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Old 07-26-2009, 06:12 PM   #1
Talor Karos
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Default [STR - SENT] Shor'anan, Knight en-Kor


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CHANGE LOG

July 27, 2009
• Buffed damage for Spirits and gave them magic resistance.

July 26, 2009
• Posted in Suggestions Forum

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INTRODUCTION



Summon Shor’anan

Shor’anan is from another plane of existence. A Kor warrior sent to help the Sentinel defend the World Tree, Shor’anan is a master of both deflecting and absorbing pain thanks to his heritage. He is a trusty soldier in the battlefield, able to deflect damages to another target or accept the damage from someone else. As a Kor knight, Shor’anan is trained in tactics, strategy and leadership. The greatest of his abilities is to be able to call spectral visages of past Kor warriors to assist him and his allies.

Strength - 23 + 2.9 (Main Attribute)
Agility - 19 + 1.9
Intelligence - 13 + 1.2

Learns Charge!, Kor Heritage, Rallying Cry and Call of the Kor

Attack range of 128
Movement speed of 300

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HERO INFORMATION

Affiliation: Sentinel
Role: Tank Support
Theme: Damage Manipulation


Shor'anan, Knight en-Kor

Starting Hitpoints: 587
Starting Mana: 169
Starting Damage: 21 - 32 (44 - 55)
Starting Armor: 2.71

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HERO ABILITIES



Charge!

With some recklessness involved, stemming from his racial ability as well as past experiences, Shor’anan stampedes forward on his own! Gains max speed when charging.

Level 1 - Stops when he hits the first enemy unit. Knocks back the acquired unit by 100. Deals 50% of his average physical attack.
Level 2 - Stops when he hits the first enemy unit. Knocks back the acquired unit by 150. Deals 70% of his average physical attack.
Level 3 - Stops when he hits the first enemy unit. Knocks back the acquired unit by 200. Deals 90% of his average physical attack.
Level 4 - Stops when he hits the first enemy unit. Knocks back the acquired unit by 250. Deals 110% of his average physical attack.

In Depth Explanation

Duration is until Knight en-Kor hits an enemy unit or upto the maximum range.
Casting Range is 600 / 700 / 800 / 900
Casting Time is 0


Cooldown: 12 seconds on all levels
Mana Cost: 50 / 60 / 70 / 90 mana

More Information:
A multi-utility ability which can be used for initiating a battle, escaping, and chasing. Unlike similar abilities like Morphling’s Waveform or Darkterror’s Timewalk, Charge! combines the mechanic of Mirana’s Leap and Elune’s Arrow – meaning when used, Shor’anan will charged towards the direction he is currently facing and then hit the first enemy he encounters. Synergizes with Rallying Cry and Call of the Kor.


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[img]Skill 2 Icon[/img]

Kor Heritage

The Kor race is known for their mystical ability to redirect damage, either away from them or towards them. Shor’anan is no exception.

Level 1 - Lasts 5 seconds.
Level 2 - Lasts 7 seconds.
Level 3 - Lasts 9 seconds.
Level 4 - Lasts 11 seconds.


Redirect

Redirects 20% of damage received to a random friendly non-hero unit within 600 AOE.

In Depth Explanation

Duration is 5 / 7 / 9 / 11 seconds
Casting Range is 450 AOE
Casting Time is 0


Cooldown: 19 seconds on all levels
Mana Cost: 40 / 60 / 80 / 100 mana

More Information:
The 450 AOE casting range only applies upon casting the spell. When the spell is cast, the target non-hero friendly unit can go as far away from the hero as possible without breaking the link. If no valid target is found, the spell fails and the hero wastes the mana and the skill cooldown is triggered.

Think of it as an active version of Mercurial’s Dispersion. However, this only targets one friendly unit at a time. A single creep within the ability’s AOE will always take the damage. Damage redirected becomes magical. Note that damage redirection is applied before any armor reduction applies. Using Redirect also triggers the cooldown for Absorb.


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Absorb

Absorbs 20% of damage received from the target friendly hero to the Kor knight.

In Depth Explanation

Duration is 5 / 7 / 9 / 11 seconds
Casting Range is 450
Casting Time is 0


Cooldown: 19 seconds on all levels
Mana Cost: 40 / 60 / 80 / 100 mana

More Information:
A reverse to Mercurial’s Dispersion. With this spell, Shor’anan is able to protect an ally by absorbing part of the damage received. Damage redirection happens before any armor reduction and is converted to magical damage when applied to Shor’anan. No limit to the distance between Shor’anan and the target allied hero. Using Absorb also triggers the cooldown for Redirect.
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Rallying Cry

With his experience in the many battles in his world and in the following apocalyptic war that nearly destroyed an entire plane, Shor’anan boosts his allies’ staying power in the battlefield.

