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Had an idea recently, so seems like any time's as good as any. Also seems like a pretty cool name I've had sitting around for what seems like forever.
The skillset is somewhat influenced from WoW's old paladins - I don't know if anyone will pick that up :)
Tahariel, the Archangel Templar
Sin. This world is riddled with it.
Always, creatures of darkness exist. Yet every darkness is like a beacon to creatures of light, calling across planes. And the field of the Ancients is in darkness indeed - demons, monsters, abominations from outside this realm. The world itself cried for salvation - one which the realms of light were glad to provide.
So enter the shining being entitled the Archangel Templar - Tahariel, a being of pure light, burning with an inner radiance that will shine bright, brighter than a thousand suns, and purge the darkness from the world.
Radiant Strength Semicarry, Durable
Stats:
Base Health: 606
Base Mana: 247
Base Armour: 4
Base Damage: 51-57
Base Attack Time: 1.7
Range: Melee (128)
Movement Speed: 310
Sight: 1800/800
Q: Toggle Blessing
Toggles between the active Blessing.
Conviction
A powerful blessing that increases the Hero's movement and attack speed. Attack Speed Bonus: 30/40/50/60 Movement Speed: 5%/8%/11%/14%
Iron Will
A focused blessing that increases the Hero's armour and magic resistance. Armour: 2/3/4/5 Magic Resistance: 10/14/18/22%
Judgement
A wise blessing that increases the Hero's mana regeneration and increases the spell damage they deal. Mana Regeneration Bonus: 25/45/65/85% Spell Damage Bonus: 10%/15%/20%/25%
Execution
A fervent blessing that has a chance to unleash a blast of light that damages nearby enemies on attack. Damage: 30/40/50/60 Chance: 25%/30%/35%/40%
W: Justice Seal Affects: Enemy Units
Damage: Magical
Pierces Spell Immunity: No
Smites the targeted enemy to deal instant damage, and apply a mark to them based upon the current active Blessing. Damage: 100/165/230/295 Mana Cost: 80/90/100/110 Cooldown: 8 Mark Duration: 15
Marks
Conviction: Allies that damage the marked unit have a chance to purge themselves of negative effects.
Chance: 8%/10%/12%/14%
Iron Will: Allies that damage the marked target have a chance to strip away its armour briefly. This effect stacks independent of each other.
Chance: 13%/16%/19%/22%
Armour: 1
Duration: 8
Judgement: Allies that damage the marked target have a chance to restore mana and health.
Heal: 10/20/40/60
Mana Restoration: 5/20/35/50
Execution: Allies that damage the marked target have a chance to slow it. This effect has a 5-second cooldown.
Chance: 15%
Slow: 30%/40%/50%/60%
Duration: 2/2.5/3/3.5
E: Holy Strike (Orb) Affects: Enemy Units
Damage: Magical
Pierces Spell Immunity: No
Imbues the Hero's attack with divine energy, causing it to deal additional magic damage and apply a stack of Reckoning to them. Damage: 45/60/75/90 Mana Cost: 17 Cooldown: 3
R: Archangel's Verdict Affects: Enemy Units
Damage: Magical
Pierces Spell Immunity: Yes
A mighty strike that deals massive magical damage plus additional damage per stack of Reckoning to the target, activates all Marks on that target, and has a bonus effect based on the currently active Blessing. Damage: 200/315/430 Bonus Damage per Reckoning: 20/35/50 Mana Cost: 100/125/150 Cooldown: 20
Blessing Effects
Conviction: Grants Haste and flying movement for a brief duration.
Duration: 3/3.5/4/4.5
Iron Will: Purges all negative effects and grants a damage reduction bonus to nearby allies.
Damage Reduction: 15%/20%/25%/30%
Range: 500
Duration: 6
Judgement: Reduces the cooldown of all spells of self and nearby allies.
Cooldown Reduction: 3/4/5/6
Area: 400
Execution: Stuns the target.
Stun Duration: 2/2.5/3
There are two kinds of people in the world; those who can count, and those who can't.
You know, the first thing I read when reading his name is "Terathiel", and I'm like:
"Wut? Did this guy just create his own hero? Talk about narcissistic... Oh."
Anyway, I'm not going to go too much into detail unless you actually want it, but I just want to ask/suggest some things:
- Currently you have three mechanics in this hero; Blessings, Marks, and Reckonings, don't you think that's a bit too much? I'd probably suggest like combining Marks and Reckonings into one mechanic instead, since both are basically debuffs. Although I understand that you do it for ultimate, why don't tweak it a bit? I recommend the orb effect will actually increment the marks, adding additional value to active marks instead, and the additional damage of ultimate can count on the number of current increments.
- Blessing's toggling also seem rather complicated, why not make use of [D] and [F] button? I suggest making the [D] and [F] inbound toggles of the blessing (two each, much easier than cycling through 4 toggles). This way, you can make the [Q] a passive that grants bonus based on active toggle instead, actively granting the [W] and [R] the skills' real power even if the player choose not to level [Q] at all, granting for more versatility.
- Also, this hero is quite similar to Sofa's past hero, so I suggest you seeing the here for possible things that interest you and the other's comments
Well anyway, great hero! I like the basic idea a lot! Keep up the great job :D
Hey Terath! Yzreel really beat me to it, but you better not check out my past idea, that one is horribly broken.
I think Conviction and the Conviction part of the other spells is a little bit overpowered. Like haste movement + flying movement? (I think you mean "unobstructed movement" btw)
Also, the {R} with Exectution is really good. All the marks + 3 second stun? That's like a super super jacked up version of Primal Roar.
I never actually saw your hero, so any similarities are ACTUALLY pure coincidence. Bear in mind Archangel's Verdict is a melee-ranged skill so that was factored into balancing.
As for the complexity, it's only really two mechanics, being Blessings and the Reckoning stacks, as the marks are caused by the blessings. It's supposed to be complicated. Yes, detailed balance notes would be appreciated though.
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