FZeroRacer
08-10-2009, 04:14 AM
(Please note that I consider this to be the semi-final version of Maximus. No new skills will be added, however changing the numbers/mechanics behind the skills is welcome. Please leave feedback as well, as each bit of feedback gets me closer to a balanced hero!)
http://img410.imageshack.us/img410/4998/selfportraitasstandardb.jpg
Name: Maximus
Class: Flagbearer
Race: Human
Side: Legion
Stat Primary: Strength
Base HP: 620
Base MP: 245
Base Movespeed: 305
Attack Range: Melee
Attack Speed: Slow
Base Armor: 3
Base Damage: 60-67
STATS:
Str: 24 + 3
Agi: 14 + 1.6
Int: 16 + 1.8
|----------Backstory----------|
Born under the star sign of War, Maximus quickly grew up to be a ruthless leader in many decisive battles against the old beast army. When the Hellbourne had started to gather their army, he wanted no part in working with those mongrel beasts, instead resigning to an old island home for him to live out the rest of his days. However, a Hellbourne raiding party led by Maliken pillaged his island to gain a foothold against the Legion and nearly killed Maximus, lobbing off one of his arms in the battle. Enraged, he took up his old standard and joined up with the Legion despite old grudges, leading men and beast-men alike to victory.
Looks: A tall human with a stout build, missing an arm (result of one of his battles, instead in the socket is a chain linked to his banner), wearing heavy chainmail armor and wielding a flail in his left hand.
Voice:
Yeh?
Follow me to victory!
Win at all costs!
Crash their castles!
The legion shall rise again.
Skills
Raise your arms, men!
http://img200.imageshack.us/img200/3118/icons6644btn.jpg
Cooldown: 30 seconds
Duration: 20 seconds
Manacost: 90/100/110/120
Radius: 500
Ability type: On-Use AoE buff
With your sword raised high, charge into battle!
Effect: When cast, this spell causes a small DPS increase for all units in a 500 radius around the hero for 20 seconds, and any allied hero below 75% of their life is slightly healed.
Level 1 +5 DPS, restores 3% of their maximum HP
Level 2 +10 DPS, restores 6%
Level 3 +15 DPS, restores 9%
Level 4 +20 DPS, restores 12%
With ultimate:
For each morale charge used, add in another 1% HP and +3 DPS. At MAX power, this ability will restore 22% HP and add 50 damage.
Whack
http://img29.imageshack.us/img29/9852/icons6182btn.jpg
Cooldown: 20 seconds
Manacost: 100/115/130/145
Radius: 300 or 400 (hits in a 180 degree arc directly in front of the hero, from the left side or a 400 radius AoE if used when close to his flag during Caber Toss)
Ability type: Targetted Attack (can target ground or unit)
My pride is a weapon to be reckoned with!
Effect: When used, the Flagbearer will swing out his flag in an arc in front of him, dealing the most damage to the first foe it hits and 20% less to each next foe as the swing continues.
During Caber Toss, this ability changes to Smack. This can only be cast within 400 units of the flag, and when cast, he will run around the flag once and clothesline enemies with the chain connecting his body and the flag, dealing Whack damage damage without the knockback proponent. After one 360 degree rotation, he will stop at the area you targeted with this ability.
Level 1 Deals (STR) + 50 damage
Level 2 Deals (STR) + 100 damage
Level 3 Deals (STR) + 150 damage
Level 4 Deals (STR) + 200 damage
With ultimate:
Each charge used increases the initial amount of damage that this attack does by 10% (with ten charges, it would deal 200%, then 180%, etc) and knocks each target back by 5/10/15/20 units, interrupting any channels they might be casting.
A small demonstration of how this ability would work:
=============OO==
==========XXXOOXXX
==========XXXXXXXX
============XXXX==
The O is you, and the X is roughly the swing radius. The target first hit to the left of him will take the full amount of damage (300 damage at max level with no charges), and then it will keep swinging to the right. Knockback would work in the direction of the swing, so a target hit directly in the middle of the swing would go flying to the right, while a target hit with the backswing would go behind Maximus. So!
=============OO
==========XXXOO
==========XXXEE --->
============XEE --->
For example, here would be a target hit in the middle of the swing. Arrows point towards where knockback would send him. If Maximus had 10 charges and 100 strength, this would deal 600 physical damage.
