(Though the picture doesn't show it he uses a rifle for his normal attack and when his ultimate is activated then he switches to duel revolvers)
Strength per level=1.7
Agility per level=2.9
Intelligence per level=2.6
1. Contract Kill
The Warden places a bounty on the head of an opposing hero revealing him on the map and in the fog of war to the Warden and all friendly heroes. The opposing heroes' fear of being caught causes him to be slowed, and the bounty can not be removed until the hero dies or until the bounty expires. The hero that claims the bounty gains an additional 75 gold.
Level 1: Target is slowed by 6%. Lasts 20 Seconds.
Level 2: Target is slowed by 7%. Lasts 24 Seconds.
Level 3: Target is slowed by 8%. Lasts 28 Seconds.
Level 4: Target is slowed by 9%. Lasts 32 Seconds.
Mana Cost: 20/30/40/50
Cast Range: 800
• It does not reveal like Pestilence's Swarm ability, but like Blood Hunter's Blood Sense ability.
2. Piercing Shot (Passive Ability)
The Warden has been trained to locate and fire at the weak spots on the armor of enemies.
Level 1: 25% chance to deal 20 additional Physical Damage and -2 armor for 2 seconds on attack.
Level 2: 30% chance to deal 30 additional Physical Damage and -3 armor for 4 seconds on attack.
Level 3: 35% chance to deal 40 additional Physical Damage and -4 armor for 6 seconds on attack.
Level 4: 40% chance to deal 50 additional Physical Damage and -5 armor for 8 seconds on attack.
("Take aim and fire")
• Does not stack with Shield Breaker or Savage Mace.
• The minus armor doesn't stack, the max armor that can be removed is 5.
3. Long Ranger (Passive Ability)
The Warden has been trained by some of the best marksman in Newerth so that no enemy is out of his reach.
Level 1: +55 Attack Range.
Level 2: +110 Attack Range.
Level 3: +165 Attack Range.
Level 4: +220 Attack Range.
("You can not escape")
• This ability is an exact port from the Rifleman [Dota], max attack range is 770 [550+220].
4. Coup De Grace
The Warden shoulders his long-range rifle favoring his short-range duel revolvers for faster movement speed and faster attack speed.
Level 1: -385 Attack Range, +33 Attack Speed, +5% Movement Speed. Lasts 25 seconds.
Level 2: -385 Attack Range, +66 Attack Speed, +10% Movement Speed. Lasts 25 seconds.
Level 3: -385 Attack Range, +100 Attack Speed, +15% Movement Speed. Lasts 25 seconds.
Mana Cost: 100/125/150
("I have you now")
Last edited by The_Hood; 03-18-2010 at 05:09 PM.
love the bh/snp/troll mix. might consider have the ult lock the range and change to melee attack for additional bonus. may be op but just a thought
its good man but the extra range is a bit to much i think .... maybe change that skill to a nuke or somethin but apart from that its pretty sick
nothing realy new.. just added skills of other heroes ecxept ulti.
ulti looks nice.
skill1: global castable like pharaos rocket
skill2 is to strong with + and armor reduce maybe so:
Level 1: 25% chance to reduce armor by 1 for 10 seconds on attack. stackable 3 times.
Level 2: 30% chance to reduce armor by 1 for 10 seconds on attack. stackable 4 times.
Level 3: 35% chance to reduce armor by 2 for 10 seconds on attack. stackable 3 times.
Level 4: 40% chance to reduce armor by 2 for 10 seconds on attack. stackable 4 times.
i woulkd change skill3 completly to a nuke like robo king said.
i a way like this :
You cannot escape!:
Aimed shoot on single target
Mana: 120 CD: 15 secs
Level 1: Deals 75 dmg *1,1 (if target is moving)*1,2 ( from behind)
Level 2: Deals 125 dmg *1,1 (if target is moving)*1,2 ( from behind)
Level 3: Deals 225 dmg *1,1 (if target is moving)*1,2 ( from behind)
Level 4: Deals 275 dmg *1,1 (if target is moving)*1,2 ( from behind)
example: skill is level 3 our enemy is running away
225*1,1*1,2 = 297 Dmg
when ultimate is active:
Mana: + 50 %
Level 1: Deals 50 dmg *1,1 (if target is moving)*1,2 ( from behind) 2 shoots
Level 2: Deals 80 dmg *1,1 (if target is moving)*1,2 ( from behind) 2 shoots
Level 3: Deals 120 dmg *1,1 (if target is moving)*1,2 ( from behind) 2 shoots
Level 4: Deals 150 dmg *1,1 (if target is moving)*1,2 ( from behind) 2 shoots
example: skill is level 3 our enemy is running away
120*1,1*1,2 = 158 Dmg per shoot so it is 316 Dmg
ur concept was another ordenary agi carry, but there are enought in game.
i would preffer your hero more like a ganker. i hope i could help you and i hold my vote back
but anyway a guy with two guys is great
Last edited by Kalk5; 12-26-2009 at 05:47 AM.
Last edited by The_Hood; 12-28-2009 at 06:09 PM.
no u missunderstand ultimate is equale just skill 3 have 2 styles one with rifle and one when ulti is active with pistols
these are just suggestions to make him more individual it is still your hero and u choose his skills
u didnt write that this is a port
Last edited by Kalk5; 12-26-2009 at 05:49 PM.
I don't like the theme. A guy with a rifle and revolvers running around in a high fantasy setting... No go. At least not to my liking.
The extra range is only really useful if you have something\someone up ahead of you. Remember his sight range, which will be less than his sight. So basically, unless he has something up ahead that allows him to see a tower or what ever he is attacking, he won't be able to "out-of-range" towers.its good man but the extra range is a bit to much i think .... maybe change that skill to a nuke or somethin but apart from that its pretty sick
i played dota for a long time i didnt think of a semi port .. i thought of adding strong abilitys from dota with new ulti
T-down, but I like the character theme.
Basically, 1st ability is somewhat lame. It would be better if it was a track without the -armor. Thus, it should reveal completely (doesn't need MS boost either)
2nd ability is good, but kinda cheap. -6 armor is a lot for a proc chance. Maybe make it -2 armor which stacks up to 3 times. And you can probably keep the true damage portion instead of the physical damage.
3rd ability. Get rid of it. Its just another passive and his first ability is somewhat like a passive already. Make it do something a little more interesting.
4th ability. Another ability that is somewhat like a passive except not. In fact, its a bad toggle since you can't switch back and forth easily. I mean, I see where you were going with this. It was to make both passives a bit more useful. However, I don't like the current setup as it leaves me disappointed.
Those are my thoughts anyways.
First off i like this hero because if he gets in, old sniper wont. This hero is alot more interesting than sniper ever was.
The stat gains and attack damage etc all seem well balanced. The thing that confuses me tho is he has 2.6 intel per level. But casting all his spells costs only 175 mana and he has the mana to do this at level one, intel has nearly no purpose for him. He has way more intel than he needs, you could half this and it wouldnt really change him. I think you should drop like .8 points of intel and add some of it to strength. Other than that this department is sweet.
First Skill: I love how it doesnt give sight. I really hate sight giving skills as they ruin juking, where as this doesnt have an autotargetting so it doesnt. The bounty and MS are a nice bonus for a well themed skill. Nice.
Second Skill: At first i thought the -armour was too much, then i realised nevermore/soulstealers passive aura is 4 and i shut up =). I think this is a much better skill than the micro stun;
A) Because i hate micro stun proc's
B) Negative armour is very useful on a carry and if this stacks with desolator/shield breaker it gives strong carry potential, which is important for a hero with no escapes.
Skill Three: Stock standard sniper range increase, its pretty much what made him special, good to see it in here.
Ulti: I like it, it runs well with the theme of the character. Its not as boring as snipers *Left click to KS <Insert hero name>* spell. The halving of range is a nice trade off for 100% IAS, and i am a fan of low base MS heroes that have activatable speed boosts.
All in all, strong concept, based of popular old model but more interesting. Thats a t-up from me
[Guide]The all inclusive guide
From the author of Tip of the Week.
Compared 2nd skill to Sniper's head shot in DOTA
3rd skill is basically Sniper's range increasing passive in DOTA
4th ability "seems" like a toggle as it is fairly similar to Troll's toggle combined with his ult from DOTA.
All I am saying is that I am disappointed
Seems like a cool hero overall pretty good synergy, but the first ability definitely needs a longer cool down since it is like a normal skill version of Gondor's ult. Just increase the cool down up to something like 45 seconds or at least something higher than 12 seconds, that's just way too low in my opinion.
T-up for the concept!