PDA

View Full Version : Nephilim, Sin-Incarnate



Tatts
03-09-2010, 08:13 PM
NEPHILIM

http://img31.imageshack.us/img31/5118/nephilim.png



http://www.playdota.com/img/site/hs.gif
http://www.playdota.com/img/site/strength-c.jpg http://www.playdota.com/img/site/agility.jpghttp://www.playdota.com/img/site/intelligence.jpg
26+2.0 | 18+2.5 | 12+0.8

Movement Speed: 305
Attack Range: Melee



http://www.playdota.com/img/site/herointroblue.gif
There still are not many heroes that, in my opinion, who can continuously initiate and still be a threat after he has initiated. Pharoah comes close, but just doesn't feel quite right for the role. That is why I came up with Nephilim, he will bring a little anarchy to the game, yet hopefully keep it balanced at the same time.
http://www.playdota.com/img/site/bkstory.gif
The Nephilim was grown from the sins committed within the turmoil of the Legion, eventually it grew into a spiritual force roaming the lands. It was given a form from the souls and flesh of monstrosities beyond the grave. It has taken an affinity towards the souls of martyred girls.


__________________________________________________

Soulless
http://img258.imageshack.us/img258/5025/heartstopnx4.jpg "Can I borrow some of yours?"


Nephilim steals energy at the particle level from anything he strikes, storing it within his being. Eventually, having so much energy will begin to leak from his very soul.

Skill Mechanics: Any time an enemy unit is dealt damage by the Nephilim, DoTs count as one time, a buff is applied/re-applied to him or a charge is added to it. Once he has accumulated the maximum amount of charges, he will disperse the damage to be evenly distributed to each unit in the AoE. If the buff fades before it reaches it's maximum charges and has not reached a multiple of ten, it will not do anything and you simply lose all those charges.

[1] 5 Charges. 20 damage/per charge divided amongst all units within the AoE.
[2] 6 Charges. 30 damage/per charge divided amongst all units within the AoE.
[3] 7 Charges. 40 damage/per charge divided amongst all units within the AoE.
[4] 8 Charges. 50 damage/per charge divided amongst all units within the AoE.

Skill Type: Passive Attack Modifier, Toggle-Able
Damage Type: True, divided evenly to all units within AoE.
AoE: 400
Mana: 4/8/12/16 to add a charge on attack. If there isn't enough, you cannot add another charge.
Cooldown: N/A

[Synergy] Extremely useful for passively pushing lanes and effective at warding off enemy heroes that may be cautious of the charge count or you getting your final charge by attacking them. Killing one Martyr will fill up all of your charges automatically and Pathway would most likely set it off as well.
At level one, this would help keep enemy melee heroes away from creeps and allow for you to possibly farm more efficiently. At later levels, it would coincide with using Pathway, since it gains charges for every unit hit by it and will most likely trigger the skill, stunning enemies if your Touch of Darkness is leveled as well.
[Visual] A chain of connected, bubble-like energy that pulsates and rotates around his body as it grows in charges. When it explodes, the chains would spin faster and rotate outwards, the bubbles popping as it spreads out.


__________________________________________________


[B]Pathway
http://img258.imageshack.us/img258/1476/resonateje8.jpg "Drag me away to hell."

With his link to the abyssal realm, the Nephilim summons a portal and transfers his being to the portal.

Skill Mechanics: Select a location within a large radius around your hero and 3 seconds after casting this skill, the hero is moved to that location and units within 800 AoE of the blink location, are dealt a small amount of damage.

[1] 900 Range. 50 Damage to any unit in the AoE.
[2] 1200 Range. 100 Damage to any unit in the AoE.
[3] 1500 Range. 150 Damage to any unit in the AoE.
[4] 1800 Range. 200 Damage to any unit in the AoE.

Skill Type: Active, Target AoE
Damage Type: Magic
Range: 900/1200/1500/1800
AoE: 1000
Mana: 80/95/110/125
Casting Time: 0.6 Seconds
Spell Delay: 3 Seconds
Cooldown: 30 Seconds

[Synergy] Great for initiating fights or simply running away. You can easily assist an ally in running away, while protecting yourself at the same time and both of you getting out of the situation quickly. After leveling Touch of Darkness, your ability to initiate with this skill will become ridiculous.
The AoE or damage is not bad at all considering the long delay it takes for him to move to the target location. Only allies can see the targeted location, although there is still a casting animation (does not turn towards target), so the skill is not that easy to dodge and isn't unpredictable.
[Visual] A large crack begins to bellow out the earth at the targeted location and when it finishes, the Nephilim will burst into a combination of fire and ash. When he re-appears, the split in the ground will become visible and he will re-appear, a large ring of fire and ash covering the area.


