All these create-a-DG threads in this section are interesting to read, I figure I'd add one of my own. For those who don't know a Cataphract was a type of cavalry unit often used by Persians, Romans, etc. Many people probably know them as the unique Byzantine unit from AoE2. Yes, the name has unfortunate similarity to a certain DG map. Anyways:
The Cataphract is a heavily armored and mounted demigod. I've modeled him after a typical heavy cavalry unit, albeit augmented with magical powers. As such he is centered around his signature skill, Charge. It may surprise some that Charge does not deal that much damage compared to other spells in the game. However, Charge delivers a wealth of crippling effects, modeling what a typical infantry unit would experience subsequent to surviving a heavy cavalry charge. I don't envision him as a dueling DG, rather a melee supporter who doles out AoE buffs and debuffs to dominate large battles. I imagine that if the game goes long he'll pick up alot of steam, but will be somewhat unremarkable until then.
I tried to avoid generic mechanics or boring skills, so hopefully theres something in there that perks everyone's curiosity. This will of course, never be implemented, but it was fun to create and think about.
I do list some specific numbers here but I'm just ballparking based on what I think would probably be fair, though its hard to say without being able to test it out. Obviously if something turned out to be unfair it would be changed, so please focus the discussion more around the general concepts rather than the numbers.
Activated
Charge (4 Levels) - Available @ Levels 1, 4, 7, 10 - 150/300/450/600 damage to all units in a straight line to a location within range. Reduces attack speed by 10/20/30/30% for 6/8/10/10 seconds, and movement speed by 5/7/10/10%, for 3/4/5/5 seconds. Adds 1 second stun at level 4. Long recharge.
Aegis (4 Levels) - Available @ Levels 1, 4, 7, 10 - Increase Armor by 200/400/600/800. Redirect 30/40/50/60% of incoming damage in a 5/10/15/20 yard radius to yourself. Lasts 4/6/8/10 seconds. Long recharge.
Harriers Strike (3 Levels) - Available @ Levels 5, 10, 15 - 200/400/600 damage to single target. Interrupt that target. For 3/4/5 seconds, if that target uses a spell, that spell is afterwards disabled for an additional 3/5/7 seconds. Medium recharge.
Inspire (4 Levels) - Available @ Levels 1, 4, 7, 10 - -10/20/30/30% Cooldowns, Cast Times, and Mana Costs to other nearby allies for 5/7/9/11 seconds. At level 4, reduces stun durations 33%. Long recharge.
Passive
War Horse Training (3 Levels) - Available @ Levels 2, 5, 8 - +8/16/24% move speed. At level 2, Charge now flings small units. At level 3, adds 1 second stun to Charge (stacks with Charge's own stun)
Conviction (3 Levels) - Available @ Levels 2, 5, 8 - +4/8/12% attack speed. Every successful attack removes .2/.4/.6 seconds from currently expiring cooldowns.
Intimidation (3 Levels) - Available @ Levels 5, 10, 15 - Nearby enemy attack damage reduced 5/10/15%. Enemy cast times increased 15/30/45% when struck by Charge (10 seconds).
Level 15
Ride Them Down - Requires Level 4 Charge - +200 damage to "fleeing" opponents
Lead the Way - Requires Level 3 Conviction - Other allies in your vicinity when activating Charge gain +15% move speed, +500 Armor and +10% attack speed for 10 seconds.
Karmic Justice - Requires Level 4 Aegis - Cataphract Attack Damage increased proportional to amount of damage already redirected via current Aegis. Active whenever Aegis is active.