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Old 10-09-2009, 03:45 PM   #1
Cobra_Kane
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Default [Str - Sentinel] Queine, The Sasquatch Monk


Hello everybody, i decided to post another of my notepad heroes, this one is Queine th Sasquatch monk, hope you like it ^^


CHANGELOG

  • 10/12/09
    Changed Main Atribute to STR
    Added Final Notes






Sasquatch Monk
Queine

Background Story: Not Yet

Strength - 25 + [2.3]
Agility - 19 + [1.9]
Intelligence - 19 + [1.7]




Affiliation: Sentinel
Damage: 37 - 48
Armor: 1.7
Movespeed: 300
Starting HP/MP: 625/247
Attack Range:100 (Melee)

Palm Push - (Active)
__________
__________
Uses your Palm to strike your enemy. The enemy will be Pushed several Units back and recieve Certain Amount of Dmg acording to the distance. If the next attack is HB, then it will deal an increased Dmg, if it´s DS, the Stun time will be increased.Pushed distance is the same as the Dmg. Combo Stance Lasts 6 Seconds.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
150 Mana5 Seconds150N/AN/ADeals 25 Dmg. HB will deal +5% Extra Dmg. DS will stun an extra 0.5 Secs
275 Mana5 Seconds150N/AN/ADeals 50 Dmg. HB will deal +10% Extra Dmg. DS will stun an extra 1 Secs
3100 Mana5 Seconds150N/AN/ADeals 75 Dmg. HB will deal +15% Extra Dmg. DS will stun an extra 1.5 Secs
4125 Mana5 Seconds150N/AN/ADeals 100 Dmg. HB will deal +20% Extra Dmg. DS will stun an extra 2 Secs

Notes:
  • PP Means Palm Push, DS means Dual strike and HB means Hand Blast
  • Dame Type is Pure
  • Extra Dmg from pushing it´s 1 per distance unit pushed (100 units push = 100 Dmg)
  • Skill Hotkey is "Q"



Hand Blast - (Active)
__________
__________
Uses Your Inner Energy to Launch a small Blast from your Hand that Slows the enemy´s Attack Speed by 20%. Blast deals a % of your Base Atk Dmg. If the next attack is PP or DS, it will have a certain Chance of dealing Twice the Dmg. Combo Stance Lasts 6 Seconds.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
150 Mana5 Seconds 600N/AN/A Deals 100% Of your Base Dmg. PP and DS have a 5% Double Dmg
275 Mana5 Seconds 600N/AN/A Deals 150% Of your Base Dmg. PP and DS have a 7% Double Dmg
3100 Mana5 Seconds 600N/AN/A Deals 200% Of your Base Dmg. PP and DS have a 9% Double Dmg
4125 Mana5 Seconds 600N/AN/A Deals 250% Of your Base Dmg. PP and DS have a 11% Double Dmg

Notes:
  • Base Dmg also includes Bonus Dmg from items/auras
  • Damage type is Magical
  • Skill Hotkey is "W"
  • Skill range is 500


Dual Strike - (Active)
__________
__________
Uses Both Hands to Dmg and Stun the enemy for a brief Moment. If the next Attack is PP, then it will Push even more. if the next attack es HB, then it will Slow an extra % and also Slows enemy´s mov Speed for the same %. Combo Stance Lasts 6 Seconds


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
150 Mana5 Seconds 200N/AN/ADeals 60 Dmg. 0.25 Secs Stun. PP will push Extra 25 Units. HB will Slow an extra 5%
275 Mana5 Seconds 200N/AN/ADeals 120 Dmg. 0.5 Secs Stun. PP will push Extra 50 Units. HB will Slow an extra 10%
3100 Mana5 Seconds 200N/AN/ADeals 180 Dmg. 0.75 Secs Stun. PP will push Extra 75 Units. HB will Slow an extra 15%
4125 Mana5 Seconds 200N/AN/ADeals 240 Dmg. 1 Secs Stun. PP will push Extra 100 Units. HB will Slow an extra 20%

