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Old 08-22-2009, 05:28 AM   #81
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Default Complete this Hero 1!


alrighty good to hear=] itll be fun. end of monday. ill note that.

wow, the cooldown for disintegrate is 2 seconds. and so cheap mana. not to mention imba range. that is some mad spammage. lol
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Murloc Hero! The Oracle-Sibylla
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Last edited by gwho; 08-22-2009 at 05:31 AM.
Old 08-22-2009, 05:34 AM   #82
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Default Re: Complete this Hero 1!

Will numbers be looked at? I hope not.
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Old 08-22-2009, 05:37 AM   #83
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Default Re: Complete this Hero 1!

You mean Balance? Yes we will probably be grading you on Balance in addition to creativity.
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Old 08-22-2009, 05:38 AM   #84
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Default Re: Complete this Hero 1!

Looks like I didn't make the cut to be a judge -.-
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Old 08-22-2009, 05:39 AM   #85
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Default Re: Complete this Hero 1!

Oops, my bad, I will add you.

I think we have enough judges at this point. Now we need more submitters XD.
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Old 08-22-2009, 06:16 AM   #86
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Default Re: Complete this Hero 1!

So, that Disintegrate of yours. Is that Pure Damage?
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Old 08-22-2009, 06:17 AM   #87
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Default Re: Complete this Hero 1!

Nope, its magic.
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Old 08-22-2009, 10:03 AM   #88
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Default Re: Complete this Hero 1!

Here's my Submission:
Quote:
__________________________________________________

HERO INFORMATION


WILL WISEWORD
THE PSYKEEPER


Affiliation: Sentinel
Model: Priest
Theme: the Arcane Psychic
Roles: Support, Carry
Attributes and Stat Growth:
Strength: 16 + 1.4
Agility: 12 + 1.2
Intelligence: 20 + 2.6 (Main Attribute)
Starting Stats:
Health: 454
Mana: 260
Damage: 42-46
Armor: 1.7
Attack range: 600
Movement Speed: 290


__________________________________________________

HERO ICON, STORY AND SKILLSET


Summon the Psykeeper

Being a studious elf since youth, Will has always been ahead of most magicians of his age but his mastery and dexterity with such arcanic powers didn't stop him from wanting to improve his capabilities. Able to master the deeper arts of the arcane, Will possesses greater control over energy and psychic forces. Though the affinity of what he has mastered may seem a little dark, the Psykeeper always took the effort to differ himself from the Scourge. Now, with great respect to his roots and natural order, he fights for the Sentinel in the effort to preserve what is left of him in the world...


Learns Fade Step, Flux Infusion, Psywave and Disintegrate

__________________________________________________

HERO ABILITIES


FADE STEP


Description: Will enhances his speed and cloaks himself with arcane energy. This allows him to fade and travel to a very short distance almost instantly.
Level 1 - 100 distance
Level 2 - 200 distance
Level 3 - 300 distance
Level 4 - 400 distance
Framekwork:
When this skill is learned, the hero is given 4 subskills in place of this ability: Fade Step - Forward, Fade Step - Back, Fade Step - Left, and Fade Step - Right. When one of those is used, Will is transported 100/200/300/400 units to the direction of the used ability. Each subskill has an independent cooldown. Animation is akin to Timewalk's animation. Cannot go through impassable terrain. This does NOT make Will invulnerable.[Skill Icon by KelThuZad]


Quote:

SUBSKILL: FADE STEP - FRONT [T]

Description: Will fades forward.
Skill Type: Active, Instant
Cooldown: 6
Mana Cost: 50
Quote:

SUBSKILL: FADE STEP - BACK [G]

Description: Will fades backward.
Skill Type: Active, Instant
Cooldown: 6
Mana Cost: 50
Quote:

SUBSKILL: FADE STEP - RIGHT [F]

Description: Will to the right.
Skill Type: Active, Instant
Cooldown: 6
Mana Cost: 50
Quote:

SUBSKILL: FADE STEP - LEFT [H]

Description: Will fades to the left.
Skill Type: Active, Instant
Cooldown: 6
Mana Cost: 50

Author's Notes:
Counterstrike anyone?


