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View Poll Results: What do you think?
Yes-It should be in the game 6 46.15%
No-Shouldn't be in the game 4 30.77%
Maybe-Im not sure 3 23.08%
Voters: 13. You may not vote on this poll

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Old 01-31-2007   #1
 
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[Hero] Combo Master

Ok, The Model will be a black blade master with a HUGE sword. Kinda like Seperoths (I can't spell)

Stats:
Health: 1000
Mana: 760

Primary:Agility-25 + 3 per lvl
Strength-20 +1.8 per lvl
Intelligence-20 + 2.4 per lvl

Spell one: Starting Attack (Primary Combo)

Combo Master runs at maximum speed to the target then stabs them doing damage and wounding them. After using this all 2nd combos become available to use. 150 mana.

Level 1: 125 damage, 15% reduced run speed, 10% attack speed
Level 2: 250 damage, 20%, 17.5%
Level 3: 400 damage, 30%, 25%
Level 4: 600 damage, 40%, 32.5%
Level 5: 800 damage, 50%, 40%
Level 6: 900 damage, 60%, 50%
Level 7: 1200 damage, 60%, 60%

Explostion Combo (2nd Combo)

Stabs a victim with and explosive blade, most of the damage goes to the target, 3/4 to the surrounding units of a 300 AOE. Causes burn damage to the target. 200 mana, HERO ONLY targeting.

Level 1: 175 Damage,4 sec burn duration (for all levels), 10 damage a sec
Level 2: 350 Damage, 20 damage
Level 3: 500 damage, 30 damage
Level 4: 750 damage, 40 damage
Level 5: 1000 damage, 60 damge
Level 6: 1300 damage, 80 damage

Deep Wound Circle (2nd Combo)

Cuts target doing massive damage and causing bleeding damage to all units around the target. 300 AOE for levels 1-4, 5-6 400 AOE, level 7 500 AOE. 300 mana

Level 1: 225 damage, 5 sec bleed duration for heroes and, 8 sec on units (all levels), 20 bleed damage
Level 2: 375 damage, 30 bleed damage
Level 3: 500 damage, 45 bleed damage
Level 4: 750 damage, 65 bleed damage
Level 5: 1000 damage, 90 bleed damage
Level 6: 1000 damage, 120 bleed damage
Level 7: 1000 damage, 180 bleed damage

*NOTE*-Target is affected by bleed

3rd Combo/Continuation combo

Has different effects according to the second combo used. If used off deep wound circle causes increased attack speed and movement speed bonus to the hero. If it is off explostion combo the move causes burn damage to the area around the targeted unit/hero. Lasts 15 sec if off deep wound. 300 mana

Off deep wound-
Level 1: 20% attack speed, 30% movement
Level 2: 30%, 45%
Level 3: 40%, 60%
Level 4: 50%, 75%
Level 5: 60%, 90%
Level 6: 80%, 105%

Off Explostion Combo-
Level 1: 40 damage a sec, lasts 5 sec on units and heros all levels, 200 AOE
Level 2: 70 damage a sec,300 AOE
Level 3: 100 damage a sec, 400 AOE
Level 4: 140 damage a sec, 400 AOE
Level 5: 180 damage a sec, 400 AOE
Level 6: 250 damage a sec, 400 AOE

*ULTIMATE*- Nova Necropolis (Finisher Combo)

It instantly kill the unit (not a hero) that it is being used on and does frost damage to surrounding units IF BEING COMBOED OFF DEEP WOUND CIRCLE. OR if you combo IT OFF EXPLOSTION STRIKE, the move does NO damage to the target but MUST BE TARGETED ON A HERO and does surrounding frost damage still AND spawns a skeleton off each unit killed in the blast. After move is used it has a 2 min cooldown and all other moves cooldown is reset to 30 sec until ready again. 400 mana. does not effect heros what so ever exept the part of you having to target the move on a hero if off explostion strike.

Level 1:750 damage to all units in 600 AOE, level 3 skeletons
Level 2: 1200 damage, 800 AOE, level 5 skeletons
Level 3: 2000 damage, 800 AOE, MAX level skeletons

What you think? Moves to overpowered? Need worse/better stats? Reply AND don't FORGET TO VOTE!!!!!!!!

