Bane2k4
10-05-2009, 03:41 PM
Psyker (AM - Legion - Ganker/DPS/Carry)
Making Killing look hawt since '09.
http://media.giantbomb.com/uploads/2/25701/937122-mxm_ch_013_psylocke_super.jpg
Feedback is much appreciated. This hero is coming along nicely in my opinion, and I'm looking to finetune it enough to stick it in the full suggestion forums for the next stage of development! I am also a member of F4F so if you give me feedback, I will take a look at yours and give feedback as well (if I haven't already!).
If you don't like any of the skills or the concept or anything, please tell me why, so I can address the issue!
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Table of Contents
Section 1: General Information
1.1 Lore
1.2 Background
1.3 Audio/Visual
Section 2: Stats
2.1 Attributes
2.2 Basic Skills
2.3 Ultimate Skill
2.4 Alternative Skills
Section 3: Gameplay/Strategy
3.1 Good Against
3.2 Good Allies
3.3 Bad Enemies
3.4 Standard Strategy
3.5 Public Play
3.6 Competitive Play
3.7 Fun Factor
Section 4: Items Builds
4.1 Good Items
4.2 Bad Items
Section 5: Contributions
5.1 Contributors
5.2 Balance Discussion
5.3 FAQ
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1.1 Lore
Psyker is the foremost member of a secretive group of Psychic Assassins, who spend years training their bodies and minds to be the ultimate weapon. When the Hellbourne returned to this world once more, Psyker saw that there was no option but to stand united against them. She now uses her skills to aid the Legion, doing what she does best - killing.
1.2 Background
Psyker was initially based off the character Psylocke from Marvel's X-Men series, and the theme/concept of a Psychic Assassin is still the basis. Her first move is a trademark from Psylocke. The very first bones of the idea came in the form of the ultimate ability "Mind Bond" where damage is transferred between the hero and a designated target. From there, I went with the Psylocke-esque concept and fleshed out the idea into a Melee Agi Carry. Psyker is not meant to be just a cold-hearted killer devoid of emotions - in fact I envision her as ruthlessly efficient whilst still retaining a light-heartedness to her. And yes, the sexiness is definitely a big one.
1.3 Audio/Visual
Voice: Angelina Jolie, OGOG! :D
Quotes
"Do I make you nervous?"
"Consider the matter...terminated."
"These thighs are for more than just show, you know."
"No questions asked."
Death Taunt
"Next time, pay attention to my blades, not my breasts."
Death Animation
Spins around in the air, and is consumed by purple psychic fire, completely disappearing as she hits the ground.
Character Visual
Should be very similar to the picture at the top, with certain differences - the cape should be black, or a much darker grey. She should have no face mask, and the pink parts of her uniform on the picture should be purple. Sexy, mysterious and sinister all at the same time!
Auto-attack Animation
Without Psyblades active, Psyker fights like a martial artist, with various punches and kicks. With Psyblades active, she has glowing purple blades forming from her hands (see pic) and stabs with them as if they were punch blades.
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2.1 Attributes
I've designed Psyker as a standard Carry type that scales well with items. She has high agi and agi gain, as well as moderate strength and strength gain. Her base int and int gain are both low, but these shouldn't be too much of an issue as she is not a heavy mana user. The playstyle I'm looking for is slightly more than just "Right Click + Gib" - she has a unique pseudo-disable for chasing down and ganking situations, that also doubles as a "steroid" ability to increase her carry potential. What defines her playstyle most is her ultimate, that can be used to have the enemy unwittingly take out a key member of their team, or with the right items, for her to be able to dish out some serious damage to 2 heroes at once. It can also be used as a pseudo-invincibility for escape purposes!
Strength 19 (+2.1)
Agility 25 (+3.1)
Intelligence 16 (+1.7)
Movespeed: 310
Range: 128 (Melee)
Auto Attack Cooldown: 1.7
Starting Base Damage: 18-29 (+25) = 43-54
Lvl 25 Base Damage: 18-29 (+102) = 120-131
Armour: 1.8
Magic Armour: 1.8
2.2 Basic Skills
http://www.guildwars.com/images/professions/skillicons/assassin/assassinsremedy.jpg
[Q] Psyblades (Toggle)
Skill Description: Psyker is able to focus her potent psychic powers into blades of pure energy, though it costs her to do so.
Skill Effects: Adds bonus magical damage to auto attacks, but deals some damage back to Psyker whenever she attacks. Also causes a magic armour debuff on the target for a short duration.
Level 1: Adds magic damage equal to 10% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 1.
Level 2: Adds magic damage equal to 20% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 2.
Level 3: Adds magic damage equal to 30% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 3.
Level 4: Adds magic damage equal to 40% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 4.
Animation: Whilst active, purple blades of energy come from her fists.
http://www.guildwars.com/images/professions/skillicons/assassin/beguilinghaze.jpg
[W] Meddle (Active)
Skill Description: Psyker uses her mind to delve into the target's mind and meddle with it's workings. She confuses an enemy, or improves an allies combat efficiencies. She can also improve her own natural abilities with this technique.
Skill Effects: Causes enemies movement commands to be reversed and mana costs of all abilities to be increased. Causes allies attack speed to be increased and their mana costs of all abilities decreased.
Level 1:70MP to activate. Reverses enemies movement actions and increases mana costs by 10%. Increases allies attack speed by 10% and reduces mana costs by 10%.
Range: 600. Duration: 5 seconds. Cooldown: 25 seconds.
Level 2: 80MP to activate. Reverses enemies movement actions and increases mana costs by 20%. Increases allies attack speed by 15% and reduces mana costs by 20%.
Range: 600. Duration: 5 seconds. Cooldown: 20 seconds.
