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Current Version: v0.0.01A

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Changes to the way I release versions? (read the thread)

[Incomplete] Ezekiel - Bearer of the Book of Salvation I_vote_lcap63%[Incomplete] Ezekiel - Bearer of the Book of Salvation I_vote_rcap 63% [ 5 ]
[Incomplete] Ezekiel - Bearer of the Book of Salvation I_vote_lcap38%[Incomplete] Ezekiel - Bearer of the Book of Salvation I_vote_rcap 38% [ 3 ]

Total Votes : 8

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» With everyone dead
[Incomplete] Ezekiel - Bearer of the Book of Salvation I_icon_minitimeThu Mar 05, 2020 5:09 am by Occuli.Imperator.Aquillon

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[Incomplete] Ezekiel - Bearer of the Book of Salvation I_icon_minitimeSun Dec 21, 2014 12:49 am by Grass Hopper

» [SCII] [Inquisition] Hector Rex
[Incomplete] Ezekiel - Bearer of the Book of Salvation I_icon_minitimeThu Dec 18, 2014 9:06 am by Grass Hopper

» [necrons] Orikan, the Diviner
[Incomplete] Ezekiel - Bearer of the Book of Salvation I_icon_minitimeTue Dec 16, 2014 5:58 pm by Grass Hopper

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[Incomplete] Ezekiel - Bearer of the Book of Salvation I_icon_minitimeWed Dec 10, 2014 3:28 pm by Grass Hopper

» [inquiition] Kaldor Draigo
[Incomplete] Ezekiel - Bearer of the Book of Salvation I_icon_minitimeWed Dec 10, 2014 3:07 pm by Grass Hopper

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[Incomplete] Ezekiel - Bearer of the Book of Salvation

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[Incomplete] Ezekiel - Bearer of the Book of Salvation Empty [Incomplete] Ezekiel - Bearer of the Book of Salvation

Post by Xenostalker Mon Oct 05, 2009 10:29 pm

[ Ezekiel - Grand Master ] [ Space Marines; Dark Angels Chapter ]

Ezekiel is the Grand Master of the Dark Angels Chapter Librarium, and his is the duty of guarding the dungeons that lie deep within the Rock. Ezekiel is a dour individual, and he rarely speaks except during the solemn rituals of the Inner Circle or when aiding an Interrogator-Chaplain in the execution of his duties, and even then, hardly above a dry, sinister whisper. He is said to have the uncanny ability to read the intentions of others, both friend and foe. He acts upon these readings without hesitation, and has earned a reputation as an uncompromising and ruthless individual

Agi: x + x
Int: y + y
Str: z + z (Primary)

Model: __
Attack Animation: __
Attack Range: Melee

Abilities

(Authorial Intrusion: I am not completely familiar with the game mechanics via balance - so if something is too powerful or too weak, don't say "that spell is too weak" but rather, instead, tell me how to improve it. Unless the idea sucks, of course. Each spell and the hero's concept is based on the Dark Angel lore/fantasy concepts.)

Gather the Fallen [innate]
Whenever Ezekiel slays an enemy unit he reports the victim in the Book of Salvation, storing 1 Fallen energy. If the slain enemy is a hero, Ezekiel stores 2 Fallen energy. Ezekiel can store a maximum of 5 Fallen energies. When Ezekiel slays an enemy he recovers .5x/.6x/.7x/.8x/.9x/1.0x intelligence worth in mana.

Deliverer target
Ezekiel barrages an enemy with several rounds from his infamous bolt pistol, stunning them for 1 second and dealing 2/2.5/3/3.5x strength in damage. If the target dies under the effects of this spell they will detonate from Ezekial's psychic grasp, dealing an additional 2x strength to nearby enemies in a 300 AoE and stunning them for 2 seconds.

Secret's Shield self-cast
Ezekiel will create a shield around himself that can deflect 1.2/1.5/1.8/2.1x strength for every Fallen energy stored in the Book of Salvation for a duration of 10/14/18/22 seconds. Every second the shield will loses 4% of its power. After the duration ends, if any power is left in shield, the remaining value will detonate, damaging enemies but healing allies for the value released. Depletes 1/2 of Fallen energy.

