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Kaliuz
09-01-2009, 11:52 AM
[Hero Suggestion]


Azeth, the Astral Mage


http://hraj.cz/clanky/pic/updxnagj_Planeswalkers_jace.jpg


Range: 450 | Move Speed: 305
Primary Stat: INT
Str: 17 + (1.9 per level)
Agi: 13 + (1.2 per level)
Int: 20 + (2.4 per level)
HP: 475 | Mana: 380 | Armor: 0.5
Damage: 40-50 | Attack Speed: 1.45



Hey! It's me again, and it's time for another cool idea i had and would like to share with you guys.

Astral Mage is a psychic hero, with both body and spirit manipulating skills.

All of his skills can synergize into one big combo, and all of them have great individual uses too.



First Skill - Kinesis




http://www.hiveworkshop.com/forums/resource_images/7/icons_6320_btn.jpg



Using his psychic powers, the Astral Mage rapidly pushes a target unit backwards, making it slam on everything on its way. The pushed unit takes damage for each tree or unit it hits, also dealing damage to hit units. Units hit this way are also slightly knocked back, and trees hit are destroyed. Can also be used on allied heroes, pushing them forward in the direction they're facing, but deals no damage. Deals the same ammount of damage unit has taken to other units hit in the way. Damage type is magical to pushed unit and physical to units hit.





Level 1 ? Pushes back for 475 units. 30 damage per unit hit, 30 damage per tree hit. 120 damage cap for units, 120 for trees.
Level 2 ? Pushes back for 525 units. 40 damage per unit hit, 40 damage per tree hit. 160 damage cap for units, 160 for trees.
Level 3 ? Pushes back for 575 units. 50 damage per unit hit, 50 damage per tree hit. 200 damage cap for units, 200 for trees.
Level 4 ? Pushes back for 650 units. 60 damage per unit hit, 60 damage per tree hit. 240 damage cap for units and 240 damage cap for trees.

Manacost: 135/145/155/165
Cooldown: 25 seconds

Visual:Affected unit glows with weak white aura before being pushed away. Translucent rippling aura emanates from Astral Mage while skill is being cast.

This skill would work mostly like the force staff item from DotA 6.60, except it deals damage for units and trees hit, and pushes target unit in the direction Astral Mage is facing. Deals extra damage if hits Spiritual Barrier. Read skill description for further information. Also provides a support escape mechanism, allowing Astral Mage to repel its enemies and propel its allies towards safety. Some people have commented on the high damage cap. It is indeed very high, but only if you hit both 4 units and 4 trees, which is most unlikely to happen, because the range is kinda short.




Second Skill ? Astral Projection






http://www.hiveworkshop.com/forums/resource_images/5/icons_4771_btn.jpg



The Astral Mage dematerializes his body and projects his Spirit forward. While in spiritual form, the Astral Mage takes no physical damage, deals no physical damage and cannot be stunned or disabled, but takes extra magic damage. After a few seconds, he returns to his original position and rematerializes his physical body.


Can be cancelled for 25 mana, returning to original position before time is over.




Level 1 ? 750 Range. Returns to Original Position after 1.75 seconds. Takes 25% extra magical damage, 10% Movespeed bonus
Level 2 ? 850 Range. Returns to Original Position after 2.5 seconds. Takes 25% extra magical damage, 20% Movespeed bonus
Level 3 ? 950 Range. Returns to Original Position after 3.5 seconds. Takes 25% extra magical damage, 25% Movespeed bonus
Level 4 ?1050 Range. Returns to Original Position after 4.25 seconds. Takes 25% extra magical damage, 30% Movespeed bonus

Manacost: 55/65/75/85
Cooldown: 30/25/20/15 seconds

Visual:Hero's body quickly fades away. Ethereal form quickly fades in with a blueish hue and slightly translucent.

Basically a Blink skill that enables you to evade physical damage for some time, and borrows you some time to use your skills without being disabled. (Can be silenced though). Bad part is that it returns you to original cast position after a short time, making it hard to use as an escape mechanism.



