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Old 06-24-2011, 08:37 PM   #1
Lord_Talron
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Default [STR-SENTINEL]Gregory Deathbane, Paladin


What happens when an unstoppable force meets an immovable wall?

If you want to find out, meet Gregory, he IS the immovable wall. The ultimate tank, he actually gives your enemies a reason to attack him, a reason to shut him down. Fortunately for you, Deathbane is an expert in taking damage! This is the hero axe, centaur, and bristleback wish they were. check him out!!!





Paladin
Gregory Deathbane

Background Story: As long as anyone could remember, Gregory was always a painfully pathetic character. He wasnt very strong, he wasnt very clever, and he was rather clumsy too. But incredibly, whenever it really mattered, Gregory could do no wrong. This was most obvious when he tried to join the ranks of the Knights of the Order of the Silver Hand (a lifelong dream of his), where not only did he get initiated with flying colors, he achieved the coveted position of Holy Paladin within a single year, surprising even Gregory himself. One he got the position, however, it became apparent that he was not suited for the job. He bumbled every assignment and it was clear he was a shameless coward. Then came Arthas' killing of Uther and the purging of all Paladins of the Order. Gregory and the knights in his command where besieged on all sides by the unending forces of the Undead Scourge. As the undead charged, Gregory became surrounded in a blinding light, drawing all the undead to attack him. Wave after wave shattered against him, as he dispatched even the mightiest with a single blow. Under the unending onslaught, it became clear to everyone that Gregory was given unparalleled blessings by the gods and as the last undead was crushed beneath his hammer, he resolved to never stop until he had done the same to the Lich King himself.

Strength - 26 + [2.2]
Agility - 15 + [1.5]
Intelligence - 20 + [1.5]




Affiliation:Sentinel
Damage:57-69
Armor:3
Movespeed:305
Starting HP/MP:682/260
Attack Range:128 (melee)

Holy Smite - (Active, target, aoe heal)
__________
__________
Deathbane calls on the power of the gods to smite a target enemy hero. Nearby allies are healed by the power of the bolt of holy energy.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
11107 seconds300350N/A105 damage, distributes same damage between all nearby allied heroes
21207 seconds300375N/A165 damage, distributes 125% damage between all nearby allied heroes
31307 seconds300400N/A225 damage, distributes 150% damage between all nearby allied heroes
41407 seconds300425N/A285 damage, distributes 175% damage between all nearby allied heroes

Notes:
  • Does not heal allied creeps.
Fury of the Gods - (Passive, bonus damage on hit)
____________________Deathbane strikes with the fury of the gods themselves, dealing massive devastation unto his enemies. Sometimes he can even channel the power of their own blows into a massive strike.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/A10 seconds*(**)N/AN/AN/AEvery 10 seconds, you gain 5 bonus damage, cap of 20 bonus damage, after taking 2 instances of damage you lose the bonus damage. Also adds a 5% chance to deal bonus damage equal to 25% of the last instance of damage taken in the last 2 seconds
2N/A8 seconds*(**)N/AN/AN/AEvery 8 seconds, you gain 10 bonus damage, cap of 40 bonus damage, after taking 3 instances of damage you lose the bonus damage. Also adds a 10% chance to deal bonus damage equal to 25% of the last instance of damage taken in the last 2 seconds
3N/A6 seconds*(**)N/AN/AN/AEvery 6 seconds, you gain 15 bonus damage, cap of 60 bonus damage, after taking 4 instances of damage you lose the bonus damage. Also adds a 15% chance to deal bonus damage equal to 25% of the last instance of damage taken in the last 2 seconds
4N/A4 seconds*(**)N/AN/AN/AEvery 4 seconds, you gain 20 bonus damage, cap of 80 bonus damage, after taking 5 instances of damage you lose the bonus damage. Also adds a 20% chance to deal bonus damage equal to 25% of the last instance of damage taken in the last 2 seconds

Notes for Blue Part:
  • The bonus damage is added to the Gregory's ordinary attack damage.
  • Counts both spells and attacks.
  • (*)How often Gregory gains some bonus damage.
  • Only player based damage will count towards an instance of damage.
  • Gregory cannot gain bonus damage if he has been attacked in the past 10/8/6/4 seconds.
Notes for Red Part:
  • Uses damage after reductions.
  • Has no damage cap.
  • Just to clarify, you can only gain bonus damage from ONE instance of damage at a time.
  • (**)Internal cooldown for how often Gregory can gain bonus damage from being damaged.
  • Self damage does not count.
  • Counts both spells and attacks.
  • Damage can be gained from any damage source, from a lowly neutral kobold to the powerful laguna blade.
  • Obviously doesnt gain damage from deathblow spells like Culling Blade and Ice Blast.
Divine Intervention - (Passive, self)
__________
__________
Deathbane is in good graces with the gods, who watch over him. Gives Gregory a chance to heal double any damage taken recently.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/A12 secondsN/AN/A2 seconds10% chance
2N/A10 secondsN/AN/A2 seconds20% chance
3N/A8 secondsN/AN/A2 seconds30% chance
4N/A6 secondsN/AN/A2 seconds40% chance

