Yes - Please move to popular suggestions!
No - This hero still sucks!
HellsingHellsing is one of the original members of the vampire counsel of ancient times. He choose the path of good, and helped slay his fellow brethern. Even still, he was hunted endlessly by the human race. He seeked a new world to live his life in peace. Through many life times of research he stumbled upon the lands of Newerth. As he stepped forth he quickly realized the great war between the Legion and Hellbourne. He raised his blade against the Hellbourn hoping to prove to his new found Legion allies that his vampiric presence could be a turning point in their endless struggle.
Attack Animation: 0.3/0.3
Damage: 56 - 62
Base Attack Time: 1.7
Move Speed: 300
Attack Range: Melee
Sight Range: 1800 / 800
Strength - Agility - Intelligence
20 + 2.8 / 15 + 1.7 / 18 + 1.9
1.Hellfire - Shoots 3 fireballs in a line side by side towards the enemy, damaging the first target hit. Additionally has a 33% chance to release a Molten Rock instead that deals additional damage and pierces through enemies.
The 3 fireballs will all release at the same time. They will be side by side with a small gap in between each one. They will fly forward and deal damage to the first target they hit. Its very possible to hit an enemy with just a single fireball, or to hit up to 3 enemies standing side by side. If a molten rock is released it will have the width of all 3 fireballs combined, and roll through all enemies in a line, inflicting damage to each.
Ability Type: Active
Targeting Type: Point
Allowed Targets: Enemy Units
Cast Time: 1.2 Seconds
Level 1 - Fireballs deal 50 Dmg Each, Molten Rock deals 150 Dmg. Mana Cost is 80. Cool Down is 9 Seconds.
Level 2 - Fireballs deal 75 Dmg Each, Molten Rock deals 225 Dmg. Mana Cost is 95. Cool Down is 9 Seconds.
Level 3 - Fireballs deal 100 Dmg Each, Molten Rock deals 300 Dmg. Mana Cost is 110. Cool Down is 9 Seconds.
Level 4 - Fireballs deal 125 Dmg Each, Molten Rock deals 375 Dmg. Mana Cost is 125. Cool Down is 9 Seconds.
- Damage Type: Magical
- Molten Rock will destroy trees.
- Will not negate Null Stone.~2.Life Draw - Hellsing is so powerful he can draw the very life from the enemies around him, without even touching them. He is able to absorb 20% of the total life force drawn.
Hellsing will lift his arms slightly, and a green glowing light will emerge from all enemy heroes, creeps, and neutral creeps alike within range, this light will consequently float into Hellsing's body healing him for a combined total amount. The time between enemies being damaged, and Hellsing being healed is not instant. The life force must flow into Hellsing, similar to Soul Reapers Judgement spell.
Ability Type: Active
Targeting Type: Instant
Allowed Targets: Self/Enemy Units
Cast Time: 0.8 Seconds
Range: 500 AoE Around Self
Level 1 - Deals 25 Damage per target. Mana Cost is 20. Cool Down is 7 Seconds.
Level 2 - Deals 50 Damage per target. Mana Cost is 25. Cool Down is 6 Seconds.
Level 3 - Deals 75 Damage per target. Mana Cost is 30. Cool Down is 5 Seconds.
Level 4 - Deals 100 Damage per target. Mana Cost is 35. Cool Down is 4 Seconds.
- Damage Type: Magical
- Will not hit enemies in fog of war.
- Will trigger Null Stone.~3.Bloodthirst - Hellsing's vampiric heritage allows him manipulate those around him with devestating effects. He forcefully drains the life of all enemies within range. He uses the life force to heal himself, his power is so vast it heals his allies as well.
Bloodthirst will have a blood red light that emits from below and seems to suck inward towards Hellsing. The red light will look like little droplets of blood sucking into Hellsing.
