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Old 10-10-2009, 07:01 PM   #1
FlamingFist
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Default [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)


Test Map

Click Here
Click Here for Replay

Notes
- No hotkeys
- Creeps spawns every 20 seconds
- Garthok starts at lvl 25 with 22k + hp(for more damage received)
- type -refresh to refresh cooldown and thereisnospoon for infinite mana
- credits to Crazyfanatic (thehelper.net forums)
- Visceral Rage will trigger when you received high damage in 1 hit shortly, impossible that the creeps will be able to trigger it. 1 unit is located at left side has 600+damage named "Damager"
- Cast the Essence Bond on the Priest unit named "Sufferer"


Quote:

Blood Orc
Gar'Thok


Story
Ravenous for the blood of man and creature alike, Gar'Thok grew demented since his resurgence from the Lich King. But with an extent unknown, he has grown infamous into the esteem of the Scourge, disowning his previous allegiance to the feeble-minded turned-enemy. Only the foolish dare this enraged behemoth, as many have doubted Gar'Thok, cognitively thinking his will to live has ended, only defrauding them to their malicious death as he strikes with no caution with his jagged Axe. Joining the heresy of the Scourge, he seeks his never-ending hunt to the inevitable downfall of his proclaimed abandonment by the Sentinel.(credits to king_james)


Strength - 23 + 3.2(99 at Level 25)
Agility - 17 + 1.8(60 at Level 25)
Intelligence - 17 + 1.7(57 at Level 25)







Affiliation:Scourge
Damage:55-58
Armor:2.4
Movespeed:310
Starting HP/MP:587/221
Attack Range:128
Role:Tanker


PROS
-Has high str growth
-Skills definitely for tanking
-Ulti is situational damage dealer
-Can be dpser

CONS
-Have mana problems, also needs hp regen
-Needs lot of hp to be effective
-Nearly item dependent
-Anything that i havent mentioned?

To the Reader

Number can be nerfed. Pls review concept and feel free to add suggestions. and be Friendly







2nd skill alternatives


3rd skill alternatives
Quote:



Essence Bond - Active,buff,targeted
____________________ 
Creates a bond with a target, the Gar'Thok will suffer as the target suffers. 


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
112040300n/a20Gar'Thok absorbs 15% of damage taken by the target. Cap of 200 absorbed damage.
212040300n/a20Gar'Thok absorbs 30% of damage taken by the target. Cap of 300 absorbed damage.
312040300n/a20Gar'Thok absorbs 45% of damage taken by the target. Cap of 400 absorbed damage.
412040300n/a20Gar'Thok absorbs 60% of damage taken by the target. Cap of 500 absorbed damage.

Notes:
  • It will break if you leave in 700aoe.
  • Can be casted to allied hero, creep or neutrals.
  • 200/300/400/500 is the total damage cap
  • Absorbs physical,magical and pure dmg

Visceral Rage - Passive-SelfBuff
____________________Whenever Gar'Thok feels tremendous pain, he throws himself into a maddened rage. Whenever he receives 100 damage, he gets a charge.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1n/an/an/an/an/aMaximum of 3 charges.
2n/an/an/an/an/aMaximum of 6 charges.
3n/an/an/an/an/aMaximum of 9 charges.
4n/an/an/an/an/aMaximum of 12 charges.

Notes:
  • Each charge gives 15 damage.
  • Charges reset whenever Gar'Thok dies. -1 charge for every 20 seconds not any taking damage.
  • Triggers when you received 100 damage on a single hit/nuke
  • If you received, 300 damage with damage reducted, you will get 3 charges.
  • Orb effect does not stack.

Bloodline - Active, Buff
____________________Through manipulation of blood, Gar'Thok afflicts nearby enemy units with Bloodline, a curse that allows Gar'Thok to drain blood from every damage dealt by his enemies. After a certain amount of time, enemy units who fail to suppress Gar'thok's thirst for blood will have their bodily composition destroyed by Bloodline, tearing them apart..


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
110030n/a2005Chains nearby 3 enemy units and afflicts them the Bloodline debuff.
210525n/a3005Chains nearby 3 enemy units and afflicts them the Bloodline debuff.
311020n/a4005Chains nearby 4 enemy units and afflicts them the Bloodline debuff.
411515n/a5005Chains nearby 4 enemy units and afflicts them the Bloodline debuff.

