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Thread: Marauder - Into the thick of it!

View Poll Results: Should this her be added?

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  • Yeah sure, but will need to be balanced.

    9 69.23%
  • Theres no way this thing could be saved, don't even try.

    4 30.77%
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  1. #1
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    Marauder - Into the thick of it!

    Marauder

    Primary Attribute
    Strength

    Initial Stats
    Str: 22 Agi: 17 Intl: 15

    Stats per level
    Str: 2.4 Agi: 1.4 Intl: 1.6

    Movement speed: 290

    Armor: 2.5

    Magic Armor: 3.2

    Summaries
    Summary of hero
    Marauder is a hero who really takes his primary attribute too far, as he completely relys upon it. Nearly all his moves have some form of strength gain which makes him all around better in combat. This strength is often temporary however so it comes down to who innitiates. Once the Marauders strength is high enough however he is able to deal a devistating melee hit based on this. Marauders weekness however lie in his inability to stun enemies, making his channeling ulti quite risky, if a strong team is in play however, the risks are quite worth it.
    Summary of moves:
    Savagery
    This is used just before a fight, while active you will become a pretty decent tank as each time enemies hit you you gain health as well as daamge. You need to be careful though because when your strength drops you will have considerably less health. I recon this move will be fun as it can be used in a lot of different ways and is really powerful if used effectivly.

    Carnage
    This move is really the best equivilant to a taunt. Use it to innitial fights while gaining a slight advantage, or to chase down those pesky enemies who are slightly faster than this hero. This move is most useful when combined with 'Savagery' as your strength gain is key to this hero.

    Brutal Strike
    This is this heros main damage move, it is risky to use in fights due to the damage dealt to self aswell, however having the 'Savagery' spell on should help to counter this effect slightly. Use this spell when you think your strength has reached a considerably high amount by way of your other moves, using it with out this strength gain is rather useless. Using this spell with timeing is key.

    Intimidating Shout
    This is this heroes only ranged capability so is definitaly the most useful to innitiate fights. It's purpose is to gain the advantage over a single hero, however be very careful as it has a long channel time, so you will be vulnerable to stuns and spells. However if this spell gets off, you will have a good advantage overall while the enemy has his max health lowered. An extremly powerful spell if used effectivly.
    Abilities
    Savagery
    The Marauder becomes savage as enemies attacks that hit him increases his strength until a cap is reached. After a duration, the strength is reset.

    Action > Target Self

    Type: Magic
    Mana Cost: 80 mana
    Duration: 20.0 seconds
    Cooldown: 35/30/25/20 seconds
    Required Level: 1/3/5/7

    Activation
    Applies Savagery to self for 20 seconds

    Savagery Effects
    Gains 1/2 strength every time a creep/hero respectively damages you with an attack.
    Carnage
    Marauder becomes enraged increasing movement speed for a duration. During his savage sprint, he will wildly lash out at nearby enemies, dealing damage and increasing his strength based on how many he hits.

    Action > Target Self

    Type: Magic
    Radius: 200
    Mana Cost: 90/100/110/120
    Duration: 5.0 seconds
    Cooldown: 20.0/18.0/16.0/14.0 seconds
    Required Level: 1/3/5/7

    Activation
    Applies Carnage to self for 5.0 seconds. Deals 85/100/115/130 Magic damage to enemies who come with a 200 radius of self.

    If an enemy affected is a Creep, 2 charges are added. If the enemy is a Hero, 4 charges are added.

    Carnage Effects
    30% increased movement speed
    0/0.25/0.5/0.75 Strength per charge
    Brutal Strike
    The Marauder ushers all his strength into a single devastating attack from his axe dealing his base damage plus a multiple of his strength to his enemy as well as himself.

    Action > Attack Type > Enemy Units

    Type: Physical
    Range: 200
    Mana Cost: 100 mana
    Cooldown: 8.0 seconds
    Required Level: 1/3/5/7

    Activation
    Deals a multiple of strength in damage equal too 0.8/1.4/1.8/2.4 times current strength in physical damage to a target. Target is stuned for 2.2 seconds. Damage dealt to self is non lethal.
    Intimidating Shout
    The Marauder charges for a duration before releasing a devastating shout at a single target hero, dealing damage while at the same time stealing a portion of the targets strength and giving it to the Marauder.

