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View Poll Results: Should Aldin be put in?
Yes - I want him added 1 100.00%
No - I don't want him added 0 0%
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Old 09-18-2007   #1
 
Join Date: Sep 2006
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Matar is an unknown quantity at this point
Aldin [HERO]

Well... I return! For a bit, at least. Had this idea and I wanted to post it here :P.

I only put in Yes or No. Maybe and I don't know options always struck me as mental...

This is a continuation of a seris of Hero's. This one is for humans. The other is Horde Master (for Orcs) and Arberus (For undead)

Anyways, to Aldin!

Also, skills *do* go past five. But I never go past that because it's just redundent =\. Keep going in the steps until you don't go no higher >.>.

"Filthy monsters, all of them. Shambling bodies that are a mockery to the gods. Disgusting elves, polluting our forest's. Barbaric Orcs, and there twisted form of honor. And worst of all; humans that dare oppose my holy crusade! May I see them all burn in hell, with my arrows still bitting deep in there flesh!

Name: Aldin
Main Stat: Int
Model: Human Archer Model, but Red.

Iniate: "No trash escapes my sight!"

Can see invisible units for 15 secands in a 1000 radius. 1 min cooldown.

Skill 1: Hatred: "Vermin, the lot of them. May not one see the light of the sun ever agine!"

1: All allied human troops (Including your own) in a 400 gain a buff. They gain 5% cleave damage aginst undead when they attack, lower the move speed of Night by 25% when they attack them, lower the attack damage of orcs by 3% for each attack, and have a 0.5% chance to instantly kill enemy human units.

The undead and human effects happen each attack aginst the opposing race.

The Night Elf and Orcs lasts until the effect wears off.

2: All allied human troops (Including your own) in a 450 gain a buff. They gain 10% cleave damage aginst undead when they attack, lower the move speed of Night by 30% when they attack them, lower the attack damage of orcs by 6% for each attack, and have a 1.0% chance to instantly kill enemy human units.

3: All allied human troops (Including your own) in a 500 gain a buff. They gain 15% cleave damage aginst undead when they attack, lower the move speed of Night by 35% when they attack them, lower the attack damage of orcs by 9% for each attack, and have a 1.5% chance to instantly kill enemy human units.

4: All allied human troops (Including your own) in a 550 gain a buff. They gain 20% cleave damage aginst undead when they attack, lower the move speed of Night by 40% when they attack them, lower the attack damage of orcs by 12% for each attack, and have a 2.0% chance to instantly kill enemy human units.

5: All allied human troops (Including your own) in a 600 gain a buff. They gain 25% cleave damage aginst undead when they attack, lower the move speed of Night by 45% when they attack them, lower the attack damage of orcs by 15% for each attack, and have a 2.5% chance to instantly kill enemy human units.


Skill 2: "I demand perfecttion you worthless scum!"

1: Every 8 minutes you gain a random human upgrade. Being ether attack (45% chance) Defence (45% chance) or the health/move speed upgrade (10% chance).

2: Every 7:30 minutes you gain a random human upgrade. Being ether attack (45% chance) Defence (45% chance) or the health/move speed upgrade (10% chance).

3: Every 7:00 minutes you gain a random human upgrade. Being ether attack (45% chance) Defence (45% chance) or the health/move speed upgrade (10% chance).

4: Every 6:30 minutes you gain a random human upgrade. Being ether attack (45% chance) Defence (45% chance) or the health/move speed upgrade (10% chance).

5: Every 6:00 minutes you gain a random human upgrade. Being ether attack (45% chance) Defence (45% chance) or the health/move speed upgrade (10% chance).

Skill 3: "We will make them fight in the shade!"

1: Everyone of Aldins human melee troops gain a range of 400 for 30 secs. Cooldown 3 min.

2: Everyone of Aldins human melee troops gain a range of 450 for 30 secs. Cooldown 3 min.

3: Everyone of Aldins human melee troops gain a range of 500 for 30 secs. Cooldown 3 min.

4: Everyone of Aldins human melee troops gain a range of 550 for 30 secs. Cooldown 3 min.

5: Everyone of Aldins human melee troops gain a range of 600 for 30 secs. Cooldown 3 min.

(Note, if your units have range, increase the attack speed by 5% for each point.)

Skill 4: "You. Will. Sheild. Me."

1: Lower Aldins move speed by 65%. Any damage done to Aldin is transfered to the players nearest human unit.
2:Lower Aldins move speed by 60%. Any damage done to Aldin is transfered to the players nearest human unit.
3:Lower Aldins move speed by 55%. Any damage done to Aldin is transfered to the players nearest human unit.
4:Lower Aldins move speed by 50%. Any damage done to Aldin is transfered to the players nearest human unit.
5:Lower Aldins move speed by 45%. Any damage done to Aldin is transfered to the players nearest human unit.