Bloodline - DeBuff

1 - When ever unit under the spell attacks units except Gar'Thok, they will give 10% of their damage in healing to Gar'Thok. If they fail to drain 100hp to Gar'Thok they will be damaged for 200 hp. If they deal 200 hp to Gar'Thok the curse will be removed.

2 - When ever unit under the spell attacks units except Gar'Thok, they will give 12% of their damage in healing to Gar'Thok. If they fail to drain 150hp to Gar'Thok they will be damaged for 275 hp. If they deal 250 hp to Gar'Thok the curse will be removed.

3 - When ever unit under the spell attacks units except Gar'Thok, they will give 14% of their damage in healing to Gar'Thok. If they fail to drain 200hp to Gar'Thok they will be damaged for 350 hp. If they deal 300 hp to Gar'Thok the curse will be removed.

4 - When ever unit under the spell attacks units except Gar'Thok, they will give 16% of their damage in healing to Gar'Thok. If they fail to drain 250hp to Gar'Thok they will be damaged for 425 hp. If they deal 350 hp to Gar'Thok the curse will be removed.

Notes:
  • Read Spoiler
  • Deals precise damage

Hemorrhage - Active, active single hero
____________________Gar'Thok creates havoc upon his opponents oppressed life, dealing a percentage of Gar'Thok's damage received in the last 3 seconds.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
115055300n/an/aDeals 200 damage + 50% of the damage you received in the last 3 seconds. Cap of 600 damage
220050300n/an/aDeals 275 damage + 75% of the damage you received in the last 3 seconds. Cap of 750 damage
325045300n/an/aDeals 350 damage + 100% of the damage you received in the last 3 seconds. Cap of 900 damage

Notes:
  • Includes damage from dps spell, AoM etc
  • Deals magical damage
Quote:
Skill Synergy



Faster way of getting bonus damage but is risky.



Cast bloodline to force your enemies to attack you, the more you got hurt the more your ulti will hurt.



more risky way, cast bloodline then essence bond then cast ulti, u would get more and more damage. just be careful.

Item Synergy




Of course, for tanks, blademail also synergize wth ulti






bfury for some cleave, mordigans for burst damage, also mordigans damage to yourself increases ulti's damage



or

boots of choice





Visceral Rage + Vladimirs' damage aura is massive attack damage + lifesteal = good survability


Hero Synergy

Healers



Gar'Thok benefit well from healers, as well as the heroes buffs


Disablers



he needs a disable becoz he doesnt have one


His Bestfriend(lol)




Casting Essence Bond + Medusa's Mana Shield is.......


Thanks Log
Dark Mizuki - for the 3rd skill^^
king_james , mulugruntz , and carlvic - for some ideas
king_james - background story and some name suggestions
Wh1sper - for the idea of charges at 2nd skill
Eturn - for the Ulti tweak
Crazyfanatic - (thehelper.net forums) for the testmap
www.hiveworkshop.com - for the icons (specially to CRAZYRUSSIAN)


Attached Files
File Type: w3x Blood Orc.w3x (75.8 KB, 305 views)
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Last edited by FlamingFist; 12-17-2009 at 01:21 PM.
Old 10-10-2009, 07:05 PM   #2
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Default Re: [Str-scrg]Zork, the Blood Orc (needs sum help)

Bump!

ppl review mine new and fresh
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Old 10-10-2009, 07:34 PM   #3
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

Your scaling is f*cked up you know, why would i take more then one rank in skill 2? I'll be back!
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Old 10-12-2009, 08:57 AM   #4
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

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Old 10-12-2009, 09:07 AM   #5
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

Titans blow skill :
if our hp is 800 but centaur hp is 900 what will happen?
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Old 10-12-2009, 09:49 AM   #6
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

Mini review.

Skill 1 - Deals a max 600 damage at level 4, are you kidding me? nerf thoncat. I like the concept of dealing damage by the difference of hp, but that's something that is reserved for an ultimate, but this is fine actually. But one clarification does it depend if its your hp that's lower or your enemy lower? Good concept here.

Skill 2 - Feels like a modified version of MoM. You get more damage but lose HP, somewhat a MoM.

Skill 3 - Quite lame survivability skill the damage reduction is quite forced.

Skill 4 - Pretty similar to what I suggested through PM, but this has a really good concept just that it isn't executed well enough.