Traitor's Bane [passive]
For every successful attack, Ezekiel's attack speed is increased by 2%/3%/4%/5% for 7/8/9/10 seconds up to a maximum of +20/30/40/50% - resetting the duration for every additional attack. If Ezekiel scores 3 attacks in a row while still bearing the effects of this ability the target will receive (Fallen Energy divided by 3) x strength in damage. Fallen energies used in this spell are not depleted.

Book of Salvation ultimate, AoE
Ezekiel unleashes the full power of the Book of Salvation, damaging all enemies within 600 range for 1.0x/1.2x/1.4x Intelligence per Fallen energy stored. Additionally, each enemy will be drained of 3%/4%/5% mana x 1/2 of Fallen energy released, returning it in even distribution to all allied Heroes around Ezekiel (Ezekiel does not gain mana from this ability). Depletes all Fallen energy stored.


Last edited by Xenostalker on Tue Oct 06, 2009 3:17 pm; edited 8 times in total
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Post by Grass Hopper Mon Oct 05, 2009 10:35 pm

nifty o.o i like it.
only thing.. some of the spells seem to have more effects for the sake of having more effects... they dont seem entirely nessessary to me
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Post by Xenostalker Mon Oct 05, 2009 10:42 pm

Grass Hopper wrote:nifty o.o i like it.
only thing.. some of the spells seem to have more effects for the sake of having more effects... they dont seem entirely nessessary to me

I know. I've made AoS maps before. More effects = more situations to have a spell be useful.
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Post by doomcowgod Mon Oct 05, 2009 11:27 pm

The only problem in my opinion is that ult. If he's got 5 energy, that's 15x his strength, which means he's dealing 3/5 of his MAX HP in damage in AN AOE, which will just devastate agility and intelligence heroes...

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Post by Xenostalker Mon Oct 05, 2009 11:30 pm

doomcowgod wrote:The only problem in my opinion is that ult. If he's got 5 energy, that's 15x his strength, which means he's dealing 3/5 of his MAX HP in damage in AN AOE, which will just devastate agility and intelligence heroes...

Yea... I fixed that a bit. It now caps at 5x/6.5x/8x Strength.
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Post by Betrayer_kharn Mon Oct 05, 2009 11:41 pm

seems really good and id have to agrre more effects= more usefullness

onlything the innate has no scaling so its maxed at lvl 1... whole point of inantes is to have 5 level lol one for ever y2 put in attribute bonus so maybe find a way to incorporate some sort of leveling to it cant really think of anything now but other than that seems pretty sound

cudos Smile
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Post by Xenostalker Mon Oct 05, 2009 11:43 pm

Betrayer_kharn wrote:seems really good and id have to agrre more effects= more usefullness

onlything the innate has no scaling so its maxed at lvl 1... whole point of inantes is to have 5 level lol one for ever y2 put in attribute bonus so maybe find a way to incorporate some sort of leveling to it cant really think of anything now but other than that seems pretty sound

cudos Smile

So the innates level automatically?

My innate meant that it was given as a normal passive ability, not a hero ability that is manually leveled. If what you are saying needs to be implemented then a stat bonus/effect that staticly increases would be a good addon.
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Post by Betrayer_kharn Tue Oct 06, 2009 12:03 am

well genrally an inante gets more effective as attribut bonus goes up urs is essentially "maxed" at lvl 1 which isnt a good idea and not really the point of the innates haha Razz
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Post by Xenostalker Tue Oct 06, 2009 12:17 am

Betrayer_kharn wrote:well genrally an inante gets more effective as attribut bonus goes up urs is essentially "maxed" at lvl 1 which isnt a good idea and not really the point of the innates haha Razz

Ohhh.... you meant adding a scaling constant.

