Itsthatguy Posted January 5, 2013 Report Share Posted January 5, 2013 Part 2 of heroes that we play, which a change. These are from the Character Database and then changed by myself Part 1 Explains the details and also has 2 heroes (Marineking, and Zeratul) http://www.aeonofsto...ul-marine-king/ Change Log: Raynor: Reduced Raynor's Scaling on Silencing shot from 60% to 50%int. Reduced Cast range on Air Strike from 10 to 8. Reduced scaling on Airstrike from 85% to 80%. Reduced Silence Shot Damage from 65//110//175//230 to 60//110//160//210. This makes raynor not auto-kill AA squishys from a Silence + Killshot combo, but he can still deal more damage than his original if he lands a successful AirStrike down. It also helps his laning and 1v1ing Creeps since he has aweful neutral creeping, especially at beginning. (Character database Null by Public) Null.Disruptor STR 32 + 6 AGI 22 + 3 INT 36 + 6 Base Health: - Movement Speed: 2.8 Base Weapon Speed: 1.75 Attack Range: 6.5 Sight Range: - Skills Skill IconChrono Distortion Ability Type: Heroic Passive Damage Type: N/A Hotkey: N/A Enemies lose 1% Timescale for every 2 units the enemy comes closer to Null starting at a 10 unit Radius. Allies gain 1% Timescale for every 2 units the enemy comes closer to Null starting at a 10 unit Radius. This can stack up to 5 times. 10 - 8 = 1 stack. 8 - 6 = 2 stacks. 6 - 4 = 3 stacks. 4 - 2 = 4 stacks. 2 - 0 = 5 stacks. Time Missiles Ability Type: Target Direction Damage Type: Spell Hotkey: Q Cooldown: 17/15/13/11 Range: 12? Fire up to 3 Time Missiles in target direction every 0.5 seconds, which detonates on impact, dealing Spell Damage and lowering timescale of nearby enemies for 2 seconds. Can stack up to 5 times. Requires channeling when firing missiles but can stop shooting the time missiles at any moment. Each stack refreshes the debuff. Channel time maxes at out 1 second (fires one a 0, 0.5 and 1) Level 1: 60 Energy Deals 30 (+25% INT) Spell Damage per impact. Lows Timescale by 8%. Level 2: 80 Energy Deals 45 (+25% INT) Spell Damage per impact. Lows Timescale by 12%. Level 3: 100 Energy Deals 60 (+25% INT) Spell Damage per impact. Lows Timescale by 16%. Level 4: 120 Energy Deals 75 (+25% INT) Spell Damage per impact. Lows Timescale by 20%. Skill Icon Distort Space Ability Type: Target Area Damage Type: Spell Damage Hotkey: W Cooldown: 30/25/20/15. CD Interval between charges:6/5/4/3. Range: 8 [3 charges] Null can create a force of energy in a spot for up to 1.5 second. If anyone touches the Force Field, it will explode dealing Spell damage to enemies 1 unit away from the edge of the force field. It will also push them a couple of units away from the epic-center. Level 1: 50 Energy Deals 40 (+30% INT) Spell Damage. Pushes 2.5 units from epic-center. Level 2: 60 Energy Deals 60 (+30% INT) Spell Damage. Pushes 3.0 units from epic-center. Level 3: 70 Energy Deals 80 (+30% INT) Spell Damage. Pushes 3.5 units from epic-center. Level 4: 80 Energy Deals 100 (+30% INT) Spell Damage. Pushes 4.0 units from epic-center. Skill Icon Universal Blade Ability Type: Target Location Damage Type: Spell Damage Hotkey: E Cooldown: 25/22/19/16 Range: 20 Null splits open a part of the universe, which creates a very small worm hole, that is large enough to fit his blade in and stab the enemy for Spell Damage and stunning for 0.75 seconds from a distance in a Cone, where the center of the cone is the targeted area, and the point is pointing the direction away from null. The Cone is 3 units in long, and starts 2 units wide. This magic is very difficult the farther distance it is. This causes Null's Cooldown to change depending on his distance. Null's cooldown for Universal Blade is reduced by 1 for every 2 units the ability is used closer to Null. (Can lower up to a maximum of 10). Blade damges targeted area 1 second after casting it. Level 1: 60 Energy Deals 50 (+60% INT) Spell Damage. Level 2: 90 Energy Deals 90 (+60% INT) Spell Damage. Level 3: 120 Energy Deals 130 (+60% INT) Spell Damage. Level 4: 150 Energy Deals 170 (+60% INT) Spell Damage. (If you cast 14 units from Null, and are at level 4 ability, The CD will go from 16 to 13. 