st3vo
09-28-2009, 04:34 PM
Anhanga
http://creative.myspace.com/groups/_mcb/p/darkhorse/s/S4.jpg
Speed: 300
Range: Melee
Affiliation: Hellborne
Primary Stat: Agility
Lore
Coming Soon.
Theme
Anhanga is a caster heavy agility hero specializing in killing heroes in a variety of ways. He can fulfill the role of damage dealer and support.
Story
Coming soon!
Visuals
Much like a chameleon, Anhanga can change his appearance according to his surroundings. He can appear as many different things and colors. Before getting any abilities he looks like an ethereal man with piercing red eyes wearing nothing more than a loincloth.
__________________________________________________
Morph Temperature
http://www.guildwars.com/images/professions/skillicons/elementalist/chillingwinds.jpg
Anhanga uses the surrounding climate to aid him in the slaughter.
Depending on what time of the day it is, Anhanga gains abilities. Each ability runs on shared cooldowns. (Numbers given are military time.)
22:00-03:00 - (Cold Snap) Grants Anhanga the ability to freeze a targeted unit dealing magic damage to it. Pulses out cold increasing allies physical damage. (400 unit aoe)
04:00-09:00 - (Optimal Environment) Anhanga receives an adrenaline rush increasing movement speed for a short duration, grants unitwalking. Passing through units increases the duration of the effect.
10:00-15:00 - (Heat Wave) Grants Anhanga the ability to blaze a targeted unit dealing magic damage to it. Pulses out heat increasing allies attack speed. (400 unit aoe)
15:00-21:00 - (Optimal Environment) Anhanga receives an adrenaline rush increasing movement speed for a short duration, grants unitwalking. Passing through units increases the duration of the effect.
Skill Type - Active
Mana Cost - 160
Cooldown - 25
Duration Debuff
Night - 6 seconds
Morning/Evening - N/A
Noon - 6 seconds
Duration Buff
Night - 10 seconds
Morning/Evening - 12 seconds +2 seconds per unit
Noon - 10 seconds
1.
Night - 50 damage, 5% increased damage
Morning/Evening - 20 MS, 4% increased AS, cast speed, and damage
Noon - 50 damage, 5% increased AS and cast speed
2.
Night - 100 damage, 10% increased damage
Morning/Evening - 40 MS, 8% increased AS, cast speed, and damage
Noon - 100 damage, 10% increased AS
3.
Night - 150 damage, 15% increased damage
Morning/Evening - 60 MS, 12% increased AS, cast speed, and damage
Noon - 150 damage, 15% increased AS
4.
Night - 200 damage, 20% increased damage
Morning/Evening - 80 MS, 16% increased AS, cast speed, and damage
Noon - 200 damage, 20% increased AS
Usage - Meant to self buff in a variety of ways.
Night - Close quarters and group fighting.
Morning/Evening - Chasing enemies down.
Noon - Close quarters and group fighting.
Balance - Night and Noon will affect different team members in a greater way, allows for the player to synergize with team mates. Morning/Evening will help catch those pesky runners. Forces players to push their limit while chasing players back into their base by running through enemy creeps. Encourages solo fighting.
Visual
Night - Lifts blue glowing hands from his waist to neck height in front of his body as blue fire engulfs the target. Player stays on fire for the duration.
Morning/Evening - Glowing character leaving a blur animation trailing behind player.
Noon - Lifts red glowing hands from his waist to neck height in front of his body as red fire engulfs the target. Player stays on fire for the duration.
__________________________________________________
Morph Environment
http://www.guildwars.com/images/professions/skillicons/elementalist/elementalflame.jpg
Anhanga uses the surrounding environment to aid him in the slaughter.
Anhanga gain a variety of abilities from the environment according to what features are present. Anhanga selects the nearest element to use. If multiple are present then a priority list will be used in determining the active ability. (Can still change this, only an idea for now.) Priority list - Fire, Water, Nature, Earth (any open area).
Fire - (Cinder) Grants Anhanga the ability to char a single target dealing damage to it and prevent it from moving for a short period. The target must slowly regain their speed over time.
Water - (Gag Order) Grants Anhanga the ability to gag a single target dealing damage to it and making its spells misfire. When a misfire occurs, mana is still consumed with no spell effect.