__________________________________________________


FLUX INFUSION


Description: Whenever Will casts an ability, he lets out a flux of energy that infuses with targets it makes contact with, healing allies and damaging enemies in the process.
Skill Type: Passive
AoE: 500
Level 1 - 7 heal or damage
Level 2 - 14 heal or damage
Level 3 - 21 heal or damage
Level 4 - 28 heal or damage
Framekwork:
Whenever Will casts a spell, all allies within a 500AoE are healed while all enemies are damaged. [Skill Icon by Anachron]


__________________________________________________


PSYWAVE


Description: Whenever Will enforces any arcanic activity, there's a chance that a psywave is produced. The wave travels outwards and has the same intensity as the enforced force. Any damage sourced from Will is spilled in an area.
Skill Type: Passive
Level 1 - 20% chance, 100 AoE
Level 2 - 35% chance, 200 AoE
Level 3 - 50% chance, 300 AoE
Level 4 - 65% chance, 400 AoE
Framekwork:
All damages (including negative damages: heal) sourced from Will has a chance to spill in an area. This doesn't trigger itself at all. Radiance does not trigger this ability as well.[Skill Icon by iPeez]


Author's Notes:
I badly wanted to go all out with this ability like making the AoE go 300/400/500/600, but the full damage to creeps messed it all up, making it imbalanced. Damn! Checked the Ultimate again, good thing it's only 40 AoE, at least I could make the values of this ability moderate high.


__________________________________________________


DISINTEGRATE [Y]


Description: Will's arcane powers goes to the extreme, allowing him to move particles in an area individually. Will fires a ray that serves as his means for particle manipulation. Deals half damage to heroes.
Skill Type: Active, Nuke
Mana Cost: 100/125/150
Casting Range: 2000
AoE: 40
Level 1 - 100 damage
Level 2 - 200 damage
Level 3 - 300 damage
Framekwork:
Will fires a thin blast of energy. Any unit caught within 40 AoE and 2000 range will be damaged.


__________________________________________________

SYNERGIES


Fade Step, Flux Infusion and Psywave
Fade Step triggers Flux Infusion and Flux Infusion's damage and heal triggers Psywave.


Fade Step and Disintegrate
Fade Step allows you to keep your distance while Disintegrate is still in cooldown.


Flux Infusion and Psywave
Flux Infusion's heal and damage is multiplied exponentially because of Psywave.


Disintegrate, Flux Infusion and Psywave
Disintegrate triggers Flux Infusion and Flux Infusion triggers Psywave.


Disintegrate and Psywave
Disintegrate's damage triggers Psywave, making it hit a lot easier and deal damage in a larger area. It also allows more mind games *hint.*
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Last edited by chadpiety123; 08-24-2009 at 01:11 PM.
Old 08-22-2009, 11:07 AM   #89
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Default Re: Complete this Hero 1!

Quote:
Originally Posted by AmplifyDamage View Post
we can go forever lol

I laughed when i saw your tank hero suggestion that spawns ghouls.

You're not very clever are you.
Not forever - I can't be fucked. Last post, actually. You're an idiot.
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Old 08-22-2009, 11:10 AM   #90
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Default Re: Complete this Hero 1!

I love this thread, for +1 posts. LOL

I feel like chad is really talented at arcane-based heroes, he looks pretty good. How will fade step work? 4 icons? Is that possible? haha. Looks good, feels like a nifty evasion skill.

Flux is hawt. Numbers are balanced and everything is good. Psywave reminds me a bit of Lanaya's Psi Blades, the spill damage.

Overall, i think my hero is incompetent against him. Hahah... don't worry, I'll be reworking him.

@Zirath
Can you move the deadline? Let's say 26 or 27? I'm pretty busy at the moment and have to get ready for a big test. -.- I wasn't thinking straight when i made my hero, wahahah. I was just taking a break from the books and ended up getting bored, creating a lame hero.
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Old 08-22-2009, 11:38 AM   #91
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Default Re: Complete this Hero 1!