Third Skill ? Spiritual Barrier



http://www.hiveworkshop.com/forums/resource_images/4/icons_3672_btn.jpg



Creates an impassable and almost invisible barrier, that can only be seen by enemy units within 200 range from it. If a unit is pushed into it with kinesis, it breaks, dealing extra damage to it and briefly stunning. Cast range, barrier duration, health, barrier wideness, extra damage and stun are improved by each level




Level 1 ? Barrier is 400 units wide. Lasts 2,5 seconds. Takes 3 hits to break, magic immunity. 400 cast range. Units pushed into it receive 75 extra damage and 0.75s stun.
Level 2 ? Barrier is 425 units wide. Lasts 3,25 seconds. Takes 4 hits to break, magic immunity. 650 cast range. Units pushed into it receive 125 extra damage and 1s stun.
Level 3 ? Barrier is 475 units wide. Lasts 4,25 seconds. Takes 5 hits to break, magic immunity. 850 cast range. Units pushed into it receive 175 extra damage and 1.25s stun.
Level 4 ? Barrier is 525 units wide. Lasts 5 seconds. Takes 5 hits to break and can only be targeted by heroes, magic immunity. 1100 cast range. Units pushed into it receive 225 extra damage and 1,75s stun.

Cooldown: 25s
Mana cost: 125/145/165/185

Visual: Invisible at long range. At close range, blue translucent barrier with rippling effect.


Works sorta like Behemoth's fissure, but can be broken, shorter duration, and is cast as a vector, that is, you click and drag the mouse cursor and draw a line indicating the barrier's direction. Can only be seen by units that get real close, and combined with Kinesis, can be used both defensively and offensively, helping you and your team escape and preventing enemy heroes from escaping.




Ultimate ? Astral Split




http://www.hiveworkshop.com/forums/resource_images/4/icons_3226_btn.jpg


Separates target hero?s soul from its physical body. Soul?s HP and MP are synchronized with the Physical Body?s. Any damage taken by one is transferred to the other as True Damage.Soul spawn 100 units in front of target unit, is ethereal, can be controlled by its owner, and takes 25%/30%/35% extra magic damage, but is immune to physical damage. Physical Body is slowed by 25/35/45%, gains magic damage immunity, but can be stunned/disabled/etc. and takes 25% extra physical damage.


Lasts 4/5/6 seconds.


Cooldown: 140/120/100 seconds.
Manacost: 250/300/350


A versatile supportive ultimate, that benefits both you and your team's DPS and mage heroes. Increases combo's damage output significantly and greatly confuses the enemy, as he'll have to escape controlling 2 units at the same time. Also, synergizes greatly with the Kinesis skill, because it magnifies both the physical damage and the magical damage, and causes both of the split unit's parts to be damaged by both of the first skill's damaging capabilites, altough it is a very difficult skill to use.



The Combo



A full combo, making use of all four skills would basically work like this: first, cast Spiritual Barrier in front of the enemy hero, if possible, out of sight range. Then, use Astral Projection and move yourself behind him, use Astral Split on him and push its Soul into the Spiritual Barrier, and in your team's direction, trying to hit the most units in the way to maximize damage.Return to original position using Astral Projection's recall. After the Soul hits the barrier, team starts spamming damage skills onto him.




Final Result: Enemy Hero was Owned!




Since Astral Projection prevents you from being disabled, you can jump in the middle of the enemy team to quickly start the combo, throw one enemy hero into your team's arms and quickly return, without being seriously damaged.





Item Build







Enchanted Marchers






http://honwiki.net/w/images/1/10/Enhanced_Marchersitem.gif



Good increase to movement speed. Extra armor works great, and unitwalking allows you to phase through your own barriers, making it very useful during escapes.







Fortified Bracelet



http://honwiki.net/w/images/6/67/Fortified_Braceletitem.gif



Gives a good HP boost for early game survivability,but buy it only if really needed.







Codex



http://honwiki.net/w/images/8/8a/Codexitem.gif



Despite stats provided not being very good, it's relatively cheap, and benefits a lot from your ultimate's Magic Damage increase, this item can get you lots of kills if properly used. I'd recommend not leveling it up though.







Frostfield Plate



http://honwiki.net/w/images/a/a0/Frostfield_Plateitem.gif



Very useful, both for you and your team. Increases magic damage output, and its slow is another very useful tool when chasing one hero or more.







Shaman's Headdress



http://www.honwiki.net/w/images/5/53/Shaman%27s_Headdressitem.gif



For increased survivability, makes you less vulnerable when using astral projection, and HP regeneration to increase lane staying capabilities.

















Well, this is it. I hope you like the concept, as I put a lot of effort into it. Please vote fairly and share your thoughts about Astral Mage!

dandylion
09-01-2009, 01:37 PM
The ultimate is interesting, forcing micro on your opponent, very devious. The barrier is nice too as it's double use of blocking or stunning. The first ability, are opponents able to do anything during this? If not the stun on barrier seems a bit redundant unless you placed it at your feet. The blink ability seems like too much of a double edge to be used. Does it move you really fast? 1.75 seconds moving at say... storm spirit speed is a long ways to go and doesn't offer much time for you to react on your own. Some clarification would be nice. Overall I like the concept, and though the synergy seems a little forced, with some minor tweaks and clarifications, I give it a T-UP.

