Jpex Posted February 14, 2013 Report Share Posted February 14, 2013 Name: Hellbat.Pyro Portrait: Hellbat Unit Base: Hellbat (Red/ Black trim) Type: Support/Carry?[Medium] Script: Hellbat has fought along side Jim Raynor and his men for years moving up the ranks to a veteran killing machine. When they finally defeated the Zerg he had went on to doing mercenarie jobs. With his experienced skills and obsession with pyrotechnics, he not someone you want to mess with. Look like this except maybe different colors and some tweaks. Heroic Passive: Pyromaniac Hellbat can get a little "excited" with the fumes from his flamethrower going to his head. Everyonce and a while he gets a boost of adrenaline and enjoys very much to burn more stuff. Effect: Every 5 hits he gains a 10% Movement speed and a 20% Attack speed -- Ability One: Fire Wall Hellbat uses his flamethrower to make a wall out of fire, blocking his enemies. Energy Cost: 125,140,155,170 Cooldown: 18 Range: 10 Level 1: Deals 60 (+70% INT) damage on impact against the enemy. Level 2: Deals 120 (+70% INT)spell damage on impact against the enemy, Level 3: Deals 180 (+70% INT) damage on impact agaisnt the enemy. Level 4: Deals 240 (+70% INT) damage on impact agaisnt the enemy. Effect:Its like Brownstone fissure, except using with fire. Great for trapping your enemy and then using your Ult on them -- Ability Two: Hellbats attacks deals AoE damage to other enemies within a 2 unit radius. Energy Cost: Passive Cooldown: Passive Range: Passive Level 1: 50% damage to units in a 2 unit radius Level 2: 60% damage to units in a 2 unit radius Level 3: 70% damage to units in a 2 unit radius Level 4: 80% damage to units in a 2 unit radius Effect: N/A -- Ability Three: Combustion Hellbat fires a ball of fire at his target, bursting on impact, slowing them down and dealing spell damage Energy Cost: 120,130,140,150 Cooldown: 25,23,20,17. Range: 15,15,15,15 Level 1: Deals 30 spell damage and stuns for 1 second. Level 2: Deals 60 damage and stuns for 2 seconds. Level 3: Deals 90 damage and stuns for 3 seconds. Level 4: Deals 120 damage and stuns for 4 seconds. Effect: The attack does lock on to the enemy and is kind of like Marine.Kings flash bang ability except it launches one ball of fire and explodes in a small area. -- Ultimate Ability: Scorched Earth Hellbat makes the ground burn and spit fire, damaging any enemy that walks over the targeted area. Energy Cost: 100,200,350 Cooldown: 150,120,90 (seconds) Range: 10,10,10 Level 1: Deals 100 (+100% INT) spell damage a second for 3 seconds. Level 2: Deals 180 (+100% INT) spell damage a second for 4 seconds. Level 3: Deals 250 (+100% INT) spell damage a second for 5 seconds. Effect: Hellbat has to channel for 3 seconds and then unleashes his attack. Jpex 1 Quote Link to comment Share on other sites More sharing options...
xNOVAxPRIMEx Posted February 15, 2013 Report Share Posted February 15, 2013 For his passive Is there a time length that this lasts and then resets cause it seems like after 50 attacks he would just be godly XD maybe reset on attack or something or have it last for 2 seconds. First ability: should have some int scaling. maybe have a dot that damage anything near it. it also seems like a lot of range. Third ability: What exactly is the 50% or are they slowed? not very clear as to whats going on. Not sure exactly how it works but also lots of range Fourth ability: Is it an AoE? if so how big of an area? If its 10 thats bigger then kerrigans Ult. again should have some sort of int scaling or soemthing to make it more effective late game. Second ability passive: maybe an idea could have something to do with burnign them maybe your attacks leave enemies burned so they take damage for a few seconds after attacks. or or maybe you can apply stacks that amplify your attacks based on a % up to 5 stacks. maybe 2/3/4 so at level 3 after 5 attacks you do 20% more damage Id love to see a pyro based hero :) EDIT: Actually my 2nd ability idea isnt that great cause its requirements are the same as your heroic and would seem odd if they both were always proccing at same time. Quote Link to comment Share on other sites More sharing options...