Caber Toss
http://img517.imageshack.us/img517/2686/icons3373btn.jpg
Cooldown: 20 seconds (begins on reel)
Duration: 20 seconds
Manacost: 100/110/120/130 Reel also costs 50/40/30/20 mana.
Radius: 300/325/350/400, aura has a 600 radius
Range: 700
Ability type: Targetted AoE aura and damage
Your corpse shall make a perfect stand for my flag.
Effect:The Flagbearer proceeds to grab his standard from his back and throw it at target location, dealing a large amount of damage where it lands and planting the standard there, where it offers a small armor/movespeed increase buff to his allies. The standard is on a chain hooked to Maximus's' right arm socket, and you can cast the skill again to drag the Standard back to you. If you get 1200 range away from the flag, it rips from the ground and automatically reels back to your body. Even while dragged the standard aura is still in effect. Time taken for Standard to be dragged back depends on range. Inflicts a .1 second ministun.
The buff itself will slowly start to fade if you get too far away, going down by 20% each second that you are out of Aura range.
(NOTE: As long as Caber Toss is in effect, he can only use the altered version of Whack!. See Whack! for more information.)
Level 1 Deals 60 damage to foes in a 300 radius, gives +2 armor and +20 movespeed.
Level 2 Deals 120 damage, 325 radius, +4 armor and +30 movespeed
Level 3 180 damage, 350 radius, +6 armor, +40 movespeed
Level 4 240 damage, 400 radius, +8 armor, +50 movespeed
With ultimate:
Each charge adds an additional 10/15/20/25 points of damage to this attack and will add 0.5 of a morale charge per unit killed. Additionally, at five charges or greater this will cause a Demoralization effect for 20 seconds, reducing enemy physical armor by one per morale charge and magic armor by .5 per morale charge.
Ultimate: Tides of Battle (Passive)
http://img199.imageshack.us/img199/1343/icons8375btn.jpg
Ability type: Passive charge
You think you've won? Allow me to turn the tides...
Effect: Even in the darkest of hours or brightest of days, Maximus can stand stalwart! As long as Maximus is in combat, he will slowly gain morale charges just from the sheer bloodlust! Additionally, he has a chance on attack to cause an Inspired Attack, which generates a charge and deals 130% of normal damage. Each charge will increase the damage an Inspired Strike does by 5%. Charges will also go up faster if he is around allied heroes.
While alone, he will generate 1 charge every 5 seconds, provided he is in combat. He loses one charge every 15 seconds when not engaged in combat. Being engaged in combat requires you to be around units that are actively fighting, although you do not have to fight yourself. Each charge also adds +4 DPS and +0.75 hp/s
However, just being around Allied heroes will cause him to generate charges.
Level 1 Can hold a maximum of six charges, radius for charges to accumulate is 300. 5% chance on attack for an Inspired Strike.
Level 2 Can hold a maximum of eight charges, radius is 450. 10% chance.
Level 3 Can hold a maximum of ten charges, radius is 600. 15% chance.
To expand upon this, each of his abilities gets stronger with each new charge. However, each ability also burns charges as well, making it so you must play your charges carefully. Since you need to be in combat constantly, it can be very dangerous if you don't watch yourself. Being around enemy units alone will slowly generate a charge, but you can also generate a charge on attack.
Synergies
Whack and Caber Toss would be used as a way to curb runners. While you can't use Whack while in the middle of Caber Toss, if timed right you could drag the standard along with you at the end of the cooldown as you chase a foe and then Whack! him or her to the side. Or if you already have a stun on them, you could run behind them and Whack! them, and then throw the standard for the stun and aura, allowing for a group to gank said person. Additionally with the recent changes I made, Caber Toss and Whack work together much better, as the swing allows you to hit running foes more efficiently and create an area that opponents would be weary to tread.
Caber Toss and Raise your Arms, Men Both give extremely good buffs and early game this could be the decider in ganks. The additional damage and the movespeed would allow you to finish off foes that are running or surround a foe before he has a chance to run.
Ideally he would work well with any hero, but would perform best with disablers who could benefit from the movespeed. The DPS increase in Arms would make you a very wanted man for lane duos since you could boost an agility heroe's damage pretty high.
