T0x
03-10-2010, 01:03 PM
Visual concept
(Will attempt to draw some concept art in the near future)
Picture Haar Meggido as an ogreish-'ancient' that has developed a hermit like aggression and insanity from countless years as a chained captive in a cold damp cave.
His attack weapon is 3 spiked chains on a handle, he also carries a 'chain shot' in his offhand, which he uses in spell 3. He should move heavily but not in a way that depicts him as a brainless brute.
Main weapon:
http://www.weaponsemporium.com/WE-Flail%203%20Ball.jpg
(Remove the balls, extend the chains to compensate and make them spiked chains instead of normal ones.)
'Chain shot':
http://www.globalsecurity.org/military/systems/ship/images/chain.gif
(Add spikes to the balls)
Story
Once a fortified defender of the human settlements on Newerth, Haar Meggido seemed to serve mankind with the utmost dedication and loyalty...
However, during the war against the beast horde, Haar was found to be sheltering aggressive beasts and was henceforth dubbed; a conspirator against Sol.
Having been exiled for eons... Haar Meggido was discovered by Hellbourne scouts, chained in his cave prison.
These scouts persuaded the ancient being of Newerth to enter a pact of service and loyalty to the Hellbourne cause, in return for his freedom.
Base stats
Str: 19 (+2.1)
Agi: 15 (+1.4)
Int: 16 (+1.5)
Total base HP: 527
Total base MP: 154
Move speed: 295
Turn speed: 0.37
Attack damage: 46-51
Attack range: Melee(128)
Attack animation: 0.23/0.39
Armor: 2.1
Magic Armor: 5.5
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[Q]Chain Lash
With a skillful flick of the wrist, Haar savagely lashes his target and nearby enemies with his chains.
Action: Single target
Target: Enemy/neutral/non-ancient units
Cast range: 350
Cast time: Equal to attack speed
Cooldown: 20 seconds
Mana cost: 100/115/130/145
Damage type: Physical (+ true)
Level 1: Deals attack damage + 10 extra true damage, applies 'Lashed'. Hits target + 1 adjacent enemy unit.
Level 2: Deals attack damage + 25 extra true damage, applies 'Lashed'. Hits target + 1 adjacent enemy unit.
Level 3: Deals attack damage + 40 extra true damage, applies 'Lashed'. Hits target + 2 adjacent enemy units.
Level 4: Deals attack damage + 55 extra true damage, applies 'Lashed'. Hits target + 2 adjacent enemy units.
'Lashed'
Movement speed reduced by 35%, returning to full over 2.5 seconds.
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[W]Ancient Knowledge of <the beast/survival/the elements>
Eons of life on the lands of Newerth have given Haar Meggido a vast knowledge of surviving the elements and adapting to various combat scenarios as well as a keen night vision developed from centuries in cave captivity. This knowledge is bestowed upon those who walk into battle at his side.
Action: Passive + multi-state(cycle) Aura
Target: (Passive)Self/(Aura)Allies.
Cast range: NA, Aura AOE of 500
Cast time: NA
Cooldown: 1 second between cycling aura.
Mana cost: NA
Damage type: NA
Level 1: (Passive)Increases Haar Meggido's sight range by 75 at night time. (Aura)"The beast": +6% to agility & +5 movement speed, "Survival": +6% to strength & +2HP/s regen, "The elements": +6% to intelligence & +15% increased mana regen.
Level 2: (Passive)Increases Haar Meggido's sight range by 125 at night time. (Aura)"The beast": +9% to agility & +10 movement speed, "Survival": +9% to strength & +4HP/s regen, "The elements": +9% to intelligence & +30% increased mana regen.
Level 3: (Passive)Increases Haar Meggido's sight range by 175 at night time. (Aura)"The beast": +12% to agility & +15 movement speed, "Survival": +12% to strength & +6HP/s regen, "The elements": +12% to intelligence & +45% increased mana regen.
Level 4: (Passive)Increases Haar Meggido's sight range by 225 at night time. (Aura)"The beast": +15% to agility & +20 movement speed, "Survival": +15% to strength & +8HP/s regen, "The elements": +15% to intelligence & +60% increased mana regen.
*This spell is a 3 state, cycled aura. Meaning that the user may cycle between 3 different auras in the same way that players can cycle through the attribute bonuses of 'Steamboots'.
