Inspired by the Dawn of War II Ravener
Strength Agility Intelligence
18 + 1.5 21 + 2.1 18 + 1.7
Affiliation : Hellbourne
Range : 600
Damage : 50 - 55
Movement Speed : 300
Armor : 2.3
Attack Animation : 0.4/0.6
Cast Animation : 0.3/0.4
Base Attack Time : 1.7
Missile Speed : 950
Spell Select : Toggle
Cool Down : 15
Mana Cost : 5/6/7/8 per sec
Cast Time : 0.4
Range : Self
The Ravener burrows underground, granting him invisibility, +3%/6%/9%/12% movement speed, and cliff, tree, and unit walking. Upon surfacing he will deal 125/155/185/215 magic damage with a 450 knock back, to enemies within 300 map units of him. He may not attack while burrowed.
- The Ravener will appear to be a big moving pile of dirt, as you would expect.
Spell Select : Target Ground
Cool Down : 20
Mana Cost : 70/75/80/85
Cast Time : 1
Range : 200
The Ravener digs into the ground with his claws, forming a trap like gadget. These traps are invisible, and once an enemy unit steps on them they will take 160/190/220/250 physical damage and be immbolized for 1/1.5/2/2.5 seconds. The Ravener may plant these traps while burrowed. The Ravener may only have up to 3 of these traps set out at once. Traps may not be within 600 units of one another.
- The traps are in a 200 radius.
- The traps can only be seen by dust or wards, not an eye.
- Traps have a natural sight of range of 100.
Spell Select : Passive
Cool Down : 2
Mana Cost : 0
Cast Time : 0.2
Range : 800
Whenever the Ravener is hit by an enemy hero's attack or spell he will hit the attacker with his tail, knocking them back 25/50/75/100 map units and dealing 10/20/30/40 physical damage. Can only occur once every 2 seconds.
- This knocks them back from where they are in perspective of Ravener.
- Only occurs on attacks/spells from enemy HEROES!
Spell Select : Target Entity
Cool Down : 80/70/60
Mana Cost : 140/160/180
Cast Time : 0.2
Range : 600
The Ravener spews a poison all over an enemy hero. This poison stays attached between the Ravener and his victim in a tether like manner for 6 seconds. For every map unit they are apart the enemy hero takes 0.2/0.4/0.6 magic damage per second.
- The debuff will not be removed in anyway, but will not deal damage if they are magic immune.
The Collapse Trap allows for you to either get off a good Burrow knock back or you can knock them back into one, let's not forget setting a trap right next to yourself makes it even harder to avoid your ult's damage. Obviously Defensive Reaction sets your opponent in an awkward position when they are paired with you by your ult.
Thanks for any feedback!
First skill: Nothing to change...
Second Skill: Raise Trap limit, and make it impossible to place one trap near another...
Third Skill: Add CD...
Ultimate: Target get dmg only by moving or per second???
Anyway... Good concept... T-up
Ps.: Add poll
Ah thanks for pointing some things out, I had forgotten to mention traps can't be close to one another. There was a CD on the third skill (just under the begging stuff), but I'll add it in the skill to make it easy to quick read. The Ult is just by per second, is there anything you can suggest to clear it up?
Nice set of skills and concept, but i fear this character is limited to very very specific targeted attacks and doesn't look all that strong. I may be wrong...
[SM] Mhole: http://forums.heroesofnewerth.com/sh...ad.php?t=98572
[IR] Orion: http://forums.heroesofnewerth.com/sh...d.php?t=106439