Notes:
  • Dmg Type is physical
  • Skill Hotkey is "E"


Monk Spirit - (Passive)
__________
__________
Increase the powers of your combo skills. Each time you use a Skill will have a % to recover the same amount of mana you used and reduces cooldown and mana cost by a certain amount.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AN/A10% of Mana Regain. -10 Mana Cost, No Cooldown reduction
2N/AN/AN/AN/AN/A20% of Mana Regain. -20 Mana Cost, -1 Sec Cooldown
3N/AN/AN/AN/AN/A30% of Mana Regain. -30 Mana Cost, -2 Sec Cooldown

Notes:
  • Self Buff Aura




NOTES
:
  • Combo Stance for each skiLL will be replaced with the combo stance from the next skill.
This means that if you use HB and them DS, the HB bonuses will dissapear and be replaced by the DS bonus as soon as you use DS.
  • If you use a same skill twice on 1 same combo stance, it will deal Half Dmg.

This Means that if you used PP for example, an then you use it again (while PP Combo Stance still active), Dmg will be reduced -50%.

Well hope you like this hero and remember to review and comment about him.

Good Luck to everyone
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Last edited by Cobra_Kane; 10-13-2009 at 09:31 PM.
Old 10-09-2009, 03:52 PM   #2
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Default Re: [Agi - Sentinel] Queine, The Sasquatch Monk

nc concept of skills

i dont review i just give comments ehehe

forced synergy eh
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Last edited by FlamingFist; 10-10-2009 at 03:05 PM.
Old 10-10-2009, 03:02 AM   #3
Cobra_Kane
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Default Re: [Agi - Sentinel] Queine, The Sasquatch Monk

Bump!!! D:
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Old 10-10-2009, 01:39 PM   #4
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Default Re: [Agi - Sentinel] Queine, The Sasquatch Monk

Bump again u.u
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Old 10-10-2009, 01:44 PM   #5
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Default Re: [Agi - Sentinel] Queine, The Sasquatch Monk

Forced sinergy and only it.

T-down
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Old 10-10-2009, 01:50 PM   #6
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Default Re: [Agi - Sentinel] Queine, The Sasquatch Monk

Quote:
Originally Posted by DGAPwarrior View Post
Forced sinergy and only it.

T-down
It's actually good, the only problem is that Sasquatch never becomes a monk especially with those claws, they prefer to rake than push! Ya know what I mean CK!
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Old 10-10-2009, 02:04 PM   #7
Cobra_Kane
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Default Re: [Agi - Sentinel] Queine, The Sasquatch Monk

Quote:
Originally Posted by DGAPwarrior View Post
Forced sinergy and only it.

T-down
Yeah, it´s forced synergy but, why T-Down? you didn´t even said what´s so bad about them ĴĴ


Quote:
Originally Posted by †Reichführer† View Post
It's actually good, the only problem is that Sasquatch never becomes a monk especially with those claws, they prefer to rake than push! Ya know what I mean CK!

xD Yeah i know, but that´s the point, it´s sort of "funny" that a big beast like a Sasquatch be a Monk .
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Old 10-10-2009, 03:29 PM   #8
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Default Re: [Agi - Sentinel] Queine, The Sasquatch Monk

the model looks like a tank & str type.. but,, the concept is good..
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Old 10-11-2009, 08:47 PM   #9
Cobra_Kane
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Default Re: [Agi - Sentinel] Queine, The Sasquatch Monk

BUMP!!!. I want reviews plz >_<
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Old 10-11-2009, 09:04 PM   #10
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Default Re: [Agi - Sentinel] Queine, The Sasquatch Monk

I don't get why people don't like forced synnergy. I think this hero sounds amazingly fun.

Big T-up for me.


I love the switching between stances and combos and whatnot.


I think you need a different model though, or make him str type. That model definately reflects a strength-type hero.
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Old 10-12-2009, 03:03 AM   #11
Cobra_Kane
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Default Re: [Agi - Sentinel] Queine, The Sasquatch Monk

Quote:
Originally Posted by Travice View Post
I don't get why people don't like forced synnergy. I think this hero sounds amazingly fun.

