM
It is in service to Sol, Father of Light, that Chaplains take up their holy staves and heed the call to battle. From their faith comes the power to heal friend and destroy foe, and the curses called down by Chaplains can make even a Malphas--> Malphas("a" malphas? Is there a whole breed :p?) fall before a humble warrior. Even death itself is no barrier to their magic, for Chaplains may raise fallen comrades or cast Hellbourne back from whence they came.
The Chaplain has quite good statistics for a support hero. As his spells are low range, he is slightly above average movement speed and a good agility gain, which gives him much needed armor. His strength is decent, but still not high enough that he will survie a few stuns or nukes. The reason for his "high" strength is, again, his low range spells and tendency to be always be in the crossfire. His intellect is fine for a support hero, but his skills has--> have a high mana cost and so he still has to watch his mana.
[Will of God Explanation]
Again, note the range on this spell. 400, that means you are within range of most attacks. However, the effect is worth the risk, because this certainly makes an enemy vulnerable. This will increase the magic damage a target takes by 25% if he has no extra magic armor. The physical damage reduction scales well, and can be devastating to a tank even in late game, where it can increase damage taken by opwards of 30% and higher, whereas the increase will only be around 10-15% early game (with skill maxed). The spell also slightly slows target. Together, this gives a great deal of vulnerability, forcing the enemy away, lest he wants to face the consequences. This spell has a migh--> high mana cost and high cooldown.
[Ult Explanation]
Credit to Miraculus for coming up with the base for the Spirit concept!
This is the Chaplains trademark skill, and a powerful one too. The skill can be a game-turner if you ressurect the right ally at the right time, or just a gold/exp denial for the enemy team and spawn time reduction. The spell is made up of 2 parts. The Spirit aura and the ressurection part. The spirit part gives the chappy up to 13 seconds to resurect--> Ressurect a hero, and gives limited vision around the area. And then the ress part; A small channel on a Spirit which brings the spirit back to life. The channel is very important, as it brings risk and the ability to counter the ress. The ress also has a low range and high mana costs--> cost.
Synergies include using Quickening Heal to get close, and using Sols Circle to prevent people from reaching you. Note that Sol's Circle doesnt silence, so the enemy will still be able to stun. Oh, and using the heal and circle to protect ressed target. I realise this spell is very delicate, and all numbers are very tweakable.
Be aware that a bad ress might just let the enemy kill the enemy once again, giving them twice the normal exp and gold.
Just some spelling mistakes, but for the rest I love this.
Greetings,
-Starz0rz
Qwernakus
01-30-2010, 11:19 AM
Thanks, ill edit it in.
And yes, Malphas's are a "breed" there are also several devoures. Savage 2 vet here :) Malphas is realy "malphai" plurally.
Thank for the corrections.
soldat12
01-30-2010, 12:51 PM
Quickening Heal seems to be little OP. compare it 50%ms buff of the electric ulti and think about it.
Qwernakus
01-31-2010, 07:21 AM
Quickening Heal seems to be little OP. compare it 50%ms buff of the electric ulti and think about it.
Its pretty much supposed to put you at 522 movement speed. Think about it, its only 3 seconds, and it puts heal on CD.
Qwernakus
02-01-2010, 08:56 AM
Bump
Qwernakus
02-01-2010, 09:54 AM
Please tell me why you vote no, it makes me a sad panda to get a no vote without feedback :(
KingS_Me
02-02-2010, 01:17 AM
I like the idea and everything about this hero concept
FransDouwer
02-02-2010, 04:22 AM
I voted no, simply because I believe the skills needs a very very big rework.
Im just going to compare it with demented.
Taken the 'fixed' aka max lvl of the skills
First of all: demented shaman:
healing wave on 5 targets:
either 140heal/damage for 110 mana and 6sec cooldown
Having stun with dps and slow on entangle
Damage reducement with arcane hide..
and the ulti which provides armor to teamm8s and minus armor to the enemy.
I would rather pick this hero since your team can do a lot more for it.
Your heal gives a decent amount, yet only to 1 hero, personaly I only think its useful as 'escape', while its less useful in team fights compared to demented..
Will of God is expensive in mana, and does not really result into 'great' benefits, seeing its only single target.. compared to like the ulti of pest. its not worth it.
Sol's circle should be 'ok' I guess, I cannot really 'judge' it yet while not seeing directly in-game how it works.
Assuming its kinda like corrupted, yet with some 'extra's'
Resurrect, well... the spirits only lasts for a few seconds, yet you have to channel for a few seconds..
Does the spirit lasts till that time is really over, or does it stay when you actually are channeling?
I'm kinda talking about numbers, even tho you said it was more about the abilitys..
Yet I think you should rework your numbers first, and think about it your self.
Let say this hero is like, lvl 3.
It cannot do much, since everything costs a lot of mana.
Compared to like Jera, the heal is just a heal, and nothing more..
If you took this hero for the heal.. I rather would pick Jera.
Will of God is just a waste of your mana, maybe a little bit useful late game.
The staff of the master is also a waste, compared to the benefits of it, to the thing you actually need on this hero: mana/regen.. I know staff helps for it, a bit.. but there are beter items for it.
Then the ulti it self, ok, its nice.. have to see it work before judging again, yet I really think about the fact for swapping 1 revive.. for a killer..