*IMPORTANT*- about the combo system. It works like so: You MUST use your primary combo FIRST no other moves can be used before it (1st move), Then the secondary combos become availible (2nd and 3rd move) after you use one of those moves The 3rd combo is availible, after you use that then you can use your finishing combo, after you use that all moves cooldown becomes 30 sec. The other moves cool downs ill let you decide. IMO it shoudl be 10 sec for first move, 20sec for 2nd and 3rd, 30 sec for 4th and Ultimate I already said it makes all cooldown 30 sec exept for it in which it has 2min.
Make any sense?

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Old 01-31-2007   #2
 
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Re: Combo Master

sounds good but for a few things. if you need to use the primary combo then the other skills to get to his ultimate he would have to have a LOT of mp. i mean the cheapest combo to get to level 2 cost 450 mana! thats a lot!!! and the nassuming that level3 combo costs about 100-300 and the ultimate costs about 500 mana we are looking at 1050-1250 mana! thats a lot. i say tone it dow na bit but otherwise he is a good hero.

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Old 02-01-2007   #3
 
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Re: Combo Master

I kinna dont get how the second combos work.Can you please clarify them a bit more?
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Old 02-01-2007   #4
 
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Re: [Hero] Combo Master

for yebeth i changed mana so it doesnt cost as much.

For rampage this is how it works: YOU MUST use the primary move first. After you have used that then you can use your secondary combos, either one, after he uses that he can use his 3rd combo then after that can use his ultimate.

BUT there's a catch. Once he has used one of his secondary moves he cannot use secondary moves again until the primary move is used again and the combo is restarted. Same for the 3rd move it cannot be used again until the primary combo is used and a secondary combo, and same again for the ultimate cannot be used again until the primary, then a secondary combo, then the 3rd combo are all used again.

Make sense now?

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Old 02-01-2007   #5
 
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Re: [Hero] Combo Master

When done in succession, the dmg to the primary target would be so extensive, the skill can only be used on heros, making him a great hero killer, but because there is so much AoE, he becomes overpowerd.
Here is some things i suggest...
Spell 1 - Too much ms and as reduction, if adding both, dont increase either over 60%, you could also reduce dmg a tad
Spell 2 - Make it a 'hero' only spell, so its less used for farming. Being that u can only target heros with it
Spell 3 - 2000 instant dmg is too much. Have level 7 max at 1000dmg, but put bleeding effective to target, and last longer on units than heros
Spell 4 - Too much AoE stuff going on, change the skill around so it doesnt do dmg, but maybe a passive increase on your part? like a charge-up sort of move for the ultimate.
Spell 5 - Instant-kill is a unit only thing...instant hero kill is just too much.

This isa rather extensive hero, but the dmg does eventually add up too much.

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Old 02-01-2007   #6
 
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Re: [Hero] Combo Master

you didn't do much to the mana cost. you just changed one skill from 300 to 200. the total cost seems a little much to me. maybe change skill one to about 90 then increase it by ten every level so it gets to 150 by level 7 (when you can afford that much) same for the other level spells except maybe increase their cost by 20 each level.

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Old 02-01-2007   #7
 
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Re: [Hero] Combo Master

lol? the normal mana cost should be around 300-400. Its not like mana is going to be low on a hero that has all skills based around mana...If anything, his mana should be exactly enough to support all skills in succession one time through, to reduce spamming the spells. If you dont get what im saying, a lil example is bill from footmen frenzy 4.2. He only had enough mana to use his ultimate at lvl1, then he had to buy other items so he could use further levels.

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Old 02-01-2007   #8
 
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Re: [Hero] Combo Master

At level 7, none of the skills should do any more damage then 1k.
Reduce the mana too.




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Old 02-02-2007   #9
 
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Re: [Hero] Combo Master

Thanks for clarifying that soap now this hero sounds pretty good but as titan said it is a bit overpowered
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Old 02-02-2007   #10
 
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Re: [Hero] Combo Master

Quote:
Originally Posted by ipwnn00bzors
At level 7, none of the skills should do any more damage then 1k.
Reduce the mana too.
No more than 1k? lol! thats laughable...if it didnt do more than 1k, especially on spells that are single target, the hero wouldnt be able to kill much.

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Old 02-02-2007   #11
 
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Re: [Hero] Combo Master

ok all of titan suggestions are good, I'm thinking that none of the spells should do over 1600 damage at level 7. mana should cost 1000-1200 for the full combo, that is only fair since this hero is such a good hero killer. and titan for the 4th move i changed it, it now gives your hero a bonus if off deep wound and does burn damage if off explostion strike.