Level 1 - Heals for 100 HP and increases damage by 5% for 8 seconds.
Level 2 - Heals for 200 HP and increases damage by 10% for 10 seconds.
Level 3 - Heals for 300 HP and increases damage by 15% for 12 seconds.
Level 4 - Heals for 400 HP and increases damage by 20% for 15 seconds.

In Depth Explanation

Duration is 8 / 10 / 12 / 15 seconds
Casting Range is 400 AOE centered around the Knight en-Kor
Casting Time is 0


Cooldown: 17 seconds on all levels
Mana Cost: 80 / 100 / 120 / 140 mana

More Information:
A simple AOE buff that synergizes with just about anything. In particular, the heal allows him to tank a bit more damage from allies who need his help. The extra damage also synergizes well with his ultimate.


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Call of the Kor

Shor’anan calls upon the spirits of his dead brethren to help him and his allies. Each allied hero within the AOE will be escorted by a Spirit en-Kor who acts as the hero’s right-hand warrior.

Level 1 - Each hero, including Shor’anan, gains 1 Spirit en-Kor. Spirits deal 20% of their hero’s damage.
Level 2 - Each hero, including Shor’anan, gains 1 Spirit en-Kor. Spirits deal 30% of their hero’s damage.
Level 3 - Each hero, including Shor’anan, gains 1 Spirit en-Kor. Spirits deal 40% of their hero’s damage.

In Depth Explanation

Duration is 10 seconds
Casting Range is 700 AOE centered around the Knight en-Kor
Casting Time is 0


Cooldown: 180 seconds on all levels
Mana Cost: 150 / 200 / 250 mana

Spirit en-Kor
HP: 500 / 800 / 1100
MP: 0
Speed: 325
Range: 450
Model: Light-tinted Undead Shade

Abilities: Phasing – they can pass through other units but not trees and cliffs. Spirits have 25% magic resistance.
More Information:
Spirits count as normal units and will only attack the current target of the hero to which they are attached. The hero must manually target the unit or else the Spirits will just float around (works like Maelstrom or Geminate Attack). Selecting an enemy with a targeted spell will make the Spirits attack. They can be killed and targeted by spells, including healing and other positive buffs. Spirits though have 1 / 2 / 4 normal armor and limited health. This ability synergizes with Shor’anan’s Kor Heritage – Redirect – because it ensures that there will always be a friendly creep around to absorb damage, as well as his Rallying Cry because the Spirits get healed and receive the damage bonus.


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HERO SYNERGY

[img]Hero Head Icon[/img]
Hero Name
Hero Synergy Explanation

[img]Hero Head Icon[/img]
Hero Name
Hero Synergy Explanation

[img]Hero Head Icon[/img]
Hero Name
Hero Synergy Explanation

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ITEM SYNERGY

Early Game Items
[img]Item 1[/img][img]Item 2[/img][img]Item 3[/img][img]Item 4[/img][img]Item 5[/img][img]Item 6[/img]

Middle Game Items
[img]Item 1[/img][img]Item 2[/img][img]Item 3[/img][img]Item 4[/img][img]Item 5[/img][img]Item 6[/img]

Late Game Items
[img]Item 1[/img][img]Item 2[/img][img]Item 3[/img][img]Item 4[/img][img]Item 5[/img][img]Item 6[/img]

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Last edited by Talor Karos; 08-03-2009 at 01:44 PM.
Old 07-26-2009, 08:31 PM   #2
dixing
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Default Re: [STR - SENT] Shor'anan, Knight en-Kor

hmmm, interesting, first spell is not the most original but its cool, synergizes with third spell and ultimate? I dont know, its not that it synergizes with them... its just that everything synergizes with them... one heals and adds damage so of course it synergizes with everything... even with simply walking to a hero and hitting him :O
second spell is ok, altough redirecting damage probably doesnt last long late-game since the unit will die pretty fast, unless of course you dominate a strong creep (item synergy). third skill is a walking STRONGER mekansm and with 20% extra damage? overpowered! unoriginal! and how does it fit his theme of damage manipulation? exactly how does anything besides his second spell match damage manipulation?
the ultimate is pretty original and nice... but something is lacking in this hero.
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Old 07-26-2009, 08:41 PM   #3
warp0
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Default Re: [STR - SENT] Shor'anan, Knight en-Kor

The Vec are better then the Kor :P
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Old 07-27-2009, 03:37 AM   #4
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Default Re: [STR - SENT] Shor'anan, Knight en-Kor

Reviews :

1st Skill : Does it needed to be targeted like blink or automatic like leap? I like your idea. T-Up. But I think you need to give something like armor since just charging will easily lead him to death. Also what will happen if he meets a cliff or tree? Goes through or damages it?

