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Nyrine.Bane


Itsthatguy
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Changelog:[/size]

10/8/2012

-Hero Created - Fixed some Grammer // Spelling Errors, Lowered Final's Damage.

10/9/2012

Changed Passive, Removed Death Bonus on Nyrine, Changed Dark Chain Pull distances.

Name: Nyrine.Bane

Portrait: Outline High Templar

Unit Base: High Templar -Darkened and slightly transparent -

Type: Intelligence

Script: One of the High templar in the Conclave, Nyrine was in the higher ranks, and commanded mutiple forces. With the return of Zeratul to slay the Zerg Overmind, he switched sides and joined Zeratul, and started to preform psionic abilities of that of a Dark Templar. Fanscinated with his new powers, he continued to practices the dark arts until he was obsessed, slowly consuming him. He was eventually able to learn about the darkest arts of the Dark Templar. Unable to control the new power, he cursed himself.

Now Nyrine turns towards a Sanctum to unleash his terrible curses towards the enemy.

 

Starting Stats:

Base Health [250]

Movement Speed 2.9]

Attack Range [4]

Attack Speed [1.9]

Base Damage [41]

Base Armor [1]

Strength – [24] + [6]

Agility – [14] + [4]

Intelligence – [34] + [7]

 

 

--

 

Abilities:

 

Heroic Passive: Cursed Armor

"Nyrine wears an armor that curses enemies that approach him. Enemies will feel this curse the closer they are to him. Starting at a Radius of 10, enemy units lose 1% Timescale (Current) for every 1 Unit closer the enemy is to Nyrine stacking up to 10 times."

 

Enemies at R:10 of Nyrine lose 1% Timescale, R:9 lose 2% timescale, R:7 lose 3% timescale, and so on capping at losing 10% timescale.

Note: The closer the enemy is to Nyrine, the more Timescale that specific enemy loses.

 

--

 

Ability One: Cursed Force

"Nyrine channels his energy and curses the enemy and himself. He Deals damage equal to his max HP per second, Silences the enemy, and slows their Movement speed. Nyrine takes a 75% of the damage he deals. Can channel this on an enemy for a total of 6 seconds. Can Break away when you want to."

Energy Cost: 70//90//110//130

Cooldown: 20//18//16//14

Range: 7

 

Level 1: Deals 2% of Nyrine's Max Hp as Spell Damage Per Second. Slow Target by 20%

Level 2: Deals 3% of Nyrine's Max Hp as Spell Damage Per Second. Slow Target by 25%

Level 3: Deals 4% of Nyrine's Max Hp as Spell Damage Per Second. Slow Target by 30%

Level 4: Deals 5% of Nyrine's Max Hp as Spell Damage Per Second. Slow Target by 35%

 

Note: If Nyrine is dealing 400 Damage per second (before Mitigation) to the enemy, he will then take 300 Damage per second (Before Mitigation). It is similar in a way to a mixture of - Matryr and Optical Beam -.

 

--

 

Ability Two: Cursing Vengence [Passive]

"Nyrine curses his enemies for attacking him, causing them enemies to take damage for attacking him."

Energy Cost: None

Cooldown: None

Range: (Hits any enemy that deals physical damage to him).

 

Level 1: Enemy Attacks that Nyrine takes deal True Damage equal to 0.5% his Missing Hp.

Level 2: Enemy Attacks that Nyrine takes deal True Damage equal to 1% his Missing Hp.

Level 3: Enemy Attacks that Nyrine takes deal True Damage equal to 1.5% his Missing Hp.

Level 4: Enemy Attacks that Nyrine takes deal True Damage equal to 2% his Missing Hp.

 

Note: These ability it good at discouraging enemies to tower dive against him, and to build some HP on him. This passive proves to be very useful if he is a tank, and during team battles as a tank [To help prevent AA leechers leech less]. Seems like this could be Overpowered.. Hm? Also the damage reflect back will be based on HP he had Before the strike, Not after. (Hence if Nyrine has full hp and you deal 1000 damage to him on your first attack, you will recieve no damage.)