Notes:
  • Does not heal for the damage instance that triggered the effect.
  • Has a very obvious buff animation.
  • Will not trigger off of self-damage.
  • Cannot heal for more hp than his max.
if you take damage (any amount will do) you have a chance to receive a buff (with a very obvious animation) that will keep track of how much damage you have taken in the next 2 seconds, excluding whatever damage caused the ability to trigger. if you take damage during those 2 seconds, you will be healed for double (or max hp if healing for double would take you over your max) the damage that was dealt when the duration ends. however if no one attacks you during those 2 seconds, nothing happens. i gave it a high %chance because it has a 12/10/8/6 second cd and i wanted it to be a somewhat reliable, yet balanced passive. there are plenty of opportunities for your enemies to avoid letting you get healed (the cooldown, the obvious buff animation, or just plain hitting you with so much damage that you die before the duration ends). hope that clears it up.

Burning Light - (Active, aoe)
__________
__________
Gregory attempts to protect his allies by burning any nearby enemies that aren't attacking him with an unbearable holy light.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1200130N/A50010 seconds80 damage per second a unit doesnt attack the Paladin, adds 5 damage every 2 seconds. Targets that are attacking the Paladin only take 20 damage per second
2220120N/A50010 seconds90 damage per second a unit doesnt attack the Paladin, adds 10 damage every 2 seconds. Targets that are attacking the Paladin only take 25 damage per second
3240110N/A50010 seconds100 damage per second a unit doesnt attack the Paladin, adds 15 damage every 2 seconds. Targets that are attacking the Paladin only take 30 damage per second

Notes:
  • Checks every 0.5 seconds whether or not nearby enemies are attacking Gregory, so just attacking this hero once will not end the damage.
  • Additional damage stacks up to 5 times.
  • Additional damage is ONLY taken if an enemy is not attacking Gregory.
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Last edited by Lord_Talron; 02-21-2012 at 01:24 AM.
Old 06-24-2011, 09:29 PM   #2
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

Nice idea, but I think the first skill kinda is like Dazzle's heal, and Divine Interventions Percentage is a little high, personally I don't think it shouldn't be higher than 25%.
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Old 06-24-2011, 10:15 PM   #3
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

how is it even close to dazzles heal? thats a low cd chain heal that doesnt heal over time

the % chance needs to be high because if its low like you suggest, then it will always be avoided

it also has a 4 second cd
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Old 06-24-2011, 10:29 PM   #4
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

My bad I didn't see the cd, The concept is the same, ie. Chain heal kinda ish
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Old 06-24-2011, 10:33 PM   #5
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

its not chain, its a shockwave-like skill. it damages/heals in a line
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Old 06-25-2011, 01:40 AM   #6
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

The main issue I see here is that this is another passive hero. While his ult may be a hindrance that forces you to attack him, if it's not being used he doesn't pose much of a threat. All in all it makes him a fairly undesirable pick.

Also, hes really similar to phoenix...dmg over time ult that makes you attack, aoe heal/dmg, self healing ability

I know the self-heal works with the other skills, but what he really needs is something that makes him more of a threat and actually worth attacking - i'd rethink divine intervention
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Old 06-26-2011, 03:21 AM   #7
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

i definitely see your point, my friend; his first skill probably needs to fit his theme in more ways than just thematically (an angel) (not to mention, in its current form, it encourages people to attack his allies instead of him), and his ult may or may not need to be remade. however, major tweaks to his two passives are highly undesirable as they are pretty much the core of my concept.
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Old 06-26-2011, 04:23 AM   #8
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

what if you changed fury of the gods to be added damage when you're not being attacked, added per second with a cap until you're hit 1/2/3/4 times by a hero. It could also include the current version of the skill, but in a lesser form like 25% of the damage taken in the last 2 seconds. Abilities that add damage to attacks aren't particularly powerful anyway, so I don't think it'd be overpowered.

The first skill really does need a change, maybe a simple short stun that then places a short high % blind.

