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Gwarl, Gnoll Longbowman

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Total Votes: 5

What do you think?

No ending time set.
Good! 40% [ 2 ]
40%

Bad! 60% [ 3 ]
60%

Jacek


First Blood Posts: 15 Joined: 13 Feb 2007 gold

Gwarl, Gnoll Longbowman

Posted: Tue Feb 13, 2007 11:08 pm

I took the layout from the General Hudmir post, sorry about that Smile

Grawl - Gnoll Longbowman


Range: 600 | Move Speed: 300
Primary: AGI
Str: 17 + 1.8 | Agi: 22 + 3.0 | Int: 15 + 1.2
Damage: 40 - 51 | HP: 473 | Mana: 195
HP Regen: 0.76 | Mana Regen: 0.59
Attack Speed: 1.39 | Armor: 2.1

Outcast, thrown away by his tribe, Grawl tries to make up for his living fighting alongside with Sentinel. He is famous for his tracking abilities and ability to hunt even the most clever beasts in Lordaeron. Recently, Grawl found out that he enjoys killing humanoids over forest beasts.

Trap (T)
Gwarl hides for a set amount of time, awaiting his prey. When a unit comes into Gwarl's range, she is struck for some time and takes ambush damage equal to hero attack damage and additional ambush damage.

Level 1 - Deals 90 additional ambush damage, stuns for 1.5 second
Level 2 - Deals 150 additional ambush damage, stuns for 2 seconds
Level 3 - Deals 210 additional ambush damage, stuns for 2.5 seconds
Level 4 - Deals 270 additional ambush damage, stuns for 3 seconds
AoE - 200 Cast time - 4/3/2/1 second
Duration: 10/15/20/25 seconds
Mana Cost: 80/120/140/150
Cooldown: 50/40/30/20 seconds

Spike Trap (P)

Gwarl leaves spike traps on his path, hoping for enemy units to get caught by them and have their movement speed decreased.

Level 1 - 6% slow
Level 2 - 12% slow
Level 3 - 18% slow
Level 4 - 24% slow
AoE of spikes : 150
Spikes life-time : 1.5/2/2.5/3
Slow duration : 2 seconds on all levels, doesn't stack with other spikes
Mana Cost: 100/100/100/100
Cooldown: 20 seconds

Flurry (F)
Gwarl releases several arrows on enemies around him.

Level 1 - 2 enemies hit
Level 2 - 3 enemies hit
Level 3 - 4 enemies hit
Level 4 - 5 enemies hit
Mana cost: 40
AoE: 600
Cooldown: 2 seconds

Disarming Blow
Gwarl delivers his arrow into arm of enemy, disarming him, making him unable to attack for some time.

Level 1 - 4 seconds
Level 2 - 6 seconds
Level 3 - 8 seconds
Mana Cost: 120/130/140/150
Cooldown: 100 seconds

General strategy:

he is considered a support hero, with very good escape mechanism. His trap is a very powerful stun, allowing him for mid-game kills. Late-game, his ulti is very useful for the team, taking one carry hero out of combat for a brief time.


I'll probably put some icons tomorrow, but tell me what do you think about him.

Last edited by Jacek on Wed Feb 14, 2007 12:17 pm; edited 2 times in total


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slayerofbill


First Blood Posts: 17 Joined: 06 Dec 2006 gold

Posted: Wed Feb 14, 2007 2:56 am

the mana cost and cooldown should go down when levels up for spiked trap. and is trap skill like windwalk? im a little confused good ideas though
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yukino_silvermaine


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Moderator Posts: 6587 Joined: 12 Aug 2006 gold

Posted: Wed Feb 14, 2007 4:29 am

Hmm..

Can the traps/spikes be detected with true sight?
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Jacek


First Blood Posts: 15 Joined: 13 Feb 2007 gold

Posted: Wed Feb 14, 2007 9:24 am

Spike trap is visible all the time... he creates it wherever he walks and they stay there for 2-3 seconds, aw I forgot to write the time, updated.

Trap is similar to windwalk, but it breaks when enemy unit passes by, dealing damage and stunning, yes it can be detected by True Sight.

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yukino_silvermaine


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Posted: Wed Feb 14, 2007 9:31 am

So you activate the skill then make traps. Traps remain for the duration.

Okay.

What is the duration of the skill itself? [Not the traps]
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donatboy


Monster Kill Posts: 466 Joined: 14 Jun 2006 gold

Posted: Wed Feb 14, 2007 9:46 am

does disarming bow cancel spells?

decrease cooldown of TRAP!

@yuki

shouldnt we reduce the cooldown of TRAP!?
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yukino_silvermaine


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Posted: Wed Feb 14, 2007 11:06 am

*looks*

Yes.

Reduce the cooldown [25 secs at level 4] and increase manacost to 175[level 4]. Check Dragn Tail..

Hm..
Trap is kinda underpowered.
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donatboy


Monster Kill Posts: 466 Joined: 14 Jun 2006 gold

Posted: Wed Feb 14, 2007 11:17 am

stat gain total is too low also
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yukino_silvermaine


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Posted: Wed Feb 14, 2007 11:25 am

'Tis fine.. I guess this is a "special case" hero
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donatboy


Monster Kill Posts: 466 Joined: 14 Jun 2006 gold

Posted: Wed Feb 14, 2007 11:29 am

T-T , hes gonna be the softest hero ever T_T make strenght growth per lvl 2.0
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yukino_silvermaine


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Posted: Wed Feb 14, 2007 11:31 am

Well...

There's N'aix [1.4], Meepo, etc etc..

Leave the stats..
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donatboy


Monster Kill Posts: 466 Joined: 14 Jun 2006 gold

Posted: Wed Feb 14, 2007 11:34 am

how bout making trap stronger? increase aoe
but i suggest to increase strength growth per lvl, meepo and naix got special skills to defend their softness, naix has feast and meepo got poof and net to disable movement,

this hero got no escape mekansm T-T increase strength growth per lvl
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yukino_silvermaine


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Posted: Wed Feb 14, 2007 11:40 am

Spike Trap + Flurry = Slow + Damage

Not to mention disable attack.

Oh yeah.

Flurry Arrow damage?
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donatboy


Monster Kill Posts: 466 Joined: 14 Jun 2006 gold

Posted: Wed Feb 14, 2007 11:41 am

not enough.. still raise strength growth to 2.0,
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yukino_silvermaine


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Posted: Wed Feb 14, 2007 12:04 pm

Add to that fact that this is a RANGED hero. Also, 3.0 AGI per level means he gains roughly 0.5 armor per level.

Go figure.
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