Quote:
Originally Posted by notveryclever View Post
Not forever - I can't be fucked. Last post, actually. You're an idiot.
Grats you called me an idiot over the internet...

you should probably just erase your hero suggestion before further humiliation.
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Old 08-22-2009, 12:04 PM   #92
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Default Re: Complete this Hero 1!

Now now kids don't go arguing in this thread ya hear?
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Old 08-22-2009, 12:05 PM   #93
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Default Re: Complete this Hero 1!

UPDATE: Just remade my Kalankkar (Arcane Lizard) into a Dragonhawk Rider - Lumos Bloodwing (Arcane Rider).

I'll fix synergy section later.
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Old 08-22-2009, 01:53 PM   #94
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Default Re: Complete this Hero 1!

@king james: Looks like you had an improvement. If you are certain you still need an extension, let me know on Sunday and I will move it a day or two for you.

Yes 4 skills are possible. There are very clever ways around it frankly, you can have up to 6 Active Icons for a hero. Will's passives can be invisible or have a special icon that tooltips both.

@Amplify Damage and notveryclever: Enough of this. Both of you stop acting like assholes:

Amp: No one stole your idea. Magic Resistance reduction is a very natural way to overcome the spells low DPS. You simply posted first; it doesn't make it your idea. His spell is also significantly different from yours with the exception of the reduction.

notveryclever: Don't be snarky. No one else thinks you're are copying anyone. If Amped believe its theft of his intellectual property, that is his own problem.

If I see more of this bickering, I will penalize both of you. This is supposed to be a constructive activity. Support each others ideas, don't create hostility by claiming ownership.
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Old 08-22-2009, 03:04 PM   #95
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Default Re: Complete this Hero 1!

meh, no one comment mine. T_______T
maybe too generic or boring?
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Old 08-22-2009, 03:06 PM   #96
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Default Re: Complete this Hero 1!

Judges can't comment so the scoring is more fair later. Other people are probably more focused on their own heroes. You'll know what the judges think on Tuesday.
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Old 08-22-2009, 04:38 PM   #97
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Default Re: Complete this Hero 1!

Hmm...this sounds interesting...let me give a shot at it!

__________________________________________________


Quote:
Changelog:
Ver 1.0: Created Klaviar
Ver 1.1: Reduced cooldown and mana for arcane magic, increased mana released for mana overload to give it more sense for it's description, and slightly reduced mana cost for dark enchantment.
Ver 2.0: Completely changed Klaviar
Ver 2.1: Increased casting range to 600, reduced casting range link to 600
Ver 2.2: Lowered his movespeed to 290
Ver 2.3: Nerfed Arcane Absorb
Quote:


Klaviar the Arcane Apprentice

Affiliation: Sentinel
Model: Apprentice
Theme: Magic manipulation
Roles: Support
Attributes and Stat Growth:
Strength: 20 + 1.0
Agility: 14 + 1.4
Intelligence: 18 + 2.7 (Main Attribute)

Starting Stats:
Health: 530
Mana: 234
Damage: 28-65
Armor: 2
Attack range: 600
Movement Speed: 290

__________________________________________________

Quote:
STORY:

Klaviar is a genius among rookies of the arcane arts. His ability to manipulate mana from any source is said to be a godgiven ability among those who are in the academy. One day, the lich king struck which halted all school facilities until the war ends. Despite only being a beginner, Kalviar insisted that his magic will be of great use in the war, stating that although the majority of his spells can't deal damage, it'll be what will decide the battle.

__________________________________________________

SKILLS:


Quote:
Skill 1: Arcane Absorb
Description: By using the enemy's/ally's used mana, Klaviar is able to absorb bits of that mana and restore his manapool. His ability to absorb mana also granted him the ability to restore mana from nature itself. He is also to regain back some of his own mana when he casts spells too.