10 units away reduces by 5, ect. ect. Requires vision to cast. Skill Icon Time Distortion Ability Type: Self Damage Type: - Hotkey: R Cooldown: 120/100/80 Range: Self Null distorts the time around him, cause it to make a shadow of himself temporarily that copies everything Null does in a short delay behind the original. The Shadow Deals less damage than the Original though, but it's debuffs and effects work the exact same. The Shadow only copies Null's abilities. Level 1: 80 Energy Shadow lasts 20 seconds. Deals 30% Damage that Null Does. Shadow copies every Null does 1.50 seconds behind the Original. Level 2: 140 Energy Shadow lasts 25 seconds. Deals 40% Damage that Null Does. Shadow copies every Null does 1.25 seconds behind the Original. Level 3: 200 Energy Shadow lasts 30 seconds. Deals 50% Damage that Null Does. Shadow copies every Null does 1.00 seconds behind the Original. Means that at Level 3 final, if null uses Time Missiles, the shadow will use Time Missiles the same spot Null used it in the same direct in 1 second. Same applies with other things. The shadow even traces Nulls steps. (Character Databased from RedHydra) Jim.Raynor Strength 22 + 4 Agility 30 + 4 Intelligence 38 + 7 Base Health: 300 Movement Speed: 2.9 Base Weapon Speed: 1.8 Attack Range: 7 Sight Range: 12 Introduction Primary Role: Support Secondary Roles: Caster Lore: James Eugene "Jim" Raynor is a former terran marshal turned rebel, who has became one of the major figures in the Korprulu Sector due to his struggles against the Confederacy. A charismatic figure to his unit, Raynor left the Confederacy with a full movement of armed rebels. Raynor is equipped with heavy ranged artillery, and a following of soldiers dropped from his battlecruiser the Hyperion. Raynor commands the field, helping his allies identify who to kill, and finishing off the job should his enemies attempt to escape. Summary: - Skills Raynor's Raiders Ability Type: Heroic Passive Damage Type: - Hotkey: - Whenever a Non-Heroic ally dies near Raynor, the Hyperion supplies backup to Raynor, callingdown 1 Raynor's Raiders (Marauder) near Raynor. Each Marauder have Hp equal to 100+15*LVL Health, and they also deal 15 (+15% INT) Physical Damage per 1.5 secs, and reduces enemy Movement Speed by 15% and Attack Speed by 10% for 1 second. Raynor can have a maximum of 6 Marauders with him at a time. Reduction in Movement Speed from Marauders can stack up to 3 times. Marked for Death Ability Type: Active Damage Type: Spell Hotkey: Q Cooldown: 18//17//16//15 Energy: 50//60//70//80 Range: 15 Raynor marks a target, revealing it and amplifying Spell and Physical Damage by 10/15/20/25% for 12 seconds. In addition, if Raynor uses Air Strike, the Plane will shoot an additional Missile which will also hit where the enemy with death mark was 2.0 seconds ago from when the flare hits the ground. Level 1: 10% Spell and Physical Damage amplification. Level 2: 15% Spell and Physical Damage amplification. Level 3: 20% Spell and Physical Damage amplification. Level 4: 25% Spell and Physical Damage amplification. (lowers amplify by a little, but the fact that Air Strike works effectively vs this makes it kinda a required nerf). Air Strike Ability Type: Active Damage Type: Spell Damage Hotkey: W Cooldown: 35/30/25/20 Energy: 80//100//120//140 Range: 8 Raynor throws a flare towards a targeted spot (takes 1.0 seconds to hit destination). 2.0 seconds after flare has hit the destination, a Rocket that was launched (Moving at a speed of 50) by a plane will hit the Flare dealing Spell damage in a 2.5 unit Radius and stunning enemies for 1.75 seconds. 