Overhard
04-26-2010, 05:57 AM
Shard - The Terramagus
Bio
As the elemental forces of Newerth are called into battle against the corruption of the Hellbourne, a lone cultist has descended from the wilderness of the mountains to lend his strength to the demonic forces. Shard, chosen of the dark ones at Newerths core, has forsaken Sol and sacrificed his flesh and blood to forge a primal bond with the earth beneath his feet. Warping flesh to stone with a mere thought, Shard petrifies his foes and shatters their bodies with unflinching brutality. His lost arm is a testament to his devotion to the dark ones, and he will destroy any that dare oppose them.
Physical Description
Shard sits cross-legged on a floating stone with smaller stones orbiting around him. His staff is laid across his knees, and his left arm is an ugly stone limb ending in a claw of rock. He wears a hooded sleeveless robe, open to reveal his chest, with only his cruel smile and spiked beard visible beneath the hood. His stone hand is laid on his staff and the right hand casually strokes the beard on his chin.
Animations
When moving, the orbits of the circulating stones bend and stretch accordingly.
When attacking, his right hand moves to his left shoulder and then sweeps left to right in a forward arc. As he does so, a stone detaches from his orbit and streaks to the target.
When casting his 2 normal spells, he raises the staff in his stony left hand and points with it.
When casting his ultimate, he raises the staff horizontally in both hands above his head and lightning crackles between his orbiting stones.
When killed, Shard turns to stone entirely, crashing to the ground and dissolving into dust on the wind.
Ability Proposals
Stone shell - Encase self or an allied unit in stone for 4/6/8/10 seconds immobilizing them and preventing them from attacking. Magic damage is blocked (magic effects are not) and physical attacks deal 75% less damage. Creep attacks add 1 shattering charge, hero physical attacks add 2 (up to a max of 6/9/12/15). Shell Shatter will be triggered if the target casts a spell, if the Terramagus triggers it with Q, or if the Shattering charge cap is reached. Shell Shatter deals 25 physical damage per charge in a moderate radius around the shelled unit. Stone shell is dispellable. CD 20 seconds.
Earthen Resonance - The terramagi's spells charge the air with magnetic resonance, strengthening the armour of allies and warping the armour of enemies. Units in a large raduis around the terramagus gain/lose 2/3/4/5 armour rating for 5 seconds every time he casts (is refreshed by casts but does not stack with itself)
Tectonic Shift - Targetable aoe spell (affects a moderate area). After a 2 second delay, the ground underfoot tilts in the direction of a point dictated by the Terramagus, tumbling units a fixed distance in that direction. Units affected will take 50/75/100/125 physical damage and are slowed by 10/20/30/40% for 4 seconds due the disorientating effects of the quake. CD 20 seconds
Ultimate - Curse of stone
Effects all enemy units in the large radius (targetted) with the curse of stone. Units will petrify (stunning them for 1 second) after a 4 second delay. Petrified units then shatter, taking physical damage equal to 50/75/100 multiplied by the number of petrified in a moderate raduis around that unit. CD 100 secs
Strategy
Shard's spells all deal physical damage, so anti armour aura's and debuffs will strengthen his spells. Think of him as a cross of Glacius and Accursed. He has limited disables (1 slow and a short stun for his ultimate) and will need to play defensively. His ultimate will devastate grouped opponents in a similar manner to Behemoth, but can be used at range. Factoring in the time delays will be crucial to getting the Curse of Stone/Tectonic Shift combo right, and Earthen Resonance will further amplify the damage.
Notes
Obviously the abilities and CDs will need to be tweaked to balance him. Feel free to make any suggestions you want (criticism welcomed!).
Bio
As the elemental forces of Newerth are called into battle against the corruption of the Hellbourne, a lone cultist has descended from the wilderness of the mountains to lend his strength to the demonic forces. Shard, chosen of the dark ones at Newerths core, has forsaken Sol and sacrificed his flesh and blood to forge a primal bond with the earth beneath his feet. Warping flesh to stone with a mere thought, Shard petrifies his foes and shatters their bodies with unflinching brutality. His lost arm is a testament to his devotion to the dark ones, and he will destroy any that dare oppose them.
Physical Description
Shard sits cross-legged on a floating stone with smaller stones orbiting around him. His staff is laid across his knees, and his left arm is an ugly stone limb ending in a claw of rock. He wears a hooded sleeveless robe, open to reveal his chest, with only his cruel smile and spiked beard visible beneath the hood. His stone hand is laid on his staff and the right hand casually strokes the beard on his chin.
Animations
When moving, the orbits of the circulating stones bend and stretch accordingly.
When attacking, his right hand moves to his left shoulder and then sweeps left to right in a forward arc. As he does so, a stone detaches from his orbit and streaks to the target.
When casting his 2 normal spells, he raises the staff in his stony left hand and points with it.
When casting his ultimate, he raises the staff horizontally in both hands above his head and lightning crackles between his orbiting stones.
When killed, Shard turns to stone entirely, crashing to the ground and dissolving into dust on the wind.
Ability Proposals
Stone shell - Encase self or an allied unit in stone for 4/6/8/10 seconds immobilizing them and preventing them from attacking. Magic damage is blocked (magic effects are not) and physical attacks deal 75% less damage. Creep attacks add 1 shattering charge, hero physical attacks add 2 (up to a max of 6/9/12/15). Shell Shatter will be triggered if the target casts a spell, if the Terramagus triggers it with Q, or if the Shattering charge cap is reached. Shell Shatter deals 25 physical damage per charge in a moderate radius around the shelled unit. Stone shell is dispellable. CD 20 seconds.
Earthen Resonance - The terramagi's spells charge the air with magnetic resonance, strengthening the armour of allies and warping the armour of enemies. Units in a large raduis around the terramagus gain/lose 2/3/4/5 armour rating for 5 seconds every time he casts (is refreshed by casts but does not stack with itself)
Tectonic Shift - Targetable aoe spell (affects a moderate area). After a 2 second delay, the ground underfoot tilts in the direction of a point dictated by the Terramagus, tumbling units a fixed distance in that direction. Units affected will take 50/75/100/125 physical damage and are slowed by 10/20/30/40% for 4 seconds due the disorientating effects of the quake. CD 20 seconds
Ultimate - Curse of stone
Effects all enemy units in the large radius (targetted) with the curse of stone. Units will petrify (stunning them for 1 second) after a 4 second delay. Petrified units then shatter, taking physical damage equal to 50/75/100 multiplied by the number of petrified in a moderate raduis around that unit. CD 100 secs
Strategy
Shard's spells all deal physical damage, so anti armour aura's and debuffs will strengthen his spells. Think of him as a cross of Glacius and Accursed. He has limited disables (1 slow and a short stun for his ultimate) and will need to play defensively. His ultimate will devastate grouped opponents in a similar manner to Behemoth, but can be used at range. Factoring in the time delays will be crucial to getting the Curse of Stone/Tectonic Shift combo right, and Earthen Resonance will further amplify the damage.
Notes
Obviously the abilities and CDs will need to be tweaked to balance him. Feel free to make any suggestions you want (criticism welcomed!).