I rather kill the enemy, then saving 1 on my team.. if you understand what I mean.
I m not sure if im correct, but I guess the team will be stronger with a carry/disable or whatsoever then this hero..
Hope you understand it all what I said, its kinda late.. and my English kinda fails :0
Qwernakus
02-02-2010, 11:14 AM
Hmm. Im not sure if i agree with you, but i get what you mean.
You must understand that this hero is supposed to be different than Demented. Noone says that he is required to be AS viable as other heroes. A situational hero is also good.
The heal: Though its single target, it is very powerful by allowing... Say, behemoth to go without port key for a few more minutes. Or Madman to get that last kill. I COULD consider increasing the heal a bit... Thats a good idea, but it can be increased by too much. Also remember the low cooldown and mana cost of this spell.
Will of God: Its still very powerful, taking out that carry 50% quicker is... Very helpful. It lasts a long time, remember. Might make mana cost scale, though.
Sols Circle: You didnt say much - But its pretty far from Corrupteds ability.
Ulti: Your carry just died, and the enemy is regrouping for a barracks push. You ressurect the carry. You see? A carry can do a lot of damage, so a ress on him would be VERY useful, and prevent loss of farm. While the ult might not look very usefull at first glance, think of all the times you lost when you could have won because of a single death. I will increase sotm's effect a bit.
Qwernakus
02-02-2010, 11:20 AM
Changelog:
Very slightly increased heal on Quickening Heal (by 20).
Added small mana cost scaling on Will of God (slightly lower cost at low levels)
Added mana scaling on Sol's Cirlce (lower cost at low levels)
Slightly increased effect provided by Staff of the Master (now reduces cooldown of Ressurect by 20 instead or 10)
Qwernakus
02-03-2010, 10:01 AM
Bumpage.
Servitor
02-03-2010, 12:11 PM
Movement speed bonus of the first skill is insane. 30% MS bonus already approaches maximum, 40% is guaranteed 522 speed and 50% is just... ?!!!! Maybe lowerthis for a +10/20/30/40 Movement speed bonus instead of %. It's still very good, and stacks with things like Shroud, Ghost and Parasite.
3.2 Int gain? O_O That's a bit... Well that's a lot you know. A great lot. Combined with the 1e skill's low mana cost it means Chappy can spam that spell all he wants at mid game.
This will also make him a bit of a DPS' hero, since he has a great damage amplifier (third skill) already.
For the rest: AWESOME :)
Torguish
02-04-2010, 05:15 AM
is the circle aoe? i mean, 2.5 disable for the whole enemy team is like... a bad version of tempests ultimate yet.. :S And by that i mean that tempests ultimate is the best in the whole frikkin game and with a normal skill like that this hero i think might be a bit op. But i might b wrong. I like this hero a lot tho. :) Maybe not a global aura.. something in a range of 2500 or something. Global is crazy, i mean sure the enemy can gank the heroes but since this hero can res from the base it's a bit too much :D
2 Questions about the ultimate;
With what hp will the hero be ressed with
and will restoration stone (CD refresh) apply to this ultimate?
That would be 2 resses but just sitting in the base every now and then :P
Make the ultimate On/Off toggle since some games have serious noobs and they will just use the cooldown.
Add the range, not global. Too crazy imo. @ Level 6 if some heroes would try to gank this skill would be just too much of a life saver since they would need to kill the hero twice. :/
Think if 1 hero like chronos or some crazy-ass carry has aegis (Token of life). They would need to kil him 3 times because you sit in the base waiting for him to pwn all of em. :D So yeah, range. This would always apply on your hero.
Would keep things balanced. Sure they would focus you but still :D
*EDIT* Oh, i read the ulti again and i realised that i missed some things. But i still think that it shouldn't be Global :s
Edit2: Jesus Christ i need to pay more attention... Ignore all what i said about your ultimate. Too lazy to delete the text. Well, T-up. Awesome hero. :D:D But the refreshing orb still :X
Edit 3: I think you should balance it to the duration fo the heros, the time needed for their resurrection. Since late game has a 99 seconds res time, maybe you need to check that out. Just to thoughts i brought it up :) Because this would be crazy if you had restoration stone and i would work. 99 second res time -> 0 second res time for 2 heroes. :D Would be i think a bit too imba. If they get 2 heroes down, you get 2 heroes down. With resto stone = win. 3 Heroes alive, 5 heroes alive. pewpew.
Also add this; This kill is give to the killer hero when the spirit dissappear. Just to clear that up. :D So ppl wouldnt b like ''OMG U CAN KEEL HEROZ TWIZE N' GET MANI N' DEN DEY GET 2 DETHS N' STUFF.'' This way the people without common sense would understand. :D
-Check out Aresiel please, i think i gave some good feedback and stuff :) I hope i can recieve the same. Take your time on reading the skills, it's a hero with many uses/skills and effects but focuses on carry heroes.
If you read the skills well you'll realise she ain't OP nor underpowered against any hero. Just OP against OP heroes. :D
Hope you like it! :) I also accept friend requests from fellow forum-users to help out and grow a community where we can all comment our heroes without bumping the crap out of it.