Ability Type: Passive
Targeting Type: Self
Allowed Targets: Self/Allies/Enemies
Casting Time: None
Level 1 - Drains .25 Hp per second from creeps, and .50 Hp per second from heroes, heals Hellsing and his allies within range for the total amount drained per second.
Level 2 - Drains .50 Hp per second from creeps, and 1 Hp per second from heroes, heals Hellsing and his allies within range for the total amount drained per second.
Level 3 - Drains .75 Hp per second from creeps, and 1.5 Hp per second from heroes, heals Hellsing and his allies within range for the total amount drained per second.
Level 4 - Drains 1 Hp per second from creeps, and 2 Hp per second from heroes, heals Hellsing and his allies within range for the total amount drained per second.
- Aura will effect enemies hiding within fog.
- Aura is true damage. Meaning Hp Loss/Heal is absolute.
- Aura is lethal, meaning it can kill you by itself.
- Aura does not effect mechanical units.
- Aura icon can be clicked to turn healing to Hero only.~4.Bat Form - Unleashes the natural power of a vampire to take the form of a Bat. In this form he benefits from the natural gift of Flight, and his attacks gain the Seeping Wound ability.
Hellsing reshapes into a large flying bat. The bat retains all of its former abilties, but also gains flight and seeping wound as long as the shape shift is in effect. When attacked, Seeping Wound will cause the enemy hero to appear to bleed; Any hero who attacks that hero will appear to lifesteal on attack.
Ability Type: Active
Targeting Type: Self
Allowed Targets: Self
Casting Time: 1.0 Seconds
Level 1 - Lasts 10 Seconds. Mana Cost is 100. Cool Down is 105 Seconds.
Level 2 - Lasts 14 Seconds. Mana Cost is 100. Cool Down is 75 Seconds.
Level 3 - Lasts 18 Seconds. Mana Cost is 100. Cool Down is 45 Seconds.
Flight - Allows Hellsing to pass over impassable terrain such as trees and cliffs without problem. Ability is unchanged by level of spell.
Seeping Wound - Hellsing's strikes become infused with vampiric power. Deals true damage, and will cause enemies to bleed life essence. Resulting in all allies gaining enhanced regeneration. Effect lasts 3 seconds.
Level 1 - Hellsing deals 15 true damage per attack. An effected enemy will bleed out 1% of their current Hp per second, Healing all allies within range for the same % drained.
Level 2 - Hellsing deals 30 true damage per attack. An effected enemy will bleed out 2% of their current Hp per second, Healing all allies within range for the same % drained.
Level 3 - Hellsing deals 45 true damage per attack. An effected enemy will bleed out 3% of their current Hp per second, Healing all allies within range for the same % drained.
- Bat Form can not be cancelled by any spell or item.
- If Bat Form ends over trees they will be destroyed to avoid being stuck.
- Seeping Wound count down will retrigger if attacked while effected.
- Seeping Wound on multiple enemies will not stack regeneration.
- Seeping Wound has a 400 AoE range on Regeneration Effect.Probable Roles
- Pure Tank
- Team Fight MVP
- AoE Potential
- Unkillable?Recommended Items
- Enchanted Marchers: Obvious movespeed and attack speed.
- Helm of the Black Legion: Early game tank item and regen.
- Sacraficial Stone: You should be in the heart of every team fight, and the advanced mana regeneration is going to allow massive spamming of Life Draw.
- Symble of Rage: Advanced tank item and damage boost.
- Behemeth Heart: Late game tank gear probably making you unkillable.
- Mock of Brilliance: Combined with Life Draw could give you great AoE and Farming Damage. Get as soon as you can.Final Thoughts
Well this is version 2 of my hero. I took into concideration what everyone said, even the comment about the name. After rewriting a few things I actually feel like this hero could have amazing potential. Especially as a tank. Look at the change log for a list of everything I changed. Here is a link to the original version as well.
November 2nd, 2009:
November 5th, 2009:
- Adjusted Hellfire's Molten Rock damage to scale properly.