Kaliuz
09-01-2009, 01:43 PM
The ultimate is interesting, forcing micro on your opponent, very devious. The barrier is nice too as it's double use of blocking or stunning. The first ability, are opponents able to do anything during this? If not the stun on barrier seems a bit redundant unless you placed it at your feet. The blink ability seems like too much of a double edge to be used. Does it move you really fast? 1.75 seconds moving at say... storm spirit speed is a long ways to go and doesn't offer much time for you to react on your own. Some clarification would be nice. Overall I like the concept, and though the synergy seems a little forced, with some minor tweaks and clarifications, I give it a T-UP.

The blink ability is almost instant. Its mostly a combo initiator, to prevent you from being stunned/disabled while casting your skills. Also, if used correctly, allows you to return to safety once you finish casting your skills. Besides, Kinesis can also be used as Escape Mechanism, so, i decided to make Astral Projection like this, because if it were just like any other blink ability, with two powerful escape mechanisms Astral Mage would escape very easily from any gank.

Rankine
09-01-2009, 02:50 PM
Pretty cool hero concept. I really like the synergies, and the combo seems very strong.

xHworang
09-01-2009, 09:51 PM
Hmm... I think this may actually work.
Seems pretty balanced. A bit hard to use, maybe, since dealing high damage with the first abilty seems to require quite some skill, but looks like a really fun hero to play.
Thumbs up!

Microchaton
09-01-2009, 11:00 PM
This is really, really cool ! Absolutely yes.

Moreover, numbers look pretty balanced. Nothing is op but nothing seems too weak either. Nice job!

Kaliuz
09-02-2009, 12:58 AM
The first ability, are opponents able to do anything during this? If not the stun on barrier seems a bit redundant unless you placed it at your feet.

I forgot to mention, the first skill does disable the opponent, but it is very brief, since the enemy is pushed at a quite high speed, so it can't be counted as a reliable disable, but can be used to cancel channeling spells.
Also, when a pushed unit hits the barrier, it has its remaining knockback movement canceled, so the stun on the barrier actually extends the disable time.

Darkblade_1
09-02-2009, 03:51 AM
"cannot be stunned or disabled"

Really?

Why not just say Magic Immune. That's what you want, because currently within the game there is no mechanic that makes one specifically immune to "disabling" effects.

What direction is forward? The direction they're facing? If so then what was the purpose of teleporting behind them in the combo you described?

What happens when a unit touches the wall, does it break? Does it shove them out of the radius? If not then they just sit there, stunned and locked against the wall, constantly taking damage and staying stunned for the duration of it.

Kaliuz
09-02-2009, 10:30 AM
What direction is forward? The direction they're facing? If so then what was the purpose of teleporting behind them in the combo you described?

What happens when a unit touches the wall, does it break? Does it shove them out of the radius? If not then they just sit there, stunned and locked against the wall, constantly taking damage and staying stunned for the duration of it.

The hero is pushed in the direction the Astral Mage is facing, so to push him into your team's direction, you would probably need to teleport behind him.

When they're pushed into the wall, It instantly breaks, causing extra damage, stopping the unit and stunning it.
When they walk on it normally, they are just unable to pass it.

Kaliuz
09-02-2009, 01:33 PM
Topic has been updated. I've added a suggested item build and did some minor changes ins skills descriptions.

xHworang
09-02-2009, 10:06 PM
I'm bumping this because I liked the idea very much =)

Kaliuz
09-03-2009, 02:13 AM
Anyone, anymore comments or suggestions? I spent a lot of time working on this hero,so some feedback on it would be really great.

ScottMAstar
09-03-2009, 02:43 AM
I think spiritual barrier needs a buff. At max level it should be bigger, stun longer, and have slightly higher HP. The astral projection should also grant a slight move speed bonus for the duration. Other than that this is a really good idea. 2 Thumbs up, possibly the best made and most unique hero on these forums yet.

Kaliuz
09-03-2009, 02:33 PM
I think spiritual barrier needs a buff. At max level it should be bigger, stun longer, and have slightly higher HP. The astral projection should also grant a slight move speed bonus for the duration. Other than that this is a really good idea. 2 Thumbs up, possibly the best made and most unique hero on these forums yet.

I made a few changes. Added movespeed bonus to astral projection and buffed barrier a little bit. Thanks for the feedback

Hornsby1
09-03-2009, 03:10 PM
I like the idea, seems very cunning hero and adaptable.