 

--

 

Ability Three: Dark Spear Chain

"Nyrine throws a Cursed Spear Chain with a sharp tip striking the first enemy it comes in contact with. When the chain reaches it's destination or hits a target, it will stop for 0.5 seconds before pulling back. Units that touch the chain will be stunned until they are pulled the a certain amount of units, or reach the end of the chain (melee range of Nyrine). While any unit the touches the chain (including people that don't get hit by the tip) is stunned and will be pulled back, only the target impaled by the tip will take Spell Damage. Targets caught by the chain will be pulled back slight, while the main target will be pulled back much farther."

Energy Cost: 65//90//115//140

Cooldown: 23//21//19//17

Range: 8//10//12//14

 

Level 1: Deals 80 [+50% int] Spell Damage, People Caught on side can be pulled back a Maximum of 5 units. Primary target is pulled back up to 9 units

Level 2: Deals 120 [+50% int] Spell Damage,People Caught on side can be pulled back a Maximum of 6 units. Primary target is pulled back up to 11 units

Level 3: Deals 160 [+50% int] Spell Damage, People Caught on side can be pulled back a Maximum of 7 units. Primary target is pulled back up to 13 units

Level 4: Deals 200 [+50% int] Spell Damage, People Caught on side can be pulled back a Maximum of 8 units. Primary target is pulled back up to 15 units

 

Note: Similar to Drakes pull and Boro's Bola. While this pull has massive range, it can only pull back a certain amount of units. It is a good combo to use [E] then [Q]. Good for pulling the enemy, since it has high range, even if it doesn't pull them the entire length. The Chain moves at a Speed of 15. The maxmimum pull back also makes it so Warp Shard isn't as effective. It also makes it so that this pull has a longer range, yet there will always be a fixed benefit.

 

--

 

Ultimate Ability: Destined Doom

"Target an area cursing all enemies in an Radius of 1.5 units. Enemies hit will take massive Spell Damage after 15 seconds has passed. This ability can not be removed by Debuff Immunity. Enemies will also lose 10% Movement Speed for 15 seconds. Takes 1 second to channel. Enemies under 35% their Max Hp will take bonus damage"

Energy Cost: 175//300//425

Cooldown: 140 // 125 // 110

Range: 7

 

Level 1: Deal 200 [+100% Int] as Spell Damage after 15 seconds has past. Enemies under 35% their Max Hp take an additional 150 [+35% int] as Spell Damage.

Level 2: Deal 350 [+100% int] as Spell Damage after 15 seconds has past. Enemies under 35% their Max Hp take an additional 225 [+35% int] as Spell Damage.

Level 3: Deal 500 [+100% int] as Spell Damage after 15 seconds has past. Enemies under 35% their Max Hp take an additional 300 [+35% int] as Spell Damage.

 

Note: Deals Huge amounts of spell damage. While it is alot of damage, it can be predicted and doesn't prove to be an immediate threat, giving the enemy plenty of time to try to heal themself or survive and time it to survive. Serves as a Finisher but the Area of Effect is small, and needs to be channeled making it harder to hit. Enemies effected will emit a dark greenish glow. There is no immediate damage, its all delayed damage.

--

 

Additional Information

Suggested Build: Organic Carapace, Nitrogens, Argus Crystal, Yamato Reactor, Barb Armor, Eletrical or Gravity Edge.

-- I made half these abilities up during the making of this hero (specificly -Destined Doom and Cursing Vengence-)

 

Closing statement

Thanks for reading.

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I've noted this for every post you've made and it's bugged me too much.

Apond is not a word.

The word you want is "upon", which means "when [thing to be described next] happens".

e.g. "upon receiving damage". Apond is not a word and all I feel is anger and resentment when reading it because... I don't know why. ^^;

 

Anyway, you made a wrong presumption in the Heroic Passive. Stuns DO stop your attack cooldowns. What you want is a Root [which ceases movement but not displacement abilities or the attack speed].

 

In Q: I like it, seems exactly like Martyr. And again for the notes:

"If Nyrine is dealing 400 Damage per second (before Migration) to the enemy, he will then take 300 Damage per second (Before Migration). It is similar in a way to a mixture of - Matryr and Optical Beam -."