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[E]Chain Shot
With exceptional might, Haar Meggido whirls and throws a 'chain shot' in the desired direction. Constricting the first enemy unit it hits as well as causing damage to nearby enemies hit by the momentum of the spinning spiked-iron balls, dragging them along with said momentum.
Action: Vector directed projectile
Target: Enemy/neutral/non-ancient units.
Cast range: travels up to 700/750/800/850 units from self position.
Cast time: 0.90/0.75/0.60/0.45 second whirl
Cooldown: 22/19/16/13 seconds
Mana cost: 105/120/135/150
Damage type: Physical
Level 1: First unit hit is constricted(stunned) for 1.5 seconds, 65-120 damage per ball. Projectile speed of 800.
Level 2: First unit hit is constricted(stunned) for 1.5 seconds, 120-175 damage per ball. Projectile speed of 850.
Level 3: First unit hit is constricted(stunned) for 1.5 seconds, 175-230 damage per ball. Projectile speed of 900.
Level 4: First unit hit is constricted(stunned) for 1.5 seconds, 230-285 damage per ball. Projectile speed of 950.
*Damage dealt by spinning balls is calculated by distance thrown. The less distance the projectile travels, the more damage dealt by the spinning balls.
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---------------------
[R]Ancient Might (Ultimate)
With a mighty display of ancient power, Haar stuns his foes before quaking the ground to bring them closer towards him.
Action: Self position
Target: Enemy/neutral/non-ancient units.
Cast range: NA, AOE of 500
Cast time: 1.25/1/0.75 second channel.
Cooldown: 95/85/75 seconds.
Mana cost: 160/175/190
Damage type: Physical
Level 1: Enemies in range are stunned for 1 second during channel, Deals 200 damage in AOE and pulls enemies 150 units towards self.
Level 2: Enemies in range are stunned for 1 second during channel, Deals 280 damage in AOE and pulls enemies 225 units towards self.
Level 3: Enemies in range are stunned for 1 second during channel, Deals 340 damage in AOE and pulls enemies 300 units towards self.
(Optional)Staff of the Master effect: Increases AOE to 600 and damage to 220/320/400.
---------------------
Credit and thanks to Leeroyo, Requim, Argo3 and Grimace for their concept input and balance suggestions.
(Will attempt to draw some concept art in the near future)
Picture Haar Meggido as an ogreish-'ancient' that has developed a hermit like aggression and insanity from countless years as a chained captive in a cold damp cave.
His attack weapon is 3 spiked chains on a handle, he also carries a 'chain shot' in his offhand, which he uses in spell 3. He should move heavily but not in a way that depicts him as a brainless brute.
Main weapon:
http://www.weaponsemporium.com/WE-Flail%203%20Ball.jpg
(Remove the balls, extend the chains to compensate and make them spiked chains instead of normal ones.)
'Chain shot':
http://www.globalsecurity.org/military/systems/ship/images/chain.gif
(Add spikes to the balls)
Story
Once a fortified defender of the human settlements on Newerth, Haar Meggido seemed to serve mankind with the utmost dedication and loyalty...
However, during the war against the beast horde, Haar was found to be sheltering aggressive beasts and was henceforth dubbed; a conspirator against Sol.
Having been exiled for eons... Haar Meggido was discovered by Hellbourne scouts, chained in his cave prison.
These scouts persuaded the ancient being of Newerth to enter a pact of service and loyalty to the Hellbourne cause, in return for his freedom.
Base stats
Str: 19 (+2.1)
Agi: 15 (+1.4)
Int: 16 (+1.5)
Total base HP: 527
Total base MP: 154
Move speed: 295
Turn speed: 0.37
Attack damage: 46-51
Attack range: Melee(128)
Attack animation: 0.23/0.39
Armor: 2.1
Magic Armor: 5.5
---------------------
[Q]Chain Lash
With a skillful flick of the wrist, Haar savagely lashes his target and nearby enemies with his chains.
Action: Single target
Target: Enemy/neutral/non-ancient units
Cast range: 350
Cast time: Equal to attack speed
Cooldown: 20 seconds
Mana cost: 100/115/130/145
Damage type: Physical (+ true)
Level 1: Deals attack damage + 10 extra true damage, applies 'Lashed'. Hits target + 1 adjacent enemy unit.
Level 2: Deals attack damage + 25 extra true damage, applies 'Lashed'. Hits target + 1 adjacent enemy unit.