DalFrostream
02-04-2010, 06:38 AM
i'll just vote T-ups and OPed ulti lol way OP than Skel. Kings ulti lol :D
Torguish
02-04-2010, 07:09 AM
i'll just vote T-ups and OPed ulti lol way OP than Skel. Kings ulti lol :D
It's a better ulti but it aint actually OP. The cast range + channeling time evens it up. :)
Qwernakus
02-04-2010, 11:08 AM
FIFTY VOTES! OVER 90% YES! CHAPPY IS PLEASED!
Thanks all! Ill be sure to answer you all more in depth later! For now, thank for all the votes and feedback!
Qwernakus
02-04-2010, 02:25 PM
Movement speed bonus of the first skill is insane. 30% MS bonus already approaches maximum, 40% is guaranteed 522 speed and 50% is just... ?!!!! Maybe lowerthis for a +10/20/30/40 Movement speed bonus instead of %. It's still very good, and stacks with things like Shroud, Ghost and Parasite.
Hmm, it IS supposed to put you at 522 movement speed. 50% will do that, but ONLY when you are not slowed. Remember, it IS only 3 seconds, afterall, and slows will lower the numbers a lot.
3.2 Int gain? O_O That's a bit... Well that's a lot you know. A great lot. Combined with the 1e skill's low mana cost it means Chappy can spam that spell all he wants at mid game.
This will also make him a bit of a DPS' hero, since he has a great damage amplifier (third skill) already.
For the rest: AWESOME :)
Hehe, i actualy wanted him to do some damage per second, to give him some presence between his long cooldowns. It might not be needed at a second thought... Also, i wanted him to be able to semi-carry in a pub :D. Pff, but thats not a good balancing reason :rolleyes:. I need some feedback on this, i might reduce it to 3.0
And thanks!
is the circle aoe? i mean, 2.5 disable for the whole enemy team is like... a bad version of tempests ultimate yet.. :S And by that i mean that tempests ultimate is the best in the whole frikkin game and with a normal skill like that this hero i think might be a bit op. But i might b wrong. I like this hero a lot tho.
Well, first of all, hard to hit. Cast time and range makes it hard to get off. Second, unless you hit POINT BLANK, the duration will be little. The duration of the debuff when hit is 2.5 minus the time it has already traveled. Third, it does not silence, this is huge as the target can still stun you or nuke you.
2 Questions about the ultimate;
With what hp will the hero be ressed with
and will restoration stone (CD refresh) apply to this ultimate?
That would be 2 resses but just sitting in the base every now and then :P
Make the ultimate On/Off toggle since some games have serious noobs and they will just use the cooldown.
Add the range, not global. Too crazy imo. @ Level 6 if some heroes would try to gank this skill would be just too much of a life saver since they would need to kill the hero twice. :/
Think if 1 hero like chronos or some crazy-ass carry has aegis (Token of life). They would need to kil him 3 times because you sit in the base waiting for him to pwn all of em. :D So yeah, range. This would always apply on your hero.
Would keep things balanced. Sure they would focus you but still :D
*EDIT* Oh, i read the ulti again and i realised that i missed some things. But i still think that it shouldn't be Global :s
Edit2: Jesus Christ i need to pay more attention... Ignore all what i said about your ultimate. Too lazy to delete the text. Well, T-up. Awesome hero. :D:D But the refreshing orb still :X
Edit 3: I think you should balance it to the duration fo the heros, the time needed for their resurrection. Since late game has a 99 seconds res time, maybe you need to check that out. Just to thoughts i brought it up :) Because this would be crazy if you had restoration stone and i would work. 99 second res time -> 0 second res time for 2 heroes. :D Would be i think a bit too imba. If they get 2 heroes down, you get 2 heroes down. With resto stone = win. 3 Heroes alive, 5 heroes alive. pewpew.
Also add this; This kill is give to the killer hero when the spirit dissappear. Just to clear that up. :D So ppl wouldnt b like ''OMG U CAN KEEL HEROZ TWIZE N' GET MANI N' DEN DEY GET 2 DETHS N' STUFF.'' This way the people without common sense would understand. :D
Lol at edits :D Well, the ultimate requires that Chappy is alive and near the corpse. Therefore, if they just kill chappy or hold him off, and there are no resses. A resto would make the Chaplain even more squishy, and if the enemy can kill 2 of your teammates, and the win depends on chappy, havent you lost already? I mean, if chappy dies? The thing about gold being giving when spirit disappears got discussed heavely in the earlier thread. Consensus was, that a certain risk should be to ressing, and that its "iffy" and "unfair" and "strange" to delay kill exp and gold. What about assists, for example? Otherwise good idea.
-Check out Aresiel please, i think i gave some good feedback and stuff :) I hope i can recieve the same. Take your time on reading the skills, it's a hero with many uses/skills and effects but focuses on carry heroes.
If you read the skills well you'll realise she ain't OP nor underpowered against any hero. Just OP against OP heroes. :D
Hope you like it! :) I also accept friend requests from fellow forum-users to help out and grow a community where we can all comment our heroes without bumping the crap out of it.
I'll make sure to help you out :) might not be right now, though.
Thank a lot for the feedback!
i'll just vote T-ups and OPed ulti lol way OP than Skel. Kings ulti lol :D
Thank :)
It's a better ulti but it aint actually OP. The cast range + channeling time evens it up. :)
I agree :)
H_Mantis
02-05-2010, 04:26 AM
I just hope this gets into populars really soon. S2 deserves their Chaplain back.