Big T-up for me.


I love the switching between stances and combos and whatnot.


I think you need a different model though, or make him str type. That model definately reflects a strength-type hero.
Me neither .
Thx for the Support

And ok, il changed the main Atributte to STR. ^^

also BUMP!
i want reviews T___T
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Old 10-13-2009, 02:59 PM   #12
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Default Re: [Str - Sentinel] Queine, The Sasquatch Monk

this hero looks fun, lvl 16 2cd on all skills, crazy comboing

he might need mana items to do his combo, wat a bout his skill build, max 2, or all 3 then max each one individually
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Old 10-13-2009, 09:08 PM   #13
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Default Re: [Str - Sentinel] Queine, The Sasquatch Monk

I'm thinking that Phase Boots and Blink Dagger will be core on him since all his spells are melee.

Concept:
I see that he is a nuke spammer type guy, I made a hero like this long back, except that my hero had a 7/7/7/4 skillset like Invoker and had 20+ combos(meaning more than 20 castable spells), the problem was that my hero failed due to extreme complexity.
Let me tell you one thing though, if you want this hero to successfully spam all those 125 mana, 5 cooldown spells in proper combos you need to increase his mana drastically.

Increase his Int and Int gain.

Balance:
Some number changes can be done:

Remove(or reduce) the cooldown reduction from the ultimate. It reduces the cooldowns by 60% which is alot. 2 second cooldown is extremely low and is only used on weak spells(like arc lightning and sticky napalm).

HB is kinda weak, compare this to Weaver's Passive.
Every 4 seconds, weaver does double damage.
Every 5 seconds, you do 150% damage and lose 125 mana.

Good Luck on the hero.
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Old 10-13-2009, 09:26 PM   #14
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Default Re: [Str - Sentinel] Queine, The Sasquatch Monk

Quote:
Originally Posted by HellCraft View Post
I'm thinking that Phase Boots and Blink Dagger will be core on him since all his spells are melee.
Hand Blast is Ranged, but i forgot to write it . Thx xD

Quote:
Originally Posted by HellCraft View Post
Concept:
I see that he is a nuke spammer type guy, I made a hero like this long back, except that my hero had a 7/7/7/4 skillset like Invoker and had 20+ combos(meaning more than 20 castable spells), the problem was that my hero failed due to extreme complexity.
Let me tell you one thing though, if you want this hero to successfully spam all those 125 mana, 5 cooldown spells in proper combos you need to increase his mana drastically.

Increase his Int and Int gain.

Balance:
Some number changes can be done:

Remove(or reduce) the cooldown reduction from the ultimate. It reduces the cooldowns by 60% which is alot. 2 second cooldown is extremely low and is only used on weak spells(like arc lightning and sticky napalm).

HB is kinda weak, compare this to Weaver's Passive.
Every 4 seconds, weaver does double damage.
Every 5 seconds, you do 150% damage and lose 125 mana.

Good Luck on the hero.
The low int gain is to balance the hero and prevent people to do a lot of combos in a short time. With this players must choose between increasing hero´s Max Hp and abse Dmg or increase his mana to deal more combos.
About HB, you´re right ill increase the Dmg values. thx ^^
And about ultimate, you re right, the combos CD will be decreased to 0/1/2 instead of 1/2/3.

Thx for the comment, it was really helpfull ^^.



and to everyone else i still want some comments and reviews >_____<


good luck
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Old 10-14-2009, 11:34 AM   #15
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Default Re: [Str - Sentinel] Queine, The Sasquatch Monk

Review as per request. Sorry for the delay. Btw, your spoilers seem to be malfunctioning.

Skill 1 - The concept is groovy (who the fuck says that word ) . The ability to start a combo is rarely seen but is quite hard to pull off. I like the way that you've done this, but isn't it quite forced? Palm Push does nothing but initiate. This part of the combo isn't that great.

