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[Space Marines] Apothecary

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[Space Marines] Apothecary

Post by cr4ck_v1rus on Fri Oct 08, 2010 2:07 am

Apothicary is a support/healing hero melee (125 attack range)

Innet Skill: Aura of Medicine: 600 aoe
(passive) The Apothecary have a healing aura that heals near by units for .5/1/1.5/2/2.5/3 hp per a sec

First Skill : Tearing Chain Sword: 400/450/500/550 cast range 120/125/130/135 Mp
The apothecary Rushes a enemy with his chain sword makeing target bleed for 10/15/20/25 Hp per a sec for 10 secs and slow 10%/15%/20%/20% for 3 secs.

Second Skill: Cleansing Beam: 120/135/150/165 mp, cast range of 700, 60/45/30/30 sec cooldown
A healing beam that heals allys by 120/170/220/270 or if targets an enemy it deals 100/150/200/250 damage.The beam jumps 3/3/4/5 times and decreases power by 15% each jump.

Third Skill: Fortifying presents: 500 aoe
(passive) the Apothecarys presents makes friendly units have a armor increase of 2.5/4/5.5/7

Ulit: Emperor Will: cast range 700 aoe Mp 150/200/250
The apothecary Lets out the emperors will makeing all nearby units revive once After that have died (do not work for apothecary

Apothicarys stats start out as str 19 int 25 agi 16 with a stat increse of str 1.5 int 2.7 agi 1.3

Apothecary was traind in the finest chaples to learn the healing arts. And now he will use them to bring his allys to vitrory. (not good with storys)


Last edited by cr4ck_v1rus on Sat Oct 09, 2010 2:24 am; edited 4 times in total (Reason for editing : Skill changes)
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Re: [Space Marines] Apothecary

Post by ZebioLizard on Fri Oct 08, 2010 3:20 am

Mad Dok, not to mention that hero is also quite Boring at the same time. Apocatharies do more then heal you know!
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Re: [Space Marines] Apothecary

Post by Grass Hopper on Fri Oct 08, 2010 12:14 pm

just a technical note on your melee heroes:
melee range is 100, or 150 if hey have a large model/long weapon (bloodthirster has 150 range iirc)

as for the hero:
i wont go into numbers, cause new players/creators usually get numbers way off

he has 4 heals >.> making him *way* to focused in his role, and also making 2/4 of his skills pretty redundant

he would be a pretty mean supported, but absolutly useless on his own

give him a sighly more diverse skillset, incorporate some more offensive potential (using actives >.> apoth's shouldnt be dpsing), and and change the fact that he has 4 heals Razz

i started an apoth concept a while ago and gave it up.
check this thread for some potential help
*disclaimer* this suggestion isnt very good Razz

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Re: [Space Marines] Apothecary

Post by cr4ck_v1rus on Sat Oct 09, 2010 2:25 am

If there are any other suggestions plz let me nkow i would love to hear them TY.
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Re: [Space Marines] Apothecary

Post by Son007 on Sat Oct 09, 2010 12:12 pm

I dont know about that. I'm quite mean when it comes to hero ideas... But here is what I think.


His Innate is massively weak. 3 hp regen late game is like 1/5 of an int hero's natural regen... You could do something like:

"Aura of Medicine: Aura
Increases the hp regen of ally units within the aura by 1.25/2/2.75/3.5/4.25/5. AoE of 600."

If not a little more. Maybe this would be a bit better:

"Aura of Medicine: Passive/Aura
Increases the base hp regen of ally units within the aura but 0.75/1.25/1.75/2.25/2.75/3.25 and gives a 2/3/4/5/6/7% chance when an ally is damaged to send a weak healing wave out to them that bounces 0/0/1/1/2/2 times healing hp equal to 0.25/0.5/0.75/1/1.25/1.5 your int. ICD of 6/5.5/5/4.5/4/3.5 seconds. AoE of 600."

That one might be harder to code and may be too much but it adds a little more then just plain old hp regen.

For Tearing Chain Sword maybe adding a minor initial damage to the dps would make it a better skill.

"Tearing Chain Sword: Active
The apothecary Rushes a enemy with his chain sword dealing initial damage then dps with a slow.
Level 1: Deals 40 initial damage then 20 damage every 2 seconds for 6 seconds. Slows the target by 50% that comes back over 3 seconds.
Level 2: Deals 80 initial damage then 40 damage every 2 seconds for 6 seconds. Slows the target by 55% that comes back over 4 seconds.
Level 3: Deals 120 initial damage then 60 damage every 2 seconds for 6 seconds. Slows the target by 60% that comes back over 5 seconds.
Level 4: Deals 160 initial damage then 80 damage every 2 seconds for 6 seconds. Slows the target by 65% that comes back over 6 seconds.
Mana Cost: 75/100/125/150 CD: 20/18/16/14 Casting Range: Same as heroes."