Items
His typical item build might look something like this:
http://www.heroesofnewerth.com/images/items/Item_EnhancedMarchers.jpghttp://www.heroesofnewerth.com/images/items/Item_Immunity.jpg
http://www.heroesofnewerth.com/images/items/Item_DaemonicBreastplate.jpghttp://www.heroesofnewerth.com/images/items/Item_BehemothsHeart.jpghttp://www.heroesofnewerth.com/images/items/Item_Pierce.jpg
Marchers is your typical item for melee heroes.
Shrunken Head helps keep him from being stunned, while behemoth heart greatly boosts his survivability.
Meanwhile, Daemonic and Shieldbreaker, when stacked with his flag, would allow him (and his allies) to output a ton of melee damage on foes he might fight.
Design Plan
Competitive Play
In competitive games, Maximus would be very useful at buffing his overall team through the use of his auras. Caber Toss and To Arms, Men would provide a fairly big benefit in team battles, and he can output a bit of damage utilizing his Whack/Smack ability to hit multiple enemies and interrupt any channeling abilities.
His weakness would be ranged. While he could set up a no-hero zone using his Caber Toss and Smack, he would still have trouble getting into range and could very easily be killed by spellcasters. However, he would be able to do well against any melee hero that would attempt to attack him, and in emergency situations he can use Whack to get them away, Caber Toss for the movement speed and run away. If specced properly, he could harass ranged units fairly well, however he might find it hard to stay alive if he doesn't play smartly.
Casual Play
While his emphasis is on teamwork in competitive games, he would be pretty well going solo and could be used as a carry. He might have trouble denying due to his slow yet hard hitting attack, but he can harass enemy heroes fairly well with Caber Toss and use his To Arms to help push a tower or heal nearby heroes.
_________________________________________________
Overall
Maximus has gone through quite a bit of changes over the past few months or so, but I always try to keep his base concept in mind. He's a battlefield leader, the guy that when things look grim he can be counted on to charge straight into battle and raise the troops morale. I've been tweaking the numbers here and there all the time, but it is still hard to get that perfect balance.
As I have always said, I appreciate feedback that people give me, both good and bad. Both kinds help me improve my design process and tell me what is wrong and what I am doing well.
http://img410.imageshack.us/img410/4998/selfportraitasstandardb.jpg
Name: Maximus
Class: Flagbearer
Race: Human
Side: Legion
Stat Primary: Strength
Base HP: 620
Base MP: 245
Base Movespeed: 305
Attack Range: Melee
Attack Speed: Slow
Base Armor: 3
Base Damage: 60-67
STATS:
Str: 24 + 3
Agi: 14 + 1.6
Int: 16 + 1.8
|----------Backstory----------|
Born under the star sign of War, Maximus quickly grew up to be a ruthless leader in many decisive battles against the old beast army. When the Hellbourne had started to gather their army, he wanted no part in working with those mongrel beasts, instead resigning to an old island home for him to live out the rest of his days. However, a Hellbourne raiding party led by Maliken pillaged his island to gain a foothold against the Legion and nearly killed Maximus, lobbing off one of his arms in the battle. Enraged, he took up his old standard and joined up with the Legion despite old grudges, leading men and beast-men alike to victory.
Looks: A tall human with a stout build, missing an arm (result of one of his battles, instead in the socket is a chain linked to his banner), wearing heavy chainmail armor and wielding a flail in his left hand.
Voice:
Yeh?
Follow me to victory!
Win at all costs!
Crash their castles!
The legion shall rise again.
Skills
Raise your arms, men!
http://img200.imageshack.us/img200/3118/icons6644btn.jpg
Cooldown: 30 seconds
Duration: 20 seconds
Manacost: 90/100/110/120
Radius: 500
Ability type: On-Use AoE buff
With your sword raised high, charge into battle!
Effect: When cast, this spell causes a small DPS increase for all units in a 500 radius around the hero for 20 seconds, and any allied hero below 75% of their life is slightly healed.
Level 1 +5 DPS, restores 3% of their maximum HP
Level 2 +10 DPS, restores 6%
Level 3 +15 DPS, restores 9%
Level 4 +20 DPS, restores 12%
With ultimate:
For each morale charge used, add in another 1% HP and +3 DPS. At MAX power, this ability will restore 22% HP and add 50 damage.
