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Version Progress
Changes for v0.02.0A
||||||||||||||||||||[] [general]
||||||||||||||||||||[] [Heroes]
||||||||||||||||||||[] [Items]
||||||||||||||||||||[] [Bugs]
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[Blood Angels] Sanguinary Priests

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[Blood Angels] Sanguinary Priests

Post by Son007 on Thu Oct 28, 2010 12:42 pm

Name: Corbulo

Story:
Uhhh

Primary Attribute: Int
Str: 18 + 2.0
Agi: 20 + 1.4
Int: 23 + 2.7
Range: 130 (range)
Armor: 3
MS: 295


Innate: Spiritual/Physical Well-Being: Switchable
When units are healed by the Wolf Priest they either gain the Spiritual Well-Being or Physical Well-Being buff.
"Spiritual Well-Being" increases hp regen by 3/4/5/6/7/8 per second. Stacks indefinitely. Lasts 12 seconds.
"Physical Well-Being" increases the armor by 1/1.5/2/2.5/3/3.5. Stacks indefinitely. Lasts 12 seconds.
(Each stack doesn't reset the duration it just adds another stack. So if I cast two healing spells on a person 6 seconds part, each buff lasts 12 seconds but there is a 6 second over lay where there are two stacks.)


Healing Balms: Active
The Wolf Priest applies a healing ointment that heals the target over time as well as increasing the hp healed by the Wolf Priest.
Heals the target for 130/170/210/250 over 20 seconds. Increases healing done by 15/20/25/30%.
CD: 13/12/11/10 Mana: 100/110/120/130


Exsanguinator: Active
The Sanguinary Priest opens a medi-pack with 3 different abilities, Stim-pack, Healing Agents, Anti-Vemon.
-Stim-Pack: Heals the target for a great deal as well as giving a slight movement speed boost. Heals 100/160/220/280, 3/4/5/6% movement speed boost for 4 seconds.
-Healing Agents: Increases the hp healed from the next healing spell done by the Sanguinary Priest. Increases hp healed by 18/24/30/36%, lasts till next healing spell or 20 seconds have passed.
-Anti-Vemon: Removes all negative effects on target unit as well as giving them a slight resistance to damage. Gives 10/13/16/20% resistance for 5/5.33/5.66/6 seconds.
Cd: (For the one skill) 3/2.5/2/1.5. (Individuals) Stim-Pack: 15/14/13/12. Healing Agents: 25/22/19/16. Anti-Venom: 30/27/24/21.
Mana: Stim-Pack: 100/115/130/145. Healing Agents: 70/90/110/130. Anti-Vemon: 150/170/190/210.

Chainsword: Active
The Sanguinary Priest uses his Chainsword to slice unit in front of him for high damage, as well as lower their armor.
The Chainsword deals 100/125/150/175 to units 150/160/170/180 units and 180 degrees in front of the Sanguinary Priest, for 3 seconds. Each second enemy units stay in the Chainsword lowers their armor by 2/3/4/5 for 4 seconds afterwards.
Cd: 24/23/22/21 Mana: 130/145/160/175

Ultimate:

Red Grail: Active
Increases moral of nearby troops. Increases armor, attack damage, movement speed and heals unit nearby for the duration of the spell. Also creates a powerful Force Field around the Sanguinary Priest that prevents enemy units from getting close as well as absorbing damage and making the Sanguinary Priest resistant versus silence and stun effects. AoE: 700.
Level 1: Armor: 3. Attack damage: 10 for creeps, 20 for heroes. MS: 6%. Heal: 1% max hp per second. Lasts 20 seconds. Force Field: 500 damage with a 50% chance to resist any stun or silence affects draining 50 hp from the shield. Shield regen's at 4 hp per second. Lasts 30 seconds.
Level 2: Armor: 6. Attack damage: 15 for creeps, 30 for heroes. MS: 12%. Heals: 1.5% max hp per second. Lasts 20 seconds. Force Field: 750 damage with a 62.5% chance to resist any stun or silence affects draining 100 hp from the shield. Shield regen's at 6 hp per second. Lasts 30 seconds.
Level 3: Armor: 9. Attack damage: 20 for creeps, 40 for heroes. MS: 18%. Heals 2% max hp per second. Lasts 20 seconds. Force Field: 1000 damage with a 75% chance to resist any stun or silence affects draining 150 hp from the shield. Shield regen's at 8 hp per second. Lasts 30 seconds.
Mana: 300/450/600 CD: 210/195/180

-Changelog-
Shortened the Changelog; If have question ask me I saved the chages.
Changed a lot of skills up to more of a Sanguinary Priest.
Change Bio-mutagen Acid to Chainsword.
Changed ultimate to Red Grail.
Changed Healing Potion into Exsanguinator.
Changed numbers on Exsanguinator skills. Healing Potion Ms boost to 4 second duration. Anti-Venom damage resistance from 15/20/25/30% --> 10/13/16/20% and duration from 5/5.5/6/6.5 --> 5/5.33/5.66/6 seconds.
Changed numbers on Red Grail. Armor: 7/14/21 --> 3/6/9. MS: 10/16/22% --> 6/12/18%. Heals: 1/2/3 --> 1/1.5/2.


Last edited by Son007 on Sun Nov 28, 2010 7:25 pm; edited 14 times in total
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Re: [Blood Angels] Sanguinary Priests

Post by cellrawr on Thu Oct 28, 2010 1:52 pm

I actually like what you've done. The stats total you used are what gly and I use.