Overall - This hero is good in terms of concept just that the numbers and explanations are pretty off. If you can fix those issues this hero WILL have a chance. But overall, its all looking pretty nice, except for skill 3 that needs a definitive remake. PM me if you have any concerns about my review. And about the story, I'll be doing that later.

king_james
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Old 10-12-2009, 01:27 PM   #7
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

I suggest you make this Hero a Neutral since Demons and Undeads are not allies anymore. ^^
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Old 10-12-2009, 01:35 PM   #8
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

do you have an icon for ULTI?
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Old 10-12-2009, 01:49 PM   #9
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

try this:



found it in hiveworkshop..
credits to CRAZYRUSSIAN...
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Old 10-13-2009, 12:46 PM   #10
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

needs more review, and need icon fix
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Old 10-13-2009, 02:41 PM   #11
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

Fueled by his emotions and the intuition of his hatred, Zork the Blood orc has been in his reddish state from an extent unknown. But pound by pound, his infamous schemes of blood vitality bonding and rage has been a staple upon his slaying techniques. Only the foolish dare this enraged behemoth, as many have doubted Zork, cognitively thinking his will to live has ended, only defrauding them to their malicious death as he strikes with no caution with his jagged Axe. Joining the ranks of the Scourge, Zork will never stop his thirst of blood, and will never seize, as his appetite for destruction is, and always will be ravenous.

Here's your story btw. Sorry if its a little delayed, I was a bit busy.

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Old 10-13-2009, 03:43 PM   #12
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Default Re: [Str-Scourge]Zork(needs suggestions notfinishe

I can see the great synergy between his skills, he is basically another type of Huskar.

1st skill - Why are there only 3 levels of it?
Nice tanking skill, the only viability of this is that you need a nearby creep, and in jungle teambattles, you don't have any nearby creeps. Fix that.

2nd skill - A pretty good damage skill, I guess this will make him a carry tank type hero.

3rd skill - I would suggest this to be a disable since he really lacks them and needs some ganking potential.

Ultimate - Simple and nice, also has good synergy with the other skills.

Overall, great carry-tank, all he lacks is gankability and we don't need another non-ganking carry.
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Old 10-13-2009, 05:31 PM   #13
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Default Re: [Str-Scourge]Zork(needs suggestions notfinishe

1st skill - it will be nice if you can cast it to Hero. But I suggest you remake it, because I'd make a similar skill as yours and got this comment:
Quote:
2/15 - lame, ratio is unnecessary - judge.
3rd skill - Death Blow
- slows enemy ms and temporary steals/reduce enemy Str on each attack. Passive.
- simple and effective, if you like uncomplicated concept, synergy and skills.
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Old 10-13-2009, 05:51 PM   #14
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Default Re: [Str-Scourge]Zork(needs suggestions notfinishe

1st skill - When you cast it, you don't need to bother anymore about the distance between you and the creep ? And it seems to be a little bit useless in the end of game. And try maybe to change the cooldown (decreasing over skill level. At lvl 3, same time as duration and at lvl 4, cooldown < duration) and the manacost. At lvl 1, it may be a little bit expensive. Cause 25% with 200 dmg cap means you need at least 601 hp (if 800 dmg has been dealt to you, you receive only 600) to use the full cap. Suiciding is kindda useless, I think. So, it's not so usefull at lvl 1. Maybe 75/100/125/150 mana cost. And you forgot the specs of lvl 4.

2nd skill - the cooldown should go down. Remember it's a rage. If he's more and more calm and less and less berserk as you upgrade your skill, I don't see it as a rage. When the skill ends, does your bonus dmg end as well or do you have to wait for 5 second after the last bonus dmg did proc ? In the first case, 7 sec after casting your skill, all bonus are removed. In the second case, it may last up to 12 sec. At lvl 4, in the first case, the cooldown should be 15 sec, in the 2nd case, 20. So, 30/25/20/15 or 35/30/25/20.