Alright... well... any ideas you want to throw in? Maybe give the mana return an effect based on Strength?
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Post by Betrayer_kharn Tue Oct 06, 2009 12:20 am

maybe add an aspect to "souls" collected like starts as .20/.40/.60/.80/1 soul per creep and .40/.80/1.2/1.6/2 souls per heros idk somehting liek that
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Post by Xenostalker Tue Oct 06, 2009 12:23 am

Betrayer_kharn wrote:maybe add an aspect to "souls" collected like starts as .20/.40/.60/.80/1 soul per creep and .40/.80/1.2/1.6/2 souls per heros idk somehting liek that

The hero concept is already based on Fallen energy already. I am just going to change the mana purge effect to strength based.
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Post by Betrayer_kharn Tue Oct 06, 2009 12:37 am

thts fine to haha i was just making it so leveling the innate in turn increases effectiveness of ur skills and by doing this end game u are able to betetr use ur abilities where as early game u have to be smart about it
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Post by Fromundaman Tue Oct 06, 2009 1:43 am

The info to Traitor's Bane is confusing...
Especially this:
Fallen energies used in this spell are not depleted. Depletes all Fallen energy stored.
Care to explain the skill to me, because I don't really get it...

As for Secrets Shield, how can it lose 1/9th Str over 22 sec if it has 5x STR base? It would get negative values.




That being said, I really like this hero.
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Post by Xenostalker Tue Oct 06, 2009 3:21 am

Fromundaman wrote:The info to Traitor's Bane is confusing...
Especially this:
Fallen energies used in this spell are not depleted. Depletes all Fallen energy stored.
Care to explain the skill to me, because I don't really get it...

As for Secrets Shield, how can it lose 1/9th Str over 22 sec if it has 5x STR base? It would get negative values.




That being said, I really like this hero.

I forgot to add up the math in the Secret's Shield, but kinda busy and will have to address that later. I think you get the idea though.

Anyways, for each kill a value of 1 is stored for Fallen energy. Traitor's Bane does not set the value to zero, e.g it's not used up to cast the effect. Depleted = uses up all of the energies, e.g the value is set to 0 and new energy needs to be gathered.
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Post by Betrayer_kharn Tue Oct 06, 2009 10:50 am

hmm lets mathcraft shall we
using 81 str and 5 fallen energies (so each spell would be at its strongest for sake of falen energies)
Innate:
recovers 40.5 mana per unit killed (idk if wc3 roudns down or up)

Deliverer:
3.5*81=283.5 not a bad nuke

Secret's Shield:
will get 2025 ((81*5)*5) absorbtion value and you lose 9(1/9*81=9) damage absrobtion every sec comes to a totla of 198(22*9=198) abosrobtion lost which means essentially you can only absorb 1827(2025-198=1827) damage total

this ones a little powerful as of now on average u will prolly do 800-1000(they do 800-1000 damage to you) damage to all enemies then heal yourself for the equivelant pretty huge XD

Traitor's Bane:
5/3= 1.7 = 137.7 additional damage after 3 attacks

(and yeah that ording contradicts itself lol cause if you lose it at end you are still depleting it so you could perhaps reword it to after the additional damage has been dealt you lose all fallen energy stored)

Book Of Salvation:
1.6*81=129.6*5= 648 then 5*2.5=12.5% of theri mana mayeb a lil high damage wise but the mana should be fine

all in all with mathcrafting secrets shield is pretty op right now book is jsut a lil powerful
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Post by Xenostalker Tue Oct 06, 2009 11:47 am

Betrayer_kharn wrote:hmm lets mathcraft shall we
using 81 str and 5 fallen energies (so each spell would be at its strongest for sake of falen energies)
Innate:
recovers 40.5 mana per unit killed (idk if wc3 roudns down or up)

Deliverer:
3.5*81=283.5 not a bad nuke

Secret's Shield:
will get 2025 ((81*5)*5) absorbtion value and you lose 9(1/9*81=9) damage absrobtion every sec comes to a totla of 198(22*9=198) abosrobtion lost which means essentially you can only absorb 1827(2025-198=1827) damage total

this ones a little powerful as of now on average u will prolly do 800-1000(they do 800-1000 damage to you) damage to all enemies then heal yourself for the equivelant pretty huge XD

