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ArcAngel
(storm spirit-semi port)
Story: Looking down below the ArcAngel saw the plight of the legion against the hellbourne and was deeply troubled. He went to his master and asked for premission to join the battle and fight back the demons. Upon gaining permission the ArcAngel shot out of the heavens and entered the fray, using his heavenly powers to his advantage.
(lame story I know, got one better post it)
Affiliation: Legion
Class: Ranged, INT
- Damage: 45 - 55
- Armor: 5.1
- Movespeed: 295
- Attack Range: 500
- Attack Animation: 0.5 / 0.3
- Casting Animation: 0.3 / 0.51
- Base Attack Time: 1.7
- Missile Speed: 1100
- Sight Range: 1800 / 800
Heavenly Host: (direct dota port)
The ArcAngel creates a image of himself containg his essence. The image will release the power granted to it by the ArchAngel whenever an enemy unit comes near it. Lasts up to 12 seconds.
Level 1 - 140 Damage.
Level 2 - 180 Damage.
Level 3 - 220 Damage.
Level 4 - 260 Damage.
Cooldown: 4
Manacost:70/80/90/100
Spiritual Link:
The ArcAngel uses his etheral powers to combine the energy of him and another combatant on the field. Once they are combined the two share their mana equally between them. All spells that are cast while linked together take half the mana from each of them. This link is broken by distance or mana depletion.(the mana used to cast this spell is not shared)
Level 1 ? Last 3 seconds, leash range of 900
Level 2 ? Last 4 seconds, leash range of 1000
Level 3 ? Last 5 seconds, leash range of 1100
Level 4 ? Last 6 seconds, leash range of 1200
Cooldown:30/25/20/15
Manacost: 75
Earthly Burdens:
The ArcAngel makes a target unit feel grief for all that they have done, making them feel shaking remorse.
Level 1 - The unit's movement is set to 0 and is stunned for .5 seconds. Once the unit comes out of his grief his movement slowly recovers over 1 second to his normal movement speed.
Level 2 - The unit's movement is set to 0 and is stunned for 1 seconds Once the unit comes out of his grief his movement slowly recovers over 2 seconds to his normal movement speed.
Level 3 - The unit's movement is set to 0 and is stunned for 1.5seconds. Once the unit comes out of his grief his movement slowly recovers over 3 seconds to his normal movement speed.
Level 4 - The unit's movement is set to 0 and is stunned for 2 seconds. Once the unit comes out of his grief his movement slowly recovers over 4 seconds to his normal movement speed.
Cooldown:30/25/20/15
Manacost: 125
Ultimate: Angel"s Flight(direct Port)
(information for this skill was got from DotaStrategy.com)
The ArcAngel uses his massive wings to accelerate his way to a targeted location. Using his moment he deals damage to nearby units based on how far his electrical form has traversed. Damage, speed and area of effect improves per level.
Level 1 - Moves the ArcAngel to the targeted location doing 8 damage per 100 units traveled at 1250 movespeed.
Level 2 - Moves the ArcAngel to the targeted location doing 12 damage per 100 units traveled at 1875 movespeed.
Level 3 - Moves the ArcAngel to the targeted location doing 16 damage per 100 units traveled at 2500 movespeed.
Initial mana cost: 15 + 7% of total mana pool.
Mana cost per100 units traveled: 10 + 1% of total mana pool.
Mana Cost: Initial mana cost + Mana cost per 100 units traveld
Cooldown: 5/2/0
Area of Effect: 150/225/300
* Damage type: magical
* If the ArcAngel runs out of mana while traveling he will stop immediately.
* Instant cast abilities can be used while traveling.
* While using this ability, the ArcAngel is invulnerable.
His third skill doesn't really synergies with the rest, but over all I like the concept
T-Up
The idea of his thrid skill was so when he was getting chased down by a hero like war beast or something it makes him a little hard to kill, though not to hard, but his second skill helps there as well as chasing down. (gives you a higher mana pool to draw from for your ulti, but it also gives your enemy a higher mana pool to so its double edged)
uhm the concept isnt bad...but 22 base damage ? is that also a direct port from dota ? i cant recall Storm Spirits damage...correct me if im wrong.The third skill-i dont know,it needs something fresh,original,the main thing good about SS was that he had those spammable slows (purge after hit) and that spell wich would pull your target towards you and disable him.I think this hero is much weaker then the original SS.I cant give you new ideas,though, so maybe im not the right person to judge((
but i realy like the concept![]()
I also like the idea of angel its original, but i would put Storm Spirits disable instead of spiritual link, because he is a ganker type hero,and in this concept he cant do nothing to enemy. He can only slow them if they attack him and that is too weak.
