|
|
Concept: Pride, Hell's Assassin takes aspects from Templar Assassin and changing them slightly. I realize that most people dislike change of their favorite characters but these are slight modifications to (imo) improve upon the hero. This is my third hero draft that I'm attempting (one is doing okay the other is a lost project for now).
Story <Work in Progress>
Pride is most well known among her fiendish friends as the woman who was took on the world. Once an ordinary Scout she became so good that her peers began to find her distasteful. Despite her ego, her loyalty to the legion was strong and her skills unsurpassed. Sadly, her actions were against the Beasts became to reckless and flashy where she was seen more as a danger to her friends then to her foes. Exiled from the legion to both rid themselves of a burden and a potential threat, Pride wandered the land until she came upon a giant fissure with a cabin near it. There she would find the Hell bourne and a new home.
Story could use some work. Pride is just a temporary name perhaps depending on what people think. The giant fissure with a cabin was actually based off of one of S2's stories but I don't remember where I saw it.
Stats
Attack Type: Range (330)
Damage: 42-52
Movement Speed: 300
Armor: 1
STR: 18 (1.8)
AGI: 23 (2.6)
INT: 14 (1.8)
Skills
(She throws Kunai's but this icon will have to do)
Double Shot
Passive
Every 4th attack, Hell's Assasin (HA from here on out) will throw two Kunai's at her target. The second Kunai acts like a regular attack but increases damage by +20/40/60/80 physical damage. Any attack modifiers work with the second attack.
This works similar to Whiplash From Puppet Master, the difference is that you do not strike a critical and there is no splash damage. I had Psi Blades in mind, but instead made it something that should improve late game to make her able to carry. This is probably the main/best way to do the most amount of damage, but makes her item dependent.
__________________________________________________ ________
Stealth
Mana Cost: 80
AoE Around Self (300) [Looking for new AoE range]
Cool Down: 10 seconds
Being able to hide herself even in broad day light, HA is a master of surprise attacks. While standing still, HA is invisible. Any movement or skill activation will break invisibility except for setting traps. Once invisibility is broken, all units in a 200 radius loose 2/4/6/8 armor and take 50/100/150/200 physical damage.
__________________________________________________ ________Survival skill as well as her setting up skill. If you place wards in the enemy forest, or in the middle of their lane you can set up some ganks. Place traps accordingly if you can before hand, trigger this where you think they'll run (middle of the lane) wait till they run back, trigger trap and boom you will should be able to kill them. The armor loss does not stack with it self. Also, this is similar to Scout's original invisibility skill in that once activated CD begins. Lastly, this skill is Meld but slightly modified.
Flashy Moves
Mana Cost: 100
Cool Down: 16
Cast Time: .5
Self Buff
HA is so graceful in combat that many think of her as nothing but a show off. HA gains 2/3/4/5 flashy attack and flashy defense lasts for 13 seconds or until all charges are lost. Can be stripped by Null Fire Blade or Cleansing Shock.
Flashy Attack:
The next 2/3/4/5 attacks are increased by 50%/75%/100%/125% base damage.
Flashy Defense:
The next 2/3/4/5 attacks (auto attacks) are evaded. This is not an exclusive modifier. Damage must be greater then 5 to lose an charge. Skills such as Righteous Strike, will be evaded, with no debuff occurring. If you were to block an attack that is over 5 damage, with charges, a charge would be lost.
__________________________________________________ ________This is my take on Refraction. I know it's different and I think flashy attack might be a little to much. This is her main skill and it works well with double strike to do maximum damage when it's up. 5 attacks go extremely fast especially with double strike so burst damage/quick kills is what you should be going for.
Barbed Trap [ULT]
Mana Cost: 70
Cool Down: 11/9/7
Single Target Area (800 range)
HA lays a trap to ensnare her opponents in. HA can lay 5/8/11 traps, if you lay more then 5/8/11, the oldest trap will be destroyed and not go off. Units caught in a 400 AoE when the trap goes off will be slowed for 40% for 5 seconds and will cause bleeding for 5/10/15 seconds causing 10 damage per second.
Traps have 150 HP and a 3/2/1 second fade time are are magic immune.
Trigger Trap:
Mana Cost: None
Cool Down: None
If you've selected a trap, that individual trap goes off (Q hot key when on the trap). If you are just on HA, it will trigger the nearest trap to you. If you double click (or maybe SHIFT-Click) all traps will go off. Alt Click would make it a proxy trap, going off when an enemy goes directly above it (any enemy, creeps included).
COMING SOON!!! More notes/comments, general play guide and much more!This is Psionic Trap with a twist. First is it has a larger mana cost (from 15 to 70) as well as less of a slow. The duration of the slow can be changed (I'm not sure how long Templar Assassin's is). Bleeding is a new addition, it just inflicts extra damage to increase the amount of burst damage HA will do. If a hero has bleeding, the hero can be denied. I realize trigger trap might be confusing, so ask for clarification if need be.
Day1: Draft start.
Day2: Changed Flashy Attack and Double Shot to give +damage. This is to further her roll as a quick killer and encourage people to use her as a ganker. Added icons as well as a temporary story. Gave her the name of Pride which is just a filler but I'm not sure if I'll change it.
Thanks to: Zaraky for feedback.
Last edited by Zethos; 10-10-2009 at 03:54 PM.