Rankine
09-03-2009, 10:12 PM
Lol, I just realized that the hero image is from a card named Jace Beleren from the trading card game 'Magic the Gathering'. I knew it looked familiar ^^
But it suits this hero nicely, anyway.

Enceladus
09-03-2009, 10:52 PM
pretty good idea, i like how the skills sinergize with others, the overall hero is pretty good but i dont know if the second skill will be acceptable due to madmanns inv...

BlmSzim
09-03-2009, 11:22 PM
Nice planning on this hero, Kaliuz.
I think It could really be a chosen hero, cause of it's different skills!
Nice job :)

Kaliuz
09-04-2009, 02:23 PM
Lol, I just realized that the hero image is from a card named Jace Beleren from the trading card game 'Magic the Gathering'. I knew it looked familiar ^^
But it suits this hero nicely, anyway.

Busted! hahaha
And i though no one would notice :p

Rankine
09-05-2009, 04:32 PM
Bump! ;)

GeneralGrind
09-05-2009, 04:45 PM
A great hero. Good synergy with all of his skills. Takes skill to cast most of his spells, and his ultimate is great. I would love to play this hero. My only concern is that his Spiritual Barrier, I think the cooldown for it is to low. Make it something along the lines of 25 22 19 16 or something.

That's just my 2 cents.

Rentaromon
09-05-2009, 07:57 PM
Lame boring theme. start with mental powers and move outwards to a better story.

1st: very interesting power. i like it, the only thing i would change is removeing or raising damage cap.

2nd: another very interesting power. it could also be used as a great scouting power. and works well with other powers. consider makeing it completely immune and lasts longer, but they can attack body(use the wall to protect body.)

3rd: wall is interesting, i would make it not break when hit by throwing someone but just take damage. also make the health gain higher late game somehow(possible a percentage of your mana or health.

ulti: good, i have seen a power like it, maybe from you, and i liked it. its a great ulti.

overall a great skill build but story needs some work and powers could use a little tweaking.

Kaliuz
09-05-2009, 08:50 PM
ulti: good, i have seen a power like it, maybe from you, and i liked it. its a great ulti.

overall a great skill build but story needs some work and powers could use a little tweaking.

Yeah, the ulti was inspired in a suggestion I made to VenomKiller's Phantom Lancer Port, the Mirror Mage, but i adapted it to fit better with the theme.

I'm currently working on a background story for the Astral Mage, but still couldn't create anything worthy of its glory :P.
As soon as i work it out, i'll surely post it here. Thanks for the feedback =]

Fingerling
09-06-2009, 04:00 PM
Awesome hero, just loved it. I hope HoN chooses it :)

Kaliuz
09-06-2009, 09:03 PM
Bump!

Kaliuz
09-21-2009, 01:52 PM
and bump

SunTzu_
09-21-2009, 02:53 PM
I like it , i cant put up any criticism at all .. Gj , i like the synergy as well too mate ..

T-UP!

Zethos
09-21-2009, 03:32 PM
I like the hero, my only complaint would have to be his ult as the second skill should mirror (imo) the ultimate in how the spirit form works. I don't mind the increase in magic damage taken, but takes no physical damage, can't deal physical damage, cannot be stunned/disabled and gain 10% MS bonus. But besides that wonderful idea :)

Kaliuz
09-22-2009, 02:01 PM
EDIT: I've slightly improved first skill's damage and damage cap.

Kaliuz
10-05-2009, 10:22 PM
bump again \o/

VashTS`
10-06-2009, 12:02 PM
Nice hero =D
I love the concept, and the skills are very original.
Barrier and ultimate are really clever.

Thumbs Up!

The_Chakaw
10-06-2009, 08:44 PM
really nice hero man, i would own with him =D

`NoD
10-07-2009, 12:15 AM
Question about the 3rd skill

when a enemy hero enters it, the barrier will break and can't be used anymore?

PEIXOTAO
10-07-2009, 12:36 AM
nice...!!

Kaliuz
10-07-2009, 12:39 AM
Question about the 3rd skill

when a enemy hero enters it, the barrier will break and can't be used anymore?

Yes, but only when enemy is pushed into it by using the first skill (Kinesis).
When this happens it breaks, but damages and stuns the enemy hero.

If that hero just walked normally into it, nothing happens, he is just unable to pass and have to either break it or find a way around.

girls
10-07-2009, 12:53 AM
Nice concept man, really liking it.

