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SmokeShow
03-10-2010, 12:37 PM
Ultimate has been reworked, thanks to Grimace for the idea.

Please don't vote no if you disagree with some of the numbers. The numbers serve only to give a general feel/idea and they are not meant to be balanced. Vote on the concept only.


Name:
Alliance: Legion
PrimaryRole (should be built as):
Secondary Role (could be built as): Tank/Support

Name: Erth
Alliance: Legion
Role: Initiator/Ganker/Reconnaissance

Attack Type: Melee
Damage:57 - 58

Str: 25 Agi: 14 Intl: 15

Movement Speed: 300
Str Per Level: 3.0
Agi Per Level: 2.0
Int Per Level: 1.8

http://pds5.egloos.com/pds/200706/02/31/d0046631_05060751.jpg

Erth is an extremely lazy and grumpy entity who would much prefer to be sleeping deep under the ground. The Hellbourne's shrine happens to send a vibration through the soil which has rudely awoken Erth into an angry rage. His only purpose and only concern is to smash the Hellbourne shrine back into oblivion where it belongs as to continue his slumber.

Hero Abilities

Vibration Sense (Passive): Erth can sense vibrations through the soil. If he remains still he can concentrate and determine exactly where the source is coming from

Explanation: If Erth does not move for a span of time he will pick up on units within his AOE of vibration sensory. --The units will appear as 'blips' on the minimap.
-When he moves again the 'blips' disappear.
-Fog of war is not affected at all.
-If Erth attacks or gets attacked the sense will shut off

Level 1 - Activates when earth is still for 2 seconds. Detects units in 1000 AOE
Level 2 - Activates when earth is still for 1.5 seconds. Detects units in 1250 AOE
Level 3 - Activates when earth is still for 1.0 seconds. Detects units in 1500 AOE
Level 4 - Activates when earth is still for 0.5 seconds. Detects units in 1750 AOE

Landslide (Active): Erth creates pressures differentials in the ground causing a landslide of earth to collapse - taking everything in it's path along with it.

Explanation: A landslide goes in a specified direction pushing all enemy units in the direction it is moving much like a 'conveyor belt'. The direction of the spell would be determined exactly how Zephyrs vector click drag works.

The enemy can run in the opposite direction of the 'push' but the speed of the landslide will be subtracted from their movement speed (ie: landslide with speed 425 in north direction, if the enemy runs south and has 400 movement speed then landslide will push enemy in north firection at speed of 25. The size will be around 350-400 AOE.

Level 1 - Pushes with 375 movement speed in direction for 4 seconds. 25 Dmg/Second.
Level 2 - Pushes with 400 movement speed in direction for 4 seconds. 45 Dmg/Second.
Level 3 - Pushes with 425 movement speed in direction for 4 seconds. 65 Dmg/Second.
Level 4 - Pushes with 450 movement speed in direction for 4 seconds. 85 Dmg/Second.

Mana Cost ? 100/110/120/130
Cooldown ? 35/30/30/25 seconds
Range - 600

Burrow (Active): Erth slowly transfers his body underground where he is most comfortable. He is no longer affected by the terrain blocking his paths. Breaking from the ground explosively upon his return to the surface

Explanation: This spell is meant for offensive purposes such as chasing down a last hit on an enemy or sneaking up on that enemy farming in the woods. It has a channeling time so that it cannot be used for escape. He can move underneath trees and under the cliffs on the map. He jumps out of the ground when you turn off burrow which causes a brief stun.

He cannot use it reliably as an escape mechanism because of it's long channeling time. While he is underground you can see a mound of dirt moving and a trail of collapsed soil where he was. If he is stunned he will be removed from underground (much like Magnus' steam bath).

Level 1 - 2 second channeling time. 5% movement speed increase. 1 second stun when he breaks to the surface. Lasts 15 seconds.
Level 2 - 1.75 second channeling time. 10% movement speed increase. 1.25 second stun when he breaks to the surface. Lasts 20 seconds.
Level 3 - 1.5 second channeling time. 15% movement speed increase. 1.5 second stun when he breaks to the surface. Lasts 25 seconds.
Level 4 - 1.25 second channeling time. 20% movement speed increase. 2 second stun when he breaks to the surface. Lasts 30 seconds.