Level 3: 90MP to activate. Reverses enemies movement actions and increases mana costs by 30%. Increases allies attack speed by 20% and reduces mana costs by 30%.
Range: 600. Duration: 5 seconds. Cooldown: 15 seconds.
Level 4: 100MP to activate. Reverses enemies movement actions and increases mana costs by 40%. Increases allies attack speed by 25% and reduces mana costs by 40%.
Range: 600. Duration: 5 seconds. Cooldown: 10 seconds.
Animation: Enemies affected by meddle should have noticeable question marks above their head. Allies affected by meddle should have briefly flash red, and then have their eyes glow red for the rest of the duration.
http://www.guildwars.com/images/professions/skillicons/assassin/wayofperfection.jpg
[E] Sixth Sense (Active)
Skill Description: Psyker uses her mind to search for enemies in the vicinity, briefly revealing their location. Stealthed units are more difficult to find and therefore can only be found if they are much closer to Psyker.
Skill Effects: After a brief channel time, reveals the location on the minimap of all enemies within range. Stealthed units are revealed on the minimap and on screen at a shorter range.
Level 1: 70MP to activate. Reveals enemies within 1250 range for 2 seconds. Stealthed enemies are revealed at a 550 range for 2 seconds.
Channeling Time: 2 seconds. Cooldown: 30 seconds.
Level 2: 75MP to activate. Reveals enemies within 1500 range for 3 seconds. Stealthed enemies are revealed within 700 range for 3 seconds.
Channeling Time: 1.5 seconds. Cooldown: 25 seconds.
Level 3: 75MP to activate. Reveals enemies within 1750 range for 3 seconds. Stealthed enemies are revealed wtihin 850 range for 3 seconds.
Channeling Time: 1 second. Cooldown: 25 seconds.
Level 4: 80MP to activate. Reveals enemies within 2000 range for 4 seconds. Stealthed enemies are revealed within 1000 range for 4 seconds.
Channeling Time: 0.5 seconds. Cooldown: 20 seconds.
Animation: Psyker puts her hands to her head and stands up straight. Several concentric rings pulse out from her, extending to the max range.
2.3 Ultimate Skill
http://www.guildwars.com/images/professions/skillicons/assassin/deathscharge.jpg
[R] Mind Bond (Active)
Skill Description: Psyker uses her powers to bind the targets mind to her own, causing one's pain to be transferred to the other. Psyker also uses her manipulation of the bond to drain the target of both mundane and magical protection and transfer them to herself for the duration of the bond.
Skill Effets: Any damage taken by one target under the effect of Mind Bond is instead transferred to the other, subject to their own reductions. Enemy target has reduced physical and magical armour for the duration, Psyker has her own physical armour and magical armour plus however much of each the enemy target has had reduced.
Level 1: 200MP to activate. Drains 33% of target's physical and magical armour and transfers it to Psyker.
Duration: 4 seconds. Cooldown: 130 seconds.
Level 2: 250MP to activate. Drains 66% of target's physical and magical armour and transfers it to Psyker.
Duration: 6 seconds. Cooldown: 120 seconds.
Level 3: 300MP to activate. Drains 100% of target's physical and magical armour and transfers it to Psyker.
Duration: 8 seconds. Cooldown: 110 seconds.
Animation: Psyker raises her hands to her chest and quickly pushes them out towards the target. A shimmering magical bond briefly appears between Psyker and her target, before disappearing. The bond reignites everytime Psyker or the target takes damage, to indicate damage being transferred.
2.4 Alternative Skills
http://www.guildwars.com/images/professions/skillicons/assassin/blindingpowder.jpg
[E] Meltdown (Active)
Skill Description: Psyker overloads her mind and unleashes the psychic energies in a deadly nova around her, dealing damage and confusing enemies minds for a short time.
Skill Effects: Deals damage in an AoE around Psyker, and triggers shortened cooldowns on basic abilities of heroes.
Level1: 105MP to activate. Deals 75 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 20 seconds.
Level 2: 110MP to activate. Deals 125 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 18 seconds.
Level 3: 115MP to activate. Deals 175 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 16 seconds.
Level 4: 120MP to activate. Deals 225 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 14 seconds.
Animation: Psyker places her hands to her head, and then a shockwave erupts from her moving outwards to the max range of the ability. Enemies effected by the skill should briefly have stars above their head.
http://www.guildwars.com/images/professions/skillicons/assassin/fallinglotusstrike.jpg
[E]Mind Shatter (Active)
Skill Description: Psyker uses her honed agility to launch herself through the air towards the target victim. Upon reaching her enemy, she impales the target with a psyblade, causing their mind to shatter momentarily. Enemies that are near the target are affected by "Psychic Aftershock".
Skill Effects: Leaps to target, dealing damage and slowing enemies near the target.
Level 1: 100MP to activate. Leaps to target upto 600 range away. Deals 75 damage. Target an Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 24 seconds.
Level 2: 105MP to activate. Leaps to target upto 650 range away. Deals 125 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 21 seconds.
Level 3: 110MP to activate. Leaps to target upto 700 range away. Deals 175 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 18 seconds.
Level 4: 115MP to activate. Leaps to target upto 750 range away. Deals 225 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 15 seconds.
Animation: Psyker crouches and then leaps towards the target, back arched and fist pulled back, a Psyblade active on the fist. Upon reaching the target, slams fist (and psyblade) into enemy. A small shockwave should ripple through the air upon impact. Enemies affected by the slow should have stars above their head.
http://www.guildwars.com/images/professions/skillicons/assassin/signetofshadows.jpg
[E] Mind Trick (Passive)
Skill Description: Psyker's keen grasp of her mind powers allow her to trick her enemies into not seeing her. In order to do this she must be standing still. When she is under the effects of Mind Trick, she is able to prepare herself for her next attack, making it all the more deadly.
