Passthechips
01-04-2012, 12:46 PM
Empyria
http://i609.photobucket.com/albums/tt179/Passthechips/EmpyrialArchangel.jpg
(Credits to Greg Staples of the Magic the Gathering Art Team)
Empyria is one of the angels of Sol sent down from the very heavens themselves to aid the Legion in their time of plight. Empyria brings the light and fury of Sol in corporeal form cutting through ranks of the demon horde with zealous fury and illuminating the very landscape around herself with Sol's mending light.
Empyria's Stats
Range: 128
Base Damage: 54-58
Base Strength: 19
Base Agility: 20
Base Intelligence: 23
Strength Gain: 1.9
Agility Gain: 1.9
Intelligence Gain: 3.0
Armor: 4.1
Movement Speed: 300
Judicator's Blade
http://i609.photobucket.com/albums/tt179/Passthechips/JudicatorsBlade.jpg
Skill Description: Empyria swings her mighty blade with a righteous fury, summoning forth a wave a light a short distance in front of her, stunning enemies and dealing damage in a cone in front of her.
Mechanics: Deals magic damage and stuns in a 200 degree radius 275 units away in the target direction.
Visual: Empyria swings her sword with both hands in front of her in one fast paced motion, with a wave of light following her sword.
Cooldown: 12
Mana: 110/130/150/170
Range: 275
Notes:
The spell occurs 180 degrees in front of Empyria, and covers 10 degrees to each of her sides.
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(1): Deals 80 magic damage and stuns for 1.6 seconds.
(2): Deals 150 magic damage and stuns for 1.9 seconds.
(3): Deals 220 magic damage and stuns for 2.2 seconds.
(4): Deals 290 magic damage and stuns for 2.5 seconds.
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Usage: Empyria's primary stun/nuke. Simply put a cone stun that sets up initiation and gives her a powerful presence to make up for her melee range.
'Written on one edge is 'peace' and on the other edge 'fury'.'
Blessed Orb
http://i609.photobucket.com/albums/tt179/Passthechips/BlessedOrb.jpg
Skill Description: Empyria conjures an orb of light that flies in the target direction for 1600 units. The orb emboldens nearby allies, and sears nearby enemies.
Mechanics: Empyria summons a gadget that travels forward in the target direction for. Allies in a 250 radius of the orb are healed every second they remain near the orb and have their movement speed increased. Enemies in a 250 radius of the orb are damaged every second. Empyria may cast the spell again to have the Orb stop at a location.
Visual: Empyria holds out her hand and a large orb of light shoots forth from it. The orb illuminates the area it affects with a similar golden white light it is composed of.
Cooldown: 20
Mana: 150
Range: 1600
Radius: 250
Notes:
The skill can be used again to immediately stop the Orb at its current location and remain there until it expires.
Grants 800 radius vision around the orb while the it travels.
The orbs travels at 400 speed for 4 seconds.
The orb goes through trees and cliffs but does not destroy anything. It acts like Bubble's Shell.
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(1): Heals/Deals 45 magic damage to nearby allies/enemies in a 250 radius every second and lasts for 4 seconds. Increases allied movement speed by 40 while next to the orb.
(2): Heals/Deals 55 magic damage to nearby allies/enemies in a 250 radius every second and lasts for 4 seconds. Increases allied movement speed by 50 while next to the orb.
(3): Heals/Deals 65 magic damage to nearby allies/enemies in a 250 radius every second and lasts for 4 seconds. Increases allied movement speed by 60 while next to the orb.
(4): Heals/Deals 75 magic damage to nearby allies/enemies in a 250 radius every second and lasts for 4 seconds. Increases allied movement speed by 70 while next to the orb.
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Usage: An interesting spell that requires maximum positioning, aim and movement to use efficiently. A pseudo initiation and chasing tool, Blessed Orb allows for Empyria's team to follow up into a team quickly. It also allows Empyria to more quickly and safely get into range for her stun and her ultimate.
'Follow the light.'
Sacred Aegis
http://i609.photobucket.com/albums/tt179/Passthechips/SacredAegis.jpg
Skill Description: Empyria coats the target in a sacred barrier, protecting it from harm and rebuking any attacker.
Mechanics: Applies Sacred Aegis to the target with 3 charges for 12 seconds. Each time the target is damaged by a Hero, Tower, or Boss 1 charge is removed and the damage is reduced. Damage over time effects are not reduced and do not remove charges. Any enemy Hero who removed a charge is dealt magic damage.
Visual: The target is consumed in a holy bubble of sorts, which illuminates and radiates light.
Cooldown: 18
Mana: 80/90/100/110
Range: 500
Duration: 12
Notes:
Pets like Booboo do no trigger charges.
Charges are removed from any sources of damage bar DoT's. This includes area spells, single target spells and attacks.
Divine Aegis expires if the duration runs out or all the charges are used up.