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Old 02-03-2007   #12
 
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Re: [Hero] Combo Master

Well I'm trying to base it off of most single target spells.
For example, how much dmg does highest lvl storm bolt do?
However much that is, none of the spells should do any more than that.




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Old 02-04-2007   #13
 
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Re: [Hero] Combo Master

but he has too work up to using his moves. say he gets stunned. BAM back to the begining.

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Old 02-04-2007   #14
 
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Re: [Hero] Combo Master

Does every hero have a stun/disabling spell?
No




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Old 02-04-2007   #15
 
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Re: [Hero] Combo Master

so what if not every hero does. Hes a good hero killer, thats what he is. Face it, and deal with it.

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Old 02-05-2007   #16
 
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Re: [Hero] Combo Master

This will end up as one of those loki type noob hero's regardless.
However, don't give the noobs a viable reason to complain.
WEAKEN THE SPELLS.
All of the spells do at least 1k dmg at the highest level.
You do AT LEAST 4k when you use all the spells together.
The primary combo is ok.
But for the explosion combo, you need to reduce the damage to at least 1k or so.




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Old 02-06-2007   #17
 
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Re: [Hero] Combo Master

Quote:
Originally Posted by ipwnn00bzors
This will end up as one of those loki type noob hero's regardless.
However, don't give the noobs a viable reason to complain.
WEAKEN THE SPELLS.
All of the spells do at least 1k dmg at the highest level.
You do AT LEAST 4k when you use all the spells together.
The primary combo is ok.
But for the explosion combo, you need to reduce the damage to at least 1k or so.
4k over a long ass amount of time. Its not like these skills are stunning the target or somthing like that untill the hero finishes all of the skills.
Change off explosion to HERO TARGET ONLY. Then have it not effect target. That way itwont be doing more than 4k to primary target, and can still kill effectively.
I suggest that the heroes main movement speed is reduced to something like 150-180. That way, he will be harder to target fleeing heros on all skills but his first.

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Old 02-06-2007   #18
 
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Re: [Hero] Combo Master

As long as you limit this hero to a good hero killer only and not a good units killer then the damage is fine.

<br />God, grant me the serenity to accept the things I cannot change, the courage to change the things I could, and the wisdom to know the difference. -The Serenity Prayer<br />
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Old 02-06-2007   #19
 
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Re: [Hero] Combo Master

I thought you were banned for 3 weeks. And what you said is true. that is what he is ment to do.

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Old 02-06-2007   #20
 
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Re: [Hero] Combo Master

Quote:
Originally Posted by UseSoap
I thought you were banned for 3 weeks. And what you said is true. that is what he is ment to do.
Who was banned?
I still think that the damage is a little too high, but w/e




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Old 02-09-2007   #21
 
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Re: [Hero] Combo Master

i kinda dont lyk doing combos but they should be less powerful

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Old 02-13-2007   #22
 
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Re: [Hero] Combo Master

OK fine ill make so there isnt an area effect but burning.

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Old 02-22-2007   #23
 
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Re: [Hero] Combo Master

Good spells, but will start with 500 HP and 300 mana....You get 25 HP per strength and 15 mana per inteligence..

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Old 02-22-2007   #24
 
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Re: [Hero] Combo Master

25X25 is 625, not 1000.
His hp is 625.
20X15 is 300, not 760.
His mana is 300.




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Old 02-24-2007   #25
 
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Re: [Hero] Combo Master

well what about this combo master just like this skins and stats and all that
spell 1:Stab:Atack an unit as fast it posible and stab it in a place makes 10-300 dmg.gives a combo point that makes the other abilitys avalible
level 2:50-500
level 3:60-700
level 4:70-1000
level 5:80-1500
level 6:90-2000
level 7:100-2500

spell2:backstab:like stab but must be behinde the target
the combo points are max 10
level 1:every combo point gives 100 dmg
level 2:every combo point gives 150 dmg
level 3:every combo point gives 200 dmg
level 4:every combo point gives 250 dmg
level 5:every combo point gives 300 dmg
level 6:every combo point gives 350 dmg
level 7:every combo point gives 400 dmg

its just a thought i didn't think more of this
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