Skill Effects: Causes Psyker to stealth whenever she is standing still. Causes her first attack upon leaving stealth to be a critical strike and to immobilise the target. Cannot gain immobilise or damage increase buff more than once every 6 seconds.
Level 1: Enters stealth 2 seconds after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 1.4x damage. Immobilises for 2 seconds.
Level 2: Enters stealth 1.5 seconds after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 1.6x damage. Immobilises for 2 seconds.
Level 3: Enters stealth 1 second after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 1.8x damage. Immobilises for 2 seconds.
Level 4: Enters stealth 0.5 second after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 2.0x damage. Immobilises for 2 seconds.
Animation: Psyker fades out in swirls of translucent purple energy. Upon attacking with the damage buff, Psyker crouches low and steps through with a powerful uppercut strike, a psyblade active on her hand._____________________________________________ _____
3.1 Good Against
http://honwiki.net/w/images/thumb/4/4f/Glaciushero.gif/60px-Glaciushero.gif (http://honwiki.net/wiki/Glacius) http://honwiki.net/w/images/thumb/8/8f/Thunderbringerhero.gif/60px-Thunderbringerhero.gif (http://honwiki.net/wiki/Thunderbringer)
Any low health heroes that can quickly be killed using Mind Bond e.g Glacius.
http://honwiki.net/w/images/thumb/2/25/Legionnairehero.gif/60px-Legionnairehero.gif (http://honwiki.net/wiki/Legionnaire)http://honwiki.net/w/images/thumb/e/e2/Pebbleshero.gif/60px-Pebbleshero.gif (http://honwiki.net/wiki/Pebbles)
Tanks that rely on armour, rather than health, e.g. Legionnaire.
http://honwiki.net/w/images/thumb/7/77/Pyromancerhero.gif/60px-Pyromancerhero.gif (http://honwiki.net/wiki/Pyromancer)http://honwiki.net/w/images/thumb/f/fa/Soulstealerhero.gif/60px-Soulstealerhero.gif (http://honwiki.net/wiki/Soulstealer)
Spike Damage nukers, e.g Pyromancer.
3.2 Good Allies
http://honwiki.net/w/images/thumb/4/4b/Andromedahero.gif/60px-Andromedahero.gif (http://honwiki.net/wiki/Andromeda)
Allies that buff base damage (more Psyblades damage)
http://honwiki.net/w/images/thumb/9/9a/Jeraziahhero.gif/60px-Jeraziahhero.gif (http://honwiki.net/wiki/Jeraziah)http://honwiki.net/w/images/thumb/f/f3/Demented_Shamanhero.gif/60px-Demented_Shamanhero.gif (http://honwiki.net/wiki/Demented_Shaman)http://honwiki.net/w/images/thumb/7/75/Opheliahero.gif/60px-Opheliahero.gif (http://honwiki.net/wiki/Ophelia)
Allies with healing abilities to counteract allies damaging bonded enemies.
3.3 Bad Enemies
http://honwiki.net/w/images/thumb/7/72/Defilerhero.gif/60px-Defilerhero.gif (http://honwiki.net/wiki/Defiler)http://honwiki.net/w/images/thumb/8/81/Magmushero.gif/60px-Magmushero.gif (http://honwiki.net/wiki/Magmus)http://honwiki.net/w/images/thumb/9/96/Madmanhero.gif/60px-Madmanhero.gif (http://honwiki.net/wiki/Madman)
Enemies with disables (stun/silence) preventing you from getting your ultimate off or dealing damage through ultimate via Psyblades.
3.4 Standard Strategy
Id prefer to lane bottom (Legion) or top (Hellbourne) with this hero, as it generally is easier in those lanes. A babysitter would be brilliant here, one that can harass and deny whilst you focus on last hitting.
During the ganking phase, if confident enough, and with the right skill setup, you could move around and join in ganks. Meddle would be good here.
The standard team fight stategy as I see it would be to:
- Get into the middle of combat with Psyblades active
- Pick a support hero on the enemy team to bond (and TELL your team beforehand)
- Start on an important target (e.g the Carry)
- Lol at the damage to 2 people at once. More lol if the enemy team tries to focus you.
The reason you choose a support rather than the Carry for instance, is because it gives the Carry pseudo-immunity from your team, during which he could well destroy your team, even if you eventually manage to kill him with Mind Bond. That being said, if the enemy team is unco-ordinated (read: Pub) you could bond the carry and lol as they kill him themselves.
If at any time you get ganked, hopefully you'd have your ulti up and would be able to ulti one and flee whilst it is active. Hell, if its 2v1, you could even turn it round and kill them if farmed enough.
More to come, feel free to comment and criticise (constructively please!) as I go about fleshing the hero out.
3.5 Public Play
In Public play, this hero could go either way in terms of usefulness. In the hands of a player of moderate+ skill, it could be a great pubstomping hero, with strategic use of the ulti to get the enemy team to gib their own teammates. However, this can backfire as public games largely lack co-ordination, and could therefore backfire as your team kills you through the bond. A "noob" player would also likely misuse the ultimate at first, and end up getting himself killed.
Overral, I'd say it's got potential to be a great pubstomping hero, but would be a moderately difficult hero to learn for a "noob" player, as well as having the risk of it backfiring due to lack of co-ordination.
3.6 Competitive Play
In competitive play, this hero's ulti would change in functionality - whereas it is a move to get the enemy to gib their own team in public play, players in competitive play would, obviously, know what to look for, and not then attack you. It is still useful to pump out some self-damage and kill people through the bond that way (would require the Elder Parasite build and lots of +base damage/+agi and +attack speed to be truly effective), but would be more useful to (a) save yourself from ganks through the pseudo-invincibility aspect and (b) perform ganks on 2 or more people either on your own, or with 1, maybe 2 none-aoe friends.