Qwernakus
02-05-2010, 08:27 AM
I just hope this gets into populars really soon. S2 deserves their Chaplain back.
Already filled the form. Now waiting.
Oh, and feedback on an int gain reduction?
H_Mantis
02-05-2010, 08:37 AM
Already filled the form. Now waiting.
Oh, and feedback on an int gain reduction?
Who wants a support carry? Not me. :<
What's the deal with a support carry? I mean, does that mean he can heal himself, his friends AND deal massive damage to enemies at late game? No sirree. I don't want that. (By the way, I am not talking about this hero exclusively)
*fingers crossed for populars, and that the mods would actually look at this*
Qwernakus
02-05-2010, 12:42 PM
Int gain reduced by 0.2 (3.2 -> 3.0)
Is further reduction needed? Remember the high mana costs!
And Mantis, i too hope that this gets quickly into popular, and even more that S2 takes a look at this hero.
Altazor
02-05-2010, 05:06 PM
Nice! voted yes, supports are always welcomed
Qwernakus
02-06-2010, 12:49 PM
Nice! voted yes, supports are always welcomed
Thanks!
Qwernakus
02-11-2010, 01:55 PM
SUGGESTION IS NOW OFFICIALY POPULAR!
Thanks all!
Ezzik
02-11-2010, 07:05 PM
resurect is imba.
and Hon doesnt need another ophelia
Mickfrick
02-13-2010, 01:42 AM
i think the revive should be nerfed to a lowere cooldown like maybe 50 (30) seconds solid, but only have 20/30/40% (60%) hp total after res and 10/15/20% (35%) mana total and a solid channel time of 3 (1)
isard
02-13-2010, 09:14 AM
Far too much MS% on that quick heal... imagine 50% movement buff on any hero with boots being at 350 would result in a haste rune one third of the time plus that really good HoT. Compared to the Elec ulti, which grants some ms but decreases very fast.
Aside from that nice hero concept would love to see him in the game, might still need some tweaks (ulti) but so far t-up.
The ulti is way too imba! Didnt vote for now...
Maybe let the hero live again for 10 seconds or somewhat (could rescue teamfights), but not without time limit!
rickdeckard
02-18-2010, 12:41 PM
Im voting purely on concept since Iv been waiting years for a resurrection in dota. Out of 60 heroes we have 7 with abilities that can heal allies, 6 out of these seven can use their heals offensively. All of these heals are unique in their own ways, most notably shamans heal causing physical damage. Your heal is unique as it includes both a immediate heal and hot. However do you really think completely stepping away from the dual purpose is worth a move speed buff? I think it can go in a better direction, were that is im not quite sure.
Sols circle seems like a nice nuke/disable. I think you should bet all your money on one horse here and stick to either physical or magic damage.
Will of god seems to be a natures wrath clone with minor differences, think you could go somewhere else with this aswell.
Ressurect, this is what gets me excited. This has been missing from both dota and hon for far too long and I think your aura/spirit idea is great. Obviously this spell would need some way to be cancelled or authenticated by the receiver, so one can avoid being ressurected into dangerous situations.
Im definatly giving you a big thumbs up on this one, I feel it needs to move in another direction but thats just me. S2 needs to wake up and seize unclaimed territory by finding a way to make a ressurection supporter work in this game.
Jerich
02-18-2010, 01:48 PM
I actually really love this hero. Demented Shaman is my all time favorite hero and this hero sticks out to me. I love playing support roles, and it seems like a lot of cool tricks could be done with this guy, such as the Circle saving a life, protecting an ally, or maybe even letting an allied Glacius in to let him ult with it.
The heal is also very versatile, and I love versatile abilities. It allows a large heal and movement speed buff which can save someone's life. It might seem overpowered at first when compared to electrician's ult, but people need to remember that elec's ult acts as a purge and can be used on enemies to slow them down. I think the low cast range balances it all out well.
T-up. Love everything about it.
Jerich
02-20-2010, 01:38 AM
Bump.
Qwernakus
02-20-2010, 01:02 PM
resurect is imba.
and Hon doesnt need another ophelia
Im afraid i cant use this information to anything :( please tell me in greater detail why you dislike my hero!
i think the revive should be nerfed to a lowere cooldown like maybe 50 (30) seconds solid, but only have 20/30/40% (60%) hp total after res and 10/15/20% (35%) mana total and a solid channel time of 3 (1)
The point of the spell is not to get a person ready for the next fight, but make him able to help out in the SAME fight. A low health/mana ressurection would be pretty useless, as you cant do anything after being ressed.
Far too much MS% on that quick heal... imagine 50% movement buff on any hero with boots being at 350 would result in a haste rune one third of the time plus that really good HoT. Compared to the Elec ulti, which grants some ms but decreases very fast.
Aside from that nice hero concept would love to see him in the game, might still need some tweaks (ulti) but so far t-up.
When you think about it, 3 seconds of haste isnt very much. And you say a haste rune a third of the time, its closer to a passive movement increase. But that 50-80 movement speed would require you to constantly stop up and cast, cost a lot of mana and prevent you from healing anyone else. As for elecs ult, remember that it can also target enemies, and that it purges buffs/debuffs.