    Action > Target Entity Type > Enemy Units

    Type: Magic
    Cast Time: 2.8/2.0/1.2 seconds
    Range: 800
    Mana Cost: 150/180/210
    Duration: 30.0 seconds
    Cooldown: 130 seconds
    Required Level: 6/11/16

    Activation
    Deals 220/300/380 magic damage to a target hero.
    Applies Bolstered to self for 30.0 seconds.
    Applies Hindered to target for 30.0 seconds.

    Bolstered Effects
    Plus 10/18/26 strength

    Hindered Effects
    Minus 10/18/26 strength
    Wouldn't mind some feed back from the community as to what he and his moves look like as well as just general feed back. If you like him I have like 17 more pretty cool ideas that I think are pretty fair. Thanks for any feed back even if it is negative.
    Last edited by SpoonBasim; 11-02-2009 at 12:32 AM.

  2. #2
    I love the first spell. However, the second spell is a bit generic, the third spell isn't bad but hardly works with his spells that can't be stacked well, ult is a bit generic as well.

    First spell has a lot fo potential though.

    Just rework the ult to a short CD yet strong skill and its perfect.
    Last edited by Blarfles; 10-22-2009 at 06:54 PM.
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  3. #3
    Warhammer Online Marauder inspired by any chance?

    You might want to up the strength per stack for the first ability, particularly later ranks. To get rank 4 cap, you have to be hit 40 times in 20 seconds. Basically, you'd be dead. You should probably buff the strength per stack, and maybe nerf the cap so its a more solid (and reliable) buff. Good ability though.

    Second spell is, as said, rather generic, but fairly solid.

    Third spell is also a simple defense booster, only way to keep it up is to spam 2nd ability though - usefulness may diminish here.

    Ulti is a basic multiplier move, but may actually prove to be fairly weak as a single target ulti nuke (especially as its magic damage).

    **EDIT**
    *this ability can be boosted by staff of the master:
    Changes damage type to
    pure
    Just noticed this o_O, this could change it from being underpowered as magic damage (worst type of damage as a general rule of thumb) to overpowered as pure damage (the BEST type of damage as it can't be mitigated!). At the very least it would basically make Staff of the Master a must-have item on this hero as without, his ulti scales poorly and is largely redundant.


    Overrall, quite like the WHO Marauder concept (played that class when I played WHO ), and the first ability is quite cool. The other three, including the ulti are fairly generic and simple, but effective.

    Witholding vote pending any updates/changes/number tweaking, but so far so good.
    Last edited by Bane2k4; 10-23-2009 at 03:43 PM.
    Hero Suggestions:
    Psyker (Original Melee Agi Carry) - Popular!

  4. #4
    Quote Originally Posted by Blarfles View Post
    I love the first spell. However, the second spell is a bit generic, the third spell isn't bad but hardly works with his spells that can't be stacked well, ult is a bit generic as well.

    First spell has a lot fo potential though.

    Just rework the ult to a short CD yet strong skill and its perfect.
    Agreed. You really need some sort of taunt in order to get this guy going in my opinion.

  5. #5
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    Yeah i didnt want him to seem like too much of a Legionare ripoff. As for ability changes, perhaps his ulti becomes and auto cast? And was was thinking for the other abilities:

    First ability: Make it give double when heroes attack you, other than that i think its fine.

    Second ability: Make it a leap but make it increase you strength based on how many creeps you land on for a duration. Also would taunt (not a perma taunt like legions but like a single caste).

    Third ability: Perhaps it could increase your armour by like 2% of your strength or something? Ideas here?

    And yeah. Ulti i want to change but it has to be something strength based or whats the point to all his strenth moves. Mabye something to do with his max health?

    P.S ty for feed back. might resubmit new ideas or something later

  6. #6
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    bump

  7. #7
    You forgot to make a poll.
    Your thread will be moved or deleated when the Mods notice this, you should add one with the Edit button as soon as possible.