In team fights, her role would be as a kind of initator with Mindshatter, and primarily a DPS.
3.7 Fun Factor
So what would be the fun factor of playing this hero? Why would anyone play it at all? High DPS/Carry types are clearly fun to play as they are played a lot. This hero has a few more diverse abilities rather than the standard "Right Click and Kill" Carry types, with an initating move/slow, a toggle damage increaser, a steroid buff/psuedo-disable. This makes it more interesting to begin with.
I think, however, the real fun factor for this hero in particular, would largely come through the effective use of Mind Bond - in public games it would be the lol factor of watching a Pyro or a Magmus eat their own ulti's, in competitive play it would be the thrill of a well timed bond before a spike nuke, or a solo gank on 2 people if used properly.
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4.1 Possible Items
Early Game
Start with a selection of standard items:
http://i38.tinypic.com/313jh2d.jpghttp://i35.tinypic.com/20879ea.jpghttp://i38.tinypic.com/oh4fo6.jpghttp://i36.tinypic.com/33o4aro.jpghttp://i34.tinypic.com/dxmz3k.jpghttp://i33.tinypic.com/qnsb61.jpg
- This is clearly all down to personal preference
http://i33.tinypic.com/2wd9esz.jpg OR http://i34.tinypic.com/b7cqxz.jpg
Fortified Bracelet / Soulscream Band
-Personal preference, bracelets if you need more survivability, bands if you dont and want more DPS.
http://i36.tinypic.com/a59izo.jpg
Enhanced Marchers
- The obvious boot choice for a Carry
Mid Game
http://i38.tinypic.com/iqdg7r.jpg
Elder Parasite
- Not only does this item have some really nice IAS for more attacks during ulti, but it also increases damage taken by 30% for the duration = more damage to bonded enemy!
http://i33.tinypic.com/2w520ds.jpg
Whispering Helm
- Lifesteal to counter the damage you deal to yourself from Psyblades
http://i36.tinypic.com/20ubszk.jpg
Warpcleft
- For IAS (always good for DPS) that also synergises with her ulti (more attacks in the time = more self damage = more damage to bonded enemy!)
Late Game
http://i33.tinypic.com/k2n760.jpg
Wingbow
- Clearly the superior choice for late game item for this hero, gives IAS, +agi and evasion to boot. Sexy.
http://i33.tinypic.com/1z4byme.jpg
Hack & Slash
- More health, more base damage and +damage, more attack speed, and some movement speed to boot. All around good item.
http://i37.tinypic.com/15jcp1.jpg http://i33.tinypic.com/bhf482.jpg http://i37.tinypic.com/ib9ufp.jpg
Riftshards(5) / Shieldbreaker / Savage Mace
- Any standard DPS items will help this hero late game in her carry role.
http://i38.tinypic.com/2nkq9th.jpg
Charged Hammer
- Can be made if you got a Warpcleft mid game, for some more IAS (and damage as a bonus)
Situational Items
http://i35.tinypic.com/2akl0dz.jpg
Insanitarius
- This is a possible option to rush early/mid game for the damage/health increase, as well as the synergy with your ulti from the self-damage. Personal preference.
http://i36.tinypic.com/2ilm0i1.jpg
Shrunken Head
- A situational for any hero, and this hero is no different. Used against heavy stunners/disablers.
http://i35.tinypic.com/2mxpi6t.jpg
Behemoth's Heart
- If you really need the survivability
(No Pic Yet)
Abyssal Skull
- Ideally you want a support hero carrying this for you so you can save your gold for other items, however it is a viable choice if no one else is carrying it, as the 15% base damage and 15% lifesteal both synergise well with this hero.
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5.1 Contributors
Xtrykr (lots of input and a sweet format that I shamelessly stole!)
EvilKitty
P1ngu
Tatteh
Sordak
Arogs
Zethos
Drevon
Devi
Rentaromon
Zorel
5.2. Balance Discussions
Psyblades - This spells seems like a very strong boost at first, giving an extra 40% base damage as magical damage, on a toggle. The balancing with this is in the self-damage aspect, where Psyker takes 50% of the bonus magic damage (so effectively 20% of her base attack damage) each time she strikes. There is also a magic armour debuff (-4 at max rank) which may be viewed as a little OP, however the duration is only 1 second so to keep it up you literally have to be striking your opponent once every second at least.
Meddle - A funky psuedo-disable, that will be very confusing at first. The main balance point here is that it's easily counterable when you learn to realise what's happened to you - just click in the opposite direction. The mana cost increase is so that when that happens, its not completely redundant as a pseudo-disable.
The buff aspect of Meddle is balanced by it not being chain-able, and the fact that you have to choose between the buff or the disable aspect, so in theory, it will be even less uptime.
Mindshatter - this is balanced around having a slightly higher mana cost and slightly longer cooldown than Predator's Venomous Leap, in return for a small AoE slow - and the AoE is small at only 300 radius around the target. The slow also diminishes over time, so over 6 seconds the targets will be slowed 60%-50%-40%-30%-20%-10% for each second, giving only a relatively small window of opportunity to bring your team in, or gank yourself.
Mind Bond - the main balance point here is that Psyker herself takes the damage that the enemy would normally take, as well as the enemy taking Psyker's damage. This means that your own team, unless co-ordinated, could well end up killing you if they focus the wrong person. Also, in a heavy AoE team fight situation, unless you can keep the bonded target on the fringes of the battle, this spell has no real use because you'd only end up killing yourself. It has many other uses in different situations, however, and is a very tactical ability.