The main thing people would complain about this guy is that as long as he has mana, I don't see the person hes with or himself dieing at all.

I'll leave gly and grass to deal with the numbers part.

Innate: I'd advise making the armor part stacking having a cap. Spamming healing potion on someone would give them a huge armor boost for little cost, besides the healing he would also be receiving.

Healing Balms: Does the healing increase affect HoT part of the spell also? What about the regen from his innate? I'm assuming they are only receiving a healing increase as long as the HoT is up, and not just a 30% increase from everything at all times no matter what. I'd advise nixing the initial heal and have healing potions be the burst healing spell, but thats just me.

Healing Potion: What I suggested in balms covers my saying for this.

Bio-Mutagen Acid: What does the recover time part mean. Is it something like my swarmlords slow in where they regain speed partly over the time, or is it they have the max slow for that time and then it goes away?

Ultimate: Eh, this is boring ultimate to me. Instead of aving his regular spells become more powerful by getting his ult, I would personally just rebalance the spells themselves if they need this type of boost. He is already a dedicated healer from his innate and two healing spells, so I would advise something more offensive for his ult. Maybe something that augments the surrounding units or something, to keep him more support based than anything. I can't come up with anything at the moment, but something other than this for sure.

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Re: [Blood Angels] Sanguinary Priests

Post by Grass Hopper on Thu Oct 28, 2010 8:22 pm

Ok, so the innate is good, but could get out of hand cause potion has less cooldown than the duration on the innate.
Even then, you get a max of about 3 or 4 stacks.
Ensuring that the target will. Never. Die.
That can be adressed by increasing the cooldown on potion (which is too low anyway)

Balms shouldn't insta heal. The heal over time and other effect is good.
(no insta heal cause he has two insta heal + heal over time)

Potion should have minor aoe. As well as possibly some buff.

Acid is good.

What cell said in the ult

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Re: [Blood Angels] Sanguinary Priests

Post by Son007 on Fri Oct 29, 2010 12:07 pm

I changed somethings via strike out, so I need people to comment on what is changed. Also if you don't like the ult help me think of something for him. Thanks for what is commented on, Ill change more to your comments when I get more comments.
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Re: [Blood Angels] Sanguinary Priests

Post by Grass Hopper on Fri Oct 29, 2010 12:28 pm

hmm, now that i can look at this a bit better...
acid:
can afford to do mroe dps (its 200 over 8 seconds)
you can in crease the aoe too (245 is smaall)
and instead of confusing people with wierd terms Razz just say that the slow lasts 2 seconds after leaving the aoe

and as the wolf priest is a apothicary/chappy mix, the ult should represent the chaplain aspect of the wolf priest.
(cant help you out there >.> the wolf priest entry in the codex is pretty bland in terms of abilities)

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Re: [Blood Angels] Sanguinary Priests

Post by cellrawr on Fri Oct 29, 2010 12:39 pm

The strike outs are good.

Mm, do you have the codexs for tabletop? The Space Wolves 5th edition codex has Ulrik the Slayer, their hero Wolf Priest. His special stuff are Slayers Oath, Mentor, and Wolf Helm of Russ.

Slayers Oath in TT allows him and any units hes attached to re-roll any failed hits on enemies with high toughness.

Mentor allows him to choose another model in the army as being personally trained by him, so they gain additional weapon skill.

Wolf Helm of Russ allows for allies in line of sight of him to re-roll failed morale tests. Enemies that try to initiate close combat with Ulrik have to take leadership tests, otherwise they quake in terror at his gaze.

Just some ideas for him, and possibly a name. I'm not suggesting for a total conversion of the hero to Ulrik, because he plays as a warrior more than anything.

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Re: [Blood Angels] Sanguinary Priests

Post by Son007 on Fri Oct 29, 2010 6:35 pm

Another update. I'll look into a way to make those things into an ultimate and increase the rest of his skills as fit.
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Re: [Blood Angels] Sanguinary Priests

Post by Grass Hopper on Fri Oct 29, 2010 10:53 pm

umm... now im just being really picky but....
lower the starting damage on acid *a bit*, and increase the end damge
(its 240 at level 1, and 360 at level 4)

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Re: [Blood Angels] Sanguinary Priests

Post by Son007 on Sat Oct 30, 2010 2:06 am

Another update. Thinking of an ultimate but hero might be changed all together depending on what I find.
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Re: [Blood Angels] Sanguinary Priests

Post by cellrawr on Sat Oct 30, 2010 2:12 am

http://wh40k.lexicanum.com/wiki/Corbulo

just leaving that there for you, Son

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Re: [Blood Angels] Sanguinary Priests

Post by Son007 on Sun Nov 07, 2010 2:00 pm

Bump?

I made some changes, please comment!
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Re: [Blood Angels] Sanguinary Priests

Post by Glycine on Sun Nov 07, 2010 2:39 pm

You need more than 3 skills. xD One skill and an innate. oo

Also, how will melee units damage you if they can't even get close? The effects from the ult are slightly overpowered, like 3% of max health per second, 21 armor (So you could have tanks that never die?) I know you want him to be a dedicated support, but tone it down a little.

I mean, you could pass an anti-venom to a fex, pop the ult, and the Fex has 30+ armor, 30% additional resistance for 6 seconds, 22% ms, 40+ damage, and a 3% heal per second for fex, which is about 90 health per second for 3000 life.
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