Hero Suggestion : Flameguard

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Sorlag
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Hero Suggestion : Flameguard

#1 Post by Sorlag »

Hero
Name:Gar'Thol
Hero Class: Flameguard
Background: Altough being a powerful warrior among the orcs he did not stand a chance against Deinnov and his power
and thus was enslaved and integrated into the demon ranks. Due to his feral spirit no one knows if he is
loyal towards his new struggle-addicted master, or would turn against him for the chance of freedom.

Model Suggestion: The good old Fel-Orc-Blademaster

Attribute Suggestions: Strength : 21 + 2.1 per Level (Primary)
Agility : 17 + 1.4 per Level
Intelligence: 16 + 1.6 per Level

Base Attack : 51 - 62
Base Attack Speed: 1.43
Base Armor : 11
Base MS : 280
Attack Range : Melee

Faction: Fel Horde

Skill Suggestions

Innate: Furious Leap
The Hero teleports a small distance, removing all magic affecting the hero in the process.

Type: Abjuration; Target Location
Cooldown: 60 seconds
Maximum Range of Teleport: 600
Mana Cost: 50

First Skill: Crude Swing
Gar'Thol echants his blade at target location and, after 2 seconds, strikes enemies in a fan
shaped area in front of him with, dealing physical damage to them and knocking them back.

Damage:100 + Str / 145 + 1.5 * Str / 190 + 2 * Str / 235 + 2.5 * Str / 280 + 3 * Str / 325 + 3.5 * Str
Knockback Potential: 300 / 325 / 350 / 375 / 400 / 450
Type: Physical , Enchantment ; Target Location , Channeling
Cooldown: 15 seconds
Mana Cost: 80 / 90 / 100 / 110 / 120 / 130
Cast Range: 0
Channeling Time: 2 seconds
AoE Range: 300 in 290° - 70° degree in front of the hero

Seconds Skill: Ignite
Gar'Thol curses hostile units in a target area to take amplified damage, if a unit under effect of this
curse suffers of evocation damage, the curse will be removed and the unit will be set on fire ,
dealing damage over a set duration.

Amplified Damage: + 10 % / + 20 % / + 30 % / + 40 % / + 50 % / + 60 % damage from all sources
Fire Damage: 10 + 0.2 * Int / 15 + 0.25 * Int / 20 + 0.3 * Int / 25 + 0.35 * Int / 30 + 0.4 * Int
/ 35 + 0.5 * Int evocation damage per second
Duration (Incinerate): 20 on common , 5 on heroes
Duration (Fire) : 20 on common , 10 on heroes
Type:Necromancy , Evocation ; Target Area, Debuff
Cooldown: 80 / 70 / 60 / 50 / 40 / 30
Mana Cost: 115 / 120 / 125 / 130 / 135 / 140
Cast Range: 500 / 550 / 600 / 650 / 700 / 800
AoE Range: 300 / 350 / 400 / 450 / 500 / 600

Third Skill: Meditation of Warmth
Gar'Thol starts to meditate and channels for a set time. During that time any damage inflicted by any
source in a set area is stored as a token in a "token pool"( for example 60 damage points are 60 tokens)
around Gar'Thol. When the channeling time expires or is interupted all friendly units in an area around
Gar'Thol are healed by the "token pool" ,with the maximum amount healed being a perecentage of the
"token pools" total. Heroes and severely injured units are the primary target of the healing, if no injured
units are in the area Mana is restored instead. If the maximum cap is not reached, the rest of the
tokens decay instantly, unless a special talent has been purchased.

Percentage of "token pool" used: 75 % / 80 % / 85 % / 90 & / 95 % / 100 %
Type: Abjuration; Channeling
Cooldown: 60 seconds
Mana Cost: 60 / 80 / 100 / 120 / 140 / 160
Channeling Time: 20 seconds
AoE Range (Tokens) : 600 / 700 / 800 / 900 / 1000 / 1100
AoE Range (Restoration): 400 / 500 / 600 / 700 / 800 / 900

Fourth Skill Pillar of Fire
Gar'Thol summons an immobile Pillar of Fire at target location which decreases incoming physical
damage and increases armor of close-by allies, aswell as revealing nearby invisible hostile units. The
Pillar of fire deals evocation damage to a single hostile unit every 5 seconds, if one is in range.

Amount of physical Damage decreased: 10 / 14 / 18 / 22 / 26 / 30
Amount of Armor increased: 6 / 10 / 14 / 18 / 22 / 26
AoE (Auras): 350 / 400 / 450 / 500 / 550 / 600
Pillar Health: 500 / 600 / 700 / 800 / 900 / 1000
Pillar Armor: 5 / 8 / 11 / 14 / 17 / 20
Pillar Damage: 50 + 0.4 * Int / 75 + 0.6 * Int / 100 + 0.8 * Int / 125 + Int / 150 + 1.2 * Int / 175 + 1.4 * Int
evocation damage to a random target every 5 seconds
Pillar Damage Range: 400 / 450 / 500 / 550 / 600 / 650 ; Targets: All but Buildings
Pillar Sight Range: 1000 / 1200 / 1400 / 1600 / 1800 / 2000
Invisible Detection Range: 500 / 600 / 700 / 800 / 900 / 1000
Pillar Duration: 60 / 80 / 100 / 120 / 140 / 160 seconds
Type: Conjuration ; Target Location, Summoning
Cooldown: 90 seconds
Mana Cost: 135 / 170 / 205 / 240 / 275 / 300
Cast Range: 700

Ultimate Wildfire
Gar'Thol sets a target unit ablaze for a set duration. The affected unit has decreased armor and a chance
to spread the affliction to other hostile nearby units like a plaque. If the duration of the spell expires, the
unit has an decreased chance to again be effected by Wildfire, if another unit with that affliction is nearby.

