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Sorcerer Prince - Ranged Agility [Hellbourne]
This dark sorcerer ruled his lands by turning his opponents onto each other and inciting them into self-destructive feuds. As he perfected his abilities he decided to become the permanent master of his fiefdom by selling his soul to demons to become immortal. After becoming a vampire, his powers were only amplified by his new abilities and he has recently joined the war as part of his immortality's payment.
Strength 15 (+2)
Agility 22 (+2.3)
Intelligence 16 (+2)
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Bloodstar [Target ground] - The Sorcerer Prince summons an immobile construct which feeds violence. Any time a unit is attacked in a 500/600/700/800 area around the bloodstar the bloodstar deals magical damage to a random enemy unit in the same range. The bloodstar has a .2 second cooldown between each attack. Lasts 10 seconds.
Level 1 - 20 Damage
Level 2 - 35 Damage
Level 3 - 50 Damage
Level 4 - 65 Damage
The bloodstar is an invulnerable unit which takes the appearance of a red star and creates a blood-filled field.
Cooldown: 12
Manacost: 90/105/120/135
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Lashing Claw [Target ground] - The Sorcerer Prince summons a clawed monstrosity which attacks enemy heroes and drags them to itself. Every two seconds, it launches a claw attached to a chain at the nearest enemy hero in 700 range, dealing physical damage and dragging it towards its origin. Each construct attacks up to 3 times and lasts up to 10 seconds.
Level 1 - 50 damage, drags 150 units towards the claw.
Level 2 - 80 damage, target is dragged 200 units towards the claw.
Level 3 - 110 damage, target is dragged 250 units towards the claw.
Level 4 - 140 damage, target is dragged 300 units towards the claw.
A lashing claw is an invulnerable structure, a cross between an organic creature and a ziggurat. A spiney tendril on top whips out at targets and drags them to itself.
Cooldown: 5
Manacost: 90/100/110/120
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Traitorous Mark [Single target] - The prince places a dire symbol on his next attacker, which forces their allies to attack them. The next time an enemy attacks the prince they are marked. The unit becomes a legal target to attacks and skills by their allies. Whenever a unit attempts to attack the Prince, they instead target the marked individual, losing control of their character for 2 seconds as they attempt to attack their ally. The target of the mark may attack the Prince as normal. If the target dies or does not attack the prince for 3 seconds, they are no longer marked and the next attacker becomes marked for the rest of the duration.
Level 1 - Lasts 6 seconds
Level 2 - Lasts 8 seconds
Level 3 - Lasts 10 seconds
Level 4 - Lasts 12 seconds
A debuff icon shows above the targeted hero of a series of daggers stabbing into their head.
Cooldown: 15/14/13/12
Manacost: 90/100/110/120
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Awaken the Blood [ULT Passive] - The prince's attacks are filled with a sanguine magic that injects a violent sentience into his target's blood. The victim's blood rebels against its host, destructively attempting to escape through cuts and wounds. Whenever the Sorcerous Prince attacks a target, bonus damage is applied according to how much life the target has. Half of the Bonus Damage against non-hero targets and buildings.
Level 1 - Maximum of 128 Bonus Damage.
Level 2 - Maximum of 176 Bonus Damage.
Level 3 - Maximum of 224 Bonus Damage.
8/11/14 bonus damage, and doubles each 20% missing hp.
Whenever the Prince strikes a target, a wraith-like blood burst explodes from the target and dissipates upward.
Cooldown: N/A
Manacost: N/A
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Sooo, I am back again! I decided I wanted to go out and start illustrating my characters so I went back and did illustrations for them all. But then I saw Nome's notice about agility heroes so I prioritized this one (The other illustrations aren't posted yet, I might repost the hero topics with new prettier layouts).
I was researching my hero and was sort of finding myself at a block because most ranged agi were already using the more common damage enhancers, damage auras and crits. But then I remembered I had a hero I had actually built a year back.This is most of him here, admittedly, he was an intelligence hero but I think this skill set works for an agility. The bloodstar favors attack speed and most of the rest are a combination of utility/survivability.
I like that the first ability is something of a dps enhancer but easily serves as a "creep dot" and builds up effectiveness in team combat. I think the traitorous mark helps this character -survive- team battles, plus, its just too much fun having an enemy get caught in his allied tempest's ult.