__________________________________________________


[B]Touch of Darkness
http://img258.imageshack.us/img258/3347/mortitk8.jpg "The Bad Touch"

The Nephilim has a unique body composition that instead of taking in certain kinds of magical influence, he twists it around and ends up repelling it entirely, adding it into his body's genetic code.

Skill Mechanics: The Nephilim is more resistant to slows and stuns. Soulless gains a small stun when it is expelled. Pathway slows all affected units.

[1] All slows and stuns are reduced by 10% and decreased further for Martyr Burail buff(20, 30, 40%). Soulless stuns all units damaged by it for 0.2 Seconds. Pathway slows all units' movement and casting speed by 20% for 3 seconds.
[2] All slows and stuns are reduced by 15% and decreased further for Martyr Burail buff(30, 45, 60%). Soulless stuns all units damaged by it for 0.4 Seconds. Pathway slows all units' movement and casting speed by 20% for 4 seconds.
[3] All slows and stuns are reduced by 20% and decreased further for Martyr Burail buff(40, 60, 80%). Soulless stuns all units damaged by it for 0.6 Seconds. Pathway slows all units' movement and casting speed by 20% for 5 seconds.
[4] All slows and stuns are reduced by 25% and decreased further for Martyr Burail buff(50, 75, 100%). Soulless stuns all units damaged by it for 0.8 Seconds. Pathway slows all units' movement and casting speed by 20% for 6 seconds.

Skill Type: Passive, No Target

[Synergy] With his first ability, Soulless, he can further increase it's ability to really stray opponents away from him when he's quickly gaining charges. His second ability, Pathway, will become a priceless initiation move and allow for you to quickly change the tides of battles. His resistance towards slows and stuns will increase drastically for every time he kills one of his summons created by his passive ultimate.
[Balance] Considering it takes away a whole slot for this buff, I feel it is fair. You can choose to become an early game initiator or be an effective farm/gank. This is my personal opinion at the moment, let me know how you feel.
[Visual] Nothing really, it's just a buff to the other skills.



__________________________________________________

Caretaker [ ULT ]
http://img465.imageshack.us/img465/2075/shadowbh4.jpg "I'll take care of you..."


The Nephilim raises a Martyred follower from the earth and takes her in as a fatherly figure. When needed, he absorbs her, increasing his sinful nature in combination with his soulless desires.

Skill Mechanics: Increases the stats of the Nephilim passively and gives him a passive summon that follows him endlessly, limited to one at the first level, two at second and three on the third. By killing one of the summons, or Martyrs, that follow him after leveling this skill, it will result in increasing his stats even further temporarily.

[1] Increases Strength by +8 passively. Maximum of 1 Martyrs at a time. For each Martyr he kills, he will gain an additional +25 Strength for 20 seconds.
[2] Increases Strength by +16 passively. Maximum of 2 Martyrs at a time. For each Martyr he kills, he will gain an additional +25 Strength for 20 seconds.
[3] Increases Strength by +24 passively. Maximum of 3 Martyrs at a time. For each Martyr he kills, he will gain an additional +25 Strength for 20 seconds.

Skill Type: Passive, Buff
Cooldown: 60 for each Martyr. Their cooldowns are individual.
Duration: 20 for each Marty Burial buff, they are individual.

[Synergy] This is what allows you to really lay down the damage on your opponents all while taking in damage and surviving. The additional stats help the Nephilim make up for his shortcomings and push forward even into the later game regardless of his horrible stat gain. Killing Martyrs maxes Soulless charges as well.
[Balance] The skill is mainly in place for a sort of all-round ability, increasing attack, health and for his spells as well. The balance might need some later thought, but at the moment, I think its reasonably fair.
[Visual] Whenever he levels this ability or a Martyr comes off cooldown, a little girl around the age of ten with long black hair and shredded up old-style potato bags for clothing, will crawl from beneath the ground and follow the Nephilim. They would be covered in mud and dirt, dropping it behind them as they run, traveling as fast as the Nephilim does. Possibly have them skipping and playing as they wait. When they are killed, just keep the Denied! effect. It works perfectly.

__________________________________________________

NinjaPants
04-01-2010, 03:57 PM
:eek: