The picture is from Final Fantasy, and i wouldn't want him to look like a JRPG character =/
Version 1.0: The concept of the Royal Guard is born. (01-26-2010)
Version 1.1: Added 2 Item Builds. (02-11-2010)
24+3.2 11+1.0 16+1.9
Movement Speed: 300
Attack Range: 128 (Melee)
Base Attack Time: 1.7
Missile Speed: Instant (Melee)
Knights of the highest rank in the Legion, the Royal Guards were
the bodyguards of the former Royal Family; Maliken, Ophelia and
Jeraziah. As masters of swords and summoning, they guarded the
family from any threat. When Maliken, the former King gave in to the
Hellbourne's dark powers, they were forced to stand arms against
their former king.
"I am here to protect."
"If that is the King's will."
"Doing as ordered."
"In the King's name!"
"You shall be a threat no longer!"
"I hope my life served you well.."
Skill backgrounds: The Royal Guards are trained in swordsmanship,
protection and summoning magic. Let's just say that all of these skills
synergize at least mediocrely, and every one provides tanking in some
SKILL 1: SPEARWALL (Q)
Summoning a wall of spears in front of himself, the Royal Guard blocks a path that the enemies could use. Deals 100 physical damage on contact to enemy units.
Skill Type: Pathing Blocker
Targeting Type: Self Position
Casting Time: 1.2 Seconds
Mana Cost: 100/130/160/190
 Spans a total width of 500 units. Damage occurs when the 200 line radius is hit. Lasts for 5 seconds.
 Spans a total width of 600 units. Damage occurs when the 220 line radius is hit. Lasts for 5 seconds.
 Spans a total width of 700 units. Damage occurs when the 240 line radius is hit. Lasts for 5 seconds.
 Spans a total width of 800 units. Damage occurs when the 260 line radius is hit. Lasts for 5 seconds.
Advanced Mechanics: None as of now
SKILL 2: CHALLENGING BLOW (W)
Mockingly striking an enemy, the Royal Guard challenges an enemy to fight with him. Standing his guard, the Royal Guard takes a few hits of punishment, then hits the enemy. <Right-Click to set on Auto Cast>
Skill Type: Tanking Attack Modifier
Targeting Type: Enemy Units / On Attack Impact
Casting Time: Attack Animation
Mana Cost: 75
 Applies Challenged 1. Deals 10% of normal attack damage as True damage. Applies Challenger 1 to self.
 Applies Challenged 2. Deals 15% of normal attack damage as True damage. Applies Challenger 2 to self.
 Applies Challenged 3. Deals 20% of normal attack damage as True damage. Applies Challenger 3 to self.
 Applies Challenged 4. Deals 25% of normal attack damage as True damage. Applies Challenger 4 to self.
The damage mentioned in the skills table is dealt when the enemy deals its last attack on you. (in short, when the effect wears off)
The true damage is calculated in this manner:
Level 4 Challenging Blow deals its end-of-buff damage. Let's say you have an average of 100 attack damage. Thus it deals 25 True damage and 75 Physical damage.
Forced to attack target for 1/2/3/4 attacks
+10% Attack Speed
Cannot be dispelled
Forced to take 1/2/3/4 hits from target
Reduces movement speed to 0
Cannot be dispelled
Deals 10%/15%/20%/25% True Damage and 90%/85%/80%/75% Physical Damage on wearing out, based on Attack Damage
SKILL 3: DEFENSIVE STANCE (E)
The Royal Guard holds his shield outtaking a defensive stance, increasing his armor and giving damage nullification but reducing his movement speed and attack speed.
Skill Type: Survivability Toggle
Targeting Type: Self
Casting Time: Instant
 +3 Armor, 100% chance to block 10 damage, -15% Movement Speed, -30 Attack Speed.
 +5 Armor, 100% chance to block 20 damage, -15% Movement Speed, -25 Attack Speed.
 +7 Armor, 100% chance to block 30 damage, -15% Movement Speed, -20 Attack Speed.
 +9 Armor, 100% chance to block 40 damage, -15% Movement Speed, -15 Attack Speed.
SKILL 4 (ULTIMATE): FURY OUTBURST
The Royal Guards are usually calm and calculating, however they can unleash the rage inside them to give a massive boost to straight combat abilities.
Skill Type: All Around Buff
Targeting Type: Self
Casting Time: 0.8 Seconds
Mana Cost: 150/200/250
Cooldown: 105 (85)
 Increases damage by 30(40), armor by 2(3), health regeneration by 4(6) and attack speed by 15(20). Lasts for 20 seconds.
 Increases damage by 40(50), armor by 3(4), health regeneration by 6(8) and attack speed by 20(25). Lasts for 20 seconds.
 Increases damage by 50(60), armor by 4(5), health regeneration by 8(10) and attack speed by 25(30). Lasts for 20 seconds.
QUESTIONS AND ANSWERS
[Q&A Section to come]
The Tank Build
is absolute core. Whatever you're doing, this should be #1 priority on you.
It's basically saying "Ha ha, you suck" to all nukers.
is the #2 priority for you. Since it offers magic resistance to not just you,
but nearby allies as well and a large HP regen, it's outstanding for the tank.
This is more an overkill item than anything else, this makes Andromeda,
Pyromancer, Witch Slayer, and anyone else with a strong single target
spell weep. Also with the recent buff, you could also swap Null Stone's and
Barrier Idol's place in build order.
And of course, because you're tank, you won't even consider other boots
than Plated. You considered Ghost Marchers? Son, i am disappoint.
Helm of the Black Legion
is the item to AVOID AT ALL COSTS. Since you already get damage nulling
from Challenging Blow, and the health boost and regen are both inferior to
Behemoth's Heart, this item is completely useless to you. This applies to
The Amazing Challenging Blow Build
is still core, even in this build. The sheer amount of beating you will take
is completely nulled by Behemoth's Heart, and +35 STR doesn't hurt your
base damage either.
becomes core in this build, as the armor reduction helps you deal more
damage with CB. And +60 damage hurts the enemy bad.
or Riftshards or Savage Mace
By now you should be just going for the best pure damage boost. That
would be either Riftshards or Savage Mace (not counting Doom Bringer),
with both items bringing a %chance ability as well.
And once again we have Plated Greaves. Why? Because Steamboots give
NO BONUS at all to CB's damage, give less MS, and provide useless AS.
And Ghost Marchers are just meh, and Post Haste takes too long to farm.
Last edited by Jman_4_Goku; 02-11-2010 at 12:13 PM. Reason: Changelog: Version 1.1
Had a few questions - But I overlooked something
Last edited by AeIOwnedU; 01-26-2010 at 04:41 PM. Reason: I r stoopid.
Good to hear that you like it
What were the questions you asked btw, just so i can know what i've done right? =D
The deal with tanks trying to be full tanks for HoN is just the quality of "Fun" to play this character. Maybe it's just me but I don't see myself having that much fun with this character especially when I am trying to think of when I would use defensive stance, other than Kongor.
But on a plus side I love the spear effect, almost thought of adding something similar to my hero I made.
Maybe make the second skill "Wear out" the challenger increasing damage done to him the more damage he did to you. Would be great for an anti carry hero like say, if mad man attacked you when you taunted him, dished out a lot of damage, since he did a lot of damage in 4 attacks really fast, he got worn out and took much more damage.
Well, that IS the problem with full tanks. On the other hand, did you notice that Challenging Blow does not silence you, but just perplexes (anti-Portal Key, Tablet of Command, Geometers Bane even)? This effectively means that you can toggle Defensive Stance while taunting someone. As long as you can do that, i wouldn't add any more effects to CB. Glad to hear you like Spearwall though =)
Im just nitpicking here, but mabye if his ultimate gave magic defense armor instead of stacking armor on armor? Is it just me or does it seem like this guy would get eaten alive by spellcasters/ disablers?
But Mabye I overlooked something!
In my opinion, Magic Armor abilities are not required, because since he's meant to be a tank, Barrier Idol would be core anyway. And i highly doubt that even a Witch Slayer - Pyromancer combo with Harkon's could two-shot him if he had a Behemoth's.Originally Posted by Godsey
Damn, you didn't find anything to complain about it? That means it's great success for me =)Originally Posted by Rordarok
Because of so much positive feedback, i think i'm gonna start working on itembuilds and hero synergies. Catch you again when i'm done with that!
I didnt notice this in the thread so ill ask anyway.
Does it mean enemies cant pass through spear wall at all?
or do they just take damage when they pass through it?
I guess im not understanding it 100%
If you do take damage when passing through, it seems minimal.
if you cant pass through it, why would someone attempt to? Therefore the damage being null and void.
But please clarify tho
Godsey: It's true, the enemies can't pass through spearwall, but AGAIN, i'm referring to Challenging Blow here:
Originally Posted by Jman_4_Goku
You get my point? If you hit Challenging Blow, and queue Spearwall instantly after it hits, the enemy will get an extra 100 damage and he will also have to circle around the spearwall making the CB last longer (unless it's a ranged hero). Plus if you have shieldbreaker/pestilence it will do more than 100 damage. I think that about explains it.
Oh, and any comments on the item builds? (PS. I don't know why Riftshards has such a ginormous icon)
Godsey: Thanks for the thumbs up, and common mistake there, it's a he ^^ (you know, the thing with JRPG characters in full armor is that it's near impossible to figure out the gender if you haven't played the game)
I liked this hero, only problem was already stated: How much fun people will have. Maybe make the defensive stance passive? Every 1/2/3/4 instances of damage you take it applies to you for a short duration or something. This would synergize well with Challenging Blow and remove any mana problems he might have when balanced.
Premium Tips and Tricks Guide: http://forums.heroesofnewerth.com/sh...php?p=14769758
I miss when HoN was...y'know, good.
Bump from 7th page. Also can be seen in the STR Hero Contest at http://forums.heroesofnewerth.com/sh...ad.php?t=86840