5.3 FAQ
TBA
Making Killing look hawt since '09.
http://media.giantbomb.com/uploads/2/25701/937122-mxm_ch_013_psylocke_super.jpg
Feedback is much appreciated. This hero is coming along nicely in my opinion, and I'm looking to finetune it enough to stick it in the full suggestion forums for the next stage of development! I am also a member of F4F so if you give me feedback, I will take a look at yours and give feedback as well (if I haven't already!).
If you don't like any of the skills or the concept or anything, please tell me why, so I can address the issue!
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Table of Contents
Section 1: General Information
1.1 Lore
1.2 Background
1.3 Audio/Visual
Section 2: Stats
2.1 Attributes
2.2 Basic Skills
2.3 Ultimate Skill
2.4 Alternative Skills
Section 3: Gameplay/Strategy
3.1 Good Against
3.2 Good Allies
3.3 Bad Enemies
3.4 Standard Strategy
3.5 Public Play
3.6 Competitive Play
3.7 Fun Factor
Section 4: Items Builds
4.1 Good Items
4.2 Bad Items
Section 5: Contributions
5.1 Contributors
5.2 Balance Discussion
5.3 FAQ
__________________________________________________
1.1 Lore
Psyker is the foremost member of a secretive group of Psychic Assassins, who spend years training their bodies and minds to be the ultimate weapon. When the Hellbourne returned to this world once more, Psyker saw that there was no option but to stand united against them. She now uses her skills to aid the Legion, doing what she does best - killing.
1.2 Background
Psyker was initially based off the character Psylocke from Marvel's X-Men series, and the theme/concept of a Psychic Assassin is still the basis. Her first move is a trademark from Psylocke. The very first bones of the idea came in the form of the ultimate ability "Mind Bond" where damage is transferred between the hero and a designated target. From there, I went with the Psylocke-esque concept and fleshed out the idea into a Melee Agi Carry. Psyker is not meant to be just a cold-hearted killer devoid of emotions - in fact I envision her as ruthlessly efficient whilst still retaining a light-heartedness to her. And yes, the sexiness is definitely a big one.
1.3 Audio/Visual
Voice: Angelina Jolie, OGOG! :D
Quotes
"Do I make you nervous?"
"Consider the matter...terminated."
"These thighs are for more than just show, you know."
"No questions asked."
Death Taunt
"Next time, pay attention to my blades, not my breasts."
Death Animation
Spins around in the air, and is consumed by purple psychic fire, completely disappearing as she hits the ground.
Character Visual
Should be very similar to the picture at the top, with certain differences - the cape should be black, or a much darker grey. She should have no face mask, and the pink parts of her uniform on the picture should be purple. Sexy, mysterious and sinister all at the same time!
Auto-attack Animation
Without Psyblades active, Psyker fights like a martial artist, with various punches and kicks. With Psyblades active, she has glowing purple blades forming from her hands (see pic) and stabs with them as if they were punch blades.
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2.1 Attributes
I've designed Psyker as a standard Carry type that scales well with items. She has high agi and agi gain, as well as moderate strength and strength gain. Her base int and int gain are both low, but these shouldn't be too much of an issue as she is not a heavy mana user. The playstyle I'm looking for is slightly more than just "Right Click + Gib" - she has a unique pseudo-disable for chasing down and ganking situations, that also doubles as a "steroid" ability to increase her carry potential. What defines her playstyle most is her ultimate, that can be used to have the enemy unwittingly take out a key member of their team, or with the right items, for her to be able to dish out some serious damage to 2 heroes at once. It can also be used as a pseudo-invincibility for escape purposes!
Strength 19 (+2.1)
Agility 25 (+3.1)
Intelligence 16 (+1.7)
Movespeed: 310
Range: 128 (Melee)
Auto Attack Cooldown: 1.7
Starting Base Damage: 18-29 (+25) = 43-54
Lvl 25 Base Damage: 18-29 (+102) = 120-131
Armour: 1.8
Magic Armour: 1.8
2.2 Basic Skills
http://www.guildwars.com/images/professions/skillicons/assassin/assassinsremedy.jpg
[Q] Psyblades (Toggle)
Skill Description: Psyker is able to focus her potent psychic powers into blades of pure energy, though it costs her to do so.
Skill Effects: Adds bonus magical damage to auto attacks, but deals some damage back to Psyker whenever she attacks. Also causes a magic armour debuff on the target for a short duration.
Level 1: Adds magic damage equal to 10% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 1.
Level 2: Adds magic damage equal to 20% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 2.
Level 3: Adds magic damage equal to 30% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 3.
Level 4: Adds magic damage equal to 40% of base attack damage to each attack. Deals 50% of bonus magic damage to Psyker. Causes "Psychic Scar" on the target for 1 second, reducing magic armour by 4.
Animation: Whilst active, purple blades of energy come from her fists.
http://www.guildwars.com/images/professions/skillicons/assassin/beguilinghaze.jpg
[W] Meddle (Active)
Skill Description: Psyker uses her mind to delve into the target's mind and meddle with it's workings. She confuses an enemy, or improves an allies combat efficiencies. She can also improve her own natural abilities with this technique.
Skill Effects: Causes enemies movement commands to be reversed and mana costs of all abilities to be increased. Causes allies attack speed to be increased and their mana costs of all abilities decreased.
Level 1:70MP to activate. Reverses enemies movement actions and increases mana costs by 10%. Increases allies attack speed by 10% and reduces mana costs by 10%.
Range: 600. Duration: 5 seconds. Cooldown: 25 seconds.
Level 2: 80MP to activate. Reverses enemies movement actions and increases mana costs by 20%. Increases allies attack speed by 15% and reduces mana costs by 20%.
Range: 600. Duration: 5 seconds. Cooldown: 20 seconds.
Level 3: 90MP to activate. Reverses enemies movement actions and increases mana costs by 30%. Increases allies attack speed by 20% and reduces mana costs by 30%.
Range: 600. Duration: 5 seconds. Cooldown: 15 seconds.