*Mitigation. Migration is the moving of people (e.g. when the New World was discovered, there was a mass migration to there).

Martyr. Martyr is... a really really really complex word. It basically means self-sacrificing, though. And Jackson's Q is called Optic Beam, not Optical Beam.

 

On W: Abilities that happen upon death are not exactly productive abilities. What you want is to destroy enemy heroes BEFORE they kill you, not after.

It's also broken, as dealing 2% of HIS maximum health each time he gets attacked will kill any character-- all you need to do is build a stupid amount of STR/Health and don't even bother with mitigation-- they kill themselves too quickly for it to matter.

Oh, nevermind. it's MISSING health.

 

For the E? You should decrease the pull range a little, --or-- have it that the primary target is pulled to Nyrine and the others are pulled, say, 2/3/4/5 units towards him.

 

Ulti suffers the problem of being an AoE Cyprus Ultimate. I'm not joking here. It's AoE and deals more damage than Lv2 Cyprus Ulti.

 

Vespus + Vergil + Drake + Nyrine Initiation = Teamwipe. Every single time. =\

 

 

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I wasn't paying to much attention when I was making the Hero, and I thought Migration ment something else (Was looking at barb armor and i thought it said Migration Whoops I have terrible Explaining and Spell skills thanks for pointing that out)

I don't think his Ultimate deals more than Cyprus's Ultimate if you add the pillars as damage. I originally had it deal more damage but then i was thinking it was to much. It Only deals a huge amount of damage if the enemy is low HP.

I can definately see that with massive AoE finals could definately do alot.

 

I noticed when I made these spells that they were mixtures of hero abilities too. (Wasn't exact intended)

 

-Edit- I believe that stuns actually don't stop the attack speed, (It never stopped the CD vs a tank at least >_>) I intended it to be a stun purposely so that if you are being targeted around allies, the enemy might target a different unit right after too. (Similar to enemy heros using an ability and changing targets upon [Thanks for correct] use. But looking back on the passive, it just annoys me and I am tempted to change it.

 

Also for that team wipe, If you got drakes final down with that stun, Kerrigan's final would help alot too during that :D (And Rory's).

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  • 2 weeks later...

This just seems a little too... derivative.

Since the item build and abilities encourage you to stack health, Nyrine will end up playing almost exactly like a ranged Drake, except for the ulti. I know you set it up as all damage over time, but it's not really enough to set it apart.

The passive is cool, but as for the rest you could rework it. Here is my 2 cents:

Q- Void Channel

Instead of making this like martyr, reduce the damage, and change its focus. I think it might be cool to leech energy, silence, and cloak Nyrine while he channels. Energy leech wouldn't be that fast though. Now we can give his other abilities an above-average energy cost, but make them a tad more interesting. Obviously range would need to be pretty low, like 5 or so. Maybe range increase per level, like 5 base +0.75 per level.

W- Dark Curse

Nyrine curses his enemies, giving them a Curse debuff that lasts 6 seconds. Every attack the enemy makes while under the effect damages them for a percentage of their current health (2%,+2 per level, 8% maxed). Cursed enemies have a slight green sheen.

Damage reflect is also pretty generic, I think this might work better, good for protecting your allies from lightning attacks. Possible issues- Parallax.

E-Dark Barrier

Fires a wall of dark energy in a line. Enemies hit by the wall take damage and are severely slowed (40%, +10% per level, 70% maxed). Wall lasts 5 seconds. Kind of like maar wall, especially the old maar's wall from sotis. It would deal good damage as well as punish enemies for overextending. Same animation as maar wall but green.

R-Destined Doom

Creates a vortex of void energy that absorbs nearby enemies, holding them for 3 seconds then blasting them out for massive damage (250+75%int, +100 per level), then stunned for 3 more seconds. Allies caught in the vortex or blast are cloaked and gain +25% movement speed for 3 seconds. Animation is a green vortex.

 

He would be a strong support with zoning capability, however considerably weaker without his allies. If possible I would like to gear his item build to discourage energy items, therefore capitalizing on the energy leech. I think the "standard" dark high templar model would go better with the "green" theme than a normal HT with a dark tint.

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