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[Hero] Changing Heroes :P -Zeratul // Marine King -


Itsthatguy
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I just wanted to comment, that apparently when there is a massive massive patch, there are usually huge changes to where abilities in general can be completely different. (i.e. Zeratul use to have diff final, Tychus has completely different abilities than what he use to have, Mass effect wasn't a pull, it was a delayed AoE massive damage ability, Raynor had weak marines that pushed lanes that he could grab. Lord Z was completely different, Cyprus's pillars use to break, marr had completely different abilities like firewall. ECT. ECT.

 

Well I'm bored, so I'm making a suggestion based on the current AoS Heroes if they changed it again. The following Heroes Include:

Zeratul and Marine King. Both have similar and differences from the current Heroes.

 

Change Log:

-Added Energy Cost

Zeratul:

-Planar Void Nerfed, Origin points now must be 10-unit from each other to work from 12-units. Also Reduced casting Range by 1. Reduced Bonuses from Planar from +/- 12/15/20/25%Speed to 6/9/12/15%

Marine King:

- Reduced Amount of Sight lost of Flash Grenades. (-7.5 Sight max now, allows enemies to slightly see still and auto attack at least.)

 

 

 

 

 

Prelate.Zeratul

 

 

Prelate.zeratul.png

 

 

STR 25 + 4 AGI 40 + 7 INT 25 + 4

 

 

Base Health: 300 Movement Speed: 3.00 Base Weapon Speed: 1.7 Attack Range: 0.8 Sight Range: 12

 

 

 

Introduction

Primary Role: DPS

Secondary Roles: Fighter

 

Lore: During the Great War, Zeratul was a tutor to Tassadar in the ways of the Dark Templar. Called to the Imperial Sanctum by Tassadar's phantom, Zeratul arrives to aid his pupil however he can.

 

Summary: Zeratul is a master of disruption, twisting time and space itself to confuse and hinder the enemy.

 

 

Skills

 

Clairvoyance.png Clairvoyance Ability Type: Heroic Passive Cooldown: - Damage Type: - Hotkey: -

 

 

Zeratul remains cloaked so long as he isn't within 3 units of an enemy.

 

Phase_strike.png Phase Strike Ability Type: Active Cooldown: 21/18/15/12 Damage Type: Physical + Spell Hotkey: Q Range: 8 Energy Cost: 40//50//60//70

 

Zeratul instantly phases behind the enemy slashing them from behind, dealing Bonus Spell Damage and also dealing 100% Weapon Damage.

 

Level 1: Deals 30 bouns Spell Damage.

Level 2: Deals 60 bouns Spell Damage.

Level 3: Deals 90 bouns Spell Damage.

Level 4: Deals 120 bouns Spell Damage.

 

 

Unfolding_fate.png Templar's Blade Ability Type: Passive Cooldown: - Spell Hotkey: W

 

 

When Zeratul strikes an enemy on the back, he cripples them, causing the enemy to lose Movement Speed and Attack Speed for a short duration.

 

Level 1: Slows enemy 35% for 1.2 seconds.

Level 2: Slows enemy 40% for 1.3 seconds.

Level 3: Slows enemy 45% for 1.4 seconds.

Level 4: Slows enemy 50% for 1.5 seconds.

 

 

Planar_void.png Planar Void Ability Type: Active Cooldown: 20/18/16/14 [2 Charges No CD interval] - Hotkey: E Range: 3 Energy Cost: 50//60//70//80

 

 

Zeratul twists the space around him. Zeratul lays down a void in a 2-unit Radius area for 2 seconds slowing enemies inside of it and giving a speed boost to allies inside of it. If Zeratul lays down a second Void, all units in the first void will be instantly teleported in the second void, in the exact same position they were in the first void and the enemies will be stunned for 0.5 seconds. When the second void appears, the first void will vanish too. In order for the teleport to work, the voids' origin point must be within 12 units of each other.

.

Level 1: 20 seconds cooldown. +6% Speed to allies. -6% Speed for enemies

Level 2: 18 seconds cooldown. +9% Speed to allies. -9% Speed for enemies

Level 3: 16 seconds cooldown. +12% Speed to allies. -12% Speed for enemies

Level 4: 14 seconds cooldown. +15% Speed to allies. -15% Speed for enemies

 

 

Chronosphere.png Time Distortion Ability Type: Active Cooldown: 120/100/80 Damage Type: - Hotkey: R Self Energy: 150//200//250

 

 

Zeratul bends time itself to his favor. Being the time traveler he is, he can temporarily control time itself. Zeratul causes time to slow down for a short duration. Because everyone else is moving slow, no one can tell that they are actually slowing down, thus it makes it look like Zeratul himself is just going much faster.