Earth - (Rock Storm) Grants Anhanga the ability to wreak havoc on a targeted location (400 unit aoe) dealing damage to enemies caught inside of it and stunning them for the full duration of the rock storm.
Nature - (Teem) Grants Anhanga the ability to swarm a target with birds. Target loses sight of all allied units and decreases their own sight (leaves 500 unit sight). Places a damage over time debuff on the target.
Skill Type - Active
Mana Cost - 160
Cooldown - 25
Duration
Fire - .1, .4, .7, 1 second complete stop, 1.5, 2, 2.5, 3 seconds of regaining speed
Water - 2, 3, 4, 5 seconds
Earth - 1, 2, 3, 4 seconds
Nature - 15 seconds
1.
Fire - Decreases MS and AS by 100% initially, 50 damage
Water - 25 damage, 20% misfire
Earth - 50 damage
Nature - 75 damage
2.
Fire - Decreases MS and AS by 100% initially, 100 damage
Water - 100 damage, 40% misfire
Earth - 100 damage
Nature - 150 damage
3.
Fire - Decreases MS and AS by 100% initially, 150 damage
Water - 175 damage, 60% misfire
Earth - 150 damage
Nature - 225
4.
Fire - Decreases MS and AS by 100% initially, 200 damage
Water - 250 damage, 80% misfire
Earth - 200 damage
Nature - 300
Balance
Fire - This ability will help Anhanga get in close and deal some damage with auto attack, as he is a melee agility hero.
Water - This ability will help Anhanga in large team battles were it is difficult to see what is going on. Putting this ability on a powerful hero that relies on an ultimate would increase the chances of his team to win that battle.
Earth - This ability would help keep enemies in place while Morph Temperature is on them, allowing players to run in and get the buff.
Nature - This is a good ability for early game. Melee heroes have a difficult time, as they get controlled by range heroes. This would allow ranged heroes to have a more difficult time denying and harassing a melee hero with just auto attack.
Visual
Fire - Smokey poof at target initially. Blackens target. Black exterior falls off over debuff's duration
Water - Water comes up from Anhanga's feet, sending it at the target. Water swirls around targets head at mouth level.
Earth - Rocks are raised from the ground and swirl around rapidly at the targeted location.
Nature - Birds fly in from the sky and swarm the target. Target bleeds.
__________________________________________________
Guise
http://www.guildwars.com/images/professions/skillicons/dervish/vowofsilence.jpg
Anhanga uses his mastery of blending in to hide in plain sight.
Anhanga camouflages himself with his surroundings becoming indefinitely invisible to all but team mates. Anhanga cannot move without breaking the invisibility. Guise also allows Anhanga's next spell to be cast at reduced mana.
Skill Type - Active
Mana Cost - 40
Cooldown - 25 seconds
1. Decreases mana cost by 15%
2. Decreases mana cost by 30%
3. Decreases mana cost by 45%
4. Decreases mana cost by 60%
Balance - Allows Anhanga to get the jump on a hero, since he is a melee hero it can be harder for them to get in close to someone that is good at running. The decreased mana cost comes from Anhanga being an agility hero and not having much mana to deal with. His spells cost quite a bit. This ability is required to play a successful Chameleonic Demon.
Visual - See through. Just like any other invisible spell.
__________________________________________________
Morph Ability [Ultimate]
http://www.guildwars.com/images/professions/skillicons/dervish/watchfulintervention.jpg
Anhanga uses his extensive knowledge of morphing to adapt to a new spell in his arsenal.
When someone casts a spell around Anhanga (700 units) while this ability is active, it will shut the ability off making it go on cooldown and will absorb that spell. Mana cost, cast time, duration, cooldown, etc... is governed by the original spell that had been cast.
Skill Type - Active
Mana - See Below
Cooldown - 60 seconds
Duration - Indefinite, or until a spell is absorbed
1. 140 mana
2. 70 mana
3. 0 mana
Balance - This allows Anhanga to have many different play styles and adapt to nearly any game. Getting the ability you want can sometimes be very difficult and may never happen. This ability will keep everyone on their toes and make for a really exciting game.