Skill 2 - Good. The creativity of this skill is at utmost present. I like the effect of the minimalized double damage on your next combo hit.

Skill 3 - So-so, I liked the skill 2 the best, but this grants you a debuff on your enemy and a chase, a simple yet effective slow. I like the cooldowns of the skills to be quite low at 5, but don't you think the damage is way to high? You can deal over 450 damage at one run of the combo, and doubling a damage of one of the skills will further it up to 550+.

Skill 4 - Simple Witchcraft/Synergy (Krob/Bear). I don't like this skill at all, it creates forced synergy (as if the 1st 3 skills aren't already), but creates a unique gameplay and style of playing the hero.

Overall - I really don't know how he'll be placed in DotA. He's pretty complex in a way to which combo to use (similar to Invoker, but without those hectic invoking). Definitely not newb-friendly, but he can do the job well if you've learned to micro the hot-keys and used him right with the fitting items. Great hero you've got here, you've improved a lot from your suggestions CK, I'd really like to see more of them, its fun to see users who create more and more spectacular heroes.

king_james
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Old 10-16-2009, 03:50 AM   #16
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Default Re: [Str - Sentinel] Queine, The Sasquatch Monk

Defense time

Quote:
Originally Posted by king_james View Post
Review as per request. Sorry for the delay. Btw, your spoilers seem to be malfunctioning.

Skill 1 - The concept is groovy (who the fuck says that word ) . The ability to start a combo is rarely seen but is quite hard to pull off. I like the way that you've done this, but isn't it quite forced? Palm Push does nothing but initiate. This part of the combo isn't that great.
PP does a decent amount of Dmg (100 Dmg + 100 Distance Pushed = 200 Pure Dmg) and pushes the enemy like barathum´s greter bash, "stuning" him for a while.


Quote:
Originally Posted by king_james View Post
Skill 2 - Good. The creativity of this skill is at utmost present. I like the effect of the minimalized double damage on your next combo hit.
Thx ^^.


Quote:
Originally Posted by king_james View Post
Skill 3 - So-so, I liked the skill 2 the best, but this grants you a debuff on your enemy and a chase, a simple yet effective slow. I like the cooldowns of the skills to be quite low at 5, but don't you think the damage is way to high? You can deal over 450 damage at one run of the combo, and doubling a damage of one of the skills will further it up to 550+.
Dmg is High but Mana cost is high as well. And this hero has low int and int gain so it will be hard to make a lot of combos.


Quote:
Originally Posted by king_james View Post
Skill 4 - Simple Witchcraft/Synergy (Krob/Bear). I don't like this skill at all, it creates forced synergy (as if the 1st 3 skills aren't already), but creates a unique gameplay and style of playing the hero.
i wanted this hero to be focused on the "combo" theme so i needed that skill to improve the combos even more


Quote:
Originally Posted by king_james View Post
Overall - I really don't know how he'll be placed in DotA. He's pretty complex in a way to which combo to use (similar to Invoker, but without those hectic invoking). Definitely not newb-friendly, but he can do the job well if you've learned to micro the hot-keys and used him right with the fitting items. Great hero you've got here, you've improved a lot from your suggestions CK, I'd really like to see more of them, its fun to see users who create more and more spectacular heroes.

king_james

Yeah it´s a pretty weird yet fresh concept. It´s similar to invoker but not the same because the order of the skills IS important here. there are only 6 different combos to make and i think this will be a really fun to use hero ^^

Thx so much James


I still want more reviews and comments plz
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Old 11-12-2009, 06:27 AM   #17
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Default Re: [Str - Sentinel] Queine, The Sasquatch Monk

nice hero
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Old 11-13-2009, 09:58 PM   #18
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Default Re: [Str - Sentinel] Queine, The Sasquatch Monk

Sounds a bit like a Guild Wars Assassin... I like it I would like to play him in a real game to see if this concept will really work... Lothars (or dagger, thats more assassin like) and Orchid would own on him wouldnt them?^^
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Last edited by FunnyWarfare; 11-13-2009 at 10:01 PM.
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