 

Level 1: Gain +60% Timescale. Effect lasts 3 seconds.

Level 2: Gain +80% Timescale. Effect lasts 4 seconds.

Level 3: Gain +100% Timescale Effect lasts 5 seconds.

 

Note: The Increase of timescale will not effect the duration of Time Distortion.

 

 

Marine.King

 

 

STR 35 + 7 AGI 24 + 4 INT 31 + 4

 

 

Base Health: 250 Movement Speed: 2.80 Base Weapon Speed: 1.8 Attack Range: 5 Sight Range: 12

 

 

 

Introduction

Primary Role: Support

Secondary Roles:

 

Lore: Lee Jung Hoon, known as Marine King, first gained attention in the StarCraft community for having the name BoxeR (a tribute to his idol "The Emperor BoxeR) and for being one of the players at the very top on the Korean ladder.

 

In his first big tournament, the 2010 Sony Ericsson Starcraft II Open Season 2 (GSL 2), he demonstrated his superb micromanagement and heavily Marine-based play, notably defeating Beanlings with only maries by stimming and splitting goups of Marines in multiple dircetions. Marine King quickly distinguished himself as one of the top Terrans in the world.

 

Summary:

 

 

Skills

 

Piercing Rounds Ability Type: Heroic Passive Cooldown: - Hotkey: -

 

 

Units attacked by King or Merc Marines gain a Piercing Debuff which lasts 2 seconds (Refreshes upon new stack.) and can stack up to 10 times. If an enemy is attacked by King or Merc Marines and have a Piercing debuff, they take (+1% INT) per stack on the enemy. Does not effect buildings.

 

 

Flash Grenade Ability Type: Active Cooldown: 9/8/7/6 Hotkey: Q Energy Cost: 45//50//55//60 Range: 8

 

 

[3 Charges] King launches a grenade at target location, dealing Spell Damage and applying a stack of Dazed to enemies. Dazed enemies lose Sight and Movement//Attack Speed for 10 seconds, stacking up to 5 times. Refreshes upon new stacks.

 

Level 1: Deals 40 (+30% INT) Spell Damage. Enemies lose 0.75 Sight and 2% Movement Speed//Attack Speed per stack.

Level 2: Deals 60 (+30% INT) Spell Damage. Enemies lose 1. Sight and 3% Movement Speed//Attack Speed per stack.

Level 3: Deals 80 (+30% INT) Spell Damage. Enemies lose 1.25 Sight and 4% Movement Speed//Attack Speed per stack.

Level 4: Deals 100 (+30% INT) Spell Damage. Enemies lose 1.5 Sight and 5% Movement Speed//Attack Speed per stack.

 

 

Reinforcements Ability Type: Passive Cooldown: None Hotkey: W Range: Self

 

 

King calls down up to Merc Marines. Merc Marics have 100+15*LVL Health, and deal Physcial Damage per second. King auto-maticly summons 1 Merc Marine every 5 seconds.

 

Level 1: Can Summon up to 2 Merc Marines. Merc Marines deal 5 (+15% INT) Physical Damage per second.

Level 2: Can Summon up to 3 Merc Marines. Merc Marines deal 10 (+15% INT) Physical Damage per second.

Level 3: Can Summon up to 4 Merc Marines. Merc Marines deal 15 (+15% INT) Physical Damage per second.

Level 4: Can Summon up to 5 Merc Marines. Merc Marines deal 20 (+15% INT) Physical Damage per second.

 

 

Empowered Ability Type: Active Cooldown: 24//21//18//15 - Hotkey: E Range: 10 Energy: 30//45//60//75

 

 

King empowers a unit. Non-heroic units will gain more benefits, while a heroic will recieve less. Lasts 10 seconds.

 

Level 1: Non-heroic +20% Weapon Speed, Damage, Movement Speed and Damage Resistance. Heroics gain +5% Weapon Speed, Damage, and Damage Resistance.

Level 2: Non-heroic +30% Weapon Speed, Damage, Movement Speed and Damage Resistance. Heroics gain +10% Weapon Speed, Damage, and Damage Resistance.

Level 3: Non-heroic +40% Weapon Speed, Damage, Movement Speed and Damage Resistance. Heroics gain +15% Weapon Speed, Damage, and Damage Resistance.

Level 4: Non-heroic +50% Weapon Speed, Damage, Movement Speed and Damage Resistance. Heroics gain +20% Weapon Speed, Damage, and Damage Resistance.