Level 4: 100MP to activate. Reverses enemies movement actions and increases mana costs by 40%. Increases allies attack speed by 25% and reduces mana costs by 40%.
Range: 600. Duration: 5 seconds. Cooldown: 10 seconds.
Animation: Enemies affected by meddle should have noticeable question marks above their head. Allies affected by meddle should have briefly flash red, and then have their eyes glow red for the rest of the duration.
http://www.guildwars.com/images/professions/skillicons/assassin/wayofperfection.jpg
[E] Sixth Sense (Active)
Skill Description: Psyker uses her mind to search for enemies in the vicinity, briefly revealing their location. Stealthed units are more difficult to find and therefore can only be found if they are much closer to Psyker.
Skill Effects: After a brief channel time, reveals the location on the minimap of all enemies within range. Stealthed units are revealed on the minimap and on screen at a shorter range.
Level 1: 70MP to activate. Reveals enemies within 1250 range for 2 seconds. Stealthed enemies are revealed at a 550 range for 2 seconds.
Channeling Time: 2 seconds. Cooldown: 30 seconds.
Level 2: 75MP to activate. Reveals enemies within 1500 range for 3 seconds. Stealthed enemies are revealed within 700 range for 3 seconds.
Channeling Time: 1.5 seconds. Cooldown: 25 seconds.
Level 3: 75MP to activate. Reveals enemies within 1750 range for 3 seconds. Stealthed enemies are revealed wtihin 850 range for 3 seconds.
Channeling Time: 1 second. Cooldown: 25 seconds.
Level 4: 80MP to activate. Reveals enemies within 2000 range for 4 seconds. Stealthed enemies are revealed within 1000 range for 4 seconds.
Channeling Time: 0.5 seconds. Cooldown: 20 seconds.
Animation: Psyker puts her hands to her head and stands up straight. Several concentric rings pulse out from her, extending to the max range.
2.3 Ultimate Skill
http://www.guildwars.com/images/professions/skillicons/assassin/deathscharge.jpg
[R] Mind Bond (Active)
Skill Description: Psyker uses her powers to bind the targets mind to her own, causing one's pain to be transferred to the other. Psyker also uses her manipulation of the bond to drain the target of both mundane and magical protection and transfer them to herself for the duration of the bond.
Skill Effets: Any damage taken by one target under the effect of Mind Bond is instead transferred to the other, subject to their own reductions. Enemy target has reduced physical and magical armour for the duration, Psyker has her own physical armour and magical armour plus however much of each the enemy target has had reduced.
Level 1: 200MP to activate. Drains 33% of target's physical and magical armour and transfers it to Psyker.
Duration: 4 seconds. Cooldown: 130 seconds.
Level 2: 250MP to activate. Drains 66% of target's physical and magical armour and transfers it to Psyker.
Duration: 6 seconds. Cooldown: 120 seconds.
Level 3: 300MP to activate. Drains 100% of target's physical and magical armour and transfers it to Psyker.
Duration: 8 seconds. Cooldown: 110 seconds.
Animation: Psyker raises her hands to her chest and quickly pushes them out towards the target. A shimmering magical bond briefly appears between Psyker and her target, before disappearing. The bond reignites everytime Psyker or the target takes damage, to indicate damage being transferred.
2.4 Alternative Skills
http://www.guildwars.com/images/professions/skillicons/assassin/blindingpowder.jpg
[E] Meltdown (Active)
Skill Description: Psyker overloads her mind and unleashes the psychic energies in a deadly nova around her, dealing damage and confusing enemies minds for a short time.
Skill Effects: Deals damage in an AoE around Psyker, and triggers shortened cooldowns on basic abilities of heroes.
Level1: 105MP to activate. Deals 75 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 20 seconds.
Level 2: 110MP to activate. Deals 125 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 18 seconds.
Level 3: 115MP to activate. Deals 175 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 16 seconds.
Level 4: 120MP to activate. Deals 225 damage to enemies within a 300 radius. Triggers cooldowns on basic abilities at 50% of the standard duration.
Cooldown: 14 seconds.
Animation: Psyker places her hands to her head, and then a shockwave erupts from her moving outwards to the max range of the ability. Enemies effected by the skill should briefly have stars above their head.
http://www.guildwars.com/images/professions/skillicons/assassin/fallinglotusstrike.jpg
[E]Mind Shatter (Active)
Skill Description: Psyker uses her honed agility to launch herself through the air towards the target victim. Upon reaching her enemy, she impales the target with a psyblade, causing their mind to shatter momentarily. Enemies that are near the target are affected by "Psychic Aftershock".
Skill Effects: Leaps to target, dealing damage and slowing enemies near the target.
Level 1: 100MP to activate. Leaps to target upto 600 range away. Deals 75 damage. Target an Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 24 seconds.
Level 2: 105MP to activate. Leaps to target upto 650 range away. Deals 125 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 21 seconds.
Level 3: 110MP to activate. Leaps to target upto 700 range away. Deals 175 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 18 seconds.
Level 4: 115MP to activate. Leaps to target upto 750 range away. Deals 225 damage. Target and Enemies within 300 units of target are slowed by 60%, decreasing to 0% over 6 seconds.
Cooldown: 15 seconds.
Animation: Psyker crouches and then leaps towards the target, back arched and fist pulled back, a Psyblade active on the fist. Upon reaching the target, slams fist (and psyblade) into enemy. A small shockwave should ripple through the air upon impact. Enemies affected by the slow should have stars above their head.
http://www.guildwars.com/images/professions/skillicons/assassin/signetofshadows.jpg
[E] Mind Trick (Passive)
Skill Description: Psyker's keen grasp of her mind powers allow her to trick her enemies into not seeing her. In order to do this she must be standing still. When she is under the effects of Mind Trick, she is able to prepare herself for her next attack, making it all the more deadly.
