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Drasha
10-17-2009, 12:18 PM
Archon
Int melee

Magic Armor: for every point of mana regeneration you have you get one point of health regeneration. each person who attacks you is mana burned for 16/32/48/64 mana.

Enpower: Your attacks deal 3/4/5/6% of your maximum mana as pure damage and costs you 50 mana each attack and gives you mana feedback. Mana feedback gives you 3/4/5/6% of the units base mana on each attack dealing no damage but returning mana to you.

Astral Diversion: You gain invisability and +5/10/15/20 movement speed for 2.5 seconds. Casting spells, using items, or attacking a unit ends the effect. Leaves an illusion of you where you cast the spell for 5/10/15/20 seconds. Mana cost 100/105/110/115, cool down 8/7/6/5 seconds.

Mana Flare: All enemy heroes mana pools are reduced to 0 for 2/3/4 seconds. Archons team gains mana equal to the amount lost by the enemy team devided by 5. Gobal.

Isin
10-17-2009, 12:25 PM
Synergy with magebane? Lulz, but really, what's the point of these skills? Or did you just want to submit something?

Drasha
10-17-2009, 01:31 PM
Its a sandbox.

Passthechips
10-17-2009, 02:06 PM
Obviously you aren't seeing the potential of a whole team with 0 mana. It is basically a global silence in which enemies can't use spells to defend/attack. It has both defensive and offensive purposes.

Drasha
10-17-2009, 03:09 PM
Obviously you aren't seeing the potential of a whole team with 0 mana. It is basically a global silence in which enemies can't use spells to defend/attack. It has both defensive and offensive purposes.
Its like a silence in that they can't cast spells but its not going to stop channels unless they need mana for them.

GGreenBass
10-18-2009, 12:34 PM
Hmm... he sounds like the Defensive Reverse of Magebane. I really like your third skill, and your Ult is pretty freaking cool, but I'm not sure if I like the first two.

Enpower just seems like an odd replication of Magebane's autoattack, and the first skill seems like the same only it applies whenever he gets hit rather than when he hits.

I would lower the mana burn on the first skill drasticly and then turn the health regen into a short-ranged aura that applies to nearby units (not heroes) at a fifth of the regen.

Upon re-reading the second skill... Mana feedback is an attack modifier I'm assuming? And does it work all the time or only in a percentage? That attack actually has some interesting ways of working, but I think it would be cool if the feedback had something to do with your HP so it's less like Magebane.

Skyve
10-18-2009, 01:06 PM
I don't really think the hero is any good the way he is now, since he can't really do anything to damage his enemies, except for being attacked. Problem is, the invis of skill 3 is counterproductive since it doesn't help him to survive attacks, but rather prevents him from being attacked.

Empower again doesn't have any synergy with your spells and the mana burning/stealing/reducing for enemies seems repetitive on this hero (first skill burns mana for each attack on Archon, second steals mana from enemies you hit, and third removes all mana for the duration).

Pulche
02-02-2010, 09:40 PM
BIG bump here. I think this is worth salvaging.

First of all, I don't think you should try and make him into another carry hero. I think he would be cooler as a support/support ganker. Keeping that in mind:

Magic Armor: I think this would be a little too overpowered if it was a passive. Normal health regen+health regen from mana regen which is high because he's int would be ridic. So take that out. If you made this similar to Electrician's Electric Shield, where you have to activate it for, say 75 mana (because it does more), and have it both damage and drain any attackers for 40% of damage inflicted, all the while draining your mana at a higher rate than Electric Shield would (because this would be more of an offensive skill than that) then I think this would work out better.

Empower: I would totally just scrap this skill completely, considering I'm going for a different hero type. I came up with something which seems much more supporty called Mana Burst:
Archon taps into the mana pool of an enemy hero, creating a visible bubble of draining energy above them. This bubble slowly lowers that heroes mana and health, and after a short duration, it bursts, dealing a small amount of damage to the hero and stunning it, all the while rewarding Archon half of the mana he spent casting the spell. There would be catches to this, though. The first is that any allied hero could attack the hero with the bubble on him to destroy it, before it bursts. The second catch is that if the hero has no mana at any time while Mana Burst is applied to them, the bubble will burst. The durations of the skill, how much mana/health is drained, how long they are stunned and how much they are damaged for after it bursts are all things you'd have to work through if you're interested.

Astral Diversion: I really like this skill. Really like it. The only thing I would change about this skill is that you make it so it can be cast on any allied unit, if Archon is to be a support ganker.

Mana Flare: I also really like this skill. I think the only thing you should change about it is the increments of mana returned to allied heroes. It shouldn't just be a static 5. I know that by the time this skill is lvl3 that enemy heroes' mana pools will be much larger, but I think a little bit of staggering would do this skill well.


That's all I got. I like the possible flavor to this hero a lot, and I hope to see it go farther.

Jerich
02-02-2010, 11:47 PM
I like the concept, but the ult is overpowered unless the targets regain their mana after the duration. I also like the invisibility leaving behind an illusion, would need to make the animation smooth if it's going to be a switcharoo-type ability though.

Gunnedown
02-02-2010, 11:52 PM
Mana Flare..

about 1000 mana for everyone on your team, would cause teams to never "b" especially if they have a healer, meaning even longer pushes and a useless other team - People argue vindicators ult is on the verge of OP rendering people useless and now mana flare works to benefit your team while simultaneously performing the same effect.

I think it needs a bit of a rework <3