Change Log:
Sept 26 - Buffed Blood star's damage from 20/30/40/50 to 20/35/50/65. Rebuffed Traitorous Mark to 2 second control loss but reworked how the targeted hero is determined to make it less abusive (targeting a running hero in a team-fight for example) as well as changing up the duration and cooldown. Replaced his ult with a dps/carry-like ability; drawing inspiration from Viper's nethertoxin. Ult is placed below for archival reasons. Freshened up my layout but for some reason my attached image was deleted, I'll have to upload my drawing to photobucket when I get to work.
Sept 23 - Replaced the second skill Elder Monument with Lashing Claws. Also adjusted the distance dragged a bit. Slight nerf to Traitorous Mark from 2 second control lose to 1 second.
Unwilling Sacrifice [Passive] - When the Prince would die, this skill activates and he instead leaves a coffin marker. If, during the duration of the skill, an enemy hero dies within 1000 range of the marker the Sorcerer Prince is revived at full health and mana. Additionally, if there is a unit with a Traitorous Mark, when the Prince dies, that unit takes magical damage.
]Level 1 - Grave marker lasts 3 seconds. 150 magical damage.
Level 2 - Grave marker lasts 9 seconds. 250 magical damage.
Level 3 - Grave marker lasts 15 seconds. 350 magical damage.
Cooldown: 300/250/200
Manacost: 100/200/300
Last edited by Medieve; 09-27-2009 at 10:35 PM.
So this agility isn't a dps but a supporter instead yes?
The first skill seems a bit underpowered, at least make it triggered by creep attacks but make it only attack enemy heroes or it will do nearly no damage. Also it's manacost is too high in my opinion: either lower it's manacost, or make it only attack hero enemy units.
I don't realize well how the second skill works: the monuments have ranged or melee attack? I suppose ranged since melee attack would be too easy to evade, specify please
The third skill seems seriously fun! But also a bit overpowered: it basically makes you invicible for 4 heroes for 7 seconds every 11 seconds...you could reduce duration or increase cooldown.
Lashing Claw could have some use, but 250 drag is really short; and also remember that if it's an ulti, it only has 3 levelsAnd anyway it's weak for an ulti: you could make your 3rd skill your ulti and replace your actual ulti with something else...but it's just my opinion!
Second move too over powered. Total rework of numbers is needed or i will vote no this instant, but will give you time to change it.
His a example. 3 second cooldown, they last 15 seconds, thus allowing you to summon 4 before the one first summoned died (No not 5 cause on the summoning of the 5th the first one dies)
- 25% slow, -50% base damage; 25 damage
Okay theres the debuff, 4x 25% = 100, thus no movement. 4 x 50% base damage = 200%, your mod damage is usually at most 3x-3.5x your base damage, that leaves you with only 1x or 1.5x your base damage (at level 25 that is only 100 damage) now you can get this skill at level 7 remember. 4 x 25 = 100 damage, theres no indication of attack speed on the summons, no indication of armor or hp. - definitely needs more thinking on numbers and explanation.
Traitorous Mark, wait now i read this skill..... sigh what i said above with the second move applies here too, 7 second duration 11 second cooldown 4 second inbetween, you could argue use spells, but most heroes at late game or even mid game rely on some form of attack or another. Not only is the cooldown ridiculously low, but it also disables enemy heroes for 2 seconds that attack him. Think of stun, thats only a 1 second duration, you've got here a 2 second and it procs everytime you try to attack the hero so it has no % chance.
Ultimate - can the coffin be destroyed? Will it proc even if enemy hero has reincarnation? Will refresher work on this skill?
Yeah, the second skill was a mistake on my part, I was trying to base it off of an old hero but forgot that I was supposed to cap the number of monuments out. The original had monuments which were much weaker but you could put them out quickly and I had adjusted them to have a larger impact but limited the number out at any given time but instead I made them have the larger impact and kept the old numbers.
I think I'll go ahead and replace the second skill with the Lashing Claws skill, the elder monuments weren't doing anything for me anyway.
As far as his third skill goes, I think the cool down/duration is fine. I think I will reduce the control lose to 1 second though.
With his ultimate, the coffin is not destroyable and if the other hero has reincarnation it would likely still activate. Refresher should work on it normally.