Mana Cost: N/A
Cooldown: N/A
AoE: 800
Spell type: Passive

Level 1: For each spell casted near Klaviar, he will restore 10 mana points. Passively increases mana regen by 30%.

Level 2: For each spell casted near Klaviar, he will restore 15 mana points. Passively increases mana regen by 60%.

Level 3: For each spell casted near Klaviar, he will restore 20 mana points. Passively increases mana regen by 90%.

Level 4: For each spell casted near Klaviar, he will restore 25 mana points. Passively increases mana regen by 120%.
Quote:
Explanation:

Any spell casted around Klaviar will restore his mana, similar to magic wand except that it's instant. This skill also affects Klaviar too, which effectively reduces the mana cost of his spells.
Quote:
Note:
-Cannot be activated from Auto-Casts
-Activates when using items that require mana
-Affects Klaviar as well
Quote:
Skill 2: Energy Transfer
Description: Klaviar launches a mana link that will drain his mana, but restore his ally's mana instead. Only works on Allied heroes. Due to the low cooldown, Klaviar can transfer his mana to two individual heroes at level 4.

Mana Cost: 100
Spell type: Linking
Cooldown: 20/15/10/5 seconds
Casting Range: 600
Link Break Range: 600
Duration: 10 seconds

Skill 1: Drains Klaviar's manapool 40 mana per second. while restoring targetted ally's manapool 40 mana per second.

Skill 2: Drains Klaviar's manapool 50 mana per second. while restoring targetted ally's manapool 50 mana per second.

Skill 3: Drains Klaviar's manapool 60 mana per second. while restoring targetted ally's manapool 60 mana per second.

Skill 4: Drains Klaviar's manapool 70 mana per second. while restoring targetted ally's manapool 70 mana per second.
Quote:
Explanation:

This skill is basically a reverse version of Lion's mana drain however, instead of it being a channeling skill, this skill is a linking skill, similar to how Razor's static link work.

This skill makes it an excellent mana provider and synergizes pretty well with Mana Absorb as the allied heroes he casted this on will undoubted cast spells. Not only that, but the passive mana regeneration also cuts down on the drain a bit.

Since it is like Razor's Static Link, it can be broken if the targetted hero moves 600 units away from Klaviar.
Quote:
Note:
-Is not channeling
-Only works on allied heroes
-Up to two other heroes can be linked
Quote:
Skill 3: Mana Augment
Description: Klaviar's releases a high pressure amount of mana in to the atmosphere. The mana he unleashes is so massive that it increases all allied heros' spells and decreases all enemy heros' spells on the entire map..
Quote:
Mana Cost: 75/150/225/300
Spell type: Buff/Debuff
AoE: Global
Cooldown: 25 seconds
Duration: 5 seconds

Level 1: Increases all allied heros' spells by 5%, decreases all enemy heroes spells by 5%.
Level 2: Increases all allied heros' spells by 10%, decreases all enemy heroes spells by 10%
Level 3: Increases all allied heros' spells by 15%, decreases all enemy heroes spells by 15%
Level 4: Increases all allied heros' spells by 20%, decreases all enemy heroes spells by 20%
Quote:
Explanation:
Basically increases all spell damage for allies by 20% and decreases all spell damage for enemies by 20%. The percentage is pretty ideal as it's powerful enough to be useful, yea not powerful enough to be imba
Quote:
Note:
-Doesn't work with items
-Doesn't affect auto-casts
-Doesn't affect duration of stuns, silence, hex, etc.
-Affects Klaviar also

Quote:
Ultimate: Disintegrate
Description: Klaviar's only damaging spell and quite a terror it is. By using his genius, Klaviar found a way to not only fire very far away, but he also found away to keep firing constantly.
Quote:
Mana Cost: 100/125/150
Spell Type: AoE Line
Casting Range: 2000
Cooldown: 2

Level 1 - 100 damage
Level 2 - 200 damage
Level 3 - 300 damage
Quote:
Explanation:
A thin line similar to Powershot that moves instantly from the caster to the point with 2000 range. Units must be within 40 of the ray to be hit. Deals 1/2 damage to heroes.