2nd Skill : I think duration is too long. You'll get 11 seconds undamaged if you have enough creep around you. Makes it about 8 seconds. T-Up for concept

3rd Skilll : Imba heal. Even omni's heal just doing 360 heal and gives bonus damage? Makes it about 200 heal and bonus damage. Also, the concept isn't that original since it's just mekans with damage bonus instead armor. T-Down.

Ultimate : Hmm... I think it's original. But actually this is just an 20/30/35% boost to nearby allies but the spirit can die. I think you should give something more than that. Also the percentage is weird. 20/30/35? Makes it about 25/30/35 I suggest. Null Vote For Now

Synergies : There's no direct synergies found here. You have 2 supporting skills + 1 subskills and 2 offensive skills. Your charge skill needs you to have more defense boosting skill but you don't have any except redirect which is useless when you use charge since there's no creep around you. Also, by using charge, you'll be far from your team and other skill will be useless. Well, your other skill synergize quite well each other. So, I think you should consider changing first skill. Null Vote

Others : Most of your skill have lot of mana cost while your agility is significantly low. Reduce your mana cost and reduce the effect of your skill

P.S : Your primary attribute is STR but you highlight the INT ^^
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Old 07-27-2009, 03:39 AM   #5
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Default Re: [STR - SENT] Shor'anan, Knight en-Kor

En-kor and En-vec....

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Old 07-27-2009, 04:08 AM   #6
Lethologica
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Default Re: [STR - SENT] Shor'anan, Knight en-Kor

Just a small tip: Charge! has the potential to be incredibly broken. If it isn't towards a target, it's basically a haste rune put into a 12sec cooldown spell, which doesn't have to be used to attack.
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Old 07-27-2009, 05:44 AM   #7
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Default Re: [STR - SENT] Shor'anan, Knight en-Kor

Delete this post... Error in my internet
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Old 07-27-2009, 06:38 AM   #8
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Default Re: [STR - SENT] Shor'anan, Knight en-Kor

Quote:
Originally Posted by bimjowen View Post
En-kor and En-vec....

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Old Skool MTG. I started around Torment and quit around Llorlyren or w/e it is.
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Old 07-27-2009, 07:19 AM   #9
Talor Karos
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Default Re: [STR - SENT] Shor'anan, Knight en-Kor

Thank you all for your reviews.

@ all: This is still a work in progress as indicated by lack of synergies and items, etc. Hehehe...

@ dixing: the theme about damage manipulation is just one of his aspects, his main role is to tank and support his allies. The third skill can be considered as damage manipulation as well because you're effectively increasing your and your allies' damage.

I did feel like there could be something more that could be done for the hero, that's why I posted him here so people could contribute. Late game, his ultimate would be used to redirect damage away from him. The Spirits are pretty much 1100 creeps so they could take some pounding because they're ranged creeps. I might add magic resistance to them. Maybe 25% like heroes.

@ warp0 & bimjowen: Vec, Kor or Dal... whatever... but I preferred the Kor because of their damage redirection capabilities.

@ NoThlnG: Charge is an active targeting skill. He is not immune nor will he get bonus armor while his running. I think this balanced this way. Though designed to be an initiating skill, it's not the best but as Lethologica pointed, it can also be used as an escape mechanism. :P

You are not undamage when redirect is active. You only take 80% of the original damage. The 20% is redirected away from you. Imba heal... hehehe... I know but those are just numbers.


Thanks everyone.
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Old 08-03-2009, 02:30 AM   #10
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Default Re: [STR - SENT] Shor'anan, Knight en-Kor

1) Charge!

You have to fix this:

Quote:
Duration is indefinite until the Knight en-Kor hits an enemy unit
Don't make the duration indefinite or it can turn out to this:

Quote:
Originally Posted by Lethologica View Post
Just a small tip: Charge! has the potential to be incredibly broken. If it isn't towards a target, it's basically a haste rune put into a 12sec cooldown spell, which doesn't have to be used to attack.
If you don't want to change anything, then just increase the cooldown to 30 sec or something and increase mana cost twice.

2) Kor Heritage

Put Redirect and Absorb under Kor Heritage (Redirect and Absorb as sub-skill) and make Redirect as a passive skill.

3) Good supporting ability. Increase the area to 450 aoe maybe? I think it's too small.

4) Looks like cool ultimate. Not much to complaint here.
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Old 08-03-2009, 01:43 PM   #11
Talor Karos
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Default Re: [STR - SENT] Shor'anan, Knight en-Kor

@ Whitefang:

I guess I really should fix the explanations for Charge! It's suppose to be infinite duration so far as it fulfills the range condition or the enemy-is-hit condition. I'll remedy this.

As for Kor Heritage, Redirect and Absorb are already considered subskills of the ability. Thank you for the suggestion on making Redirect a passive but that would be too Mercurial-like. So I will think upon making it enemy-targettable.

Thanks for the time!
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