The ulti is way too imba! Didnt vote for now...
Maybe let the hero live again for 10 seconds or somewhat (could rescue teamfights), but not without time limit!
Hmm, why? If the hero has already won the teamgfight, then his dead wont matter (as the enemies are also dead), so it ends up pretty useless. Also, you cant determine the length of a teamfight, so is 10 seconds too much or too little?
Im voting purely on concept since Iv been waiting years for a resurrection in dota. Out of 60 heroes we have 7 with abilities that can heal allies, 6 out of these seven can use their heals offensively. All of these heals are unique in their own ways, most notably shamans heal causing physical damage. Your heal is unique as it includes both a immediate heal and hot. However do you really think completely stepping away from the dual purpose is worth a move speed buff? I think it can go in a better direction, were that is im not quite sure.
Im pretty good with where it is right now. Because none other healing skills does NOT have a direct offensive part, my skill becomes unique :D
Sols circle seems like a nice nuke/disable. I think you should bet all your money on one horse here and stick to either physical or magic damage.
Hmm, i wanted it to synergize better with Will of God. So thats why, and also for a little uniqueness. I will probaly increase the physical damage slightly... Maybe.
Will of god seems to be a natures wrath clone with minor differences, think you could go somewhere else with this aswell.
I never played DotA, so i dont know what Natures Wrath does :D
Ressurect, this is what gets me excited. This has been missing from both dota and hon for far too long and I think your aura/spirit idea is great. Obviously this spell would need some way to be cancelled or authenticated by the receiver, so one can avoid being ressurected into dangerous situations.
Thats EXACTLY why i made this hero. A ressurection skill is unexplored territory, and i wanted to explore it. The idea with confirming ress is good... I'll leave that to the devs, though, as it might be disrupting and give unnecesary delay.
Im definatly giving you a big thumbs up on this one, I feel it needs to move in another direction but thats just me. S2 needs to wake up and seize unclaimed territory by finding a way to make a ressurection supporter work in this game.
I agree with that S2 needs to take more territory :) Im not sure that i wont the hero to go in a much different direction, though.
I actually really love this hero. Demented Shaman is my all time favorite hero and this hero sticks out to me. I love playing support roles, and it seems like a lot of cool tricks could be done with this guy, such as the Circle saving a life, protecting an ally, or maybe even letting an allied Glacius in to let him ult with it.
Hehe, thats funny, i also compare this hero to Demented Shaman :), and i also like Shaman.
I wanted this hero to be quite versatile with his skills, while still keeping them simple. I think i succeded! :o
The heal is also very versatile, and I love versatile abilities. It allows a large heal and movement speed buff which can save someone's life. It might seem overpowered at first when compared to electrician's ult, but people need to remember that elec's ult acts as a purge and can be used on enemies to slow them down. I think the low cast range balances it all out well.
T-up. Love everything about it.
Yay! :D
Ill be honest, i had forgot that elec's ult also purged and slowed :o. So thanks for telling me. And yes, low cast ranges are a very big part of this hero!
Bump.
Thanks! And thanks for putting my hero in your sig!
Techno_Mage
02-20-2010, 01:11 PM
i like the hero so i voted yes but i think it could use some tweaking, mostly in the staff region as a 20s cd and .5s channeling reduction doesnt seem worth it to me even with the full life as 75% is already a fair amount, perhaps make it so the ressurected target has actual bonus life or stright damage reduction like glacius freeze on ally after rez.
i' m justsaying this as i think overall it might help more to get shrunken so you cant be inturupted while healing your ally.
really want to see this guy and jeraziah on the same team tho, be hard to kill anyone and once you did it'd be protective charm-ressurecion, also you say deny exp/gold for the kill bu then say if they kill them again they would get double, this doesnt make sense since if you deny them the kill by rezing them then how would they get double from killing again
also interesting move ou could do i place a circle in perfect location so one enemy is pushed owards your team and the rest of their team is pushed away, hard to place but cool posibility
Qwernakus
02-20-2010, 02:32 PM
SotM now has an additional effect: Ressurected heroes now have 3 seconds of magic immunity.
Sol's Circle damage rescaled. Now deals very slightly less magic damage, but deals more physical damage.
Thank for your feedback, Mage!
Damage
02-20-2010, 02:41 PM
I like... solid support heroes are always good for the game.
Vodka
02-20-2010, 08:14 PM
I like him a lot, but I would like to see Will of God and the ultimate toned down a bit. Maybe make the ressurection health 50% normallly, and 75% with Staff of the Master. Also, if he's interrupted while channeling his ult, the spell should be put on cooldown.
Also, question: If someone under his aura is killed and then resurrected, does the enemy gain gold and experience for the initial kill, or do they only gain those when the spirit expires?
Qwernakus
02-23-2010, 02:12 PM
I like... solid support heroes are always good for the game.
:smile:
I like him a lot, but I would like to see Will of God and the ultimate toned down a bit. Maybe make the ressurection health 50% normallly, and 75% with Staff of the Master. Also, if he's interrupted while channeling his ult, the spell should be put on cooldown.
Also, question: If someone under his aura is killed and then resurrected, does the enemy gain gold and experience for the initial kill, or do they only gain those when the spirit expires?
At the question: Enemies gain exp and gold instantly when the target dies. If the target is ressurected and killed again, they get the normal amount of gold and exp - Again.