Visual - On activation pulses out a blue figure from Anhanga's body and disappears. When a spell is captured that blue figure comes back into Anhanga the same way it left.
http://creative.myspace.com/groups/_mcb/p/darkhorse/s/S4.jpg
Speed: 300
Range: Melee
Affiliation: Hellborne
Primary Stat: Agility
Lore
Coming Soon.
Theme
Anhanga is a caster heavy agility hero specializing in killing heroes in a variety of ways. He can fulfill the role of damage dealer and support.
Story
Coming soon!
Visuals
Much like a chameleon, Anhanga can change his appearance according to his surroundings. He can appear as many different things and colors. Before getting any abilities he looks like an ethereal man with piercing red eyes wearing nothing more than a loincloth.
__________________________________________________
Morph Temperature
http://www.guildwars.com/images/professions/skillicons/elementalist/chillingwinds.jpg
Anhanga uses the surrounding climate to aid him in the slaughter.
Depending on what time of the day it is, Anhanga gains abilities. Each ability runs on shared cooldowns. (Numbers given are military time.)
22:00-03:00 - (Cold Snap) Grants Anhanga the ability to freeze a targeted unit dealing magic damage to it. Pulses out cold increasing allies physical damage. (400 unit aoe)
04:00-09:00 - (Optimal Environment) Anhanga receives an adrenaline rush increasing movement speed for a short duration, grants unitwalking. Passing through units increases the duration of the effect.
10:00-15:00 - (Heat Wave) Grants Anhanga the ability to blaze a targeted unit dealing magic damage to it. Pulses out heat increasing allies attack speed. (400 unit aoe)
15:00-21:00 - (Optimal Environment) Anhanga receives an adrenaline rush increasing movement speed for a short duration, grants unitwalking. Passing through units increases the duration of the effect.
Skill Type - Active
Mana Cost - 160
Cooldown - 25
Duration Debuff
Night - 6 seconds
Morning/Evening - N/A
Noon - 6 seconds
Duration Buff
Night - 10 seconds
Morning/Evening - 12 seconds +2 seconds per unit
Noon - 10 seconds
1.
Night - 50 damage, 5% increased damage
Morning/Evening - 20 MS, 4% increased AS, cast speed, and damage
Noon - 50 damage, 5% increased AS and cast speed
2.
Night - 100 damage, 10% increased damage
Morning/Evening - 40 MS, 8% increased AS, cast speed, and damage
Noon - 100 damage, 10% increased AS
3.
Night - 150 damage, 15% increased damage
Morning/Evening - 60 MS, 12% increased AS, cast speed, and damage
Noon - 150 damage, 15% increased AS
4.
Night - 200 damage, 20% increased damage
Morning/Evening - 80 MS, 16% increased AS, cast speed, and damage
Noon - 200 damage, 20% increased AS
Usage - Meant to self buff in a variety of ways.
Night - Close quarters and group fighting.
Morning/Evening - Chasing enemies down.
Noon - Close quarters and group fighting.
Balance - Night and Noon will affect different team members in a greater way, allows for the player to synergize with team mates. Morning/Evening will help catch those pesky runners. Forces players to push their limit while chasing players back into their base by running through enemy creeps. Encourages solo fighting.
Visual
Night - Lifts blue glowing hands from his waist to neck height in front of his body as blue fire engulfs the target. Player stays on fire for the duration.
Morning/Evening - Glowing character leaving a blur animation trailing behind player.
Noon - Lifts red glowing hands from his waist to neck height in front of his body as red fire engulfs the target. Player stays on fire for the duration.
__________________________________________________
Morph Environment
http://www.guildwars.com/images/professions/skillicons/elementalist/elementalflame.jpg
Anhanga uses the surrounding environment to aid him in the slaughter.
Anhanga gain a variety of abilities from the environment according to what features are present. Anhanga selects the nearest element to use. If multiple are present then a priority list will be used in determining the active ability. (Can still change this, only an idea for now.) Priority list - Fire, Water, Nature, Earth (any open area).
Fire - (Cinder) Grants Anhanga the ability to char a single target dealing damage to it and prevent it from moving for a short period. The target must slowly regain their speed over time.
Water - (Gag Order) Grants Anhanga the ability to gag a single target dealing damage to it and making its spells misfire. When a misfire occurs, mana is still consumed with no spell effect.
