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Zakur - Spirit Templar

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the1stefan


First Blood Posts: 36 Joined: 28 Jan 2008 gold

Zakur - Spirit Templar

Posted: Fri Feb 22, 2008 12:53 am

Range: 105 | Move Speed: 250
Primary: AGI
Str: 17 + 1.7 | Agi: 21 + 2.9 | Int: 18 + 0.98
Damage: 59 – 67 | HP: 507 | Mana: 190
HP Regen: 0.88 | Mana Regen: 1.0
Attack Speed: 1.44 | Armor: 1


battle stance


takes battle stance reducing speed but increasing armor and damage
level 1 - reduces movement speed by 30%,gives +10 dmg and +2 armor
level 2 - reduces movement speed by 35%,gives +15 dmg and +3 armor
lever 3 - reduces movement speed by 40%,gives +20 dmg and +4 armor
level 4 - reduces movement speed by 45%,gives +25 dmg and +5 armor
mana cost:N/A
cooldown:5 seconds
framework:nothing changes visualy


inner spirit


passive stage 1 active stage 2
his inner spirit gives him strenght to fight longer without feeling immediate pain
level 1 - 50 dmg absorbed and recived triplefold upon activation of skill
level 2 - 100 dmg absorbed and recived triplefold upon activation of skill
level 3 - 150 dmg absorbed and recived double upon activation of skill
level 4 - 200 dmg absorbed and recived upon activation of skill
mana cost:N/A
cooldown:30 seconds all levels
note:skill that dmg recived(ex. 50)will not be recived till activation of skill
framework:nothing changes visualy until activation of skill-a roar and blood spatter around hero


ancestors blade


Zakurs blade that was given to him by his ancestors ocasionaly glows in battle and dealing dmg and blinding enemy units
level 1 - 5% chance,400 AoE deals 50 dmg and blinds enemies with a 1 second 15% miss
level 2 - 10% chance,400 AoE deals 75 dmg and blinds enemies with a 1 second 25%% miss
level 3 - 15% chance,400 AoE deals 100 dmg and blinds enemies with a 1 second 35% miss
level 4 - 20% chance,400 AoE deals 125 dmg and blinds enemies with a 2 second 45% miss
mana cost:N/A
cooldown:max cast once every second all levels
framework:short golden flash apears,units affected have sparcles around them


call of the order


Zakur yels out an incantation and gives blessing to all surrounding heroes
level 1 - every friendly unit in 350 AoE gains +5 armor +10 dmg and +15% attack speed for 10 seconds
level 2 - every friendly unit in 400 AoE gains +7 armor +20 dmg and +20% attack speed for 10 seconds
level 3 - every friendly unit in 450 AoE gains +10 armor +35 dmg and +30% attack speed for 10 seconds
manacost:200/220/240
cooldown:40/30/20 seconds
framework:Zakur raises his sword and angels apear above affected units and for the duration of the buff they have yellow imolation animation



hope this is a good format and hope you likez
now is better? Smile

Last edited by the1stefan on Fri Feb 22, 2008 9:19 am; edited 2 times in total


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tr3ncht0wn


Warnings : 4 Godlike Posts: 1224 Joined: 18 Feb 2007 gold

no no no no...

Posted: Fri Feb 22, 2008 1:12 am

well, uh huh.. no INT GAIN.. definitely IMBA.. one doesn't even need to see his skills, i could tell they're all passive or active without mana cost.. that's not good.

the mana items balances the AGI and STR heroes, if you gave them all passive skills or skills that require no mana, they could just build items of pure defense and damage. that would make them IMBA..

well, i'd just take a look..

1st skill:
Cooldown every 5 seconds? So how long does this take effect? 1 second?

2nd skill:
pretty weak compared to dodge and disperse skills.. late game, heroes can deal more than 200 damage on a single attack.

3rd skill:
Super IMBA.. chance to blind enemIES and deal 125 AOE damage at 400 AOE?
Tidehunter deals 200 damage to a small radius, i guess thats within 200 AOE. Plus his attacks are slow.
You have an aglity hero, that can attack fast, i mean 45% blind? for 2 seconds.
I guess i could accept this skill, since your hero has no slow or disable whatsoever, thereby, you're enemies could just pass by you.. with a movespeed of 250?

4th skill:
NO.. any boost of that magnitude should cost mana..

i know all of you guys want to be unique in a way, but dont make ridiculous hero ideas..

Alien

if i'm wrong then prove it..
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mjs


Dark Light
Godlike Posts: 1440 Joined: 11 Oct 2006 gold

Posted: Fri Feb 22, 2008 2:28 am

needs some fixing....
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Cloudzstrife


Monster Kill Posts: 240 Joined: 27 Nov 2007 gold

Posted: Fri Feb 22, 2008 4:22 am

lots of balancing. cause the not needed of mana makes heroes to imbalanced.
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the1stefan


First Blood Posts: 36 Joined: 28 Jan 2008 gold

Posted: Fri Feb 22, 2008 9:09 am

ok explanation
1st skill - works like rot on Rudge
2nd skill - balances
3rd skill - not IMBA just a small advantage in higher levels even though in early and mid game is sorta IMBA
ulti - u guess youre right il see what i can do
so il modify the whole thing as soon as i can
thx for feedback
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chynezriceboi


Killing Spree Posts: 95 Joined: 14 Dec 2007 gold

Posted: Thu Mar 13, 2008 9:25 pm

bleh, i really wanna critic this hero too long so ill make it short and simple, i skimmed over it, so dont expect the things not critized is balanced...

1. int gain is TOO low
2. total stat gain is TOO low
3. life and mana is WRONG: supposed to be 473 and 234
4. not a definite synergy between skills
5. good hero idea, i guess :P
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