About the ulti and WoG suggestion. At this point, i would love soom reasons before i change anything major ;) But still thanks for the feedback.
KarmaCrisis
02-24-2010, 01:29 AM
this hero is AWESOME. Seriously the best one I have read so far. PLEASE make this.
Techno_Mage
02-24-2010, 10:35 AM
i would prefer it if the hero didnt give exp the first time until the spirit died but your way would probably be easier to program, since then you could actually deny them the kill
Jerich
02-25-2010, 12:45 PM
Over the past few games I've noticed a few times where a Resurrection would've been ideal.
Blaky039
02-25-2010, 10:29 PM
That ult seems highly imba to me :/
Wayyyy too op.
The cd of heal is too low for a 350hp and 3 seconds +50% speed, which is practically max speed. ~16seconds would be decent
Sol's Circle has too long a duration. A fast burst followed by a brief stun or a faster dragging duration would do cause it seems to be a bit too much for a support character
Will of God could use a 2 seconds buff.
Resurrection is by far the most op skill. It can easily rival Elemental Void in terms of game breaking. Give it a long static cd(~180s) and lower the range to 100.
His stats seems a bit too far above average for a support character.
These_Balls
02-26-2010, 07:48 AM
Refresher, use ulti on the carry = GG
Qwernakus
02-26-2010, 11:26 AM
this hero is AWESOME. Seriously the best one I have read so far. PLEASE make this.
Thanks, i realy appreciate it :smile:
i would prefer it if the hero didnt give exp the first time until the spirit died but your way would probably be easier to program, since then you could actually deny them the kill
Yeah, denying the kill isnt a good idea. It also gets over complicated, its going to annoying the whole match through.
Over the past few games I've noticed a few times where a Resurrection would've been ideal.
Me too :)
That ult seems highly imba to me :/
Hmm. I would like to hear more of why. Its a spell thats hard to balance, so i would like to hear exactly what you dont like.
Wayyyy too op.
The cd of heal is too low for a 350hp and 3 seconds +50% speed, which is practically max speed. ~16seconds would be decent
Compare it to other heals. Jereziah can heal 360 damage INSTANTLY (its a huge disadvantage to have it heal over 3 seconds). Its also an AOE 360 TRUE damage nuke. It has a 12 second cooldown. Thats not a lot more than my heal, which: Heals less, heals over time, can not hurt the enemy. Then there is Soul Reapers heal. It heals 130, but is AOE, and if you hit just 3 heroes it has already healed more than Chappys heal. INSTANTLY. And it deals heavy damage and can be used for pushing. At a 5 second cooldown.
However, i'll consider increasing the CD to 10.
Sol's Circle has too long a duration. A fast burst followed by a brief stun or a faster dragging duration would do cause it seems to be a bit too much for a support character
I am honestly not sure what you mean here :(. Remember that its not a 2.5 stun on all in the aoe. Its a 2.5 SEMI-disable ONLY if it hits a hero bullseye, which is practically impossible to do with more than 1 hero. All the other heroes are semi-disabled for less time.
Will of God could use a 2 seconds buff.
Hmm. It could use a small buff, maybe. 9 seconds total, maybe?
Resurrection is by far the most op skill. It can easily rival Elemental Void in terms of game breaking. Give it a long static cd(~180s) and lower the range to 100.
I agree with range being too large, will lower slightly. Im not so sure about giving it a long cool, though, as it does not prevent the kill and requires quite a lot to go off, and is interruptable. Remember, its not an auto-exstra life on the carry.
His stats seems a bit too far above average for a support character.
Which specifecally?
Thank for the feedback! Response in bold.
Refresher, use ulti on the carry = GG
They let the chaplain farm that and then killed the carry twice without killing the chaplain once?! :D
Tekanan
02-27-2010, 12:52 AM
I suggest the ultimate to still make the killed hero lose gold as per norm. This would differentiate it with the token of life and perhaps balance the spell further.
Qwernakus
02-27-2010, 02:21 PM
I suggest the ultimate to still make the killed hero lose gold as per norm. This would differentiate it with the token of life and perhaps balance the spell further.
It already does that, have done for months :D
Like the idea.
All of his skills make him a true support hero. His heal, however should reduce movement speed a little, or keep it at 50% but gradually reducing like elec's ult.
His ult may seem a little OP at first, but this means players will target him first so they lose most of their support. He's one of those... protect at all cost heroes. Good hero. Hope this gets implemented.
toastedguy
02-28-2010, 08:28 PM
skills are a bit overpowered but numbers can always be changed +1vote
Qwernakus
03-04-2010, 11:01 AM
Like the idea.
All of his skills make him a true support hero. His heal, however should reduce movement speed a little, or keep it at 50% but gradually reducing like elec's ult.
His ult may seem a little OP at first, but this means players will target him first so they lose most of their support. He's one of those... protect at all cost heroes. Good hero. Hope this gets implemented.