1.5 seconds after the explosion, a Viking (Jet) will be moving over the Flare at a speed of 35 before disappearing. (Looks like a Jet, firing a rocket at targeted spot, and passing by). The Jet will also shoot a rocket which explodes 2.0 seconds after the flare has hit the destination at the location of where the enemy with the Death Mark was when the Flare first hit. (This means that both rockets hit at the same time, Death mark ppl usually will have 2 seconds to run out of targeted area). Enemies will take 20% damage from consecutive rocket hits. Level 1: Deals 80 (+80% INT) Spell Damage. Level 2: Deals 150 (+80% INT) Spell Damage. Level 3: Deals 220 (+80% INT) Spell Damage. Level 4: Deals 290 (+80% INT) Spell Damage. Silencing Shot Ability Type: AoE in a Line Damage Type: Spell Damage Spell Hotkey: E (Very small change, only in damage wise). Energy: 80//10//120//140 Range: 15 Cooldown: 15/14/13/12 Raynor fires a Silencing Shot towards a target direction, dealing 65/120/175/230 (+60% INT) Spell Damage and silencing all enemies in its path for 3/4/5/6 seconds. Level 1: Deals 60 (+50% INT) Spell Damage. Silences for 3 seconds. Level 2: Deals 110 (+50% INT) Spell Damage. Silences for 4 seconds. Level 3: Deals 160 (+50% INT) Spell Damage. Silences for 5 seconds. Level 4: Deals 210 (+50% INT) Spell Damage. Silences for 6 seconds. Kill Shot Ability Type: Active Damage Type: Spell Hotkey: R Cooldown: 30//25//20 Energy: 200//300//400 Range: 15//20//25 (No change) Raynor takes aim for 2 seconds, then fires a projectile at the target. The projectile can be intercepeted by enemy heroes, and deals 150/225/300 (+100% INT) Spell Damage on impact. If the enemy is below 40% health, it takes an additional 50% Spell Damage. Level 1: Deals 150 (+100% INT) damage. Level 2: Deals 225 (+100% INT) damage. Level 3: Deals 300 (+100% INT) damage. While raynor has majority of the same types of abilities, there are some extra perks. Of course i nerfed some of the abilities, since this raynor would have 1 Extra damaging ability. Quote Link to comment Share on other sites More sharing options...
teej Posted January 5, 2013 Report Share Posted January 5, 2013 I like your idea of null manipulating time. His CC pre-change is what really drove players to choose him though. What I don't like, is Raynor having an extra extreme damage ability. His silence alone, coupled with 500 intelligence, deals approximately 500 spell damage, not counting Argus crystal. This can deal serious damage to AA squishies. With the addition of another damage ability, I feel that Raynor turns more into a spell carry then a spell support/caster. I personally would give Raynor an ability that could: Medivacuation Raynor marks an allied target with a special mark that signals for a rescue by his medivac. The medivac would pick up the hero, move some units, and then drop the hero off. The medivac can be destroyed, and the hero inside will simply drop to the ground unharmed. The medivac travels at a speed of 4.5. Cooldown: 30/26/22/18 Level 1: Travel distance of 6 units. Level 2: Travel distance of 8 units. Level 3: Travel distance of 10 units. Level 4: Travel distance of 12 units. This would allow Raynor to fully embrace his caster/ support role. In fact, this can be used for the hero on your team that is chasing someone on their team, given that the medivac is generally faster than most heroes. EDIT: Forgot to include mana cost, whoops! 80/120/160/200 Quote Link to comment Share on other sites More sharing options...
residente Posted January 5, 2013 Report Share Posted January 5, 2013 Marauders need Stim Pack! neogeo 1 Quote Link to comment Share on other sites More sharing options...
neogeo Posted January 7, 2013 Report Share Posted January 7, 2013 Marauders need Stim Pack! I think a StimPack-Potion would be nice. Hero lost Health but get a crazy WeponSpeed (or Timescale) and Movement Speed Boost for some Seconds. Quote Link to comment Share on other sites More sharing options...
OrderSixSix Posted January 10, 2013 Report Share Posted January 10, 2013 I think a StimPack-Potion would be nice. Hero lost Health but get a crazy WeponSpeed (or Timescale) and Movement Speed Boost for some Seconds. So leeching heroes have Haste on demand? Quote Link to comment Share on other sites More sharing options...
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