It's nice to keep things simple sometimes and make spells that are actually useful on their own, instead of having to rely on using them all together.
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Old 06-28-2011, 03:00 AM   #9
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

completely remade his first ability into something more useful and original

also changed his second skill up a bit. let me know what you think
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Last edited by Lord_Talron; 06-28-2011 at 06:49 AM.
Old 06-28-2011, 08:51 PM   #10
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

i like it much more. now at least he has a pretty reliable nuke+heal with a good cd that will make him more of a threat. Obviously i like the secondary effect of fury.

Now he'd make a great early game ganker/tower diver if you first grab fury + smite. Good damage in team fights with his ult + heal and because he has a self-heal passive he can focus on getting some big damage.

One issue I see is the scaling of his ult to late game, though with farm and his passives hes already a great late game carry.
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Old 06-30-2011, 02:16 AM   #11
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

Skill 1: I just posted something like this for CTH I like it, it's simple and clean but I'd kind of like to see a lower cooldown and a bit less damage. Like 7 sec cd and 260 damage or something. It just fits more with the whole healing concept since as of now, it's not a very strong heal but a little more spam would help it.

Skill 2: Part of my problem with this is that it's a DPS skill on a support hero. My other problem is that it's a very cluttered skill with many many side effects. The whole "hit me or die" concept though, I can approve of. Not sure about the final effect though. It's unnecessary and really just punishes them for targetting you; not really that necessary... It's just so cluttered! @_@ Anyways, I do like the skill but I'm not sure if it does a little too much or not.

Skill 3: I don't quite understand this. Is it like I take 200 damage, I have a chance to be healed for 400? If so, backtrack cries and the proc rate is tooooo high. However, I'm going to assume you didn't make something that OP and just withold judgement here.

Skill 4: I like it. An indirect beserker's call Not much to say, but wow. You did a good job with this
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Old 06-30-2011, 02:32 AM   #12
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

my comments are in blue
Quote:
Originally Posted by doomed2die View Post
Skill 1: I just posted something like this for CTH I like it, it's simple and clean but I'd kind of like to see a lower cooldown and a bit less damage. Like 7 sec cd and 260 damage or something. It just fits more with the whole healing concept since as of now, it's not a very strong heal but a little more spam would help it.
thanks! i used this ability a loooooooong time ago on a really shitty hero and just remembered it. i like your idea of more spammability but i think i will meet you halfway on the damage reduction

Skill 2: Part of my problem with this is that it's a DPS skill on a support hero. My other problem is that it's a very cluttered skill with many many side effects. The whole "hit me or die" concept though, I can approve of. Not sure about the final effect though. It's unnecessary and really just punishes them for targetting you; not really that necessary... It's just so cluttered! @_@ Anyways, I do like the skill but I'm not sure if it does a little too much or not.
i see your point. i too think its rather cluttered, but i like it so much im going to wait on more feedback before i change it. if i do get rid of something tho, its probably going to be the second effect.

Skill 3: I don't quite understand this. Is it like I take 200 damage, I have a chance to be healed for 400? If so, backtrack cries and the proc rate is tooooo high. However, I'm going to assume you didn't make something that OP and just withold judgement here.
ok heres how it works. if you take damage (any amount will do) you have a chance to receive a buff (with a very obvious animation) that will keep track of how much damage you have taken in the next 2 seconds, excluding whatever damage caused the ability to trigger. if you take damage during those 2 seconds, you will be healed for double (or max hp if healing for double would take you over your max) the damage that was dealt. however if no one attacks you during those 2 seconds, nothing happens. i gave it a high %chance because it has a 10/8/6/4 second cd and i wanted it to be a somewhat reliable, yet balanced passive. there are plenty of opportunities for your enemies to avoid letting you get healed (the cooldown, the obvious buff animation, or just plain hitting you with so much damage that you die before the duration ends). hope that clears it up.

Skill 4: I like it. An indirect beserker's call Not much to say, but wow. You did a good job with this
thanks! i put this one together real fast so im glad you like it so much
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Old 06-30-2011, 02:49 AM   #13
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

I think the cooldown should be raised and the chance should cap at 40% then. Otherwise, good skill. I like this hero
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Old 06-30-2011, 06:25 AM   #14
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

made some small changes
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Old 06-30-2011, 06:09 PM   #15
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

Great hero!

1st skill - decent skill. kind of boring, but okay.
2nd skill - love the first part of the skill. I think the second part makes things just a little cluttered, but its not too bad
3rd skill - interesting idea, I think I get it with your explanation. Overall, a pretty unique passive and heal
4th skill - a great way to force enemies to attack you. brilliant idea.