November 7th, 2009
- Changed name from Alucard to Hellsing. Alucard actually means Hellsing in vampiric lore. So I found it quit suitable.
- Altered the hero introduction/story to suit the new hero name and idea.
- Lowered Life Draw range to balance with other skills.
- Adjusted Life Draw to be less spammable at lower levels, but more mana consuming at higher levels.
- Life Draw will no longer hit enemies in fog of war.
- Choose Bloodthirst as the one and only aura, scrapped the other 3.
- Changed Bloodthirst from a set drain and set heal, to a set drain and situational heal.
- Bloodthirst is now physical damage.
- Bloodthirst does lethal damage.
- Lowered the cool downs on bat form to keep the transformation times balanced with other heroes.
- Seeping Wound is now a guranteed trigger.
- Seeping Wound does true damage bonus.
- Added Probable Roles.
- Added Suggested Items.
- Changed Bloodthirst Aura to true damage to give absolute heal effect.
- Altered the way Bloodthirst effects heroes and creeps to boost its effectiveness.
- Made Bloodthirst clickable to turn off creep healing to avoid unwanted pushing.
- Increased the damage of Seeping Wound to scale properly.
- Changed Seeping Wound to a % AoE to benefit all allies regardless of role.
Last edited by orbitalx; 11-07-2009 at 03:16 PM.
Thanks for the support whoever you were lol, please comment though. Feedback is what keeps these posts alive.
seems his aura is really weak, i think either buff the aura numbers or buff the range, maybe both.
I disagree with armies if it is based on the # of enemies in range. In a team fight with creep waves, you can essentially give you and your entire team +16 hp regeneration.
However, it won't do much damage either...
Exactly, its meant to scale with the game, and add to ideal of being a super tank in team battles. Think about it like this, at level 7 if you have it maxed, and say your in bottom lane with a partner against 2 other heros.
There is 5 creeps, and 2 heroes, making 7 enemies total. The enemies not going to feel much, only 1 hp loss per second which is still negative regen, however you and your allies will be benefitting from 7 hp regen a second.
Late game in a team fight, when you have two creep waves roaming togather, 5 heroes in a team fight, thats +15 or more hp regen a second to your whole team.
Thanks for the support.
It has a little luck base to it. The three fireballs could potetially hit 3 targets or 1, depending on how things went down.
If the 33% chance of Molten Rock triggered, then it would essentially be wave damage, similar to Pyromancer's Phenix Wave, or Invokers Meteor if your familar with it.
I like the idea, and am a fan of Castlevania.
Here's my suggestions, forget the ally boasting stuff, focus this hero on being a carry.
The life drain aura right now is wayyyyy to weak, +1 hp is nothing. I'd suggest changing it to draining something like 1/2/3/4 hp per second in true damage (if it was physical it means a hero with 20% armor would only take 4/5 of the already small number) from each enemy heroe and gives it to only Alucard.
As for the Bat form, I'd make the life drain exclusive to Alucard as well.
Overall though, I like it.
Check out and give feedback on my hero if you wouldn't mind.
I think the passive needs work. At level 4, (which if you maxxed asap is Level 7) you can suck 1hp per second. However, any hero with a strength level of 17 (even at level 1) can regen for 0.03hp per second, per strength. Therefore, a hero with 17 Strength from the beginning will regen 0.51hp per second. Furthermore, for each level, heroes that aren't strength will generally get a strength gain of around... 1.4 - 1.7 or so, depending on the hero. By the time they reach level 7, which is (if you max your aura straight away), a strength gain (without stats) of + 1.4 x 6 = 8.4 + 17 = 25.4 (Regen of 0.762) and also, with stats involved you gain an extra 2 in every stat, which is 2 strength. So, around this level, at level 7, you would be imagining even if you were permanently invisible around them, they would barely notice any damage taken at ALL as it would just regen too fast for them to notice it. At level 15, 1.098 regeneration per second is achieved without ANY strength items at all to boost strength. This basically renders your aura completely useless, as their hp would constantly stay 100% and not be affected by your aura, at all.
