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Hivetender.Foshna


NoWaterJustIce
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Changelog:

09/14/2012

- Hero creation began

- Lowered cd on HA to 45 seconds

- increased healing and dmg on spore crawler but it now costs energy per second to keep going.

- increased movement speed on overlords and time on overseers.

- deacreased the ammount that ulti decreases spawn broodling cd

- reworked E

09/16/2012

- Q now drains a % instead of a flat amount of Fushna's energy

 

Drone_SC2_Rend2.jpg

 

Name: Hivetender.Foshna

Unit Base: Drone

Unit Portrait: Drone

Type: melee support

Script: Foshna Remembers the days when Queens didn't so actively watch over their Hives, he was one of those brave Drones that harvested and watched and protected them with his life during the days of BW.

 

 

Starting Stats:Base Health [250]

Movement Speed [2.75]

Attack Range [melee]

Attack Speed [1.9]

Base Damage [30]

Base Armor [1]

Strength – [30] + [7]

Agility – [22] + [4]

Intelligence – [31] + [6]

 

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Abilities:

 

Heroic Active: Rise of the Hive

Foshna Plants down, 4 second build time, a Hive that strengthens surrounding allies and spawns Broodlings to boost the teams defenses. Hive has 1000(+150*Lv), and is surrounded by creep. Allies that are standing on the creep get .25% of their total health and energy regeneration per second(this includes the hive). 35 second cd.(Maximum of 1 Hive)

Spawn Broodling(Hive Ability):

The hive spawns 2(+1/50int) broodlings. Broodlings have 50 health, deal 20(+5%int) Weapon at melle range every 1 second, have a move speed of 4, 100% magic resist, and last 10 seconds before they die.

Cooldown: 30 seconds

 

Note: for balance sakes im thinking that the Hive would prolly be a 3 by 3 size building instead of the 5 by 5 that i think it is. :)

 

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Ability One: Spore Crawler

Foshna morphs into a spore crawler that is planted in the ground. While in this form Foshna cannot move but gains increased attack range (7), attacks deal (+50%int) additional spell dmg, and regeneration. activating this again will morph foshna back into drone form.

Energy Cost: 1% per second

Cooldown: 35/30/25/20

Range: 1

Level 1: 3 seconds morph time, and gains 15(+8%int) health regeneration

Level 2: 2.5 seconds morph time, and gains 30(+8%int) health regeneration

Level 3: 2 seconds morph time, and gains 45(+8%nt) health regeneration

Level 4: 1.5 seconds morph time, and gains 60(+8%int) health regeneration

 

 

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Ability two: Spawn moar Overlords

U heard the the voice, spawn more overlords. The Hive(s) will spawn an overlord that has 400(+25*Lv) health, 60% spell and physical resist. The overlord can poop out creep, in an area of 4 units, that will grant .25% of their total health and energy regeneration to allies standing on it or morph into an overseer that has stealth detection and increased movement speed(equal to 4 times the overlords movement speed) but loses all resist and will then die seconds later. Overlords last for 3 minutes at all levels.

Energy Cost: 50/60/70/80

Cooldown: 30/26/22/18

Range: Hive

Level 1: Overlord has 1 movement speed, overseer lasts 4 seconds.

Level 2: Overlord has 1.25 movement speed, overseer lasts 5 seconds.

Level 3: Overlord has 1.5 movement speed, overseer lasts 6 seconds.

Level 4: Overlord has 1.75 movement speed, overseer lasts 7 seconds.

 

Note: this ability cannot be used if the player has no Hives.

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Ability Three: Worker Rush

Foshna and her brethren will protect the hive at all costs even if it means sacrificing their lives. Foshna Targets a spot on the map, a line of drones will pop out of the ground and move in that direction for 10 seconds(at a movement speed of 3.6) pushing hero's out of the way/along with them. pushed enemy units take dmg per second that they are being pushed

Energy Cost: 80/100/120/140

Cooldown: 30/27/24/21

Range: 1

Level 1: 5 drones in the line and pushed enemy heros take 20(+30%int) dmg per second that they are pushed

Level 2: 6 drones in the line and pushed enemy heros take 40(+30%int) dmg per second that they are pushed

Level 3: 7 drones in the line and pushed enemy heros take 60(+30%int) dmg per second that they are pushed

Level 4: 8 drones in the line and pushed enemy heros take 80(+30%int) dmg per second that they are pushed

 

-Note: what i had in mind is that the drones pop up around the target hero and hold position and that as u level it up u have to kill more drones to break free. the numbers might need to be adjusted. (the numbers that are up there are kinda ones that i threw out of my ***)

 

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Ultimate Ability: Fast Expand

As any zerg player knows, the only way to win is to expand and do it fast. Foshna is able to build more than one hive, builds them faster, can activate to decrease spawn broodling cd and increase then regeneration rate for 20 seconds.

