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The_Eye
10-01-2009, 10:46 PM
ARES

Speed: 310
Range: 128 (Melee)
Affiliation: Legion
Primary Attribute: Strength

Sound and Visual Design
http://www.tqnyc.org/2006/NYC063035//ares-0800.jpg

Story
Drafting... story suggestions welcome.

Role
The role Ares will play on his team is a support tank, gifted with many abilities of that trade.

Stats
Strength: 27 + 2.3 per level
Agility: 13 + 1.2 per level
Intelligence: 24 + 2.3 per level
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Call of War

http://www.guildwars.com/images/professions/skillicons/monk/rebirth.jpg

Calling upon war against an enemy, the enemy becomes invisible to his team. Allied units that damage the target regain health and mana.
Causes enemy to become invisible to team and heal Ares' allies whenever they damage it. 0.2 fade time.Does not reveal invisible enemy if it attacks or casts spells
Descriptors: [ Active ]
1. Causes enemy to become invisible to his team and heal Ares' allies for 2% of max health and mana for 2 seconds.
2. Causes enemy to become invisible to his team and heal Ares' allies for 3% of max health and mana for 3 seconds.
3. Causes enemy to become invisible to his team and heal Ares' allies for 4% of max health and mana for 4 seconds.
4. Causes enemy to become invisible to his team and heal Ares' allies for 5% of max health and mana for 5 seconds.

Cooldown: 24/22/20/18
Mana Cost: 155/160/165/170

Effects on Gameplay: With this skill, Ares can fortify his team's chance of winning a battle by successfully isolating an enemy.
Visual: Causes the enemy to have swirling arrows of bluish tint around it for the time being. Does not show this visual to allies.

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Valiance

http://www.guildwars.com/images/professions/skillicons/monk/shieldofdeflection.jpg

Attunes Ares' armor with valiance, causing him to be able to intercept the next cause of damage to a nearby ally. When intercepting, Ares instantly appears next to the target before the source of damage reaches it and absorbs a part of the damage.
When active, makes him take part of the damage a nearby allied hero would receive and appear next to that target.
Descriptors: [ Active ]
1. Takes on the damage of a nearby allied hero within 400 range and absorbs 20% of that damage.
2. Takes on the damage of a nearby allied hero within 550 range and absorbs 40% of that damage.
3. Takes on the damage of a nearby allied hero within 700 range and absorbs 60% of that damage.
4. Takes on the damage of a nearby allied hero within 850 range and absorbs 80% of that damage.

Cooldown: 16
Mana Cost: 120/115/110/105

Effects on Gameplay: Valiance allows a new breed of "tank". A tank that can truly and fully help his allies with his abilities.
Visual: A trail of dissipating light follows his trail to the ally

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Retaliation

http://www.guildwars.com/images/professions/skillicons/monk/mendcondition.jpg

Breaks the defenses of nearby adversaries with his might whenever a unit damages him for 275 or more, reducing the magic and armor of nearby enemies to 0. Ares gains part of the lost defenses in this state. Cooldown of 16/15/14/13 seconds.
If a unit casts a spell or attacks him for 275 or more damage, he will lower all resistances of nearby enemies to 0. He then gains all the lost resistances for 3/3.5/4/4.5 seconds.

Descriptors: [ Passive ]
1. Area of effect of 375. Gains 10% of the lost defenses, and has a 16 second cooldown. Lasts 3 seconds.
2. Area of effect of 450. Gains 20% of the lost defenses, and has a 15 second cooldown. Lasts 3.5 seconds.
3. Area of effect of 525. Gains 30% of the lost defenses, and has a 14 second cooldown. Lasts 4 seconds.
4. Area of effect of 600. Gains 40% of the lost defenses, and has a 13 second cooldown. Lasts 4.5 seconds.

Cooldown: 16/15/14/13

Effects on Gameplay: Scales well into late game and allows the tank to help his allies greatly by reducing the defenses of nearby targets.
Visual: Causes Ares to gain a bubble-like circle of light around him that flows whimsically about him. Enemies affected have beams of light protruding from their middle section.

