Yes. Please comment if it can be improved.
No. Please comment on what needs improvement.
Support role melee Int hero with various applications. Has a high strength gain to make his melee role easier to deal with. Has a lot of synergy in his spells used to maximize their potential and is equipped for numerous situations.
*Personal thoughts on the use of the hero below. Mostly irrelevant. Highlight to read at own discretion*
I wanted to design a hero that wasn't just a "level 1 or 2 abilities till their maxed and forget the rest" hero. I wanted a hero that required a bit of balance in his spells to be most effective and keep a large amount of synergy going with them. I also wanted spells that required at least a small amount of thinking instead of just "deals X damage and stuns for X seconds" so you would require a bit more imagination with them. I especially wanted that in the ult for the hero.
Another thing I didn't want was it to be another carry hero.
A being of iron and magnetism, Ironclad has lived since before Newerth's races ever comprehended time. Living off the metals of the terra around him he needs not go to the surface save for passing interest. He feels the very magnetic pull of all living beings above him and knew of the savage wars they have enacted.
When the Hellbourne opened their infernal rifts near his hearth, he was finally discovered. His mind had been warped by the evils permeating the deepening crags the Hellbourne opened near his subterranean lair. He now believes that the life he has felt on Newerth no longer deserves to plunder the resources of this planet. He has joined the Hellbourne with the hope that they can help him rid this planet of the life that has endlessly sapped away the earth of the planet for their own gain.
His madness furthered when he learned that a fellow being of stone has allied himself with the Legion...
Stats -> per level
Str 26 -> 3.5
Agi 12 -> 1.2
Int 17 -> 1.7
Coat of Iron
55/65/75/85 Mana Cost
Duration (Allied): Indefinite
Duration (Hostile): 5 seconds
Cooldown: 8 Seconds
Targeted AoE spell
Ironclad releases a large amount of small iron pebbles to cover his allies and offer some protection. In dire situations these pebbles can be attached to enemies through other means to slow their actions...
Ironclad gains a permanent Coat of Iron buff to himself which is never consumed.
Adds 1/2/2/3 armor and 1/1.2/1.4/1.6 magic armor to 2/3/4/5 allied hero controlled units and deals 50/100/150/200 magic damage to 3/4/5/6 enemy hero controlled units in a 350 radius. Heroes take priority over hero controlled creeps (Boo Boo is above creeps).
35/55/75/95 Mana Cost
Cooldown: 10 Seconds
Ironclad attaches a short lived but powerful magnetic field to a target. The target's body seems heavier, their footsteps clinging to the ground with every step as if adhering to it. As they are pulled the ground strongly by unseen forces, they are slowed for 10/15/20/25%. The spell also causes any nearby Coats of Iron to be violently thrown towards the target and attach to it, slowing it down with the extra weight while dealing damage.
Duration: 4 Seconds
The spell causes any Heroes affected by Coat of Iron in a 400 radius of the target to have their Coat of Iron consumed and deal 20/30/40/50 magic damage to the target per consumed Coat. As well as apply a 5/7/9/11% additional slow per Coat.
If used on an allied Hero it consumes all Coats in a 400 radius, giving the target the sum total of the armor and magic armor the heroes had gained based on the amount and level of the Coats.
Duration: 7 Seconds
Example: 3 allied heroes surrounding the target have Coat on them which means if the target is an enemy he'll be slowed by 58% at max level (25 + 33) and damaged for 190 magic damage (150 + 40 from Vector Field). If the target is an ally then the Hero would gain 15 armor and 6 magic armor assuming he doesn't have a Coat already on himself.
Ironclad strengthens his own magnetic field to increase the effectiveness of his other abilities.
Coat of Iron: Increases armor gained from Coat by 0/0/1/2 and increasing magic armor gained by .1/.2/.3/.4. Reduces cooldown 1/2/2/3 seconds.
Gauss: Causes a small piece of his metal form to break off from the new intensity of the spell, dealing an additional 10/20/30/40 physical damage and adding a 0/0/.01/.1 ministun. Reduces cooldown by 1/1/2/3 seconds.
Repel & Attract: Increases range by 35/70/110/150
Repel and Attract
100/150/200 Mana Cost
Cooldown: 100/90/80 seconds
Both are Targeted Spells with AoE effect
Using the greatest amount of magnetism he can amass, Ironclad causes his target to either Repel or Attract the target heroes' enemies by changing their innate biomagnetic polarities.
The listed radius is the AoE for the spell to affect the heroes. If a hero is not caught in the initial spell the it's effects will not extend to them for the duration, similar to Keeper of the Forest's ult.
Repel causes hero to have a constant push effect on it from all of the target's enemy heroes. For example, if Ironclad uses repel on an allied Legion hero then all Hellbourne heroes would be unable to get within a 300/350/400 unit radius in a manner similar to Puppeteer's Hold. If used on an enemy Hellbourne hero then all Legion heroes would be pushed away from that hero.
Attract causes the target hero to slow enemy heroes. If enemy heroes come within a 100 unit radius they will be disabled and attached to the target hero for the remainder of the spell. The spell will apply a constant 10% - 30% slow based on distance from the target in a 100-400/450/500 radius in the form of pull similar to Puppeteer's Hold. It wouldn't apply an actual debuff slow just pull them at increasingly larger amounts. This would mean that situations like Metamorphosis Warbeast or Haste'd heroes could be slowed to 470 - 365 ms.
(highlight inside parentheses to see value of changes)
Nov 16 -
Coat of Iron: Added damage. Changed from AoE spell to targeted AoE spell with 500 range. Radius lowered by 150 (500 -> 350). Lowered armor gained by 1/1/2/2 (2/3/4/5 -> 1/2/3/4)
Gauss: Changed damage dealt from physical to magic. Lowered Coat affected AoE radius by 200 (600 -> 400). Lowered cooldown by 2 seconds (12 -> 10)
Vector Field: Added reduction to cooldown of Coat of Iron. Reduced bonus to armor given to Coat of Iron by 0/1/1/1 (0/1/2/3 -> 0/0/1/2)
Repel & Attract: Unchanged
Overall: Added more damage potential to the hero's spells to establish him more as an int hero. I scaled down the armor gain to justify the added damage. Also lowered the cooldown of Gauss and added a reduction to the cooldown of Coat in Vector Field.
First attempt at making a hero. Useful feedback would be very much appreciated.
Last edited by Mcginley; 11-16-2009 at 03:21 AM.
ill provide feedback about skills when I'm free (due to soo many numbers >.< ) but for now ill just say the str gain is godly but considering the heroes role it might not be so bad. I would suggest adding some info about what role(s) you wish this hero to fulfil and what it brings to HoN.
Last edited by RUSty_; 11-12-2009 at 02:45 AM.
The fiddler from Chagalls village was inviting me to dance... so I danced.
I plan to tweak his overall stats and role a bit but at the moment I'm a bit swamped with work. One thing I'm considering is making his coat of iron a AoE targeted spell and adding damage potential to it and lowering the cooldown on his gauss spell to flesh out his role as an int hero.
Last edited by Mcginley; 11-13-2009 at 03:16 PM.
Bump. Feedback is much appreciated.
really interesting concept but a passive similiar to defilers as 3rd skill seems really boring
seems like the added slow from a combination of coat and gauss can be a little much considering an equal amount of slow is more than an equal amount of speed. rather than going by percentage perhaps a solid number like -40 movement speed. I REALLY love the idea of a repel though, a duration push could be a great support effect against melee.
"We will be lonley and ignorant, but dominant..."-Krauss
Last edited by Mcginley; 11-22-2009 at 03:04 PM.