    Skill1: Pretty original though the numbers need serious tweaking. You could just take this as your 1.Skill target your enemy hero to make your creeps attack you and activate this skill. You will gain more health with the additional strengh than they can damage you for 20 seconds which is a damn long time. Scale this down a bit and I'm perfectly fine with this skill.

    Skill2: Sounds rather good, you should consider making it physical damage since magical damage jsut doesn't really fit this hero.

    Skill3: The strengh bonus sounds much like Behemoth attack modifier. The double edge effect is pretty nice though.

    Skill4: Powerfull, really nice skill, I like it. Approved.

    Overall: The concept of this hero sounds good but you should really change all that magical damage to physical damage. Also please explain this random sentence in Skill3 please.
    Sounds like a solid T-Up.


    Btw. Please also have a look at my hero
    Last edited by Phase1Skeith; 11-01-2009 at 05:14 AM.
    Anime and game related soundmods:
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  8. #8
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    Ty for noticing, fixed now.

  9. #9
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    Bump

  10. #10
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    bump

  11. #11

    Thumbs up

    Good concept

    1st ability: is it going to be an auto cast as it can be substained at max level?
    2nd ability: why make the creeps 2 and heros 4? why not just 1 and 2 and alter the charges
    3rd ability: make it physical damge, I like how it also damages him self. Work well eith the borrowed strength.
    uliti: make the target attack you some how, would link with the Slavary. maybe call it Commanding call. only one target unlike legoinaires which around him.

    You do need a poll

    As they say, vote for the concept not the numbers
    Concept is cool

  12. #12
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    Yeah was thinking of implementing a single taunt kinda like the Puppet Masters Puppet Show ability except on self, however i figured that ability at the start would be extremly op as you could very easily pull them within tower range.

    Ty for feedback

  13. #13
    hay man i love the concept but there are some thing that need to be changed

    1. his ulti what would be the point in the bolstering ability when it is negated by the hindering ability maybe if you make it he gains 26 str and loses it over time ?

    2. his str gaining ability what would be the cap and maybe when you put on his ulti reduce the cap a tiny bit otherwise he could bee gaining about 35 or so str (depending on cap)

    apart from that its sweeeeet as

  14. #14
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    Quote Originally Posted by Bane2k4 View Post
    You might want to up the strength per stack for the first ability, particularly later ranks. To get rank 4 cap, you have to be hit 40 times in 20 seconds. Basically, you'd be dead. You should probably buff the strength per stack, and maybe nerf the cap so its a more solid (and reliable) buff. Good ability though.
    This move is not designed to make you invincible in combat, just there to make you harder to kill and as a bonus you gain larger max hp and damage. This is balanced by the fact that if you escape on next to no health and your strength finally drops, your not going to be so eager to run right back into combat to get it back up. I think its reasonably balanced as is.

    Quote Originally Posted by ninjaspice View Post
    1. his ulti what would be the point in the bolstering ability when it is negated by the hindering ability maybe if you make it he gains 26 str and loses it over time ?
    I do like the idea that his strength gained from ulti would drain/gain over time, this would help balance and really put pressure on you to caste your moves quick. I like it

    Keep posting replies and voting and ill keep making changes
    Last edited by SpoonBasim; 11-03-2009 at 05:41 PM.

  15. #15
    I love the concept, but I have the overwhelming feeling that it's just too many STR leaches?

    The ulti is a shout, but is single target?

    And 4 active abilities on a very str based hero?

    I would consider combining the 2nd skill and ulti in to one. Making the ulti AoE, and draining STR from all targets around it? That seems to fit better, and takes care of your boring 2nd skill. Even incorporate the MS boost in that.

    I don't have any ideas for a new 2nd skill, but, some sort of AoE passive could fit him well (giving him some 'team benefits', rather than being all about himself).

    600 AoE; increases attack speed based on a % of your STR? Maybe?
    Or something else, that was just straight off the top of my head
    Last edited by krucifix; 11-03-2009 at 07:02 PM.
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  16. #16
    Could use some balancing, and i agree that he seems to be a very self concentrated hero, however overall he seems quite solid,
    Oh yeah just BTW "The Holocaust was a LIE!!!"

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