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Searing Light

http://www.guildwars.com/images/professions/skillicons/monk/rayofjudgment.jpg

Causes the area around Ares to become seared by light whenever he receives damage, causing enemies to take part of that damage instead. If Ares loses a certain amount of health in this state, nearby enemy heroes will become unable to see for a short time. Lasts 7 seconds..
When activated, causes nearby enemies to take part of the magic damage he receives. if it goes past a certain amount, he will cause nearby enemies to be unable to see

Descriptors: [ Active ]
1. Causes enemies in an AoE of 500 to take 30% of the damage he receives instead. If Ares loses 11% of his maximum health during the duration, he will cause them to become unable to see for 2 seconds.
2. Causes enemies in an AoE of 600 to take 30% of the damage he receives instead. If Ares loses 11% of his maximum health during the duration, he will cause them to become unable to see for 2.5 seconds.
3. Causes enemies in an AoE of 700 to take 30% of the damage he receives instead. If Ares loses 11% of his maximum health during the duration, he will cause them to become unable to see for 3 seconds.

Cooldown: 80/60/40
Mana Cost: 200/150/100

Effects on Gameplay: Ares uses his tanking abilities to damage his enemies. Has great synergy with other skills.
Visual: Causes Ares to spread his wings out. Afterwards, he becomes infused with light through his eyes. If he causes enemies to be blind (unable to see screen), they lose all sight, but can still assign actions.

Slicks_17
10-01-2009, 11:01 PM
Cool idea bro, can't wait to see the finished work.

The_Eye
10-01-2009, 11:57 PM
Cool idea bro, can't wait to see the finished work.

Thanks

The_Eye
10-02-2009, 12:55 AM
Added third skill. Now working on the ultimate.

dezi
10-02-2009, 02:38 AM
Mh - so spell 3 works like you activate it and once activated and taking 150 damage the resistance of all enemies is lowered to 0 instantly? Sound pretty imbalanced. If you are focused this would be to easy to pull of. In a team clash those 60% would mean that you instantly become enough armor and magic armor to not taking damage as long as the effect lasts (4.5s).

Valiance - 80% absorb but again - 4s CD, 0 mana - how you pull this of? I think once activated the next damage done from any enemy is absorbed by you and you are teleported to your ally? This would suck if it happens to an autohit but would be amazing if triggered for example by the pyro ult. I think the numbers here need some work but very cool idea :)

But due to spell 3 i wouldn't never ever focus him. Sure he can take the damage to an ally every 4 seconds but if you attack him you wipe your armor Oo

Would be interresting what your ultimate would be ;)

Spell 1 - So you CC 1 enemy (most the time the tank) for 5 seconds during which he is completly isolated and if you attack him you heal yourself. Enemies don't see him anymore but you see him as normal + the spell effect?
That would be a garanteed kill (combined with the heal).



Overall nice ideas but for sure needs some work.
Hope to see your ultimate soon :D

The_Eye
10-02-2009, 02:41 AM
Mh - so spell 3 works like you activate it and once activated and taking 150 damage the resistance of all enemies is lowered to 0 instantly? Sound pretty imbalanced. If you are focused this would be to easy to pull of. In a team clash those 60% would mean that you instantly become enough armor and magic armor to not taking damage as long as the effect lasts (4.5s).

Valiance - 80% absorb but again - 4s CD, 0 mana - how you pull this of? I think once activated the next damage done from any enemy is absorbed by you and you are teleported to your ally? This would suck if it happens to an autohit but would be amazing if triggered for example by the pyro ult. I think the numbers here need some work but very cool idea :)

But due to spell 3 i wouldn't never ever focus him. Sure he can take the damage to an ally every 4 seconds but if you attack him you wipe your armor Oo

Would be interresting what your ultimate would be ;)

Spell 1 - So you CC 1 enemy (most the time the tank) for 5 seconds during which he is completly isolated and if you attack him you heal yourself. Enemies don't see him anymore but you see him as normal + the spell effect?
That would be a garanteed kill (combined with the heal).



Overall nice ideas but for sure needs some work.
Hope to see your ultimate soon :D

Lowering some numbers on skill 3.

On skill 2 I'll change it to magic damage.

Skill 1 - The enemy isn't disabled

The_Eye
10-02-2009, 08:01 AM
Ultimate is finished.

Hero now finished!

dezi
10-02-2009, 08:21 AM
Unable to see = black screen? You really think anyone would attack him?

The_Eye
10-02-2009, 04:42 PM
Unable to see = black screen? You really think anyone would attack him?

Hence the long cooldown :P