Whack
http://img29.imageshack.us/img29/9852/icons6182btn.jpg
Cooldown: 20 seconds
Manacost: 100/115/130/145
Radius: 300 or 400 (hits in a 180 degree arc directly in front of the hero, from the left side or a 400 radius AoE if used when close to his flag during Caber Toss)
Ability type: Targetted Attack (can target ground or unit)
My pride is a weapon to be reckoned with!
Effect: When used, the Flagbearer will swing out his flag in an arc in front of him, dealing the most damage to the first foe it hits and 20% less to each next foe as the swing continues.
During Caber Toss, this ability changes to Smack. This can only be cast within 400 units of the flag, and when cast, he will run around the flag once and clothesline enemies with the chain connecting his body and the flag, dealing Whack damage damage without the knockback proponent. After one 360 degree rotation, he will stop at the area you targeted with this ability.
Level 1 Deals (STR) + 50 damage
Level 2 Deals (STR) + 100 damage
Level 3 Deals (STR) + 150 damage
Level 4 Deals (STR) + 200 damage
With ultimate:
Each charge used increases the initial amount of damage that this attack does by 10% (with ten charges, it would deal 200%, then 180%, etc) and knocks each target back by 5/10/15/20 units, interrupting any channels they might be casting.
A small demonstration of how this ability would work:
=============OO==
==========XXXOOXXX
==========XXXXXXXX
============XXXX==
The O is you, and the X is roughly the swing radius. The target first hit to the left of him will take the full amount of damage (300 damage at max level with no charges), and then it will keep swinging to the right. Knockback would work in the direction of the swing, so a target hit directly in the middle of the swing would go flying to the right, while a target hit with the backswing would go behind Maximus. So!
=============OO
==========XXXOO
==========XXXEE --->
============XEE --->
For example, here would be a target hit in the middle of the swing. Arrows point towards where knockback would send him. If Maximus had 10 charges and 100 strength, this would deal 600 physical damage.
Caber Toss
http://img517.imageshack.us/img517/2686/icons3373btn.jpg
Cooldown: 20 seconds (begins on reel)
Duration: 20 seconds
Manacost: 100/110/120/130 Reel also costs 50/40/30/20 mana.
Radius: 300/325/350/400, aura has a 600 radius
Range: 700
Ability type: Targetted AoE aura and damage
Your corpse shall make a perfect stand for my flag.
Effect:The Flagbearer proceeds to grab his standard from his back and throw it at target location, dealing a large amount of damage where it lands and planting the standard there, where it offers a small armor/movespeed increase buff to his allies. The standard is on a chain hooked to Maximus's' right arm socket, and you can cast the skill again to drag the Standard back to you. If you get 1200 range away from the flag, it rips from the ground and automatically reels back to your body. Even while dragged the standard aura is still in effect. Time taken for Standard to be dragged back depends on range. Inflicts a .1 second ministun.
The buff itself will slowly start to fade if you get too far away, going down by 20% each second that you are out of Aura range.
(NOTE: As long as Caber Toss is in effect, he can only use the altered version of Whack!. See Whack! for more information.)
Level 1 Deals 60 damage to foes in a 300 radius, gives +2 armor and +20 movespeed.
Level 2 Deals 120 damage, 325 radius, +4 armor and +30 movespeed
Level 3 180 damage, 350 radius, +6 armor, +40 movespeed
Level 4 240 damage, 400 radius, +8 armor, +50 movespeed
With ultimate:
Each charge adds an additional 10/15/20/25 points of damage to this attack and will add 0.5 of a morale charge per unit killed. Additionally, at five charges or greater this will cause a Demoralization effect for 20 seconds, reducing enemy physical armor by one per morale charge and magic armor by .5 per morale charge.
Ultimate: Tides of Battle (Passive)
http://img199.imageshack.us/img199/1343/icons8375btn.jpg
Ability type: Passive charge
You think you've won? Allow me to turn the tides...
