Post by Mort on Nov 29, 2007 11:01:06 GMT -5
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[/IMG]Grake the Holy Warrior[/center]
The Holy warrior is a solid hero and very easy to use.
High STR, Fortified armor and Thorns makes him a great tank.
He is best played surrounded by creeps,since his thorns will damage every creep that hits him.
That makes him a perfect tank.
High STR, Fortified armor and Thorns makes him a great tank.
He is best played surrounded by creeps,since his thorns will damage every creep that hits him.
That makes him a perfect tank.
Armor Type:
Fortified
Damage Reduction:
Chaos 100%
Hero 50%
Magic 40%
Normal 80%
Pierce 50%
Siege 150%
Spells 100%
Skills:
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Innate: Trothfang's Rally
Makes nearby enemy creeps attack the caster. Useful since with fortified Armor you'll usually be the main tank and this allows you to draw creep attention off allies and onto you. Can also be used to draw leaked creeps back to the Holy Warrior.
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Level 1: Fallen One
The stun effect of this skill will be countered by monsters' SpellBlock
When used leaves creeps with 1hp and stuns them. It also leaves you with one health so be ready to use a potion immediately after using Fallen One. However make sure not to use it until you lose your health. You should also be extremely careful when using this on ranged waves as their ranged projectiles can be shot before they're stunned and hit after you lose your health. However do not use on waves with spell block unless you have to, as the stunning effect will be blocked by spell block which will kill you if you are in creep attack range. If you must use it on a spell block wave do it out of their range, with an Empath and possibly Tempest's Zephyr.
Note: Area of Effect increases with each level.
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Level 1: Sentinel's Resolve (Passive)
Grants only an armor bonus
A decent ability that fits his main job of tanking. No trick to using this since it's just a passive skill that grants you armor.
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Level 6: Tipping the Scales (Passive)
Is a self thorn ability that deals damage to the creeps that attack him for a percentage of their attack. Like all thorn damage it doesn't stack with other thorn damage and only affects melee creeps (not ranged). However there are certain melee creeps that are immune to Thorns. This skill will cause the monsters with stun skill to consecutively stun you.(which means you can not use healing potions cause you are stunned)
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Level 10: Heroic Strength
Increases his hit points, attack damage and also grants him magic immunity. Use it on any tough waves and the stun waves but don't use it on creeps that have a magic attack type. As they will ignore the Holy Warrior and will negate his main purpose which is to tank.
Summary: The Holy Warrior is a purely defensive hero who gets his kills through tanking with Tipping the Scales. As the only time you will kill with his normal attack will be early on and when he uses Fallen One. He is really good on most waves however is extremely bad on others such as magic ranged attack waves and the turtle wave. The most important thing when using the Holy Warrior is when to use abilities such as no Heroic Strength on magic attack waves, but always to be used on the stun waves.
As he is very good at tanking, his killing skills aren't the best, he kills mainly from Fallen One and Tipping the Scales later on, but he is weak to certain offensives.
Status Gain per Level
Str +3.2
Agi +2
Int +1
Suggested playstyle:
Learning Fallen One level 1 is all you need at start, later you should max it out.
Note: This is only if you think you need the extra help killing, sometimes it's better not to learn this skill.
At start you shouldn't need to use this spell so much, but later on when you have more and tougher enemies around you, it's a good spell which you should maxed out. Just do not focus on this spell too much early on if you don't think it's necessary.
Sentinel's Resolve is a given since it gives you an increase in your armor, thus helping you to tank better.
Tipping the Scales should be maxed out as soon as possible, only because it's a great way to kill/hurt the enemies hitting you.
But remember that when you have this on a stunner level they will constantly stun you, since they take it as you are attacking them all the time, and thus stun you to make you stop.
Heroic Strength is very good on tough waves, gives an increase in hit points, bonus armor, additional damage and spell immunity.
This is very good since no spells will affect you.
Tips:
If you have a team-mate who can remove spellblock with some of his spells, tell him to do that before using Fallen One, or if there is someone in your team that can stun the creeps around you.
That will increase you chance of survival a lot when using Fallen One.
Additional Spell Info:
Innate: Trothfang's Rally
Cost: 25mp
Makes nearby enemy creeps attack the caster. Useful since with fortified armour you'll usually be the main tank and this allows you to draw creep attention off allies and onto you. Can also be used to draw leaked creeps back to the hero.
Level 1: Fallen One
Hotkey: E
Notes: All nearby enemies are reduced to 1hp and stunned, Holy Warrior also reduced to 1hp, cooldown decreases with level, costs 48mp.
Level 1: Sentinel's Resolve (Passive)
Level 1: +4 armour.
Level 2: +8 armour.
Level 3: +12 armour.
Level 4: +16 armour.
Level 5: +20 armour.
Level 6: +24 armour.
Level 7: +28 armour.
Level 8: +32 armour.
Level 9: +36 armour.
Level 10: +40 armour.
Holy Warriors Tipping The Scales
Damage Returned = Lv*18
Level 1: Damage Returned 18%
Level 2: Damage Returned 36%
Level 3: Damage Returned 54%
Level 4: Damage Returned 72%
Level 5: Damage Returned 90%
Level 6: Damage Returned 108%
Level 7: Damage Returned 126%
Level 8: Damage Returned 144%
Level 9: Damage Returned 162%
Level 10: Damage Returned 180%
Level 10: Heroic Strength
Hotkey:
Level 1: +750 bonus hit points, +150 bonus damage, +5 bonus armor.
Level 2: +1500 bonus hit points, +250 bonus damage, +10 bonus armor.
Level 3: +2250 bonus hit points, +400 bonus damage, +15 bonus armor.
Level 4: +3000 bonus hit points, +600 bonus damage, +20 bonus armor.
Level 5: +3750 bonus hit points, +850 bonus damage, +25 bonus armor.
Level 6: +4500 bonus hit points, +1150 bonus damage, +30 bonus armor.
Level 7: +5250 bonus hit points, +1500 bonus damage, +35 bonus armor.
Level 8: +6000 bonus hit points, +1900 bonus damage, +40 bonus armor.
Level 9: +6750 bonus hit points, +2350 bonus damage, +45 bonus armor.
Level 10: +7500 bonus hit points, +2850 bonus damage, +50 bonus armor.
Notes: Grants spell immunity, lasts 40 seconds.