I like the push ability, can do some serious damage and push back pretty damn far. My only possible beef with the ability is 575 for a max of 480 damage is quite a lot. I think the damage is fine since it is situational, I might consider lowering the range a bit however.

I like this, Astral Projection. Seems like it would work very well with the wall.

Wall: Seems good, synergy with all moves.

I like this ultimate, however I feel it could really mess up kills if not used correctly and your allies have no idea what is going on, haha. However this is obviously an easy fix, especially if the hero makes it to the game and people figure out how it works.

Overall really seems neat.

Also, looking for some more feedback on my own hero if you dont mind.

`NoD
10-07-2009, 12:55 AM
Yes, but only when enemy is pushed into it by using the first skill (Kinesis).
When this happens it breaks, but damages and stuns the enemy hero.

If that hero just walked normally into it, nothing happens, he is just unable to pass and have to either break it or find a way around.

Oh! thanks for clearing it for me :)
You got my vote!

Wanna check my Kogan hero?

Xtrykr
10-08-2009, 01:05 PM
My comments in orange:


[Hero Suggestion]

Range: 450 | Move Speed: 305
Primary Stat: INT
Str: 17 + (1.9 per level)
Agi: 13 + (1.2 per level)
Int: 20 + (2.4 per level)
HP: 475 | Mana: 380 | Armor: 0.5
Damage: 40-50 | Attack Speed: 1.45



Hey! It's me again, and it's time for another cool idea i had and would like to share with you guys.

Astral Mage is a psychic hero, with both body and spirit manipulating skills.

All of his skills can synergize into one big combo, and all of them have great individual uses too.


First Skill - Kinesis


http://www.hiveworkshop.com/forums/resource_images/7/icons_6320_btn.jpg



Using his psychic powers, the Astral Mage rapidly pushes a target unit backwards, making it slam on everything on its way. The pushed unit takes damage for each tree or unit it hits, also dealing damage to hit units. Units hit this way are also slightly knocked back, and trees hit are destroyed. Can also be used on allied heroes, pushing them forward in the direction they're facing, but deals no damage. Deals the same ammount of damage unit has taken to other units hit in the way.





Level 1 – Pushes back for 375 units. 30 damage per unit hit, 30 damage per tree hit. 120 damage cap for units, 120 for trees.
Level 2 – Pushes back for 425 units. 40 damage per unit hit, 40 damage per tree hit. 160 damage cap for units, 160 for trees.
Level 3 – Pushes back for 475 units. 50 damage per unit hit, 50 damage per tree hit. 200 damage cap for units, 200 for trees.
Level 4 – Pushes back for 575 units. 60 damage per unit hit, 60 damage per tree hit. 240 damage cap for units and 240 damage cap for trees.



Manacost: 135/145/155/165
Cooldown: 25 seconds

Visual:Affected unit glows with weak white aura before being pushed away. Translucent rippling aura emanates from Astral Mage while skill is being cast.

This skill would work mostly like the force staff item from DotA 6.60, except it deals damage for units and trees hit, and pushes target unit in the direction Astral Mage is facing. Deals extra damage if hits Spiritual Barrier. Read skill description for further information. Also provides a support escape mechanism, allowing Astral Mage to repel its enemies and propel its allies towards safety.

Great skill, but the damage might be a little low considering u need to shove the enemy into the bushes to do good damage. Its a real good concept however, that will need a lot of skill to take full advantage of (similar to Behemoth's Fissure).



Second Skill – Astral Projection





http://www.hiveworkshop.com/forums/resource_images/5/icons_4771_btn.jpg


The Astral Mage dematerializes his body and projects his Spirit forward. While in spiritual form, the Astral Mage takes no physical damage, deals no physical damage and cannot be stunned or disabled, but takes extra magic damage. After a few seconds, he returns to his original position and rematerializes his physical body.


Can be cancelled for 25 mana, returning to original position before time is over.




Level 1 – 450 Range. Returns to Original Position after 1.75 seconds. Takes 25% extra magical damage, 10% Movespeed bonus
Level 2 – 650 Range. Returns to Original Position after 2.5 seconds. Takes 25% extra magical damage, 10% Movespeed bonus
Level 3 – 850 Range. Returns to Original Position after 3.5 seconds. Takes 25% extra magical damage, 10% Movespeed bonus
Level 2 –1050 Range. Returns to Original Position after 4.25 seconds. Takes 25% extra magical damage, 10% Movespeed bonus



Manacost: 55/65/75/85
Cooldown: 30/25/20/15 seconds

Visual:Hero's body quickly fades away. Ethereal form quickly fades in with a blueish hue and slightly translucent.