@Xigbar, where does it say that it doesn't proc off of creep attacks? Also, I'd still consider him a dps but more dual roled. Something like andromeda where she is agi & ranged and can do quite a bit of dps but has a strong control role as well.
@Phoenix, thanks for pointing out the numbers, I wasn't really thinking them through.
Last edited by Medieve; 09-23-2009 at 04:27 PM.
Well i really do like the idea because its quite unique and in alot of ways his first spell is very original, overall like these others have said your numbers could use some work.
All in all, i like the idea.
Alright, yes there is a four-second gap in between when someone has the debuff and when someone doesn't, but this is because the skill also happens to be situational. Its meant to be debilitating in a team scenario but as you've mentioned there are stuns/nukes or what not. It is very true that most heroes still depend on attacks but its not true that this hero cannot be attacked. In a one on one situation, his third ability doesn't do much until he dies. In a two on one situation, its usually the case that the other hero has a nuke stun and the other hero attacks him. Three/four/five heroes on one, the skill is massively debilitating to being targeted. This ability makes Sorcerous Prince survive amazingly in team battles but realistically, doesn't save you from a 4 on 1 gank.This helps enforce the common agility playstyle that they are much better one versus one. While other agility use single-attack target slows/disables (Arachna/Chronos/Darklady/Scout) this debuff hedges out the target's allies rather than directly disabling his own target.
And in any situation where theres an ally with the Sorcerous Prince, this ability effectively throws all "aggro" to his partner. Again, this ability doesn't affect the enemy team at all from targeting anything else and when compared to other soft/hard disables such as slow or stuns, this debuff has much less utility at saving a teammate. Arachna can slow targets attacking an ally, andromeda can stun to save fleeing allies.
The underlying purpose of this ability is to create a one versus one scenario, the "make other heroes attack your target" is secondary and there for spice. If theres already a one versus one scenario, this ability does nothing by itself, if theres a team situation, it makes it easier to survive while you focus on a target.
Last edited by Medieve; 09-23-2009 at 05:44 PM.
Oh sorry, didn't read the rest of that sentence, I just read "At least make it proc off of creeps...".
Okay, lets crunch some numbers. Its mostly as a harrying ability and as a way to push creeps. During my personal testing, it does around 800 damage spread across a creep wave (didn't test with a hero but it shouldn't affect the damage terribly) at level 1; which compared to torturer, who does 300 damage with Impalement, its much stronger but its only as strong as it is because its dealing damage primarily to creeps.
Against a hero, 1 on 1, each time you exchange blows thats 40 damage, say you each hit each other three times, thats 120 damage. But thats only after three attacks and its not instant. If I raise the damage it'll push waves pretty hard but be much more useful in a team fight/one on one.
You think I should raise the damage or maybe add something like a ministun or something?
Yes, if you make it only attack heroes it might be too much, so i don't really know how to fix it...
I think it would be also wise to increase a bit the "hook" range of your second skill...300 is little (you can walk it in less than a second)
300 is a little but each claw attacks up to three times. If its a slow hero, thats 900 units range that hes been dragged back. Also, I'm thinking of replacing his ult with something that'll make him more item dependent and give him some better scalability.
Put in some fairly large fixes, I've rescaled Blood Star to make it stronger and I've changed how Traitorous Mark works. Previously it could be abused in a team match by targeting an int hero who is less likely to target anyone, much less the Prince, and thereby becoming immune to attacks. I've changed the ability so that it marks a hero who actually attacks the prince. This actually works to support the idea that this ability should make for a one on one duel instead of the player selecting a hero that is -not- attacking him. This ability is now a first come first serve debuff.
I've also completely replaced his ult with an ultified version of dota's nethertoxin (found on viper). Heres the complete table of damage for people who need everything spelled out for them.