Earth - (Rock Storm) Grants Anhanga the ability to wreak havoc on a targeted location (400 unit aoe) dealing damage to enemies caught inside of it and stunning them for the full duration of the rock storm.
Nature - (Teem) Grants Anhanga the ability to swarm a target with birds. Target loses sight of all allied units and decreases their own sight (leaves 500 unit sight). Places a damage over time debuff on the target.
Skill Type - Active
Mana Cost - 160
Cooldown - 25
Duration
Fire - .1, .4, .7, 1 second complete stop, 1.5, 2, 2.5, 3 seconds of regaining speed
Water - 2, 3, 4, 5 seconds
Earth - 1, 2, 3, 4 seconds
Nature - 15 seconds
1.
Fire - Decreases MS and AS by 100% initially, 50 damage
Water - 25 damage, 20% misfire
Earth - 50 damage
Nature - 75 damage
2.
Fire - Decreases MS and AS by 100% initially, 100 damage
Water - 100 damage, 40% misfire
Earth - 100 damage
Nature - 150 damage
3.
Fire - Decreases MS and AS by 100% initially, 150 damage
Water - 175 damage, 60% misfire
Earth - 150 damage
Nature - 225
4.
Fire - Decreases MS and AS by 100% initially, 200 damage
Water - 250 damage, 80% misfire
Earth - 200 damage
Nature - 300
Balance
Fire - This ability will help Anhanga get in close and deal some damage with auto attack, as he is a melee agility hero.
Water - This ability will help Anhanga in large team battles were it is difficult to see what is going on. Putting this ability on a powerful hero that relies on an ultimate would increase the chances of his team to win that battle.
Earth - This ability would help keep enemies in place while Morph Temperature is on them, allowing players to run in and get the buff.
Nature - This is a good ability for early game. Melee heroes have a difficult time, as they get controlled by range heroes. This would allow ranged heroes to have a more difficult time denying and harassing a melee hero with just auto attack.
Visual
Fire - Smokey poof at target initially. Blackens target. Black exterior falls off over debuff's duration
Water - Water comes up from Anhanga's feet, sending it at the target. Water swirls around targets head at mouth level.
Earth - Rocks are raised from the ground and swirl around rapidly at the targeted location.
Nature - Birds fly in from the sky and swarm the target. Target bleeds.
__________________________________________________
Guise
http://www.guildwars.com/images/professions/skillicons/dervish/vowofsilence.jpg
Anhanga uses his mastery of blending in to hide in plain sight.
Anhanga camouflages himself with his surroundings becoming indefinitely invisible to all but team mates. Anhanga cannot move without breaking the invisibility. Guise also allows Anhanga's next spell to be cast at reduced mana.
Skill Type - Active
Mana Cost - 40
Cooldown - 25 seconds
1. Decreases mana cost by 15%
2. Decreases mana cost by 30%
3. Decreases mana cost by 45%
4. Decreases mana cost by 60%
Balance - Allows Anhanga to get the jump on a hero, since he is a melee hero it can be harder for them to get in close to someone that is good at running. The decreased mana cost comes from Anhanga being an agility hero and not having much mana to deal with. His spells cost quite a bit. This ability is required to play a successful Chameleonic Demon.
Visual - See through. Just like any other invisible spell.
__________________________________________________
Morph Ability [Ultimate]
http://www.guildwars.com/images/professions/skillicons/dervish/watchfulintervention.jpg
Anhanga uses his extensive knowledge of morphing to adapt to a new spell in his arsenal.
When someone casts a spell around Anhanga (700 units) while this ability is active, it will shut the ability off making it go on cooldown and will absorb that spell. Mana cost, cast time, duration, cooldown, etc... is governed by the original spell that had been cast.
Skill Type - Active
Mana - See Below
Cooldown - 60 seconds
Duration - Indefinite, or until a spell is absorbed
1. 140 mana
2. 70 mana
3. 0 mana
Balance - This allows Anhanga to have many different play styles and adapt to nearly any game. Getting the ability you want can sometimes be very difficult and may never happen. This ability will keep everyone on their toes and make for a really exciting game.
Visual - On activation pulses out a blue figure from Anhanga's body and disappears. When a spell is captured that blue figure comes back into Anhanga the same way it left.