This acts like Demented Shaman's old Arcane Hide except without the maximum damage.
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(1): Applies 3 charges of Sacred Aegis to the target, which reduce damage taken by 20% and deals 40 magic damage to the attacker.
(2): Applies 3 charges of Sacred Aegis to the target, which reduce damage taken by 30% and deals 60 magic damage to the attacker.
(3): Applies 3 charges of Sacred Aegis to the target, which reduce damage taken by 40% and deals 80 magic damage to the attacker.
(4): Applies 3 charges of Sacred Aegis to the target, which reduce damage taken by 50% and deals 100 magic damage to the attacker.
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Usage: For all intents and purposes this skill is Demented Shamans old Arcane Hide with reduced charges, no maximum damage and a damage effect. I feel like it is much more balanced on a melee hero than on the mega support monster that Demented Shaman was. This skill can be used to protect Empyria while she rushes in with her let active, or can protect an allied hero from powerful nukes, severely reducing nuke damage.
'Step 1. Bubble. Step 2. Tp Stone.'
Sol's Radiance
http://i609.photobucket.com/albums/tt179/Passthechips/SolsRadiance.jpg
Skill Description: Empyria becomes a beacon of light, channeling the very light of Sol and radiating outward in a burst of glorious light. Allies are healed by this light while enemies are blinded.
Mechanics: Empyria heals all allies within a 300 radius every second for 5 seconds. Enemies within the the 300 radius are blinded and have a chance to miss their attacks.
Visual: A bright golden light emanates from Empyria in waves every second, while the area around her is constantly illuminated.
Cooldown: 100
Mana: 250/300/350
Radius: 300
Notes:
Enemy units are blinded only if they are in the radius.
Sol's Radiance ends if Empyria dies.
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(1): Heals for 80 health every second, enemy units have a 70% chance to miss while in the radius. Lasts for 5 seconds.
(2): Heals for 100 health every second, enemy units have a 70% chance to miss while in the radius. Lasts for 5 seconds.
(3): Heals for 120 health every second, enemy units have a 70% chance to miss while in the radius. Lasts for 5 seconds.
(SoTM): -Sol's Rapture- Increases the radius of the Sol's Radiance to 500 and reduces the cooldown to 80.
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Usage: Makes Empyria a main priority in team fights as she can heal a very large amount of damage should she be allowed to live. The blind gives the skill a large late game potential, giving her team the edge against any enemy carry caught within the light.
'Look towards the Light!'
http://i609.photobucket.com/albums/tt179/Passthechips/EmpyrialArchangel.jpg
(Credits to Greg Staples of the Magic the Gathering Art Team)
Empyria is one of the angels of Sol sent down from the very heavens themselves to aid the Legion in their time of plight. Empyria brings the light and fury of Sol in corporeal form cutting through ranks of the demon horde with zealous fury and illuminating the very landscape around herself with Sol's mending light.
Empyria's Stats
Range: 128
Base Damage: 54-58
Base Strength: 19
Base Agility: 20
Base Intelligence: 23
Strength Gain: 1.9
Agility Gain: 1.9
Intelligence Gain: 3.0
Armor: 4.1
Movement Speed: 300
Judicator's Blade
http://i609.photobucket.com/albums/tt179/Passthechips/JudicatorsBlade.jpg
Skill Description: Empyria swings her mighty blade with a righteous fury, summoning forth a wave a light a short distance in front of her, stunning enemies and dealing damage in a cone in front of her.
Mechanics: Deals magic damage and stuns in a 200 degree radius 275 units away in the target direction.
Visual: Empyria swings her sword with both hands in front of her in one fast paced motion, with a wave of light following her sword.
Cooldown: 12
Mana: 110/130/150/170
Range: 275
Notes:
The spell occurs 180 degrees in front of Empyria, and covers 10 degrees to each of her sides.
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(1): Deals 80 magic damage and stuns for 1.6 seconds.
(2): Deals 150 magic damage and stuns for 1.9 seconds.
(3): Deals 220 magic damage and stuns for 2.2 seconds.
(4): Deals 290 magic damage and stuns for 2.5 seconds.
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Usage: Empyria's primary stun/nuke. Simply put a cone stun that sets up initiation and gives her a powerful presence to make up for her melee range.
'Written on one edge is 'peace' and on the other edge 'fury'.'
Blessed Orb
http://i609.photobucket.com/albums/tt179/Passthechips/BlessedOrb.jpg
Skill Description: Empyria conjures an orb of light that flies in the target direction for 1600 units. The orb emboldens nearby allies, and sears nearby enemies.
Mechanics: Empyria summons a gadget that travels forward in the target direction for. Allies in a 250 radius of the orb are healed every second they remain near the orb and have their movement speed increased. Enemies in a 250 radius of the orb are damaged every second. Empyria may cast the spell again to have the Orb stop at a location.