Basically a Blink skill that enables you to evade physical damage for some time, and borrows you some time to use your skills without being disabled. (Can be silenced though). Bad part is that it returns you to original cast position after a short time, making it hard to use as an escape mechanism.

This skill is, mrmm, yeah, you should make it so it blinks, then teleports back to the original position and aoe stuns or something, otherwise, i dont think many people will use this skill because he's so vulnerable!



Third Skill – Spiritual Barrier



http://www.hiveworkshop.com/forums/resource_images/4/icons_3672_btn.jpg



Creates an impassable and almost invisible barrier, that can only be seen by units within 200 range from it. If a unit is pushed into it with kinesis, it breaks, dealing extra damage to it and briefly stunning. Cast range, barrier duration, health, barrier wideness, extra damage and stun are improved by each level




Level 1 – Barrier is 350 units wide. Lasts 2,5 seconds. Has 175 HP, magic immunity. 400 cast range. Units pushed into it receive 75 extra damage and 0.25s stun.
Level 2 – Barrier is 400 units wide. Lasts 3,25 seconds. Has 225 HP, magic immunity. 500 cast range. Units pushed into it receive 125 extra damage and 0.5s stun.
Level 3 – Barrier is 450 units wide. Lasts 4,25 seconds. Has 275 HP, magic immunity. 600 cast range. Units pushed into it receive 175 extra damage and 0.75s stun.
Level 4 – Barrier is 500 units wide. Lasts 5 seconds. Has 325 HP, magic immunity. 700 cast range. Units pushed into it receive 225 extra damage and 1s stun.



Cooldown: 25s
Mana cost: 125/145/165/185

Visual: Invisible at long range. At close range, blue translucent barrier with rippling effect.


Works sorta like Behemoth's fissure, but can be broken, shorter duration, and is cast as a horizontal line in front of the Astral Mage. Can only be seen by units that get real close, and combined with Kinesis, can be used both defensively and offensively, helping you and your team escape and preventing enemy heroes from escaping.

Neat skill! I like, sorta like a combination of Pupper Masters rubberband and Behemoth's fissure. Great as a defence mechanism.



Ultimate – Astral Split



http://www.hiveworkshop.com/forums/resource_images/4/icons_3226_btn.jpg


Separates target hero’s soul from its physical body. Soul’s HP and MP are synchronized with the Physical Body’s. Any damage taken by one is transferred to the other as True Damage.Soul spawn 100 units in front of target unit, is ethereal, can be controlled by its owner, and takes 25%/30%/35% extra magic damage, but is immune to physical damage. Physical Body is slowed by 25/35/45%, gains magic damage immunity, but can be stunned/disabled/etc. and takes 25% extra physical damage.


Lasts 4/5/6 seconds.


Cooldown: 140/120/100 seconds.
Manacost: 250/300/350


A versatile supportive ultimate, that benefits both you and your team's DPS and mage heroes. Increases combo's damage output significantly and greatly confuses the enemy, as he'll have to escape controlling 2 units at the same time.

Awesome idea, but I would beef it up a bit as it might be taking too much damage at this time especially since its True damage its taking (so armor is negated).



The Combo


A full combo, making use of all four skills would basically work like this: first, cast Spiritual Barrier in front of the enemy hero, if possible, out of sight range. Then, use Astral Projection and move yourself behind him, use Astral Split on him and push its Soul into the Spiritual Barrier, and in your team's direction, trying to hit the most units in the way to maximize damage.Return to original position using Astral Projection's recall. After the Soul hits the barrier, team starts spamming damage skills onto him.

Final Result: Enemy Hero was Owned!

Since Astral Projection prevents you from being disabled, you can jump in the middle of the enemy team to quickly start the combo, throw one enemy hero into your team's arms and quickly return, without being seriously damaged.


Item Build


Enchanted Marchers
http://honwiki.net/w/images/1/10/Enhanced_Marchersitem.gif
Good increase to movement speed. Extra armor works great, and unitwalking allows you to phase through your own barriers, making it very useful during escapes.

Fortified Bracelet
http://honwiki.net/w/images/6/67/Fortified_Braceletitem.gif
Gives a good HP boost for early game survivability,but buy it only if really needed.

Codex
http://honwiki.net/w/images/8/8a/Codexitem.gif
Despite stats provided not being very good, it's relatively cheap, and benefits a lot from your ultimate's Magic Damage increase, this item can get you lots of kills if properly used. I'd recommend not leveling it up though.