Level 1 Awaken the Blood deals the following damage at the life totals:
- At =100% 8 bonus damage
- At >80% 16 bonus damage
- At >60% 32 bonus damage
- At >40% 64 bonus damage
- At >20% 128 bonus damage
Level 2 Awaken the Blood deals the following damage at the life totals:
- At =100% 11 bonus damage
- At >80% 22 bonus damage
- At >60% 44 bonus damage
- At >40% 88 bonus damage
- At >20% 176 bonus damage
Level 3 Awaken the Blood deals the following damage at the life totals:
- At =100% 14 bonus damage
- At >80% 28 bonus damage
- At >60% 56 bonus damage
- At >40% 112 bonus damage
- At >20% 224 bonus damage
Now lets pretend that every time you attack you put the hero at the next tier of life (5 attack kill) and calculate the total bonus damage the ult gives you. At level 1: 248 bonus damage; Level 2: 341 bonus damage; Level 3: 434 bonus damage.
Now, its more likely you'll need more than 5 attacks to take down a hero so you may gain more total bonus damage. The damage output probably is less than other ults but the fact that its passive certainly helps offset the less damage.
Last edited by Medieve; 09-27-2009 at 10:38 PM.
I like the new ulti, even if a bit underpowered to be an ultimate.
Also, i still think that you should extend the dragging from the second skill a bit
Good work overall, keep up with it![]()
I'm sure it'll need some tweaks, but the idea hopefully isn't to lock a hero into place with any single claw. If at 300 drag they can get hit twice while running and get away by the third that'd be perfect for me. I plan on writing a test map to see how best to weak these ranges. But I think 700 attack range and 300 drag range is pretty comfortable to me right now. I was using tablet of command (which pushes 500 range) to try to guesstimate 300 range. What may need adjusted is probably the cooldown between drags. Maybe the attack cooldown should be changed to 1.5 or something. But I hope to do changes like that after testing.
I like bloodstar as it would mae people more careful about just andering in somewhere alone or with out creeps
is there a cooldown between each attack from the second ability or is it succesive, also is there a way to say someone from being grabbed(like being behind creeps?)
are either of those objects able to be destroyed? in a big hero fight they could change the tide both ways depending on you answer
for the third skill it is kinda likr taunt combined with puppetmsters control ability right? or did i missread the log on it
ulti looks interesting but it might make people not want heals or to avoid going back to the fountain to keep his attack power at it's top, and with that atttack boost on a range? for reference a doom binger will give you 250 extra damage, true he would be focused down but have someone like soulreaper who can do a quick cheap but weak heal and he won't die and just keep up ridicoulous damage.
work with it a bit though and you get my vote
@sailorpallas, to answer your questions
Yes, there is a cooldown between each attack, the skill reads that the claw is launched every two seconds. The claw otherwise should go through creeps and isn't considered a "physical" projectile. Most of the description is mostly there for visual sake but the skill isn't otherwise anything else than a reverse knock back when struck by a projectile.
In the original hero, both the bloodstar and the claws were destroyable. However, I found that it was a waste of efficiency to destroy the structures. Like pharoah's mummies, is it more efficient to attack a mummy 5 times to escape or just to attack the pharaoh 5 times and wait out the effect? It makes for odd balancing issues.
The third skill is quite like a combination of taunt and puppet master's control except its only triggered when a second hero attacks you.
And I'm going to have to redefine his ulti's description. The bonus damage is determined by how much life missing from the target, not from the Prince. You do more damage if they are missing more health.
ahhh thank you for the reply that does fix up princes ulti a lot more and i can see where you are coming from on the buildings (i just missed the 2 seconds between each attack)
+1 imo
I was considering letting the hero just disappear and think of a new agility hero but I was rereading my hero again and I decided that I like him. So. A bump he gets. Current votes are a rough start but I think he does some really neat things that serve as alternatives to more direct approaches such as scaling dps, slow, and utility. Maybe the abilities read too direct? I notice people seem to like big wall of text heroes... shows more effort or something.
Going through the current list of agility ranged heroes I rather feel like he follows Valkyrie's profile. He has a number of caster-like abilities with utility but still serves as an agi carry.
I think my major issue with my hero is that Lashing Claws and Traitorous mark don't necessarily work in tandem with each other directly. But I don't think they necessarily need to. They both accomplish what they need to do. But, I might mess around with the mechanics of Lashing Claws a bit. I really don't want to make it a spammy spell but I like the idea of multiple claws lashing at the same or different heroes. I think a singular claw cast would be too much like puppet master's puppet strings skill. I really want a menacing display of a hero being torn apart in a tug of war.
Last edited by Medieve; 10-01-2009 at 08:59 PM.