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View Full Version : Air Mage (Hero Suggestion)



Elaeli
06-26-2009, 08:40 PM
Int, Ranged

Skill 1: Wind Blast

The Mage shoots two magic projectiles in front of him. After 1 second of flight time, a field of devastating winds is created between the two anchors, damaging everything in it's area of effect for (same as pyro's wave).


Skill 2: Twister

The Mage summons a Twister that circles around him for 10/15/20/25 seconds, damaging enemies it touches for (some acceptable damage over time value. something in the area of zephyr's.). There can be 5/6/7/8 Twisters active. Almost no cooldown/relatively low mana cost. Recasting at full count replaces the oldest one.

Subskill 2: Tornado

The Mage uses the active Twisters to form a great Tornado, travelling in a straight line to a groundtarget max 800 away at (phase boots-level speed). The Tornado is charged by the power of the Twisters. Every enemy unit it touches is silenced/immobilized/disarmed and dragged with it for 100 units. For every drag, one of the Twister charges is consumed, and the unit is damaged for 45. When all charges are consumed, the Tornado disappears.


Skill 3: Directed Storm

Friendly units in the area of effect of the Mages air spells cannot be stunned or slowed for 4/5/6/7 seconds, while enemies are slowed for 0.5/0.5/1/1 seconds for 10/10/20/20%. Passive.


Skill 4: Avatar of Wind

The Mage transforms into an Avatar of Wind for 20 seconds. He can no longer attack, but his spell cooldowns and mana costs are halved and he takes 20/30/40% less damage. Every unit he kills becomes a (tiny non-unit) Wind Wraith that floats around the Avatar. The Wraiths fire small slow air blasts at the current location of random enemies in 500 range. The blasts explode on the ground in a 150 radius, damaging for 50. One blast every two seconds per Wraith. Hero kills give 5 Wraiths. 5/10/15 Wraiths maximum.



Q: Wut?
A: Twister + his passive creates a slow field around him like devourer, but he has to maintan it by keeping the twisters active. This hero has to pay special attention on how many units are nearby. Tornado requires isolated heroes, while his ultimate needs at least one wave of creeps so he can get his Wraiths. He also needs the support of stunners, as the Wraiths shots can be evaded - but when they hit it hurts. His main nuke is not as simple to hit with as Pyro's, but he gets the added utility from his passive in return, allowing his team to engage enemies more easily if the Mage is positioned well. The buff from the passive can also be acquired by running through active Twisters or a Tornado. This hero is a nuker early/mid game, and his stun/snare immunity makes him a team-support lategame when the nukes don't hurt anymore.

Q: Balance?
A: Uhhhm .. Tornado's stun shouldn't be too long, so the speed might have to be adjusted. A single unit shouldn't be stunned for longer than the longest stun currently ingame with full charges. Twisters do not affect the Mage with his passive, nor does a casted Tornado if the Mage doesn't specifically move into it after the cast.

Q: GFX?
A: Think Warhammer 40k's Wraithlord for the ultimate, only with air as the body and a bit fatter.
Skill 1:
http://img194.imageshack.us/img194/4547/skill1y.jpg
For skill 2, it might be interesting to have the Twisters always spawn in front of the Mage, and start their rotating from there. So if you want to maintain a snare-field, you have to time the activation of the skill, so there are no large gaps between the single twisters - or you place them all on the same spot to create a very damaging single point that rotates around you.

Acco
06-26-2009, 11:07 PM
we already have zephyr. who controls winds and **** dawg

Elaeli
06-27-2009, 05:47 AM
whatever. it's not like you couldnt exchange the graphics to something else, like lightning.

Piranha1
06-27-2009, 06:47 AM
I think the twister time is too long, i like this concept though. And also, mind putting some previous, less powerful options for the wind avatar transformation? Think of War Beast's transformation and how long it lasts at first charge, long enough to gank, but not that long :), also i have a better idea for the twisters, if you've evver played Diablo2, you can check the druid's twister, it fires two in front of him in a criss cross pattern around each other, this should do some damage and stun for maybe 1.6 secs or something? Think about it :) but i like it.