Skill Effects: Causes Psyker to stealth whenever she is standing still. Causes her first attack upon leaving stealth to be a critical strike and to immobilise the target. Cannot gain immobilise or damage increase buff more than once every 6 seconds.
Level 1: Enters stealth 2 seconds after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 1.4x damage. Immobilises for 2 seconds.
Level 2: Enters stealth 1.5 seconds after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 1.6x damage. Immobilises for 2 seconds.
Level 3: Enters stealth 1 second after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 1.8x damage. Immobilises for 2 seconds.
Level 4: Enters stealth 0.5 second after stopping moving. 0.5 second fade time. First attack within 5 seconds of leaving stealth deals 2.0x damage. Immobilises for 2 seconds.
Animation: Psyker fades out in swirls of translucent purple energy. Upon attacking with the damage buff, Psyker crouches low and steps through with a powerful uppercut strike, a psyblade active on her hand._____________________________________________ _____
3.1 Good Against
http://honwiki.net/w/images/thumb/4/4f/Glaciushero.gif/60px-Glaciushero.gif (http://honwiki.net/wiki/Glacius) http://honwiki.net/w/images/thumb/8/8f/Thunderbringerhero.gif/60px-Thunderbringerhero.gif (http://honwiki.net/wiki/Thunderbringer)
Any low health heroes that can quickly be killed using Mind Bond e.g Glacius.
http://honwiki.net/w/images/thumb/2/25/Legionnairehero.gif/60px-Legionnairehero.gif (http://honwiki.net/wiki/Legionnaire)http://honwiki.net/w/images/thumb/e/e2/Pebbleshero.gif/60px-Pebbleshero.gif (http://honwiki.net/wiki/Pebbles)
Tanks that rely on armour, rather than health, e.g. Legionnaire.
http://honwiki.net/w/images/thumb/7/77/Pyromancerhero.gif/60px-Pyromancerhero.gif (http://honwiki.net/wiki/Pyromancer)http://honwiki.net/w/images/thumb/f/fa/Soulstealerhero.gif/60px-Soulstealerhero.gif (http://honwiki.net/wiki/Soulstealer)
Spike Damage nukers, e.g Pyromancer.
3.2 Good Allies
http://honwiki.net/w/images/thumb/4/4b/Andromedahero.gif/60px-Andromedahero.gif (http://honwiki.net/wiki/Andromeda)
Allies that buff base damage (more Psyblades damage)
http://honwiki.net/w/images/thumb/9/9a/Jeraziahhero.gif/60px-Jeraziahhero.gif (http://honwiki.net/wiki/Jeraziah)http://honwiki.net/w/images/thumb/f/f3/Demented_Shamanhero.gif/60px-Demented_Shamanhero.gif (http://honwiki.net/wiki/Demented_Shaman)http://honwiki.net/w/images/thumb/7/75/Opheliahero.gif/60px-Opheliahero.gif (http://honwiki.net/wiki/Ophelia)
Allies with healing abilities to counteract allies damaging bonded enemies.
3.3 Bad Enemies
http://honwiki.net/w/images/thumb/7/72/Defilerhero.gif/60px-Defilerhero.gif (http://honwiki.net/wiki/Defiler)http://honwiki.net/w/images/thumb/8/81/Magmushero.gif/60px-Magmushero.gif (http://honwiki.net/wiki/Magmus)http://honwiki.net/w/images/thumb/9/96/Madmanhero.gif/60px-Madmanhero.gif (http://honwiki.net/wiki/Madman)
Enemies with disables (stun/silence) preventing you from getting your ultimate off or dealing damage through ultimate via Psyblades.
3.4 Standard Strategy
Id prefer to lane bottom (Legion) or top (Hellbourne) with this hero, as it generally is easier in those lanes. A babysitter would be brilliant here, one that can harass and deny whilst you focus on last hitting.
During the ganking phase, if confident enough, and with the right skill setup, you could move around and join in ganks. Meddle would be good here.
The standard team fight stategy as I see it would be to:
- Get into the middle of combat with Psyblades active
- Pick a support hero on the enemy team to bond (and TELL your team beforehand)
- Start on an important target (e.g the Carry)
- Lol at the damage to 2 people at once. More lol if the enemy team tries to focus you.
The reason you choose a support rather than the Carry for instance, is because it gives the Carry pseudo-immunity from your team, during which he could well destroy your team, even if you eventually manage to kill him with Mind Bond. That being said, if the enemy team is unco-ordinated (read: Pub) you could bond the carry and lol as they kill him themselves.
If at any time you get ganked, hopefully you'd have your ulti up and would be able to ulti one and flee whilst it is active. Hell, if its 2v1, you could even turn it round and kill them if farmed enough.
More to come, feel free to comment and criticise (constructively please!) as I go about fleshing the hero out.
3.5 Public Play
In Public play, this hero could go either way in terms of usefulness. In the hands of a player of moderate+ skill, it could be a great pubstomping hero, with strategic use of the ulti to get the enemy team to gib their own teammates. However, this can backfire as public games largely lack co-ordination, and could therefore backfire as your team kills you through the bond. A "noob" player would also likely misuse the ultimate at first, and end up getting himself killed.
Overral, I'd say it's got potential to be a great pubstomping hero, but would be a moderately difficult hero to learn for a "noob" player, as well as having the risk of it backfiring due to lack of co-ordination.
3.6 Competitive Play
In competitive play, this hero's ulti would change in functionality - whereas it is a move to get the enemy to gib their own team in public play, players in competitive play would, obviously, know what to look for, and not then attack you. It is still useful to pump out some self-damage and kill people through the bond that way (would require the Elder Parasite build and lots of +base damage/+agi and +attack speed to be truly effective), but would be more useful to (a) save yourself from ganks through the pseudo-invincibility aspect and (b) perform ganks on 2 or more people either on your own, or with 1, maybe 2 none-aoe friends.
