NoWaterJustIce Posted December 26, 2012 Report Share Posted December 26, 2012 Changelog: 12/26/2012 - Hero creation began - Q changed to dmg amp from physical dmg amp Name: Breaker.Sethina Unit Base: Siege Breaker Unit Portrait: Siege Breaker Type: ranged str tank-support Script: Sethina Starting Stats: Base Health – [300] Base Energy – [150] Movement Speed – [2.8] Attack Range – [5] Attack Speed – [2] Base Damage – [50] Base Armor – [1] Strength – [38] + [8] Agility – [22] + [3] Intelligence – [28] + [5] -- Abilities: Heroic Passive: Hold the Lines As a Seige breaker Sethina preforms her best when in a group and can help protect them from within their own ranks. Sethina receives 4% dmg resist for each allied hero in a 10 unit radius (Sethina does not get dmg resist for being by herself). If all 4 allied Heros are present not only does Sethina gain 16% dmg resist but also gives off a Hold the Lines aura that reduces dmg taken by 20(+2*level). -- Ability One: Armour Shattering Rounds Sethina's next auto attack will fire an Amour Shattering Round that breaks the targets armour and causing it to shatter dealing dmg to all enemy units within 4 units. Energy Cost: 60/70/80/90 Cooldown: 16 Range: self Level 1: Amps dmg on targets by 6%, and shatter deals 4(*opponents armour) spell dmg Level 2: Amps dmg on targets by 12%, and shatter deals 6(*opponents armour) spell dmg Level 3: Amps dmg on targets by 18%, and shatter deals 8(*opponents armour) spell dmg Level 4: Amps dmg on targets by 24%, and shatter deals 10(*opponents armour) spell dmg Note: This doesnt deal dmg to the target so aiming at a high armour target will weaken them and deal dmg to other enemy heros around them -- Ability two: Adhesive Rounds Sethina adds an acidic gel tip to her tank shells that cause them to stick to you opponents giving them 1 Adhesive Round Stack. Adhesive Rund Sacks last for 5 seconds and are refreshed upon being hit by anouther adheisve round (Maximum of 5 stacks). Enemies that are affected by all 5 stacks of Adheisve Rounds take spell dmg per second Energy Cost: 10/15/20/25 per shot Cooldown: toggleable Range: self Level 1: Each ARS slows enemy movement by 6% (30%max), 20(+15%int) spell dmg at full stacks per second Level 2: Each ARS slows enemy movement by 8% (40%max), 30(+15%int) spell dmg at full stacks per second Level 3: Each ARS slows enemy movement by 10% (50%max), 40(+15%int) spell dmg at full stacks per second Level 4: Each ARS slows enemy movement by 12% (60%max), 50(+15%int) spell dmg at full stacks per second -- Ability Three: Overdrive Sethina puts her Seige breaker into overdrive increasing its size, movement speed, and knocks up enemies for .75 seconds if she runs into them. Enemies can only be knocked up once every 4 seconds. Energy Cost: 80/90/100/110 Cooldown: 16 Range: self Level 1: Sethina's unit base is 1.25 times bigger and grants 15% movement speed. Level 2: Sethina's unit base is 1.5 times bigger and grants 25% movement speed. Level 3: Sethina's unit base is 1.75 times bigger and grants 35% movement speed. Level 4: Sethina's unit base is 2 times bigger and grants 45% movement speed. -- Ultimate Ability: Siege Mode Sethina Transforms her Siege tank down into siege mode to help strengthen her position. When Sethina is in Siege mode she is unable to move, has her base weapon speed increased to 3, but has increased range, and her attacks also stun her target and deal (100% Weapon dmg) spell dmg. There is a 1.5 second transformation time and Sethina will have a 2 unit radius blind spot around her that she cannot attack in siege mode at all levels. Energy Cost: 75/100/125 Cooldown: toggleable Range: self Level 1: increases range by 4 and attacks stun targets for .4 seconds Level 2: increases range by 6 and attacks stun targets for .8 seconds Level 3: increases range by 8 and attacks stun targets for 1.2 seconds Note: Because the attacks now deal spell dmg the intent is that she cant deal any dmg to towers. -- Additional Information - ive got nothing atm, will add to this later when im not so tired :) -- Closing statement Thanks for reading, and please make a constructive comment \ suggestion! Eliwan 1 Quote Link to comment Share on other sites More sharing options...
Doom Posted December 26, 2012 Report Share Posted December 26, 2012 Phase Cloak + Sprint = fun times on this hero. How much spell damage do attacks do? Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted December 26, 2012 Author Report Share Posted December 26, 2012 Phase Cloak + Sprint = fun times on this hero. How much spell damage do attacks do? its spell dmg equal to your current weapon dmg, ty for noticing i have edited it Quote Link to comment Share on other sites More sharing options...
Itsthatguy Posted December 26, 2012 Report Share Posted December 26, 2012 Hold The Lines, One thing i dislike about a plain reduction in damage, is that it massively counters summons and DoM. It completely destroyed. Hold the lines will cause all summons to basicly deal 0 or half damage. ): DoM, I'm not sure how it would work, but i would assume it would really reduce that damage. note: Towers take damage from spell damage, most abilities just don't effect towers.(i.e. Raynor silence shots a tower, the tower doesn't recieve the silence debuff). Also, if attacks stun 1.2 seconds, Her max attack speed at a base of 3 is 0.6 unless weapon speed doesnt matter in siege mode. Quote Link to comment Share on other sites More sharing options...
WhaleTits Posted December 26, 2012 Report Share Posted December 26, 2012 there is an excess of grammatical errors in the hero backstory. i am disappointed, man of quists. also note that ur ult doesn't work well with your armor reduction ability, since u can't amp ur own damage, which seems a bit silly and you REALLY like lulu don't you. Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted December 26, 2012 Author Report Share Posted December 26, 2012 there is an excess of grammatical errors in the hero backstory. i am disappointed, man of quists. -What back story? also note that ur ult doesn't work well with your armor reduction ability, since u can't amp ur own damage, which seems a bit silly and you REALLY like lulu don't you. -the intent was that he couldnt attack towers with his ulti, but i suppose if the Q turned into dmg amp instead of physical amp it would synergies better with the ulti. Though obviously i would have to reduce the amp. And yes i do love lulu :D Quote Link to comment Share on other sites More sharing options...
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