The Stats and base damage are direct ports.(copied and pasted from dota-allstars forums(which happened to be out of date, my apologise, fixed now) In fact the only things that aren't direct ports besides names and theme are Spiritual Link and Earthly Burdens.
Third skill I originally had as a cast able, since electrician has SS's grip, the slow would be much greater if I made it casting, but SS also relies on his mana which is why I turned it into a passive,maybe i should change it so its a slow when they are hit? or do you guys think it would be better as a disable spell? I'm open for any suggestions even if it just sets me on a general path.
Yeah I would like to have SS's disable on him as well, but it would be almost exactly like electrician as mentioned earlier, but he Spiritual link does help chase down. If you got an enemy running from you just cast that on them then use your ulti. Not only does your ulti only drain 50% of the mana you would originally have it also drains his enemies mana, so this gives you the ability to make longer jumps than you would originally have, and if your chasing a stunner you might even be able to get ride of most their mana while doing this.Originally Posted by RedBull_CRO
I had also thought that in early laning phases that if you were laning with a hero that has a low mana pool like hammerstorm or madman, then you could cast on them and allow them to stun more, so it kinda synergies with the team. I rather keep this spell there, cause I think it is fairly unique , and get rid of his earthly burdens to replace it with either a good slow or another disable.
Maybe I should keep the name the same but change it to something like
Earthly Burdens: (passive)
The ArcAngel makes a target unit feel grief for all that they have done, making them feel shaking remorse.
Level 1 - The unit's movement is set to 0 and is stunned for .5 seconds. Once the unit comes out of his grief his movement slowly recovers over 1 second to his normal movement speed.
Level 2 - The unit's movement is set to 0 and is stunned for 1 seconds Once the unit comes out of his grief his movement slowly recovers over 2 seconds to his normal movement speed.
Level 3 - The unit's movement is set to 0 and is stunned for 1.5seconds. Once the unit comes out of his grief his movement slowly recovers over 3 seconds to his normal movement speed.
Level 4 - The unit's movement is set to 0 and is stunned for 2 seconds. Once the unit comes out of his grief his movement slowly recovers over 4 seconds to his normal movement speed.
Does that sound better for him? Feeback please.
interesting..... alot of defensive skills for the most part but can be turned around offensive.
Yeah you are right , when you think about it that link is great for team play and chasing and for helping some players, with high and low mana poll. Its polyvalent spell.
But i would put your second opinion for 3 spell, its better for team purpose.
This hero would be great asset in HoN. You suggest this to S2 team. People will like ArchAngel.
The second skill is a very cool idea. The third skill is a basic purge.
My problem with this is that Storm had a VERY specific synergy between his 4 skills that, when used in harmony, could completely decimate a hero or group of heroes he was chasing. However, that really was one of his only strong points, chasing heroes down. Your port seems to lack that ability all together. Storm was a very specific hero that, if ported, needs to be a 100% port, no questions asked. T-Down
Well first off if they do a 100% port they would have 2 electricians grips, second off i took out his passive that gave him a purge every spell to a short cooldown stun and a decent length slow that is longer than his original slow on spell attack, as for what you describe as taking down multiple heroes, the only thing he has lost in aoe is that extra 75 dmg purge his thrid skill gave him and his grip spell, which I didn't use for cause of the fact they already put in the game so i combined the two and got a slowing stun, his third skill does work with running down and taking down enemies as well, because it alows him to chase longer and drain the enemeies mana, his first and 4th skills are exactly the same, so he is very close to 100%, I'd say somewhere around 75%
I must agree with severon , it would me 2 heroes with almost same specific spells , and this way is better , if you think about it for a while you will see that his 2st is now much better, and it synergy with other spells ,if you use it well its excellent. And 3rd now it synergies with 2nd better then purge because its better for ganking then casting spell to purge them.
@Severon
You must advertise somehow this hero if you wanna get more votes and comments. Good thing is it has a interesting name![]()