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View Full Version : Knights of Sol-Bringing the Tank Back to Newerth One Knight at a Time.



TheBeard
03-13-2010, 12:26 AM
http://www.lensoftruth.com/wp-content/gallery/retroreplay-excerpts/kotr_toy.jpg
All rights belong to Final Fantasy 7. This is just an idea of what I want the hero to look like. 1 big champion surrounded by 12 smaller ones.

Hero: Knights of Sol
Affiliation: Legion
Speed: 295
Range: 128 max melee range if I am not mistaken.


Stats

Str: 27 + 2.6
Agi: 21 + 2.3
Int: 14 + 1.7

Theme
My idea, creatively influenced by Final Fantasy 7, is to have one main hero, the biggest knight of the 13. However, what starts off as one knight is quickly flanked by the 12 remaining knights each of which will protect their champion offering up a health bonus and additional damage when necessary. Knights of Sol will bring a well needed tank/initiator role to Newerth.

Story
With Legion units falling to the Hellbourne, order had to be restored to Newerth. Receiving the blessing of Sol, one Champion raised an army of his fellow knights to defeat the scourge at hand. These Knights of Sol began to devastate the front line. With a juggernaut like quality, The Knights ravage the front lines and may be the only hope to end this war.

Skills

Monarchical Prowess The power of the Kingdom rains down on a target when the Champion rushes into battle cleaving all units in a 200 radius for 75/120/150/175 physical damage. Range set at 700units at all levels.
Mana Cost/CD: 80/100/120/140 17sec CD
Overview:Simply, it is a charge to start off the initiation. Decent for farming at later stages seeing how your low mana pool causes you to use this skill wisely early on. The cleave range is rather small to avoid chronos-esque disasters of nuking 5 ppl at once.


Sovereign Challenge Honored by Sol, the Champion appears behind a targeted unit challenging them to a duel. The unit is engaged in battle for 2.5/3.25/3.75/4.25 secs before he can flee. The thrill of the duel gives the Champion a 4% movement speed increase for 5secs after the fight.
Mana Cost/CD: 70/80/90/100 mana 14sec cd
Overview: A unique spin on :legi: taunt (HA unintended pun)the only damage associated with the target is the x secs of auto attack conflict. The movement speed is minute but will allow to keep chase and escape if need be.


Royal Dexterity Years of rough training have caused the Champion to become resistant to pain. Now he is able to mitigate 10/15/20/25% of all incoming damage.
Mana Cost/CD: Passive.
Overview: Now I know you are saying WTF 25% damage reduction is op. But :sand: dissipates 20% of damage AND reflects to units in 1000 aoe. I figured if a tanky agi carry can do this, my regular tank can have this ability just to give him more survivability without the added ability to solo people.


Imperial OrderThe Champion knows when reinforcements are necessary. Calling on his trusted Knights, they flank the Champion protecting him, boosting his health by 40/50/60 health per Knight present. Additionally, all the Champions skill will benefit with the Knights present.
Monarchical Prowess: 1/2/4/6 Knights will attack the targets in the area.
Sovereign Challenge: 3/6/9/12 Knights will line up on either side of the Champion blocking off any aid . (Think wall of mummies)
Royal Dexterity: Allows each Knight a 8/12/15/18% chance to attack a target in melee range of the Knights.
Keeping his army vital takes a toll on the Champion slowly draining 25/50/75 health a second. (Toggle on and off like Torturer ult)
Mana Cost/CD: 0 mana cost but does cost health 25/50/75 a second and 15sec CD between toggles.
Overview: Okay, I know this skill is a mouthful but I tried to make it as succinct and simple as possible. Basically, each knight is a representative of health that will encompass the Champion. By level 16 he will be completely surrounded, kind of like his own secret service, or like :phar: mummies just closer to him. The hero and the Knights move as one, and since the knights are representatives of his health you can kill them let say during the second skill when they form a wall but they do have a chance to attack you. This does not mean that you have to kill the knights first, you can always target the Champion, it is just as his health dwindles you will see little minions dying. On that note each Knight will have a static amount of damage 25-30 damage at all levels and health will reflect the level of the ultimate. If killed or burst down so low no Knights are present the skill is put on CD for 90secs at all levels. This will prevent abuse and cause players to have good timing as far as turning off the skill; however, do this too hastily just to save the CD could end up in you just being a squishy target for 15 secs.

Items and Strategy
:PlatedGreaves::HelmOfTheBlackLegio:VoidTalisman:: FrostwolfsSkull::Portalkey::DaemonicBreastplate::S acrificialStone::SacrificialStone::FrostfieldPlate ::Mock::BehemothsHeart::RunedAxe::BarrierIdol::Bar bedArmor::Nullstone::ShamansHeaddress:Every thing is pretty blatant here. He is a tank, get him as many survivability items as possible and he is doing his job. The more health he has, the longer his ult can be up, the more tanking and shenanigans he can perform. Runed axe is simply here in case you want slightly higher damage out put and double your duty as a lane pusher as well. Hope you enjoy and again judge on concept not on number those can be changed. Also don't vote if you aren't going to comment. All advice is helpful but plain voting without reason is not.

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