Wildfire Damage: 30 + 0.4 * Int / 40 + 0.5 * Int / 50 + 0.6 * Int / 60 + 0.7 * Int evocation damage per second
Wildfire Spread Range: 300 / 350 / 400 / 450
Wildfire Spread Chance: 30 % / 35 % / 40 % / 45 % per second to all units within range
Armor Reduction: 5 / 10 / 15 / 20
Wildfire Duration: 20 on common , 10 on heroes
Reaffliction chance after expiration: 15 % / 18 % / 22 % / 25 % Chance of affliction per second
Type: Enchantment , Evocation ; Target hostile unit , Debuff
Cooldown: 160 / 140 / 120 / 100 seconds
Mana Cost: 250 / 280 / 310 / 340
Cast Range : 125

Talents


Nurturing Upgrades: 3
Crystal Cost: 15 / 18 / 21
Skills affected: Meditation of Warmth
Description: If ,after Meditation of Warmth expires and the restoration is applied. the maximum cap of
points being restored has not been reached. A fire elemental with hitpoints equal to the remaining token
points is spawned at Gar'thol's location. The damage of the elemental equals to 10 / 15 /20 % of it's
hitpoints.

Quickblade Upgrades: 2
Crystal Cost: 8 / 13
Skills affected: Crude Swing
Description: Decreases the channeling time of Crude Swing to 1.5 / 1 second(s).

Lingering Fire Upgrades: 1
Crystal Cost: 20
Skills affected: Wildfire
Description: If Wildfire is dispelled, it is applied to the dispelling unit instead, with the duration being
the total amount of duration that has been dispelled.

Burning Blade Upgrades: 5
Crystal Cost: 6 / 8 / 10 / 12 / 14
Base Damage Transmutation
Description: 10 % / 20 % / 30 % / 40 % / 50 % of Gar'Thols attack damage is dealt as evocation
damage instead of physical damage, thus ignoring physical armor.

Hope you will find it interesting, if you find a spelling mistake you can keep it,
Sorlag
Last edited by Sorlag on August 19th, 2009, 6:32 pm, edited 3 times in total.

Kalrithus
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Re: Hero Suggestion : Flameguard

#2 Post by Kalrithus »

Really like these spells some quick notes

Crude Swing - Though the damage on it was pretty high but like with other high damage AoE spells its channeling which provides time for the enemy to move out of the way or interrupt, would be useful for farming bunched up creeps.

Incinerate and Pillar of Fire seem to have good synergy and my only concern is that people would feel they would have to pick up both while speccing. Although each spell is individually fairly strong so there may be no need to worry.

Meditation of Warmth - a very original heal that could be tremendously powerful or weak depending on the situation, but definitely a solid support skill.

Wildfire - Love this ability, reminds me of the Brutalis Encounter in WoW, my only concern would it being too weak in a 1v1 scenario but then not every hero is built for that so its not totally relevant.

All in all a solid hero concept =)

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Dark_Nemesis
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Re: Hero Suggestion : Flameguard

#3 Post by Dark_Nemesis »

Hmm, have to agree with Kalrithus here, lovely concepts.

A few thoughts:

Widlfire has a nice ring to it. Though I would have it set as a debuff sort of effect, say the next time the hero attacks. This would keep in tune with the melee style fighting, and with ranged spells, tanks can quickly become OP. Just a thought.

The name is great, stats are...hmm...the str gain is huge, Gravel has a 2.5 I believe, and your int/agil gains seem rather high. These are just number I realize, but iirc, Gravel also had a .9 agil again. So....

Innate is kinda a reminder of Swashy's Dash, and your basically using the same skin (only red colored right?), so you may want to change that. Too, something with a bit more of a tanking aspect would be fitting.

Little confused about incinerate/evoc dmg suffering bit?

MOW is good, great in fact. But maybe drop a ward of some type instead of a token? Perhaps even a summon to heal?

Really like the pillar fire spell, kinds reminds me of BP a bit, though with a creative touch.

Highly back these concepts, awesome hero ideas. The hat to you Sorlag :wink:
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Sorlag
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Re: Hero Suggestion : Flameguard

#4 Post by Sorlag »

Yeah, the attributes were a bit off, I corrected them, but none the less , these numbers are just suggestions, so basically they tell nothing.

Incinerate has been renamed, since Requiem seems to have that name somewhere already.
The concept of it is that units take amplified damage, if it suffers from evocation, the buff is replaced by an DoT buff, hope that cleared the confusion for you, Nemesis.

I object that Furious Leap is a ripoff of Dash, since it is rather a defensive than an offensive skill, due to its low range and high cooldown.

Also the suggested cast range of Wildfire has been reduced to touch range.

Thanks for the feedback, guys.

Sorlag

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Cokemonkey11
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Re: Hero Suggestion : Flameguard

#5 Post by Cokemonkey11 »

very nice; not too complicated, not too simple.
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I miss EotA :(

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