__________________________________________________


SKILL SYNERGY

+ : Energy Transfer + Arcane Absorb

Cast Mana Transfer on two heroes and let them go wild! Meanwhile as they're casting, Arcane Absorb restores mana being drained away.

+ : Spell Augment + Disintegrate

Gives him two shots of enchanced power dealing 180 damage to heroes and 360 damage to creeps.

+ : Disintegrate + Arcane Absorb

Mana regen and a reducing mana cost makes it more easier to spam this ultimate.

+ : Energy Transfer + Spell Augment

Cast Energy Transfer on allied heroes and then cast Spell Augment for them nuke the living hell out of anything for additional damage at no real loss!

+ + + : Energy Transfer + Spell Augment + Disintergrate + Arcane Absorb

The ultimate supporting combination that makes everyone happy when defending or invading a base.


__________________________________________________

ITEM SYNERGY

Magic Wand: As said before with Arcane Absorb being similar to magic wand, what the heck, might as well get it.

Arcane Ring: Restore mana to allied heroes and since you restore more mana when casting, you actually GAIN the 135 mana.

Orchid of Malecolence: Used with Diffusal Blade to get the AS needed for mana burning, also deals more damage to hero when spells are casted which works great for those with the Spell Augment buff.

Hood of Defiance or Khadger's Pipe of Insight: Since Spell Augment also decreases enemy's spell damage, spell damage reduction or the more supportive khadger's might be usable if timed right.

Any Intel based item or Mana regen items: Needed so he can basically spam his spells...which is mostly Disintegrate.


__________________________________________________

HERO SYNERGY

Any hero with a damaging spell: That is how powerful spell augment is...it gives boosts to a lot of heroes.

Any hero with a low manapool: Klaviar is like a moving gas station for all your troubles and needs.

Anti-mage: With his high magic resistance and Spell Augment's ability to reduce spell damage, he will recieve even less damage.

Ezalor: For Chakra + Arcane Absorb + Energy Transfer mana spamming fun!

Winderrunner: Just for the sheer fact that Disintegrate and her Powershot are extremely identical.

Obsidian Destroyer: For the sheer lulz of Energy Transfer giving destroyer max mana at all times. Too bad his auto-cast doesn't affect Arcane Absorb.

Zeus: Spam spam spam spam spam spam + Energy Transfer + Arcane Absorb = PWN'D...early game.

Meepo: Lol, max mana forever due to Arcane Absorb and Meepo's four clones casting low cooldown spells making disintegrate an unstoppable force of destruction.

Quote:
Credits:
-Thanks to those who work at Hiveworkshop for creating those 1337 icons!
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Last edited by kings.empire; 09-01-2009 at 01:28 AM.
Old 08-22-2009, 07:37 PM   #98
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Default Re: Complete this Hero 1!

Quote:
(Original) I figured why not?
__________________________________________________

INTRODUCTION



Etinmer

A statue left for the elements after the War Of the Magi. Fortunately for Etinmer, he was left in the middle of an arcane battle field. Due to his strange incantation markings, he was able to absorb the massive amounts of arcane forces around him, and become a living being. Etinmer uses arcane magic to sustain an animated form, but his mind is easily swayed. When Etinmer is discovered, it will be a race between the sentinel and scourge to see who can get their hands on him first.

Strength - 22 + 2.1
Agility - 10 + 1.0
Intelligence - 20 + 3.3

Learns Devour Magic, Arcane Shield, Arcane Link and Disintegrate

Attack range of Melee (150)
Movement speed of 300

__________________________________________________

HERO INFORMATION

Affiliation: Neutral
Role: Spell caster / support tank
Theme: Arcane statue


Etinmer, the Obsidian Statue

Starting Hitpoints: 568
Starting Mana: 260
Starting Damage: 55-57
Starting Armor: 1

__________________________________________________

HERO ABILITIES



Devour Magic

Absorbs all magic in an aoe around Etinmer. Absorbing all non-ultimate buffs off of enemies, and all non-ultimate debuffs off of allies, and absorbing mana from enemies.