Thanks for feedback. Im still pretty fine with the heal speed, though, i dont think i can get much closer with that spell without seeing it in-game. Maybe a 10% reduction at all levels... I dont know.
skills are a bit overpowered but numbers can always be changed +1vote
Thanks :D
NymphIsGay
03-04-2010, 11:41 AM
Same impression - the idea is great but numbers seem a bit op. But its hard to judge "on paper" +1 yes
Qwernakus
03-06-2010, 03:20 AM
Thanks a lot :)
Bukkakalypse
03-06-2010, 04:24 PM
This is just a speculative idea, but maybe have a resurrection effect? (Sol's gift/protection/some-other-fitting-word) The effect would keep the recently res'ed hero from losing gold / giving up exp for like 13 seconds if killed. Cause the enemy could just camp your carry's spirit and nuke both of you if you were to res at a bad spot/time. Also prevents the losses that the eventual douchebags that would res someone in the enemies fountain --that got hooked/gusted there, etc.-- from placing on an ally.
Barlcat
03-12-2010, 04:10 AM
Voted yes.
I like pure support heroes, and im glad people are advocating their implementation.
I have a suggestion for the heal...the small initial burst heal and then HoT effect is nice, maybe to make the spell more technical/mindgame-ish the HoT could be applied like hellbringers 'boil', so the ally is healed in larger and larger increments towards the end of the spell?
The reason i suggest this is because in this heal you have:
the initial 1 sec of burst heal (+100hp)
the 3 seconds of HoT (~+85hp/sec)
with a 9sec cooldown
with a total of 350 heal at Lvl4
So when this spell is spammed healing occurs for almost half of real time, with only one damage window (between heal end and ability cooldown end)
Delaying the second major portion of the heal (by applying the HoT effect like boil's DoT effect) creates a second "window" in the heal between the initial burst and the final delivery second of the HoT
Second: Burst 2nd 3rd 4th Total
Heal now: 100 ~85 ~85 ~85 350
Heal advised: 115 45 45 115 320*
*slightly larger initial burst offsets smaller overall total heal
I also agree that once the channeling of the ulti is started the time limit on spirit remaining should reset or freeze, so that you dont start channeling only to have the spirit disappear out from under the channel
Qwernakus
03-13-2010, 04:09 AM
This is just a speculative idea, but maybe have a resurrection effect? (Sol's gift/protection/some-other-fitting-word) The effect would keep the recently res'ed hero from losing gold / giving up exp for like 13 seconds if killed. Cause the enemy could just camp your carry's spirit and nuke both of you if you were to res at a bad spot/time. Also prevents the losses that the eventual douchebags that would res someone in the enemies fountain --that got hooked/gusted there, etc.-- from placing on an ally.
This was heavely discussed earlier, but decided against. The enemy should not lose gold when they have honestly killed an enemy. Also, you cant balance a spell around douchebags :(. But if it helps, i recently made SotM give ressed target 3 seconds of magic immunity, giving time to escape in tough situations.
Voted yes.
I like pure support heroes, and im glad people are advocating their implementation.
I have a suggestion for the heal...the small initial burst heal and then HoT effect is nice, maybe to make the spell more technical/mindgame-ish the HoT could be applied like hellbringers 'boil', so the ally is healed in larger and larger increments towards the end of the spell?
The reason i suggest this is because in this heal you have:
the initial 1 sec of burst heal (+100hp)
the 3 seconds of HoT (~+85hp/sec)
with a 9sec cooldown
with a total of 350 heal at Lvl4
So when this spell is spammed healing occurs for almost half of real time, with only one damage window (between heal end and ability cooldown end)
Delaying the second major portion of the heal (by applying the HoT effect like boil's DoT effect) creates a second "window" in the heal between the initial burst and the final delivery second of the HoT
Second: Burst 2nd 3rd 4th Total
Heal now: 100 ~85 ~85 ~85 350
Heal advised: 115 45 45 115 320*
*slightly larger initial burst offsets smaller overall total heal
I also agree that once the channeling of the ulti is started the time limit on spirit remaining should reset or freeze, so that you dont start channeling only to have the spirit disappear out from under the channel
You make it sound like that the heal over time is a good thing :p. Its not, it means a target may die before getting the full heal. I dont realy see the motivation behind making the heal come in burst, isnt it just overcomplicating?
Thanks for feedback, though, will edit something about Spirits in.
Qwernakus
03-15-2010, 05:01 PM
Bump ('cause im an attention whore)
Qwernakus
03-19-2010, 06:29 PM
EXACTLY 9 out of 10 persons wants this hero! :D
DeadAbyss
03-19-2010, 07:48 PM
The Ult is wayyy to OP. I think it would have to have a very long CD... and a lot less HP. Think about this stuff during late game.
Qwernakus
03-20-2010, 11:43 AM
The Ult is wayyy to OP. I think it would have to have a very long CD... and a lot less HP. Think about this stuff during late game.
Late game the chaplain will be carry fodder. Land a stun on him, and he's toast.
Qwernakus
03-27-2010, 04:29 PM
Bump.
Curuorn
03-27-2010, 04:47 PM
Looks awesome! I normally play carries or at least heroes with high killing power. But I would really love to play this hero.
Qwernakus
03-29-2010, 04:00 PM
Thanks :)
At this point im pretty much just waiting for an int hero contest :D
Qwernakus
03-31-2010, 12:02 PM
Bump in the name of Sol.
Strider
03-31-2010, 04:41 PM
In the name of sol, I hope this one gets some chance to get in.
