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  1. #1
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    Nomad (Revisited!)

    The Nomad, Wanderer of old times and veteran of the legions early days, he still retains some of the lost technology re-created before the onset of the Hellbourne, and even some of his own.
    Primary Attribute: Agility
    Primary Attack: Ranged, fairly slow but higher damage.

    Spells:
    1. Hatchet Toss: The Nomad tosses one of his old hatchets, stunning the enemy for a short time and dealing damage over time.
    2. Relocator: Allows the Nomad to set down a gadget that he can teleport back to at a any time after a short casting time. Teleporting back to the relocator consumes it.
    3. Hooked Arrow: The Nomad launches an arrow with a hook attached to it at the enemy, slowly pulling them toward the Nomad and dealing damage over time. (I'm debating whether or not this should silence)
    4. Ultimate: High-Tech Barrage: The Nomad fires three relic weapons once in an area, one coil rifle, one pulse cannon, and one missle launcher. Each dealing heavy damage, the coil rifle causing another damage over time, the pulse cannon draining mana, and the rocket launcher stunning the enemy. Each takes 1 second to fire and doing so immobilizes the Nomad for the duration. (I'm thinking 125 each/175/225 50 dmg DOT 1 second stun 100 manaburn)

    POSSIBLE ALTERNATE TO ANY ABOVE LISTED ABILITIES:
    Blocking Stance: The Nomad lifts up two of his handaxes and braces for any attacks, reducing incoming damage by 25/35/50/70% and stunning opponents who attack him for 0.5/0.7/1/1.3 seconds.

    Disrupter Toss: The Nomad tosses an electro-magnetic device that explodes in an area, burning 100/125/150/200 mana and dealing damage equal to 50% that amount.

    Enhanced Optics: The Nomad equips headgear that allows him to see farther and see invisible units in a short range.

    Flux Chain: The Nomad locks on a target with a flux gun for a short amount of fime, burning mana over the duration and dealing damage equal to 70% of mana burned.

    Alchemic Mine: The Nomad sets down a gadget that will explode acidic fumes whenever an enemy hero approaches it, dealing damage over time and slowing the enemy slightly.

    Discharge: The Nomad charges up his Discharger (1.5/1.25/1/.75 seconds), an electric weapon, and fires it at an enemy hero, stunning the enemy shortly and dealing a massive amount of damage.

    Magnetic Bomb: The Nomad tosses a high-powered magnet on the ground, pulling all enemy units to it and silencing them (note: they can still autoattack).

    High chance I might just want to redo this.
    Last edited by Donut; 06-12-2009 at 08:56 PM.

  2. #2
    I like the idea, would be a fun hero to play.

  3. #3
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    wee sum1 lieks my suggeshtun

  4. #4
    I like your suggestion, too. It doesn't even sound imbalanced or something except the Relocator maybe needs a little tweak. It should have a long cooldown and act like this: You can put it down anywhere, if you put it down, the icon changes and if you use the spell again, you teleport back to your Relocator with a casting time similiar to the regular Homecoming Stone. This process of teleporting back consumes the Relocator.

  5. #5
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    Quote Originally Posted by Blu3 View Post
    I like your suggestion, too. It doesn't even sound imbalanced or something except the Relocator maybe needs a little tweak. It should have a long cooldown and act like this: You can put it down anywhere, if you put it down, the icon changes and if you use the spell again, you teleport back to your Relocator with a casting time similiar to the regular Homecoming Stone. This process of teleporting back consumes the Relocator.
    That's basically how I want it to work, except in the casting time he has increased armor. Not to *garuntee* survival, but to help prevent "omg creep cockblock raped". In any case, consuming the relocator was how it worked in Savage 1, so that'd be very logical, Mr. Spock.
    Last edited by Donut; 06-10-2009 at 04:17 PM.

  6. #6
    Dang, you really thought this out.

  7. #7
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    Quote Originally Posted by Avicus View Post
    Dang, you really thought this out.
    Nnot really?

  8. #8
    More than i would.

  9. #9
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    I like it. Perhaps add a passive skill that give you chance to block attack, stunning the enemy - ala savage 1.

  10. #10
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    Quote Originally Posted by Two2litres View Post
    I like it. Perhaps add a passive skill that give you chance to block attack, stunning the enemy - ala savage 1.
    Perhaps that can go in the place of hooked, but but atm the skill block is full

  11. #11
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    Hatchet toss seems way too generic, but otherwise I like him.

  12. #12
    In any case, consuming the relocator was how it worked in Savage 1, so that'd be very logical, Mr. Spock.
    lol sorry, i didn't play savage1 -.-'

  13. #13
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    Quote Originally Posted by Impeeched View Post
    Hatchet toss seems way too generic, but otherwise I like him.
    What's a hero without generic abilities?

  14. #14
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    Updated main post with more ability ideas!

  15. #15
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    Sounds fair. The blocking stance sounds a bit off but the rest of suggested abilites seem to fit him.
    Alt suggestion - Steampunk Balphagore:
    http://forums.heroesofnewerth.com/showthread.php?t=387053

    Modifications - Hats and junk :
    http://forums.heroesofnewerth.com/showthread.php?t=393977

  16. #16
    Yeah, I like the concept, too, and the skills are both unique and interesting. I'd like to see this happen.

  17. #17
    They're already working on a nomad, ophelia and maliken. And it looks like the pickled brain was originally named the Brain of Maliken :\
    Last edited by Pancake; 06-15-2009 at 07:53 AM.

  18. #18
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    on Nomad too? WOW kinda imbalanced lol Scout vs Malaiken... scout wins! lol.

  19. #19
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    Bump, out of circumstance S2 is working on something I suggested before I knew they were wurking on it!

  20. #20
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    I like you ideas better.

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