Frostfield Plate
http://honwiki.net/w/images/a/a0/Frostfield_Plateitem.gif
Very useful, both for you and your team. Increases magic damage output, and its slow is another very useful tool when chasing one hero or more.

Shaman's Headdress
http://www.honwiki.net/w/images/5/53/Shaman%27s_Headdressitem.gif
For increased survivability, makes you less vulnerable when using astral projection, and HP regeneration to increase lane staying capabilities.








Well, this is it. I hope you like the concept, as I put a lot of effort into it. Please vote fairly and share your thoughts about Astral Mage!

Overall, very creative array of skills (the blink skill needs work on). T-Up! :)

Kaliuz
10-23-2009, 09:38 PM
bump

Rankine
11-02-2009, 04:16 PM
Nice to see he made it to popular suggestions =]
I love this hero and would surely like to play him on HoN.

SoerenRyge
11-03-2009, 08:52 AM
I really enjoy the possiblities this hero introduces, but I have one question; Is the spiritual barrier visible to allies? I've searched this thread and can't find it, but I just have to be sure. Otherwise cool hero.

Kaliuz
11-03-2009, 08:54 AM
I really enjoy the possiblities this hero introduces, but I have one question; Is the spiritual barrier visible to allies? I've searched this thread and can't find it, but I just have to be sure. Otherwise cool hero.

Yes, they can be seen normally by allied heroes. Only enemy heroes need to be in close range to be able to see them. Glad you liked it :)

Kaliuz
12-04-2009, 12:50 AM
Bump

Fenrisulf
01-02-2010, 02:58 PM
interesting hero, I like the ultimate a lot, very unique in its mechanics.
2 suggestions:
maybe add a total damage to the first skill - as is if the unit is pushed through 4 trees and 4 units it will take 480 damage. That is a hell of a lot of damage for a first skill.
and also perhaps give a higher speed boost for astral form - Most other speed boost skills give you maximum speed or very close to it if u have upgraded boots and the skill maxed out. This one doesnt allow you to actually escape so i think it should at least have some speed.

junglebadger
01-03-2010, 04:28 PM
you put alot of work into making this hero have original skills, and i hafta say i like them.

i'd be a little worried about using your first skill when gankign and have it push people away from you, and if thats not how it works and im wrong i think it needs to be clarified a bit. i love how it syncs with barrier tho.

when placing barrier you need to talk about how the skill works. does it come out of you like a line like behemoths, or can you place it perpendicular to yourself?

in astral form, does your phsyical body disappear while your astral form is out? that needs to be clarified as well.

im worried about your ultimate. when you make a copy of someone, can that copy do physical damage or use skills? because if i make a copy of an enemy carry late-game, he's just going to turn around with his magic immune copy and dps you down in 3 seconds flat. i think you need to detail more what the copies can and cannot do, as that will be a huge part of using your ultimate. imagine if your carry wnt in with a shrunken head and then you ulted him, and you get 2 magic immune carries. i think you just need to be clearer about the intent of the skill itself
good work :)
-junglebadger

TwistedMind
01-04-2010, 12:46 AM
whats the cast range on his first spell?

Kaliuz
01-16-2010, 10:09 PM
Answering all of your questions.
Cast range of first spell would be something like 500~600.

About the Astral Barrier, it is placed horizontally, perpendicular to the direction the Astral Mage is facing.

In astral form, yes, the physical body disappears as soon as skill is used. Imagine a blink that makes you invulnerable to physical damage by applying a buff after used. Only difference is that it makes you return to original position after time ends.

About the ultimate, i'm thinking about some minor changes. Maybe reduce the attack damage of both parts. Like having the etheral body able to cast spells but with 33% reduced efficiency, and the physical body to cause 33% less damage.

Thanks a lot for the feedback!

Kaliuz
02-24-2010, 11:10 AM
Shameless bump

TOOL`
02-25-2010, 04:33 AM
call the ultimate astral projection and its complete!

Kaliuz
03-19-2010, 08:21 AM
call the ultimate astral projection and its complete!

Nah, the name fits much better the third skill than it does the ultimate.

tobsecret
03-19-2010, 03:50 PM
another MTG picture...
But the concept is nice hmph...
Push, jump and go back, barrier and some kind of soullink...

Kaliuz
03-19-2010, 05:22 PM
Edit: Changed Astral Barrier to be vectorial like Zephyr's Gust. Tweaked some numbers and buffed him up a bit

KobalT
03-22-2010, 11:03 AM
Nice concept. Seems like a fun hero to play and have pretty balanced skills.
Thumbs up

Also, does the first skill affect magic immune heroes?