Level 3: Deals attack damage + 40 extra true damage, applies 'Lashed'. Hits target + 2 adjacent enemy units.
Level 4: Deals attack damage + 55 extra true damage, applies 'Lashed'. Hits target + 2 adjacent enemy units.
'Lashed'
Movement speed reduced by 35%, returning to full over 2.5 seconds.
---------------------
---------------------
[W]Ancient Knowledge of <the beast/survival/the elements>
Eons of life on the lands of Newerth have given Haar Meggido a vast knowledge of surviving the elements and adapting to various combat scenarios as well as a keen night vision developed from centuries in cave captivity. This knowledge is bestowed upon those who walk into battle at his side.
Action: Passive + multi-state(cycle) Aura
Target: (Passive)Self/(Aura)Allies.
Cast range: NA, Aura AOE of 500
Cast time: NA
Cooldown: 1 second between cycling aura.
Mana cost: NA
Damage type: NA
Level 1: (Passive)Increases Haar Meggido's sight range by 75 at night time. (Aura)"The beast": +6% to agility & +5 movement speed, "Survival": +6% to strength & +2HP/s regen, "The elements": +6% to intelligence & +15% increased mana regen.
Level 2: (Passive)Increases Haar Meggido's sight range by 125 at night time. (Aura)"The beast": +9% to agility & +10 movement speed, "Survival": +9% to strength & +4HP/s regen, "The elements": +9% to intelligence & +30% increased mana regen.
Level 3: (Passive)Increases Haar Meggido's sight range by 175 at night time. (Aura)"The beast": +12% to agility & +15 movement speed, "Survival": +12% to strength & +6HP/s regen, "The elements": +12% to intelligence & +45% increased mana regen.
Level 4: (Passive)Increases Haar Meggido's sight range by 225 at night time. (Aura)"The beast": +15% to agility & +20 movement speed, "Survival": +15% to strength & +8HP/s regen, "The elements": +15% to intelligence & +60% increased mana regen.
*This spell is a 3 state, cycled aura. Meaning that the user may cycle between 3 different auras in the same way that players can cycle through the attribute bonuses of 'Steamboots'.
---------------------
---------------------
[E]Chain Shot
With exceptional might, Haar Meggido whirls and throws a 'chain shot' in the desired direction. Constricting the first enemy unit it hits as well as causing damage to nearby enemies hit by the momentum of the spinning spiked-iron balls, dragging them along with said momentum.
Action: Vector directed projectile
Target: Enemy/neutral/non-ancient units.
Cast range: travels up to 700/750/800/850 units from self position.
Cast time: 0.90/0.75/0.60/0.45 second whirl
Cooldown: 22/19/16/13 seconds
Mana cost: 105/120/135/150
Damage type: Physical
Level 1: First unit hit is constricted(stunned) for 1.5 seconds, 65-120 damage per ball. Projectile speed of 800.
Level 2: First unit hit is constricted(stunned) for 1.5 seconds, 120-175 damage per ball. Projectile speed of 850.
Level 3: First unit hit is constricted(stunned) for 1.5 seconds, 175-230 damage per ball. Projectile speed of 900.
Level 4: First unit hit is constricted(stunned) for 1.5 seconds, 230-285 damage per ball. Projectile speed of 950.
*Damage dealt by spinning balls is calculated by distance thrown. The less distance the projectile travels, the more damage dealt by the spinning balls.
---------------------
---------------------
[R]Ancient Might (Ultimate)
With a mighty display of ancient power, Haar stuns his foes before quaking the ground to bring them closer towards him.
Action: Self position
Target: Enemy/neutral/non-ancient units.
Cast range: NA, AOE of 500
Cast time: 1.25/1/0.75 second channel.
Cooldown: 95/85/75 seconds.
Mana cost: 160/175/190
Damage type: Physical
Level 1: Enemies in range are stunned for 1 second during channel, Deals 200 damage in AOE and pulls enemies 150 units towards self.
Level 2: Enemies in range are stunned for 1 second during channel, Deals 280 damage in AOE and pulls enemies 225 units towards self.
Level 3: Enemies in range are stunned for 1 second during channel, Deals 340 damage in AOE and pulls enemies 300 units towards self.
(Optional)Staff of the Master effect: Increases AOE to 600 and damage to 220/320/400.
---------------------
Credit and thanks to Leeroyo, Requim, Argo3 and Grimace for their concept input and balance suggestions.