 

 

Put down a Hit Ability Type: Active Cooldown: 110/90/70 Hotkey: R Range: 10 Energy: 150//225//300

 

 

King puts down a hit on the targeted unit, causing said unit to unally to all his allies, and all his allies to unally him. If the target is killed by one of his allies, King will recieve the kill. This excludes the computer. In addition, all Non-heroics in a 5-unit Radius around Marine King comes under King's control for the duration, each getting buffed slightly.

 

Level 1: Hit Lasts 6 seconds. Controlled Non-heroic +10% Weapon Speed and Damage for 6 seconds.

Level 2: Hit Lasts 8 seconds. Controlled Non-heroic +15% Weapon Speed and Damage for 8 seconds.

Level 3: Hit Lasts 10 seconds. Controlled Non-heroic +20% Weapon Speed and Damage for 10 seconds.

 

 

 

FOR NOW THAT IS ALL. I WILL POST SOME LATER :D

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MK's Q is totally imba. His marines deal too much damage to scale with int.

His ulti is awkwardly phrased.

 

And Zera just has more teamwipe options now :/

Item effects are less powerful on him, but this gives people a fair chance, since they won't be silenced.

 

I can see that sight can be a problem, but eh. Its a flash grenade, it should reduce sight, or distort it.

 

His marines arent as strong as you think, since if they die, he can't instantly spawn a new set. Also, Mob mentality isn't there, meaning that marines just have their standard normal attack speed, while only one can recieve a buff. Note: Unix marines actually scale better on INT or the same. Depends on how many hits gotten with passive.

 

Marine King Final basicly targets an enemy hero. The enemy hero will act Hostile in response. Meaning that he will passively, if not managed, attack his allies, and allies will attack him. This comes a problem Versus, AA Heroes, and AoE heroes. I just wanted to note, that the CPU (Towers) will not attack the target tho. It also acts as a AoE Temporary Bribe, which will allow you to take control of mutiple non-heroics temporary for a push if you need one.

 

I really like your zera theory, it would be interesting to see how it works ingame, im thinking the new planar might have to be nerfed a tad bit. 12 units is a long distance to give a stun at the end of it xD

 

Planar range would be rare at 12 distance. The fact the casting range in only 4, majority of the time, your max pull radius would only be 8. Note: Current planar stuns 1 sec, this one stuns 0.5 seconds. ALSO, Mandrake's Lance stuns enemies for 0.5 seconds. It is the reason why enemies can bounce off mandrake if they have debuff immunity, and channel abilities are canceled at the end of lance.

The reason i put a range distance on Planar, is so you could troll with a perfect Warp Shard + Impact Dial.

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New planner void would be insanely OP. Basically a Tass ultimate, that is AoE, instant cast, not limited to your location, can stun, also slows and stuns enemies!??!?! Forget the cliche of mass plucking half the other team, and killing them before the other team can get close, but as a saving tool, as a chase tool, as a tool for bringing in heroes that operate best in Melee, such as Jackson, Drake, Erekul, Toxi, Vorpal, Vergil, Rory....

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New planner void would be insanely OP. Basically a Tass ultimate, that is AoE, instant cast, not limited to your location, can stun, also slows and stuns enemies!??!?! Forget the cliche of mass plucking half the other team, and killing them before the other team can get close, but as a saving tool, as a chase tool, as a tool for bringing in heroes that operate best in Melee, such as Jackson, Drake, Erekul, Toxi, Vorpal, Vergil, Rory....

I nerfed it, But i don't exactly thing so. There is a limit on it, and the fact the cast range is so low, makes enemies have to be close to zeratul to work. In addition, it wouldn't really save an ally if it pulled an enemy along too. One more thing, the stun is only 0.5 seconds. It is one the shortest stuns in the game, and lasts as long as Mandrake's Lance stun (which is hardly noticeable.)

Also, since it requires TWO charges, because you have to use Both charges to make it even work, the CD for the ability is really more like 40//36//32//28 seconds long. So Note: That means only one pull.

Charge 1 Sets it up, and Charge 2 does the pull.

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  • 2 weeks later...

The skill needed to cast a planar void and bubble the teleported enemy is close to 0 already,

with this it'd be matching 0. I'm not a friend of slow-enemies-only casts anyway.

 

I'd give a shap about 100% Timescale. Shadow'll rape you all day long with or without.

 

Besides, MK dies to easily lategame (X*LVL scaling is usually bad (Your Marines have 370 Health, e.g. nothing)) due tu shrapnell, nukes, heatwaves/auras/frostwaves, the new spikes from lurker, or whatever. I'd say nerf them earlygame, buff them lategame - by a lot.

I like the other changes you'd make to him a lot :)

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