Mana Cost ? 60/70/80/90
Cooldown ? 20/15/15/15 seconds
Range - 600

ULTIMATE
http://www.curtisstodgell.com/sites/default/files/MudBall.jpg?1268348581
Mud Ball (Active): Erths Rolls a bunch of hardened clay into a giant ball and uses it as a weapon in multiple ways.

Erth quickly rolls a bunch of clay into a large ball. At which point he carries it over his head. Erth can do three things with the ball:[/I]


ULTIMATE IN A NUTSHELL

http://www.curtisstodgell.com/sites/default/files/ErthUlt.png?1268881735

TOSS - Erth can throw the ball through the air at a specific location. When the ball lands it does AOE damage and a minor stun. If the toss does not destroy the ball, it can be used again.

ROLL - Erth can roll the ball in a straight line at high speed smashing everything in it's path. The ball loses HP for every unit it hits as well as speed.
-Every unit the ball hits will detract from the speed of the ball.
-The ball will roll down trees at a penalty of 3 movement speed per tree.
-When the ball hits a hero it transfers all momentum to that hero and knocks him down for a stun. The length of the stun is determined by how fast the ball was moving when it him the hero. The ball is then stopped.

Important notes on this Spell:

-Erth cannot attack while he has the ball in his hands
-Erth can burrow with the ball but the burrow mound will be much bigger and will make a rumbling sound.
-The ball cannot be destroyed unless one of the following occur: Erth smashes the ball, the time runs out on the ball or the enemies destroy the ball.
-Landslide will affect the ball wich will allow for a good combo: (Roll ball, cast landslide so enemies and ball comes back to you, pick up ball and smash ball down on the enemies).
-AOE is determined by the size of the ball, so understand the AOE changes as a fucntion of Erths Strength. The SIZE of the ball is determined by Erths strength.


Level 1 - Ball has 500 HP. Ball size is determined by 1 unit per strength point.
TOSS - Ball travels 600 Range through the air and delivers 200dmg AOE and 1 second stun. Ball suffers 500 HP loss when it hits the ground.
ROLL - Travels at 'medium speed'. Delivers damage depending on ball size and speed. Applies .5 second mini stun to each unit it hits.

Level 2 - Ball has 1000 HP. Ball size is determined by 2 units per strength point.
TOSS - Ball travels 700 Range through the air and delivers 225 dmg AOE and 1 second stun. Ball suffers 500 HP loss when it hits the ground.
ROLL - Travels at 'high speed'. Delivers damage depending on ball size and speed. Applies .5 second mini stun to each unit it hits.

Level 3 - Ball has 1500 HP. Ball size is determined by 3 units per strength point.
TOSS - Ball travels 800 Range through the air and delivers 250 dmg AOE and 1 second stun. Ball suffers 500 HP loss when it hits the ground.
ROLL - Travels at 'Max speed'. Delivers damage depending on ball size and speed. Applies .5 second mini stun to each unit it hits.

HOW THE USER INTERFACE COULD BEHAVE:

After Erth has picked up the ball you can then cycle through the chosen ATTACK method of the ball by pressing the ULTIMATE button or pressing 'R'.

When the desired attack method is chosen you then just attack normally. Erth's next attack will carry out the action chosen (Toss, Roll or Smash).

Mana Cost - 100 / 125 / 150
Cooldown - 120/120/120 seconds

Some alternative Concept art that he could possibly look like:

http://www.curtisstodgell.com/sites/default/files/alter.PNG?1268805957

http://www.curtisstodgell.com/sites/default/files/erth2.png?1268445716

http://tyler.warrensphere.com:8080/earthmonster.jpg

NinjaPants
04-05-2010, 06:36 PM
:eek:

RenoFox
04-05-2010, 09:14 PM
Bump for round 2