Visual: Empyria holds out her hand and a large orb of light shoots forth from it. The orb illuminates the area it affects with a similar golden white light it is composed of.
Cooldown: 20
Mana: 150
Range: 1600
Radius: 250
Notes:
The skill can be used again to immediately stop the Orb at its current location and remain there until it expires.
Grants 800 radius vision around the orb while the it travels.
The orbs travels at 400 speed for 4 seconds.
The orb goes through trees and cliffs but does not destroy anything. It acts like Bubble's Shell.
----------------------------------------------------------------------------------------------------------------------------------------------
(1): Heals/Deals 45 magic damage to nearby allies/enemies in a 250 radius every second and lasts for 4 seconds. Increases allied movement speed by 40 while next to the orb.
(2): Heals/Deals 55 magic damage to nearby allies/enemies in a 250 radius every second and lasts for 4 seconds. Increases allied movement speed by 50 while next to the orb.
(3): Heals/Deals 65 magic damage to nearby allies/enemies in a 250 radius every second and lasts for 4 seconds. Increases allied movement speed by 60 while next to the orb.
(4): Heals/Deals 75 magic damage to nearby allies/enemies in a 250 radius every second and lasts for 4 seconds. Increases allied movement speed by 70 while next to the orb.
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Usage: An interesting spell that requires maximum positioning, aim and movement to use efficiently. A pseudo initiation and chasing tool, Blessed Orb allows for Empyria's team to follow up into a team quickly. It also allows Empyria to more quickly and safely get into range for her stun and her ultimate.
'Follow the light.'
Sacred Aegis
http://i609.photobucket.com/albums/tt179/Passthechips/SacredAegis.jpg
Skill Description: Empyria coats the target in a sacred barrier, protecting it from harm and rebuking any attacker.
Mechanics: Applies Sacred Aegis to the target with 3 charges for 12 seconds. Each time the target is damaged by a Hero, Tower, or Boss 1 charge is removed and the damage is reduced. Damage over time effects are not reduced and do not remove charges. Any enemy Hero who removed a charge is dealt magic damage.
Visual: The target is consumed in a holy bubble of sorts, which illuminates and radiates light.
Cooldown: 18
Mana: 80/90/100/110
Range: 500
Duration: 12
Notes:
Pets like Booboo do no trigger charges.
Charges are removed from any sources of damage bar DoT's. This includes area spells, single target spells and attacks.
Divine Aegis expires if the duration runs out or all the charges are used up.
This acts like Demented Shaman's old Arcane Hide except without the maximum damage.
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(1): Applies 3 charges of Sacred Aegis to the target, which reduce damage taken by 20% and deals 40 magic damage to the attacker.
(2): Applies 3 charges of Sacred Aegis to the target, which reduce damage taken by 30% and deals 60 magic damage to the attacker.
(3): Applies 3 charges of Sacred Aegis to the target, which reduce damage taken by 40% and deals 80 magic damage to the attacker.
(4): Applies 3 charges of Sacred Aegis to the target, which reduce damage taken by 50% and deals 100 magic damage to the attacker.
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Usage: For all intents and purposes this skill is Demented Shamans old Arcane Hide with reduced charges, no maximum damage and a damage effect. I feel like it is much more balanced on a melee hero than on the mega support monster that Demented Shaman was. This skill can be used to protect Empyria while she rushes in with her let active, or can protect an allied hero from powerful nukes, severely reducing nuke damage.
'Step 1. Bubble. Step 2. Tp Stone.'
Sol's Radiance
http://i609.photobucket.com/albums/tt179/Passthechips/SolsRadiance.jpg
Skill Description: Empyria becomes a beacon of light, channeling the very light of Sol and radiating outward in a burst of glorious light. Allies are healed by this light while enemies are blinded.
Mechanics: Empyria heals all allies within a 300 radius every second for 5 seconds. Enemies within the the 300 radius are blinded and have a chance to miss their attacks.
Visual: A bright golden light emanates from Empyria in waves every second, while the area around her is constantly illuminated.
Cooldown: 100
Mana: 250/300/350
Radius: 300
Notes:
Enemy units are blinded only if they are in the radius.
Sol's Radiance ends if Empyria dies.
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(1): Heals for 80 health every second, enemy units have a 70% chance to miss while in the radius. Lasts for 5 seconds.
(2): Heals for 100 health every second, enemy units have a 70% chance to miss while in the radius. Lasts for 5 seconds.
(3): Heals for 120 health every second, enemy units have a 70% chance to miss while in the radius. Lasts for 5 seconds.
(SoTM): -Sol's Rapture- Increases the radius of the Sol's Radiance to 500 and reduces the cooldown to 80.
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Usage: Makes Empyria a main priority in team fights as she can heal a very large amount of damage should she be allowed to live. The blind gives the skill a large late game potential, giving her team the edge against any enemy carry caught within the light.
'Look towards the Light!'