So therefore, your aura needs work. I would scrap the whole per second aura anyway, and make it an aura that helps your allies more than enemies or something.
However, the last part catches my eye, you said make it help your allies more then hurting enemies. Thats exactly what its doing. Its not meant to deal damage or be a threat. Its mean to heal yourself and your allies, depending on the how severe the enemies are around you.
With little or no threat of enemies around the aura is not very powerful, but with a huge swarm its going to increase everyone one on your teams regen drastically, expecially with true damage added.
Its possible to boost it slightly, but it cant get too out of hand as it could end up making your whole team unkillable late game.
That's why I still say to make it affect Alucard only, that way it's much easier to balance and makes him more of a carry.
I am not trying to build a carry though. I am trying to build a tank, and team fight support based hero.
All over the forums people are complaining about how they keep adding more and more carries for "pubs and noobs" to fail with.
I wanted to add something else to the mix, and since theres only 1 real tank in the game which is legionaire, I wanted to add to that pool of heroes.
i think that his first skill and his third skill have some different problems.
firstly, i dont see how the first skill fits thematically with your hero design (fireballs on a vampire? explain it better), and i dont think that a pure nuke has much of a synergy with your hero's other abilities
secondly, i think his passive is a little weak. early game youre too far away for it to even matter, late game the hp/sec is negated by passive str-based hp gain.
an idea i had while looking at your hero is to change the first skill slightly, make it so that each 'missle'(fireball, or whatever you change it to) does less damage per hit, but make the missles apply a debuff that make the target lose 1% hp per second for every debuff hellsing has on him. so that with his passive and ultimate, he'd be taking 3% extra hp per second for a while, synergizing it sufficiently and making the hero an actual threat.
vold held for now, make me vote yes :P
Check out my Hero idea(Phantom lancer inspired); The Swordsman, Now in Popular suggestions!
Also check out my entry in the agi pusher contest, Moira(formerly harmony)
As far as the Aura goes. I dont quite understand what you mean that you will be out of range. This is a melee hero, he will be on the front lines, the only ones possibly outside of its range is actual ranged heroes hanging back. Also, I am not sure if you read this before or after I updated. He is gaining extra damage from Heroes now, also regardless of regeneration rate of enemy heroes, the aura itself is True Damage.In Castlevania III: Dracula's Curse, Alucard is initially a boss encountered over the course of the game by the primary protagonist, Trevor Belmont. If the player defeats Alucard, he can be utilized as a playable character in the game. This was a significant departure from the first two Castlevania games for the NES, which only featured Simon Belmont as the primary playable character, and Alucard's abilities, a fireball attack and the ability to transform into a bat, were unique elements introduced into the series. Following the defeat of Dracula and the game's conclusion, Alucard voluntarily goes into a protracted sleep to ease his feelings of patricide and to prevent his powers from harming the world.
It wont be effected at all. It will deal maximum damage no matter what. The aura itself is not meant to be a dps type aura, but rather a survival type aura. Imagine a team fight, everyones there. 5 heroes, say 2 creep waves. Thats 10 regen per second from heroes, and another 10 regen per second from the creeps. That makes 20 Hp regen a second to yourself and all your allies just by you standing there.
Lastly, you mentioned about making the hero an actual threat. Before all he is meant to be a Tank, and meant to Survive, while boosting your teams survival as well. But if we are speaking damage terms, say his 33% Molten Rock triggered, thats 375 Damage in a line, his Life Drain only has a 4 sec CD, it would be quite similar to Quills on Armadon, and his ultimate gives bonus true damage, as well as makes enemy heroes lose a % of their life per second.
When it comes down to his ability to survive, plus the actual damage he is dishing out as an AoE none the less, hes actually dealing more DPS then heroes like Armadon, Legionaire, or Electrician who are all considered main tanks in HoN.
I hope that is convincing enough.