Energy Cost: 250/350/450

Cooldown: 80 seconds

Range: n/a

Level 1: Foshna can have 2 Hives, decreases build time to 3 seconds. Active: Spawn Broodling has a 20 second cd and creep heals for 2% of health and energy per second.

Level 2: Foshna can have 3 Hives, decreases build time to 2 seconds. Active: Spawn Broodling has a 15 second cd and creep heals for 2.5% of health and energy per second.

Level 3: Foshna can have 4 Hives, decreases build time to 1 seconds. Active: Spawn Broodling has a 10 second cd and creep heals for 3% of health and energy per second.

 

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Additional InformationMy intentions ^_^ Foshna is some sort of lane pushing/defending support hero :)

 

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Closing statementThanks for reading, and please make a constructive comment \ suggestion!

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Cooldown of your heroic passive is way too long. In fact, it's probably the ability with the 2nd longest cooldown in the game, and it's not even an ultimate. I suggest lowering it to just 45 seconds. There's not much reason for such a high cooldown, since the cap on the number of hives already places a sufficient limitation.

 

His Q might be a little UP. While AoS at the moment has no similiar abilities, old Tychus' hunker down provided greater bonuses while giving him the same range bonus. Compared to the extra weapon damage, damage resist and movespeed boost after hustling up, this hero's Q is rpetty inferior.

 

Rework the scaling for W. The level 4 stats are ok, but the ability at level 1 and 2 is pathetic. Less than 1 movespeed is ridiculously slow, even heroes stuck in chronosphere would move faster than that. The overseer duration is also too short at lower levels. By the time the morphing animation completes, your overseer will be dead in the blink of an eye.

 

I think you should rethink E. While it may be easy to escape from if you attack the drones, old old LZ(3.0) had an ulti which spawned a ring of immortals around him to trap enemy units. These immortals were easily killable with a couple of attacks but 90% of players didn't attack the immortals. Same would go for Unix's marine surround(if you can pull it off). People generally panic so much that they forget to attack the eggs blocking them.

 

The cooldown reduction for spawn broodlings on R is crazy. Let's say you have 400 INT, you'll be spawning 10 broodlings per hive. You'll have 4 hives. You're creating 40 broodlings every 4 seconds. Doesn't that seem a liiiiittttlleeee wrong to you?

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Cooldown of your heroic passive is way too long. In fact, it's probably the ability with the 2nd longest cooldown in the game, and it's not even an ultimate. I suggest lowering it to just 45 seconds. There's not much reason for such a high cooldown, since the cap on the number of hives already places a sufficient limitation.

 

His Q might be a little UP. While AoS at the moment has no similiar abilities, old Tychus' hunker down provided greater bonuses while giving him the same range bonus. Compared to the extra weapon damage, damage resist and movespeed boost after hustling up, this hero's Q is rpetty inferior.

 

Rework the scaling for W. The level 4 stats are ok, but the ability at level 1 and 2 is pathetic. Less than 1 movespeed is ridiculously slow, even heroes stuck in chronosphere would move faster than that. The overseer duration is also too short at lower levels. By the time the morphing animation completes, your overseer will be dead in the blink of an eye.

 

I think you should rethink E. While it may be easy to escape from if you attack the drones, old old LZ(3.0) had an ulti which spawned a ring of immortals around him to trap enemy units. These immortals were easily killable with a couple of attacks but 90% of players didn't attack the immortals. Same would go for Unix's marine surround(if you can pull it off). People generally panic so much that they forget to attack the eggs blocking them.

 

The cooldown reduction for spawn broodlings on R is crazy. Let's say you have 400 INT, you'll be spawning 10 broodlings per hive. You'll have 4 hives. You're creating 40 broodlings every 4 seconds. Doesn't that seem a liiiiittttlleeee wrong to you?

 

thanks a bunch for your input :) ur right on most if not all your accounts i will work on fixing him up a bit :)

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