In team fights, her role would be as a kind of initator with Mindshatter, and primarily a DPS.
3.7 Fun Factor
So what would be the fun factor of playing this hero? Why would anyone play it at all? High DPS/Carry types are clearly fun to play as they are played a lot. This hero has a few more diverse abilities rather than the standard "Right Click and Kill" Carry types, with an initating move/slow, a toggle damage increaser, a steroid buff/psuedo-disable. This makes it more interesting to begin with.
I think, however, the real fun factor for this hero in particular, would largely come through the effective use of Mind Bond - in public games it would be the lol factor of watching a Pyro or a Magmus eat their own ulti's, in competitive play it would be the thrill of a well timed bond before a spike nuke, or a solo gank on 2 people if used properly.
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4.1 Possible Items
Early Game
Start with a selection of standard items:
http://i38.tinypic.com/313jh2d.jpghttp://i35.tinypic.com/20879ea.jpghttp://i38.tinypic.com/oh4fo6.jpghttp://i36.tinypic.com/33o4aro.jpghttp://i34.tinypic.com/dxmz3k.jpghttp://i33.tinypic.com/qnsb61.jpg
- This is clearly all down to personal preference
http://i33.tinypic.com/2wd9esz.jpg OR http://i34.tinypic.com/b7cqxz.jpg
Fortified Bracelet / Soulscream Band
-Personal preference, bracelets if you need more survivability, bands if you dont and want more DPS.
http://i36.tinypic.com/a59izo.jpg
Enhanced Marchers
- The obvious boot choice for a Carry
Mid Game
http://i38.tinypic.com/iqdg7r.jpg
Elder Parasite
- Not only does this item have some really nice IAS for more attacks during ulti, but it also increases damage taken by 30% for the duration = more damage to bonded enemy!
http://i33.tinypic.com/2w520ds.jpg
Whispering Helm
- Lifesteal to counter the damage you deal to yourself from Psyblades
http://i36.tinypic.com/20ubszk.jpg
Warpcleft
- For IAS (always good for DPS) that also synergises with her ulti (more attacks in the time = more self damage = more damage to bonded enemy!)
Late Game
http://i33.tinypic.com/k2n760.jpg
Wingbow
- Clearly the superior choice for late game item for this hero, gives IAS, +agi and evasion to boot. Sexy.
http://i33.tinypic.com/1z4byme.jpg
Hack & Slash
- More health, more base damage and +damage, more attack speed, and some movement speed to boot. All around good item.
http://i37.tinypic.com/15jcp1.jpg http://i33.tinypic.com/bhf482.jpg http://i37.tinypic.com/ib9ufp.jpg
Riftshards(5) / Shieldbreaker / Savage Mace
- Any standard DPS items will help this hero late game in her carry role.
http://i38.tinypic.com/2nkq9th.jpg
Charged Hammer
- Can be made if you got a Warpcleft mid game, for some more IAS (and damage as a bonus)
Situational Items
http://i35.tinypic.com/2akl0dz.jpg
Insanitarius
- This is a possible option to rush early/mid game for the damage/health increase, as well as the synergy with your ulti from the self-damage. Personal preference.
http://i36.tinypic.com/2ilm0i1.jpg
Shrunken Head
- A situational for any hero, and this hero is no different. Used against heavy stunners/disablers.
http://i35.tinypic.com/2mxpi6t.jpg
Behemoth's Heart
- If you really need the survivability
(No Pic Yet)
Abyssal Skull
- Ideally you want a support hero carrying this for you so you can save your gold for other items, however it is a viable choice if no one else is carrying it, as the 15% base damage and 15% lifesteal both synergise well with this hero.
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5.1 Contributors
Xtrykr (lots of input and a sweet format that I shamelessly stole!)
EvilKitty
P1ngu
Tatteh
Sordak
Arogs
Zethos
Drevon
Devi
Rentaromon
Zorel
5.2. Balance Discussions
Psyblades - This spells seems like a very strong boost at first, giving an extra 40% base damage as magical damage, on a toggle. The balancing with this is in the self-damage aspect, where Psyker takes 50% of the bonus magic damage (so effectively 20% of her base attack damage) each time she strikes. There is also a magic armour debuff (-4 at max rank) which may be viewed as a little OP, however the duration is only 1 second so to keep it up you literally have to be striking your opponent once every second at least.
Meddle - A funky psuedo-disable, that will be very confusing at first. The main balance point here is that it's easily counterable when you learn to realise what's happened to you - just click in the opposite direction. The mana cost increase is so that when that happens, its not completely redundant as a pseudo-disable.
The buff aspect of Meddle is balanced by it not being chain-able, and the fact that you have to choose between the buff or the disable aspect, so in theory, it will be even less uptime.
Mindshatter - this is balanced around having a slightly higher mana cost and slightly longer cooldown than Predator's Venomous Leap, in return for a small AoE slow - and the AoE is small at only 300 radius around the target. The slow also diminishes over time, so over 6 seconds the targets will be slowed 60%-50%-40%-30%-20%-10% for each second, giving only a relatively small window of opportunity to bring your team in, or gank yourself.
Mind Bond - the main balance point here is that Psyker herself takes the damage that the enemy would normally take, as well as the enemy taking Psyker's damage. This means that your own team, unless co-ordinated, could well end up killing you if they focus the wrong person. Also, in a heavy AoE team fight situation, unless you can keep the bonded target on the fringes of the battle, this spell has no real use because you'd only end up killing yourself. It has many other uses in different situations, however, and is a very tactical ability.
5.3 FAQ
TBA