The unit must be withen 200 range.

Skill 5 - Ultimate - "For the greater good!"

1: For 15 secs all allied human units (Including your own) cannot die. They can still be attacked, and if there HP is lowered to 0 they die when the spell effect wears off, but they cannot die. This includes Aldin, but not other heros.

2: For 20 secs all allied human units (Including your own) cannot die. They can still be attacked, and if there HP is lowered to 0 they die when the spell effect wears off, but they cannot die. This includes Aldin, but not other heros.

3: For 20 secs all allied human units (Including your own) cannot die. They can still be attacked, and if there HP is lowered to 0 they die when the spell effect wears off, but they cannot die. This includes Aldin, but not other heros.

~~~~~~~~~

Been a long time, so it's gonna need work so mind helping? Also, what do you think of the flavor?
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Old 09-24-2007   #2
 
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Re: Aldin [HERO]

Skill 1, how long does it last? And that is some DAMN IMBA **** to be applied for more than 10 seconds.. or how about adding a 'adrenaline rush' where each level units under the effect have a chance to die after the effect wears off.. and if you do add that.. it would be good to have it last longer than 10 sec at max..
Skill 2, Needs % chance for 'failure'.. these kind of skills need a chance for negative feedback aswel.
Skill 3, and if they dont have range? (melee)
Skill 4, need a limit on range of effected units.. cant have you campin a base while ur units at YOUR base are dieing..
Ult, needs more 'penalty' to it.. maybe decrease life by XX% (total) while still factoring in damage taken.. but the % decrease is not life threatening.

Oh.. and WELCOME BACK! who are you again? :P jk

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Old 09-25-2007   #3
 
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Re: Aldin [HERO]

The main reason for the skills to, well, be strong is because most are buffs.

For skill one, only one type of unit is effected by that skill. So if your human is fighitng undead, they are only effected by splash.

So, while it's an aura, it doesn't all come into effect at once aginst one dude.

Quote:
ll 2, Needs % chance for 'failure'.. these kind of skills need a chance for negative feedback aswel.
Aight, maybe lower the 45% chance and 45% chance to 40% and give it a 10% chance to fail?

Quote:
Skill 3, and if they don't have range? (melee)
It already says >.>. That the entire point of the skill, it *gives* them range.

Quote:
Skill 4, need a limit on range of effected units.. can't have you campin a base while ur units at YOUR base are dieing..
Oh snap. Forgot that, there supposed to be really close. Will edit.

Quote:
Ult, needs more 'penalty' to it.. maybe decrease life by XX% (total) while still factoring in damage taken.. but the % decrease is not life threatening.
Well, Big Bag Vodoo doesn't have one at all, and they don't even take damage in it.

Also, remember this dude has no offencive skills. He's just a tech hero to help with strats and stuff.

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Old 09-25-2007   #4
 
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Re: Aldin [HERO]

voodoo is also a channeling spell.. this sure doesnt seem like a channeling spell to me.. lol.

Quote:
Skill 3: "We will make them fight in the shade!"

1: Everyone of Aldins human troops gain a range of 400 for 30 secs. Cooldown 3 min.

2: Everyone of Aldins human troops gain a range of 450 for 30 secs. Cooldown 3 min.

3: Everyone of Aldins human troops gain a range of 500 for 30 secs. Cooldown 3 min.

4: Everyone of Aldins human troops gain a range of 550 for 30 secs. Cooldown 3 min.

5: Everyone of Aldins human troops gain a range of 600 for 30 secs. Cooldown 3 min.

(Note, if your units have range, increase the attack speed by 5% for each point.)
where does it say anything about melee?


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Old 09-25-2007   #5
 
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Re: Aldin [HERO]

Bleh worded it wrong I guess.

All melee troops gain that range. Will edit it now...
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Old 09-26-2007   #6
 
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Re: Aldin [HERO]

what about buff length on the range?

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Old 10-05-2007   #7
 
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Re: Aldin [HERO]

The spells length is 30 secs. It says it right there.
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Old 10-05-2007   #8
 
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Re: Aldin [HERO]

It seems to me that it's wothless to invest more than one point in the melee to ranged spell. The difference between levels isn't that great. Maybe a decrease mana cost or some other bonus per level might make it worthwhile.
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Old 10-05-2007   #9
 
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Re: Aldin [HERO]

Maybe at every odd level, melee units who get range gain muti-shot +1?

So, level one would be +1, 3 would be +2, ect.

The boost range units get is good enough though I think.
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Old 10-20-2007   #10
 
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Re: Aldin [HERO]

what if you've got a mixed army? (like you're fighting one)




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