First Ability: Tri – Quiver (Assortment of Arrows)
First Quiver: Flaming Explosive Shot (attack modifier) Mana Cost: 34/36/38/40 Mana Per Arrow Cooldown: 1.0/1.0/0.5/0.0 Level 1: Deals 45-50/55-60/65-70/75-80 magic damage, increases damage by 5/7/9/10% if Sticky Napalm Shot is applied to the target.
Second Quiver: Sticky Napalm Shot (This shot deals no damage/attack modifier) Mana Cost: 28/30/32/34 Mana Per Arrow Cooldown: 1.5/1.0/0.5/0.0 Level 1/2/3/4: Applies Sticky Napalm Shot to the target, slowing them by 3/4/5/6% per stack, stacks up to 5 times, deals 5/6/7/8 magic damage per second, Increases damage done by Flaming Explosive Shot.
Third Quiver: Sentry-Tipped Shot (This shot deals no damage/attack modifier) Mana Cost: 20/24/27/30 Mana Per Arrow Cooldown: 1.0/1.0/0.0/0.0 Level 1/2/3/4: Applies Sentry-Tipped Shot to the target, revealing the unit and only the unit, (I believe its 50 units), for 4/5/6/7 seconds per stack, stacking up to 2/3/4/5 times. Reduces armor of target by 0.5/0.6/0.7/0.8 per stack.
^ ^ ^ ^ ^ ^ ^ I I I I I I I AIM FOR THE WEAKSPOT! Dedicated to XsometimesX …lul....bud =)
Second Ability: Disengage Mana Cost: 85/80/75/70 Mana Cooldown: 9/10/11/12 Level 1/2/3/4: Fly back 600/650/700/750 yards, invulnerable while in flight, and increases movement speed by 2/4/6/8% when landed for 3/5/7/9 seconds.
Third Ability: Skilled Shot(s) (Passive) Level 1/2/3/4: 10/12/14/16% chance to deal 1.1/1.2/1.3/1.4x normal damage of arrow/quiver selected. 5/6/7/8% chance to draw and additional arrow and deal 1.7/1.8/1.9/2.0x normal damage of arrow/quiver selected.
Improved Marksmanship (Passive) Level 1/2/3: Increases Flaming Explosive Shot by 3/4/5 magic Damage, also increases damage by 3/4/5% when Sticky Napalm Shot is applied. Increases slow on Sticky Napalm Shot by an additional 2/3/4% and magic damage by 0/1/2. Increases the stack allowed to be applied against a target by Sticky Napalm Shot by 0/0/1. Increases sight given by Sentry-Tipped arrow by 5/15/25 units, Reduces their armor by an additional 0.01/0.05/0.1%. Increases yards of Disengage by 50/75/100, decreases cooldown by 1/2/3 second(s). Increases chance of skilled shot to all by 1/2/3%. (At level three, has a 0.01% chance to fire 3 arrows and deal 3.0x damage). Level 1/2/3, 15/25/35% splash damage in 400/425/450 yard radius.
I would especially like to thank iDrizzt, and Ikillzbrandn for all the support and good ideas.
Last edited by MorningNinja; 11-04-2009 at 06:34 PM.
The Improved Marksmanship ability needs a little work, the splash damage along with all of its other boosters seems a bit op to me, my input, get rid of splash (doesn't make sense, why is he doing splash?) and narrow it down to 3 or 4 things being boosted, like this.
- Increases damage of Flaming Explosive Soht by 10/20/30 Damage. Increases slow on Sticky naplam by 2/4/6%. Increases yarsd on Disengage by 75/125/175, decreases cool down by 2/3/4. (Something like this, not this exactly.)
Numbers there can be boosted becuase there is less stuff being added onto. Some on the numbers are so small in there it doesn't even make a difference, ex. reduces armor by and additional 0.01%, that won't make a difference in damage.
Besides that it's a great hero with great synergy. Good Luck on the polls =D