Traitor's Bane:
5/3= 1.7 = 137.7 additional damage after 3 attacks

(and yeah that ording contradicts itself lol cause if you lose it at end you are still depleting it so you could perhaps reword it to after the additional damage has been dealt you lose all fallen energy stored)

Book Of Salvation:
1.6*81=129.6*5= 648 then 5*2.5=12.5% of theri mana mayeb a lil high damage wise but the mana should be fine

all in all with mathcrafting secrets shield is pretty op right now book is jsut a lil powerful

For all of you confused with the depleting and non-depleting statement: my fault. I accidentally pasted it on the wrong spell. Book of Salvation depletes, Traitor's Bane does not.

For balance:

Reduced damage done by Book of Salvation
Decreased value of Secret's Shield
Changed reduction of Secret's Shield per second to a percentage
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Post by Grass Hopper Tue Oct 06, 2009 11:59 am

the innate still doesnt scale with level ups... it needs 6 levels
and an idea, should some of these stat stuff require int instead of str?

perhaps using agi or int causing him to need to be diverse?

edit: either way, i like this guy
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Post by Fromundaman Tue Oct 06, 2009 12:00 pm

Ahhhh... that makes a lot more sense.

Thanks for the clarification.

Does Secret's Shield also deplete Fallen energy, or just the ult?
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Post by Xenostalker Tue Oct 06, 2009 12:01 pm

Grass Hopper wrote:the innate still doesnt scale with level ups... it needs 6 levels
and an idea, should some of these stat stuff require int instead of str?

perhaps using agi or int causing him to need to be diverse?

edit: either way, i like this guy

Do you level up the innate through triggers? It's a regular ability, not hero. (Just in case I need to say that)

It could be based on Intelligence for the 6 levels.

How's this:

When Ezekiel slays an enemy he recovers .5x/.6x/.7x/.8x/.9x/1.0x intelligence worth in mana.
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Post by Grass Hopper Tue Oct 06, 2009 12:15 pm

yeah, its leveled up with triggers (every 2 points in the 'stats' skill adds one level to the innate)

and yeah that could work, and also makes more sense Razz
possibly changing the ult to int damage, keeping the sheild and pistol as str
if that makes sense to you Razz just throwing that idea out there
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Post by Xenostalker Tue Oct 06, 2009 12:21 pm

Grass Hopper wrote:yeah, its leveled up with triggers (every 2 points in the 'stats' skill adds one level to the innate)

and yeah that could work, and also makes more sense Razz
possibly changing the ult to int damage, keeping the sheild and pistol as str
if that makes sense to you Razz just throwing that idea out there

Well... we will have to increase the damage output of the ultimate via the intelligence multiplier, because focusing on strength and having passive need for intelligence won't be a giant value of damage in the end. Unless, I think this would be a good idea, we make the ultimate have a low cooldown and give it a stun effect.

(What realm are you guys on, US East? - sorry for being off topic Razz)
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Post by Grass Hopper Tue Oct 06, 2009 12:27 pm

yeah were on east. and it really depends on stat gains, and the actual necessesity of stacking str
hes gona need int anyway to cast his spells, and we dont want him to become tank and op just by stacking str and nothing else
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Post by Xenostalker Tue Oct 06, 2009 12:28 pm

Grass Hopper wrote:yeah were on east. and it really depends on stat gains, and the actual necessesity of stacking str
hes gona need int anyway to cast his spells, and we dont want him to become tank and op just by stacking str and nothing else

Yea - I'll just change it to Intelligence with a slighter bonus to keep damage ultimate-like.
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Post by Grass Hopper Tue Oct 06, 2009 12:31 pm

kk sounds good [Incomplete] Ezekiel - Bearer of the Book of Salvation Icon_biggrin

edit: and ill move this to the development forum
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Post by Xenostalker Tue Oct 06, 2009 12:46 pm

Grass Hopper wrote:kk sounds good [Incomplete] Ezekiel - Bearer of the Book of Salvation Icon_biggrin

edit: and ill move this to the development forum

Sweet. If you need any custom spell icons just tell me. (Have a sketch in mind too Razz)
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