Level 1 - 400 aoe, 50 mana stolen
Level 2 - 600 aoe, 75 mana stolen
Level 3 - 800 aoe, 100 mana stolen
Level 4 - 1000 aoe, 125 mana stolen

Basically, in the specified aoe, all enemies will lose any buffs and some mana, which the Obsidian Statue will gain. And all allies in the aoe will lose their debuffs, which the statue will gain.

Casting Range is self


Cooldown: 10 seconds
Mana Cost: 75/100/125/150 mana
__________________________________________________



Arcane shield

The Obsidian statue takes pure mana out of the air and circles the mana around it at the speed of light. It becomes so dense, it becomes physical, and will surround and protect the statue from harm. Unfortunately while inside the shield the statue is unable to move or attack. The statue can dissipate the shield, but it takes 5 seconds to do so.

Level 1 - The shield absorbs 500 damage
Level 2 - The shield absorbs 1000 damage
Level 3 - The shield absorbs 1500 damage
Level 4 - The shield absorbs 2000 damage

The hero becomes immobile and can no longer attack. However, any damage dealt to him will be dealt to his shield instead, and he can still cast spells.

Duration is 15 seconds, or until the hero is dealt 2000 damage or until the shield is dissipated
Casting Range is self
Casting Time is 0


Cooldown: 25 seconds
Mana Cost: 100/120/140/160

__________________________________________________



Arcane Link

Etinmer creates a link between himself and his enemies by binding their arcane energies together. He gains vision of his enemies, as long as the link remains attached, and his enemies attack speed and movement speed are slowed based on how far away they are from Etinmer. Up to 50% slow. 2000 breaking range.

Level 1 - Last 5 seconds, cast range is 500 aoe
Level 2 - Last 6 seconds, cast range is 600 aoe
Level 3 - Last 7 seconds, cast range is 700 aoe
Level 4 - Last 8 seconds, cast range is 800 aoe

When this spell is cast, all enemies in the aoe will be attached to Etinmer through some type of animation. Etinmer will have vision of them, and they will be slowed by a variable of how far away they are from Etinmer. No slow at 0 range, 50% slow at 2000 range. If they get beyond 2000 range, then the link will break.

Duration is 5/6/7/8 seconds
Casting Range is 500/600/700/800 aoe around self (2000 breaking range)


Cooldown: 18 seconds
Mana Cost: 75/100/125/150

__________________________________________________



Disintegrate

Fires a ray of death that deals heavy damage. Deals half damage to heroes.

Level 1 - 100 damage
Level 2 - 200 damage
Level 3 - 300 damage

A thin line similar to Powershot that moves instantly from the caster to the point with 2000 range. Units must be within 40 of the ray to be hit. Deals 1/2 damage to heroes.

If it doesn't go against the rules I'd like scepter to make it deal full damage to heroes as well. Seeing as how it is his main form of damage.

Casting Range is 2000 (40 aoe)


Cooldown: 2 seconds
Mana Cost: 100/125/150

__________________________________________________
Edited some numbers/skills
__________________________________________________

INTRODUCTION



Etinmer

A statue left for the elements after the War Of the Magi. Fortunately for Etinmer, he was left in the middle of an arcane battle field. Due to his strange incantation markings, he was able to absorb the massive amounts of arcane forces around him, and become a living being. Etinmer uses arcane magic to sustain an animated form, but his mind is easily swayed. When Etinmer is discovered, it will be a race between the sentinel and scourge to see who can get their hands on him first.