Jpex Posted February 15, 2013 Author Report Share Posted February 15, 2013 For his passive Is there a time length that this lasts and then resets cause it seems like after 50 attacks he would just be godly XD maybe reset on attack or something or have it last for 2 seconds. First ability: should have some int scaling. maybe have a dot that damage anything near it. it also seems like a lot of range. Third ability: What exactly is the 50% or are they slowed? not very clear as to whats going on. Not sure exactly how it works but also lots of range Fourth ability: Is it an AoE? if so how big of an area? If its 10 thats bigger then kerrigans Ult. again should have some sort of int scaling or soemthing to make it more effective late game. Second ability passive: maybe an idea could have something to do with burnign them maybe your attacks leave enemies burned so they take damage for a few seconds after attacks. or or maybe you can apply stacks that amplify your attacks based on a % up to 5 stacks. maybe 2/3/4 so at level 3 after 5 attacks you do 20% more damage Id love to see a pyro based hero :) EDIT: Actually my 2nd ability idea isnt that great cause its requirements are the same as your heroic and would seem odd if they both were always proccing at same time. Ok well i actually meant to take out the 50% because i changed it up it was going to be movement reduction but i changed it to stun. The ult is going to be a AoE but it is the same as Kerrigans ult range i checked, and im sort of new to the game this is just and idea so idk how to scale the abilitys to int Quote Link to comment Share on other sites More sharing options...
xNOVAxPRIMEx Posted February 15, 2013 Report Share Posted February 15, 2013 Ok well i actually meant to take out the 50% because i changed it up it was going to be movement reduction but i changed it to stun. The ult is going to be a AoE but it is the same as Kerrigans ult range i checked, and im sort of new to the game this is just and idea so idk how to scale the abilitys to int Ah okay makes more sense that way might wanna change the description as well as it states "slowing" instead of "stunning" This is for Cows wall which seems very similar to what you are doing. Might be able to take a variaton of this. Level 1: Deals 70 (+70% INT) Spell Damage. Level 2: Deals 130 (+70% INT) Spell Damage. Level 3: Deals 190 (+70% INT) Spell Damage. Level 4: Deals 250 (+70% INT) Spell Damage. I thought her ult was 8 but i could be wrong. its still pretty massive. But keep in mind her is bit of a lengthy channel time where as your hero has no channeling time. Level 1: Deals 100(+100% INT) spell damage a second for 3 seconds. Level 2: Deals 180(+100% INT) spell damage a second for 4 seconds. Level 3: Deals 250(+100% INT) spell damage a second for 5 seconds. also if going with my suggetion for passive your ult could apply 5 stacks of burn or w.e to enemy heros who are hit by it. Quote Link to comment Share on other sites More sharing options...
Jpex Posted February 15, 2013 Author Report Share Posted February 15, 2013 Ah okay makes more sense that way might wanna change the description as well as it states "slowing" instead of "stunning" This is for Cows wall which seems very similar to what you are doing. Might be able to take a variaton of this. Level 1: Deals 70 (+70% INT) Spell Damage. Level 2: Deals 130 (+70% INT) Spell Damage. Level 3: Deals 190 (+70% INT) Spell Damage. Level 4: Deals 250 (+70% INT) Spell Damage. I thought her ult was 8 but i could be wrong. its still pretty massive. But keep in mind her is bit of a lengthy channel time where as your hero has no channeling time. Level 1: Deals 100(+100% INT) spell damage a second for 3 seconds. Level 2: Deals 180(+100% INT) spell damage a second for 4 seconds. Level 3: Deals 250(+100% INT) spell damage a second for 5 seconds. also if going with my suggetion for passive your ult could apply 5 stacks of burn or w.e to enemy heros who are hit by it. Yeah, I forgot the channeling time but i think it should be around 3 seconds. I woudlnt want him to be OP, also, i wasnt sure what i wanted for the range for the Fire Wall but i think it should be similar to Cows Quote Link to comment Share on other sites More sharing options...
Legacy Posted February 15, 2013 Report Share Posted February 15, 2013 Passive ideas, every 3 attacks, hellbat spins around in a circle, dealing spell damage in an small aoe. 2.5 around him. Another one would be every time he attacks, he increases attack range to hit foes behind target. Deals 50% damage to targets behind them. Scaling ideas: 1. 60% 2. Proposed ideas, 40%/max of 5 range. 3. 30% because its main purpose is stun, 65% if you lower max stun to 2.5. 4. Reduce channeling to 2 seconds, and deal 80% if you lower stun duration, or 50% if you keep 4 second stun. Hope it was good feedback. Quote Link to comment Share on other sites More sharing options...
Legomancer Posted February 15, 2013 Report Share Posted February 15, 2013 the most common suggested firebat passive is his AA does AOE physical/spell damage. Quote Link to comment Share on other sites More sharing options...
Jpex Posted February 15, 2013 Author Report Share Posted February 15, 2013 the most common suggested firebat passive is his AA does AOE physical/spell damage. Thats actually what I was thinking today, maybe his passive can be that his attacks hurt other enemy within a 1 or 2 unit radius for 50% of the damage and it goes up 10% each level, is that what you mean? Quote Link to comment Share on other sites More sharing options...
xNOVAxPRIMEx Posted February 15, 2013 Report Share Posted February 15, 2013 Thats actually what I was thinking today, maybe his passive can be that his attacks hurt other enemy within a 1 or 2 unit radius for 50% of the damage and it goes up 10% each level, is that what you mean? I second that very viable. Quote Link to comment Share on other sites More sharing options...
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