3rd skill - maybe a passive or something that costs hp instead of mana. We've seen some lately. It could be a good idea.

ultimate - so, this ulti does dmg accordingly to the full hp or current hp ? If it's about full hp, it would do always full cap dmg to int&agi and so few to str. Or you could orientate your hero as a tank to do dmg to str. But, in that case, you wouldn't do any dmg more to int&agi. Kindda useless to spend money, isn't it ? Or you should remove cap. Most players would go for tank because their hp would have direct influence on the ulti. OS int&agi. Now, what about if that's about current hp. You can still gank alone int&agi and instant kill if there's no cap. And in some situations, it could be usefull vs str.
So, the current hp based seems to be more balanced.
Anyways, we need to change the caps, because otherwise, it wouldn't be worth spending lots of money tanking him.
You thought about aghanim, but as it is right now, it's better not to have it than having it. Cooldown is longer. Manacost is lower but we don't really care because this ulti is not really expensive (not cheap as well) so changing the manacost doesn't seem to be an interesting aghanim. And the mere cap upgrade is so laughable ... +50/+50/+100. Lion and lina both have unconditionnal high dmg dealing ulti. Why this ulti, that is with conditions, would have a so low cap ? Obsidian destroyer, working on the same idea has no cap. So if you really want a cap, make it a lot larger with aghanim, e.g.
250->500
/450->900
/600->1200
And most of time it won't be able to reach the max.

Btw, I just had an idea.
Why not the difference between you and your target makes damage to both of you. That is, at the end of the process, you'll have the same amount of hp that your target had. And he will be damaged by how much you lost in the process.
If he has more hp than you. You'll have to gain as much hp to reach his hp amount (capped by your max hp) and your target will be healed as the same amount of you.

It's like a ritual, or a price in blood to pay.
Some examples :

If you have 1200/1800 hp and your target 1000/1300 hp.
After you cast your spell, you both will have :
you 1000/1800, the target 800/1300.

If you have 1000/1300 hp and your target 1200/1800 hp.
After you cast your spell, you both will have :
you 1200/1300, the target 1400/1800.

If you have 1000/1300 hp and your target 1400/1800 hp.
After you cast your spell, you both will have :
you 1300/1300, the target 1700/1800.
Even if the difference was 400, he will only be healed by 300 because you reached your max hp.

And it could be a channeling spell. In 2/1.5/1 second, you first balance your hp to fit your target's hp (they change as a fast regen). Then, at the end of the channeling, you "throw" an effect that change the hp of the target by the same amount you did to yourself.
But if the channeling is stopped, the titan's blow is canceled (even if you already lost hp) ? Or it casts what he managed to charge (like alchemist's unstable) ?

Anyways, good luck.
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Old 10-13-2009, 06:25 PM   #15
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Default Re: [Str-Scourge]Zork(needs suggestions notfinishe

Quote:
Originally Posted by Mulugruntz View Post
1st skill - When you cast it, you don't need to bother anymore about the distance between you and the creep ? And it seems to be a little bit useless in the end of game. And try maybe to change the cooldown (decreasing over skill level. At lvl 3, same time as duration and at lvl 4, cooldown < duration) and the manacost. At lvl 1, it may be a little bit expensive. Cause 25% with 200 dmg cap means you need at least 601 hp (if 800 dmg has been dealt to you, you receive only 600) to use the full cap. Suiciding is kindda useless, I think. So, it's not so usefull at lvl 1. Maybe 75/100/125/150 mana cost. And you forgot the specs of lvl 4.

2nd skill - the cooldown should go down. Remember it's a rage. If he's more and more calm and less and less berserk as you upgrade your skill, I don't see it as a rage. When the skill ends, does your bonus dmg end as well or do you have to wait for 5 second after the last bonus dmg did proc ? In the first case, 7 sec after casting your skill, all bonus are removed. In the second case, it may last up to 12 sec. At lvl 4, in the first case, the cooldown should be 15 sec, in the 2nd case, 20. So, 30/25/20/15 or 35/30/25/20.

3rd skill - maybe a passive or something that costs hp instead of mana. We've seen some lately. It could be a good idea.

ultimate - so, this ulti does dmg accordingly to the full hp or current hp ? If it's about full hp, it would do always full cap dmg to int&agi and so few to str. Or you could orientate your hero as a tank to do dmg to str. But, in that case, you wouldn't do any dmg more to int&agi. Kindda useless to spend money, isn't it ? Or you should remove cap. Most players would go for tank because their hp would have direct influence on the ulti. OS int&agi. Now, what about if that's about current hp. You can still gank alone int&agi and instant kill if there's no cap. And in some situations, it could be usefull vs str.
So, the current hp based seems to be more balanced.
Anyways, we need to change the caps, because otherwise, it wouldn't be worth spending lots of money tanking him.
You thought about aghanim, but as it is right now, it's better not to have it than having it. Cooldown is longer. Manacost is lower but we don't really care because this ulti is not really expensive (not cheap as well) so changing the manacost doesn't seem to be an interesting aghanim. And the mere cap upgrade is so laughable ... +50/+50/+100. Lion and lina both have unconditionnal high dmg dealing ulti. Why this ulti, that is with conditions, would have a so low cap ? Obsidian destroyer, working on the same idea has no cap. So if you really want a cap, make it a lot larger with aghanim, e.g.
250->500
/450->900
/600->1200
And most of time it won't be able to reach the max.