Strength - 20 + 2.1
Agility - 10 + 1.0
Intelligence - 20 + 2.7

Learns Devour Magic, Arcane Shield, Arcane Link and Disintegrate

Attack range of Melee (150)
Movement speed of 275

__________________________________________________

HERO INFORMATION

Affiliation: Neutral
Role: Spell caster / support tank
Theme: Arcane statue


Etinmer, the Obsidian Statue

Starting Hitpoints: 530
Starting Mana: 260
Starting Damage: 55-57
Starting Armor: 1

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HERO ABILITIES



Devour Magic

Absorbs all magic in an aoe around Etinmer. Absorbing all non-ultimate debuffs off of allies, and absorbing mana from enemy heroes.

Level 1 - 400 aoe, 50 mana stolen
Level 2 - 600 aoe, 75 mana stolen
Level 3 - 800 aoe, 100 mana stolen
Level 4 - 1000 aoe, 125 mana stolen

Basically, in the specified aoe, all enemy heroes will lose some mana, which the Obsidian Statue will gain. And all allies in the aoe will lose their debuffs, which the statue will gain.

Casting Range is self


Cooldown: 18 seconds
Mana Cost: 60/100/140/180 mana
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Arcane shield

The Obsidian statue takes pure mana out of the air and circles the mana around it at the speed of light. It becomes so dense, it becomes physical, and will surround and protect the statue from harm. Unfortunately while inside the shield the statue is unable to move or attack. The statue can dissipate the shield, but it takes 5 seconds to do so.

Level 1 - The shield absorbs 200 damage
Level 2 - The shield absorbs 500 damage
Level 3 - The shield absorbs 800 damage
Level 4 - The shield absorbs 1100 damage

The hero becomes immobile and can no longer attack. However, any damage dealt to him will be dealt to his shield instead, and he can still cast spells.

Duration is 15 seconds, or until the hero is dealt 1100 damage or until the shield is dissipated
Casting Range is self
Casting Time is 0


Cooldown: 40 seconds
Mana Cost: 50/100/150/200

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Arcane Link

Etinmer creates a link between himself and his enemies by binding their arcane energies together. He gains vision of his enemies, as long as the link remains attached, and his enemies attack speed and movement speed are slowed based on how far away they are from Etinmer. Up to 50% slow. 2000 breaking range.

Level 1 - Last 5 seconds, cast range is 500 aoe
Level 2 - Last 6 seconds, cast range is 600 aoe
Level 3 - Last 7 seconds, cast range is 700 aoe
Level 4 - Last 8 seconds, cast range is 800 aoe

When this spell is cast, all enemies in the aoe will be attached to Etinmer through some type of animation. Etinmer will have vision of them, and they will be slowed by a variable of how far away they are from Etinmer. No slow at 0 range, 50% slow at 2000 range. If they get beyond 2000 range, then the link will break.

Duration is 5/6/7/8 seconds
Casting Range is 500/600/700/800 aoe around self (2000 breaking range)


Cooldown: 18 seconds
Mana Cost: 100/125/150/175

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Disintegrate

Fires a ray of death that deals heavy damage. Deals half damage to heroes. The damage dealt by this is pure. Scepter adds 75 damage.

Level 1 - 75 damage
Level 2 - 150 damage
Level 3 - 225 damage

A thin line similar to Powershot that moves instantly from the caster to the point with 2000 range. Units must be within 40 of the ray to be hit. Deals 1/2 damage to heroes.

Casting Range is 2000 (40 aoe)


Cooldown: 2 seconds
Mana Cost: 100

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Last edited by uo111; 01-18-2010 at 09:11 AM.
Old 08-22-2009, 08:02 PM   #99
AmplifyDamage
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Default Re: Complete this Hero 1!

Looks like this thread is fleshing out nicely. More players the more fun.
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Old 08-22-2009, 08:48 PM   #100
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Default Re: Complete this Hero 1!

I like how many heroes are being submitted. Nice work guys. This looks to be a very good competition.

Little reminder that the winner earns the privilege of choosing next week's challenge so on Tuesday start thinking to yourself if you think you have a very good shot.
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While I have partially returned to the forums, I am still not making test maps. If you have a small request, you can PM and I will try to work something out, but I do not have the time to make full test maps.
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