DeshNoFouk
03-31-2010, 11:55 PM
i think this would be a great hero.
but only 2 problems i have with it.
will of god is a bit to OP in my eyes. and ur second move sols circle. dont really understand that ability, is it like Dark Seer on DotA? The vacuum move he has, where it brings the heros/creep to the middle and does damage?
sorry for misspelling and grammar.
Qwernakus
04-11-2010, 04:10 AM
What it does is move enemies AWAY from the center. Slowly. Over time, anyone in the AOE will be moved to the side of the AOE... The inner ones will start moving first, but they will all reach the same area.
How is WoG OP? Please, give me more feedback :)
JethroTull
04-11-2010, 06:37 PM
way too many SOTM benefits, IMO
get rid of half of them and I will decide on my vote
Static
04-12-2010, 01:14 AM
Important question about the ultimate: You said it spawns a spirit. Can this spirit be attacked/have spells cast upon it, with some amount of HP or number of hits to kill, or is it invulnerable? If it's invulnerable, that would be a bit ridiculous - if your team didn't have a basher, or someone with a physical stun, a magic-immune Chaplain would be able to resurrect his teammates without any sort of problem at all. Hell, it wouldn't be a bad strat to rush both BKB and a void talisman in order to get a free resurrect for a teammate - essentially a second hero in a teamfight! Bit overpowered if you ask me.
Qwernakus
04-12-2010, 03:00 AM
Magic immunity from SotM removed.
The spirit is unattackable, but lasts for only a brief period of time... And the chaplain may be killed, stunned by normal means, stunned by superior magic, or Tablet of Command'ed - which will give you time to kill him, even if he is magic immune. I'll reduce the duration of spirits slightly, though.
Limetastic
04-14-2010, 08:57 AM
Good concept, I like it. Though i think that the ult needs some tweaking and The circle of sol does awful lot of damage. To balance the ult a bit you might ad that without staff it ressurects teammates to 50% HP and with staff to 75%. Imagine a team with chaplain that has Staff of the Master and Restoration stone.
One in the team have token, one have bananas, and chaplain have 2 ressurects... That would turn a 5v5 into a 9v5.
Also he can make practicly any hero to have 522 MS, wich would make his team a imba iniator undepending on wich heroes they have. To be able to run in with 522 MS while you have a good heal on you is like GG for other team.
But it's a reallly cool concept as I said I like it very much :)
Qwernakus
04-14-2010, 09:50 AM
I'll be submitting this into the contest (he can gank pretty well if build like that).
Conqel
04-14-2010, 03:03 PM
this is one of the better hero suggestions out there, even if this allready existed.
Qwernakus
04-15-2010, 01:06 PM
:)
:)
Qwernakus
04-16-2010, 04:50 PM
Bump.
asIce
04-19-2010, 12:32 PM
Best hero suggestion i've seen by far!
Pineapple
04-21-2010, 10:17 AM
amazing that every single number should be nerfed..
Nymphus
04-24-2010, 08:01 AM
Uhm well obviously all the numbers need to be nerfed ^^.
Also the ulti is just waaaaaaaaaay to good as it is atm. Shouldn't scale with staff either.
Still voting yes because I like the idea
TheOSC
04-25-2010, 03:12 AM
voted yes because i have thought this guy should be in since day 1. also love the skill concepts but not so fond of the numbers.
WolveZCodeX
04-25-2010, 10:31 AM
I love the suggestion.
Just one thought:
- 1st spell: Should have the cooldown increased. So far every heal over 300hp (Jera and Nymph) has a cd over 10 seconds. Plus it should deal dmg to enemies. Every heal either heals or deals dmg. (Don't want that to be changed :))
EpicBeard
05-02-2010, 05:03 AM
For the love of God this has to be implemented. I was going to suggest him myself until I saw this.
Would be a favourite character for sure, thanks for putting the work into this thread! Hope to see some more yes votes.
Sacrificulum
05-03-2010, 03:04 PM
Seems like an awesome support hero, voting yes for sure!
Qwernakus
05-16-2010, 04:17 AM
Please feedback my dream version of this hero :)
http://dream.heroesofnewerth.com/hero/Qwernakus/Chaplain
Qwernakus
05-20-2010, 05:40 AM
Bump!
Enjaa
07-31-2010, 06:38 PM
Awesome support hero idea, but the numbers on will of god needs tweaking... i mean 50% armor reduction? Thats ALOT. I mean something like 3-4-5-6 would fit alot better... 50% armor reduction is too op
I think will of god needs to be an absolute number. Maybe -8 armor at lvl 4? but then its just a weaker form of Pestilence's ulti... Perhaps target hero takes 20% extra physical dmage or something? So if they had 54% damage reduction, it would be 34. If they had -8% damage reduction, it would be -28%. Since if pesti ulti'd a hero and it has -5.24 armor, what would it be after Will of God?
Qwernakus
08-01-2010, 12:23 PM
I think will of god needs to be an absolute number. Maybe -8 armor at lvl 4? but then its just a weaker form of Pestilence's ulti... Perhaps target hero takes 20% extra physical dmage or something? So if they had 54% damage reduction, it would be 34. If they had -8% damage reduction, it would be -28%. Since if pesti ulti'd a hero and it has -5.24 armor, what would it be after Will of God?
Part of the spell is that it scales so well.
In your scenario, i'd just assume that Will of God was applied first :)