Btw, I just had an idea.
Why not the difference between you and your target makes damage to both of you. That is, at the end of the process, you'll have the same amount of hp that your target had. And he will be damaged by how much you lost in the process.
If he has more hp than you. You'll have to gain as much hp to reach his hp amount (capped by your max hp) and your target will be healed as the same amount of you.

It's like a ritual, or a price in blood to pay.
Some examples :

If you have 1200/1800 hp and your target 1000/1300 hp.
After you cast your spell, you both will have :
you 1000/1800, the target 800/1300.

If you have 1000/1300 hp and your target 1200/1800 hp.
After you cast your spell, you both will have :
you 1200/1300, the target 1400/1800.

If you have 1000/1300 hp and your target 1400/1800 hp.
After you cast your spell, you both will have :
you 1300/1300, the target 1700/1800.
Even if the difference was 400, he will only be healed by 300 because you reached your max hp.

And it could be a channeling spell. In 2/1.5/1 second, you first balance your hp to fit your target's hp (they change as a fast regen). Then, at the end of the channeling, you "throw" an effect that change the hp of the target by the same amount you did to yourself.
But if the channeling is stopped, the titan's blow is canceled (even if you already lost hp) ? Or it casts what he managed to charge (like alchemist's unstable) ?

Anyways, good luck.
I like his ultimate suggestion.
The idea seems sweet, since you can heal yourself with it too.
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Old 10-15-2009, 02:04 PM   #16
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Default Re: [Str-Scourge]Zork(needs suggestions notfinishe

reworked again

need more review ppl...

bUmp
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Old 10-16-2009, 11:00 AM   #17
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

Review as requested;

Name - Fine but why Zork?
Model - Frankly I don't like fel orcs
Stats - Seems balance for a tank hero
Story - Well done!
Icons - Just not my type. Too bloody.

Skill reviews:
1st skill - A very good concept though why only on creeps? Does it work on ancients and Roshan too? ^^

2nd skill - Similir to MoM, more attack for loss of HP. The cooldown is a bit high, mind to lower it a bit.

3rd skill - A simple rework on this one; either give him a disable or better passive.

Ulti - I recommend Mulugruntz' suggestion on this one. Pretty works well with the others though.

Overall - A bloody hero with gore related abilities. All this blood pacts remind me of Huskar. I recommend you to find better icons as well as a rework on the 3rd skill. Otherwise a very capable tank hero. But seriously people get tired of another orc hero.
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Last edited by †GodKing†; 10-16-2009 at 11:02 AM.
Old 10-16-2009, 02:28 PM   #18
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

Well, i can't review it for now coz the explanation still confused. There is no third skill. And i think this hero will be a good hero after some development.

PM me after you done with your development.
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Old 10-17-2009, 08:13 AM   #19
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

Skill 1 = Why can't you target heroes as well? That's just the only concern at the moment, and i guess the cap is a little high too.

Skill 2 = Good synergy with the 1st skill, not much to say, but a Moridigans into a skill.

Skill 3 = Per allied unit where? In the AOE? Good skill, it synergizes and practically cuts of the anti-regen from teh1 st skill.

Skill 4 = Wow. Looks a lot better. For sure. This gets my vote, its better than the old one.

Overall = Phew. Impressive, just fix the tool-tips a bit and some other stuff and you'll be on top my friend. Great job on fixing Zorg. Good luck, PM me if you have any concerns about this hero. I will be back very soon here to check up on him, constantly.

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Old 10-17-2009, 08:33 AM   #20
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Default re: [Str-Scourge]Gar'Thok, the Blood Orc(Testmap)

hmm, i like the icons actually, and its pretty hard to find blood themed icons so i say GW on that!
ahh, over all i like this, just needs some more creativity with a couple of skills.
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