Kaliuz
03-29-2010, 08:45 AM
Updated the skills' description.
(I've just realized that some skills synergize even more than I thought)
Split the damage of first skill to be both magical and physical. (Magic damage to pushed units and physical damage to units hit by the pushed unit, to make it synergize more with the ultimate that boosts both types of damage.)

SLASHER`
03-29-2010, 06:17 PM
I love the first skill! Getting the timing right on that would be fun. There aren't enough spells that give you more effectiveness for perfect timing. I am also a fan of the ultimate. Cool hero for sure. T-UP.

Kaliuz
04-06-2010, 09:18 AM
Bumpity bump

Rankine
04-07-2010, 07:20 AM
Very cool.

griddark
04-07-2010, 09:10 AM
srly awesome hero, love it, love the skills, originality and just cool looking character, can't wait to be playing it.

Jaycoob
04-08-2010, 08:50 AM
Ok, everything seems said already and you seem to have changed them already, seems fine now. concept is really good. nothing more to say than the abilities are well thought out. ;)

t-up!

Ajhacket
04-08-2010, 03:48 PM
Pushing people around is great fun (Tablet of Command) having a hero like this that allows you to do it all the time would be great.

Skillset well thought out. It would take skill and good positioning for this hero's combination which I enjoy in any hero.

Great idea good balance too.

[Vote: Yes]

egevaS
04-09-2010, 04:30 PM
"cannot be stunned or disabled"

Really?

Why not just say Magic Immune. That's what you want, because currently within the game there is no mechanic that makes one specifically immune to "disabling" effects.

What direction is forward? The direction they're facing? If so then what was the purpose of teleporting behind them in the combo you described?

What happens when a unit touches the wall, does it break? Does it shove them out of the radius? If not then they just sit there, stunned and locked against the wall, constantly taking damage and staying stunned for the duration of it.
actually magic immunity is either broken or has never been correctly explained to me because if i play a hero and use avatar lots of heros can still stun me esp. with passive skills (brut, horned strike, kongors stun etc.) and if i try to use a physical target skill like siwfts ulti i cant even though it does physical dmg so not being stunned or disabled is clearly different than magic immune

egevaS
04-09-2010, 04:31 PM
what does bump mean? please msg me so i see it for sure

Kaliuz
04-14-2010, 08:53 AM
Guess I'll pre-purchase and put this hero into the INT Ganker contest

Kalium
04-30-2010, 09:48 AM
Astral Mage is officially in the INT Ganker contest.
Any more feedback would be really appreciated.

UnumSceleris
05-08-2010, 03:16 PM
Nice Hero idea. Does the enemy see the bluish tinge in the projection? If not then it could be an amazing juking technique (assuming you turn invisible/don't exist for the duration that you control the projection). Just start juking, get into a position that has multiple paths and project. If your chasers follow the projection, you get off scott free, if not...you still have paths open. Or can create one with your astral projection's spiritual barrier and wall off a path for your physical body. One thing to clarify though. As hon doesn't have an attack ground function, does one have to attack a unit behind the barrier to start breaking it, or does the barrier itself have a hp bar?

Kalium
05-08-2010, 03:20 PM
Nice Hero idea. Does the enemy see the bluish tinge in the projection? If not then it could be an amazing juking technique (assuming you turn invisible/don't exist for the duration that you control the projection). Just start juking, get into a position that has multiple paths and project. If your chasers follow the projection, you get off scott free, if not...you still have paths open. Or can create one with your astral projection's spiritual barrier and wall off a path for your physical body. One thing to clarify though. As hon doesn't have an attack ground function, does one have to attack a unit behind the barrier to start breaking it, or does the barrier itself have a hp bar?

The barrier itself is an unit. But, just like Scout's ward, it only becomes visible and attackable if you come really near it. Glad you liked it. Too bad it didn't pass the third round in the contest :(

LoveDuckie
05-08-2010, 06:44 PM
:DI LIKE THIS:D

When stunned in the wall, heroes should look like when succubus mesmerizes them - caugth in mid-air (only here, it's because of the kinetic force holding them up, and not just lazy designers ;))

S`laughter
07-23-2010, 08:30 AM
I Love this hero! His synergy is well thought out although kenisis seems a bit clumsy. Btw long live magic the gathering. He seems to well thought out for me to give feedback.

P.S thanks for posting on my thread,

Kalium
08-06-2010, 09:15 AM
bump

xloverx
08-06-2010, 02:21 PM
i like (Astral Mage) and i wish you add him :magm:

Kalium
09-11-2011, 07:17 PM
Bump from the depths of hell.