Okay, there's an obvious focus of "hey i'm the tank, attack me or pay!!" here, which I like. I tried a similar hero with my dwarven battlerager hero suggestion. I think what the hero is lacking is something that synergizes well when they do attack you (think Axe's counterhelix or Centaur's return). I guess the heal works in that sense, but it kind of just makes him a damage sponge, in essence--and yeah, that's a point of a tank I guess. I don't know, I guess I feel like the 2nd and 4th skills are awesome, and keeping one of the heals and changing the other would just really give the hero a "wow" factor. Anyways, love the concept. Keep working on him!
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Old 06-30-2011, 06:25 PM   #16
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

this hero is a tank/carry, not necessarily a support. The 2nd part of the 2nd skill is the synergy with the ult and what makes him carry-ish. the first part of the second skill works with the 3rd skill because you then pay for attacking him. The 1st skill is simple and always useful.
Also, the heal allows him to buy damage which makes it necessary to attack him - which causes him to be healed and gain more damage; therefore it essentially works with itself.
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Old 07-01-2011, 02:30 AM   #17
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

So... a summary

1st skill is reversed purification (slightly weaker)
2nd skill is bonus damage and dmg return
3rd skill is semi-borrowed time.
Ulti is the ultimate tanking skill.

So...
1st skill-
Imo it's inferior to purification. Its lower CD, manacost and bigger AoE is superior, but Purification has bigger damage and WAY easier damage system. In dota, Heal>damage. Damage is reduced, heal doesn't. Omni gets straight 360 heal, this skill gets 285 heal which gets distributed. not really appealing imo.

Concept of single-target damage while healing allies works with this hero, but still i think you can tweak it into something better.

2nd skill-
So... It's a +damage over time, which disappears when you get damaged (which will happen often) and then you also get a minor chance to deal a minor portion of damage done to you.

Honestly? from my point of view, too complicated and useless. Bonus damage on one strike is not really that appealing, you won't have enough time to accumulate that when you're focused. Not only that, you don't have the necessary AS to dish out that 20% chance. and 25% damage return is not that appealing imo.

If you still want to develop this hero, i think it's this skill that deserves most consideration. If i misunderstood anything here please tell.

3rd skill-
This skill is synergizing and annoying as hell A cool skill, really. It gives the steroid necessary in order to keep your ultimate raping on the battlefield. And it won't be that imba, considering shukuchi has 4 duration and 6 cooldown.

Ulti-
The main attraction skill. The dps is fun actually, but do note that 80 dps at level 6 is extremely painful. And i don't really see the increase per level that appealing (+10 damage, 5 damage increase, 5 damage to those who attacks, -10 cooldown).
Maybe increase AoE per level?

Synergy-
So... Ulti basically allows 100% tanking, and 3rd skill gives the necessary HP while you burn down the excess mana with 1st skill, dealing bonus damage to those pesky carries that just have to die. 2nd skill though, i don't understand what does it contribute to you.
Burst damage that has to be charged for a long time. It's good for one use only, and it disappears if you get damaged. It does serve as another reason for enemies to keep damaging you, but the damage is just not appealing. 5 bonus damage per 4 seconds. lol.
The other stuff. Returning damage you received. Nice concept but stated above it has low chance and your AS is even lower.


This hero is simple, and not that bad. But not necessarily best. Still needs some work imo.
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Old 07-01-2011, 03:18 AM   #18
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

the 2nd skill is there so that he's still worth attacking when his ult is on cd. Heroes that rely solely on their ult are just...not interesting.
Also, the 2nd skill has no damage return like blademail and has practically nothing to do with attack speed. If it triggers, you gain +dmg equal to 25% of the damage you took in the last 2 seconds. You take 400 damage, you get +100 for a single attack. This works because he'll most likely be buying items like crys, buriz, curiass, deso and it's just a good damage boost.

I think people are forgetting that heroes aren't supposed to have 4 epic/strong spells, this hero fits much better into dota than most heroes suggested.
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Old 07-01-2011, 04:32 AM   #19
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

ill increase the damage per 4 seconds on the second skill. i really want both effects if i can in one way or another, they really help the hero be effective.

i think ill increase the distributed heal on skill one to more than 100%

also made skill 2 more readable.
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Last edited by Lord_Talron; 07-01-2011 at 04:45 AM.
Old 07-01-2011, 03:44 PM   #20
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Default Re: [STR-SENTINEL]Gregory Deathbane, Paladin

Holy Smite is awfully like Reverse Purification.

I think that 40% heal thing makes him way more tank than Bristleback...
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