Effect: Even in the darkest of hours or brightest of days, Maximus can stand stalwart! As long as Maximus is in combat, he will slowly gain morale charges just from the sheer bloodlust! Additionally, he has a chance on attack to cause an Inspired Attack, which generates a charge and deals 130% of normal damage. Each charge will increase the damage an Inspired Strike does by 5%. Charges will also go up faster if he is around allied heroes.
While alone, he will generate 1 charge every 5 seconds, provided he is in combat. He loses one charge every 15 seconds when not engaged in combat. Being engaged in combat requires you to be around units that are actively fighting, although you do not have to fight yourself. Each charge also adds +4 DPS and +0.75 hp/s
However, just being around Allied heroes will cause him to generate charges.
Level 1 Can hold a maximum of six charges, radius for charges to accumulate is 300. 5% chance on attack for an Inspired Strike.
Level 2 Can hold a maximum of eight charges, radius is 450. 10% chance.
Level 3 Can hold a maximum of ten charges, radius is 600. 15% chance.
To expand upon this, each of his abilities gets stronger with each new charge. However, each ability also burns charges as well, making it so you must play your charges carefully. Since you need to be in combat constantly, it can be very dangerous if you don't watch yourself. Being around enemy units alone will slowly generate a charge, but you can also generate a charge on attack.
Synergies
Whack and Caber Toss would be used as a way to curb runners. While you can't use Whack while in the middle of Caber Toss, if timed right you could drag the standard along with you at the end of the cooldown as you chase a foe and then Whack! him or her to the side. Or if you already have a stun on them, you could run behind them and Whack! them, and then throw the standard for the stun and aura, allowing for a group to gank said person. Additionally with the recent changes I made, Caber Toss and Whack work together much better, as the swing allows you to hit running foes more efficiently and create an area that opponents would be weary to tread.
Caber Toss and Raise your Arms, Men Both give extremely good buffs and early game this could be the decider in ganks. The additional damage and the movespeed would allow you to finish off foes that are running or surround a foe before he has a chance to run.
Ideally he would work well with any hero, but would perform best with disablers who could benefit from the movespeed. The DPS increase in Arms would make you a very wanted man for lane duos since you could boost an agility heroe's damage pretty high.
Items
His typical item build might look something like this:
http://www.heroesofnewerth.com/images/items/Item_EnhancedMarchers.jpghttp://www.heroesofnewerth.com/images/items/Item_Immunity.jpg
http://www.heroesofnewerth.com/images/items/Item_DaemonicBreastplate.jpghttp://www.heroesofnewerth.com/images/items/Item_BehemothsHeart.jpghttp://www.heroesofnewerth.com/images/items/Item_Pierce.jpg
Marchers is your typical item for melee heroes.
Shrunken Head helps keep him from being stunned, while behemoth heart greatly boosts his survivability.
Meanwhile, Daemonic and Shieldbreaker, when stacked with his flag, would allow him (and his allies) to output a ton of melee damage on foes he might fight.
Design Plan
Competitive Play
In competitive games, Maximus would be very useful at buffing his overall team through the use of his auras. Caber Toss and To Arms, Men would provide a fairly big benefit in team battles, and he can output a bit of damage utilizing his Whack/Smack ability to hit multiple enemies and interrupt any channeling abilities.
His weakness would be ranged. While he could set up a no-hero zone using his Caber Toss and Smack, he would still have trouble getting into range and could very easily be killed by spellcasters. However, he would be able to do well against any melee hero that would attempt to attack him, and in emergency situations he can use Whack to get them away, Caber Toss for the movement speed and run away. If specced properly, he could harass ranged units fairly well, however he might find it hard to stay alive if he doesn't play smartly.
Casual Play
While his emphasis is on teamwork in competitive games, he would be pretty well going solo and could be used as a carry. He might have trouble denying due to his slow yet hard hitting attack, but he can harass enemy heroes fairly well with Caber Toss and use his To Arms to help push a tower or heal nearby heroes.
_________________________________________________
Overall
Maximus has gone through quite a bit of changes over the past few months or so, but I always try to keep his base concept in mind. He's a battlefield leader, the guy that when things look grim he can be counted on to charge straight into battle and raise the troops morale. I've been tweaking the numbers here and there all the time, but it is still hard to get that perfect balance.
As I have always said, I appreciate feedback that people give me, both good and bad. Both kinds help me improve my design process and tell me what is wrong and what I am doing well.