It's like Shadow Strike of Dagger or whatever that skill is called. Dealing damage then dps with a slow that comes back over time.

Hmmm... Cleansing Beam seems kinda weak. You might (more of do) reduce the cooldown down to something like 20 seconds... 30 seconds for a 270 heal isnt good. Something like:

"Cleansing Beam: Active
Apothecary sends out a beam of healing or harming power. Each jump increases the healing/damage done by the beam by 15%.
Level 1: Heals/damages for 125. Bounces 1 time.
Level 2: Heals/damages for 150. Bounces 2 times.
Level 3: Heals/damages for 175. Bounces 3 times.
Level 4: Heals/damages for 200. Bounces 4 times. (230 for first, 264.5 for second, 304.175 for third, and 349.80125 for last.)
Mana Cost: 100/115/130/145 CD: 17 Casting Range: 600 Bounce Range: 200/233/266/300"

I dont really like the decrease as each bounce hits so I changed it to increase. The initial heal is weak but as each bounce hits it increases making the heal good for passing on minor wounded allies to major wounded and the same for enemies. But I would increase the healing done by about 20-25% and reduce the cool down to: 30/27/24/21 (Or near to that).

Fortifying presents is just devotion from the human paladin... Or like that one hero with summons and frag nade. Maybe you could add something else to it. Something that increases (I dont know if this is possible under the warcraft 3 stuff) the healing done to wounded units? Something like:

"Fortifying Presence: Aura
Having the Apothecary around units make them harder to damage and increases the healing received by him.
Level 1: Gives 2 armor to ally units and for every 20% hp missing increases the healing done by 3%.
Level 2: Gives 3 armor to ally units and for every 18% hp missing increases the healing done by 3%.
Level 3: Gives 4 armor to ally units and for every 16% hp missing increases the healing done by 3%.
Level 4: Gives 5 armor to ally units and for every 14% hp missing increases the healing done by 3%.
AoE: 400/433/466/500"

With that his healing spell's healing would be reduced a bit to not make them super op. If that isnt possible to code or whatever maybe this:

"Fortifying Presence: Aura
Apothecary increases the armor and spell resistance of nearby allies. Spell resistance does not stack with other spell resistances. Gives half resistance for heroes.
Level 1: Increases armor by 2 and spell resistance by 5%.
Level 2: Increases armor by 3 and spell resistance by 10%.
Level 3: Increases armor by 4 and spell resistance by 15%.
Level 4: Increases armor by 5 and spell resistance by 20%.
AoE: 300/340/380/420"

Increases armor and spell resistance. The spell resistance helps the creeps live and the armor to push.

So is Emperor Will like am automatic revive for fallen creeps? I dont think its a good ability. Healers shouldnt be letting people die, but instead keeping them alive. Maybe:

"Emperor Will: Active
Apothecary speaks the Emperor Will healing all units for hps and giving them a "Seed of Second Chance". Heroes heal for 400/600/800 hp instead if they were to die.
Level 1: Heals all nearby units for 10 hp/s for 20 seconds and giving them a "Seed of Second Chance" that heals them for 33% of their maximum hp if they were to die within 10 seconds of this spell's casting.
Level 2: Heals all nearby units for 15 hp/s for 20 seconds and giving them a "Seed of Second chance" that heals them for 66% of their maximum hp if they were to die within 10 seconds of this spell's casting.
Level 3: Heals all nearby units for 20 hp/s for 20 seconds and giving them a "Seed of Second Chance" that heals them for 100% of their maximun hp if they were to die within 10 seconds of this spell's casting.
Mana Cost: 300/600/900 CD: 300/240/180 AoE: 500/550/600"

Quite an op spell. I know how effective an AoE healer can be in pushing lanes. So I put a very long cool down and a super high mana cost (which might be too much for a hero that level 6). Something to this effect would be better then an revive dead units.

Well thats it for now for the ideas for the hero so now Ill say something about the stats and story.

You should put the stats before the skills; like so:

Name: Apothecary
Primary Attribute: Int
Str: 19 + 1.5 (55 at max level)
Agi: 16 + 1.3 (47.2)
Int: 25 + 2.7 (89.8 )
Background/story: Whatever you want here, its your back ground/story.
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Re: [Space Marines] Apothecary

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