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Netukka
10-29-2009, 02:27 PM
Eternal Void

Base Information

Stats:
Strength: 23 +2.3
Agility: 17 +1.8
Intelligence: 25 +2.7 <- Main Attribute

Base stat sum: 65
Stat Growth sum: +6.8

Note: Both the base and sum are high, and they can of course be toned down. Numbers are easy to change.

Range: 128 (Melee)
Movement Speed: 300
Damage: 49-53
Armor: 3.1

General Info

Inspired (slightly) by one of my favourite heroes from DotA, Dark Seer, who was able to offer great support skills while still being able to survive as an int melee hero. Eternal Void is meant to be played as either an carry (Greatly benefitting from using Harkon's Blade) or as a support (Basically skipping his Melee prowess for going support).

Story

Sensing disturbance in Newerth's space-time continuum, Eternal Void immediately started seeking out the source of the matter. Sensing the presence of Andromeda, Eternal Void knew the reason for the disturbance and after finding out that she was serving the legion, he joined the Hellbournes ranks, knowing there was no other choise.

Phase Punch
http://i.thottbot.com/ic/32/ability_golemthunderclap.jpg

Eternal Void infuses his punches, causing his target to fade out of existence with each strike. After several hits, the target phases out of real world momentarily.

[1] Slows movement speed by 5% per hit, Phased for 2 seconds
[2] Slows movement speed by 6% per hit, Phased for 2,5 seconds
[3] Slows movement speed by 7% per hit, Phased for 3 seconds
[4] Slows movement speed by 8% per hit, Phased for 3,5 seconds

Type: Melee Attack Modifier
Mana Cost: 15
Cooldown: 0
Stacks: 4 times, Phased activates on 5th strike
Duration on "Phasing out" (Slow debuff): 6 seconds, refreshes with hits.

Phased effect:
-50% Movement Speed
Melee Invulnerability
Disarmed
+50% Spell Damage Taken

Notes: A twist on Pugnas Decrepify, instead of being applied instantly, its a result of allowing Eternal Void to stick on you for too long.
Synergy: Phased synchs with pretty much any spell attack and the small snare provides easy access to a good hit with Black Hole Explosion.
Balance: Doesnt apply instantly, but still provides a very powerful debuff to the enemy.
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Black Hole Explosion
http://i.thottbot.com/ic/32/spell_shadow_shadowfury.jpg

Opening a smill rift in space, Eternal Void creates a small explosion in a target area, causing spell damage to his enemies. The closer the black hole is casted to Eternal Void, the more damage it will deal.

[1] 25-100 damage
[2] 50-200 damage
[3] 75-300 damage
[4] 100-400 damage

Type: Targeted ground
Mana Cost: 110/130/150/170
Cooldown: 10 seconds
Range: 800
Radius: 200

Notes: Damage goes like this based on cast range:
0-200 range -> 100/200/300/400 damage
200-400 range -> 75/150/225/300 damage
400-600 range -> 50/100/150/200 damage
600-800 range -> 25/50/75/100 damage

Obviously favours being casted in melee, but can still be used as an expensive nuke at long range if its truly needed.
Synergy: The Phased effect allows this to deal great damage, especially if you are in the targets melee range.
Balance: Harsh mana cost, loses effectiviness when used at longer range, scary in melee with Phased.
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Surge of Darkness
http://i.thottbot.com/ic/32/spell_shadow_shadowpower.jpg

Eternal Void fills a target with the power of darkness, greatly increasing its movement cababilities. Grants maximum move speed for the duration.

[1] 2.5 seconds
[2] 4 seconds
[3] 5.5 seconds
[4] 7 seconds

Target: Friendly targets
Mana Cost: 50/70/90/110
Cooldown: 15/13/11/9 seconds
Range: 600

Surge of Darkness effect:
+10000% Move Speed

Notes: Surge from Dark Seer. Not much to say about it, a great skill.
Synergy: Allows great chasing capabilities if you decide to go the carry route, allowing you to hit your target with Phase Punch. Or just help pretty much any hero ingame if casted on others.
Balance: Obviously a strong skill, but needs mana pool/regen if you want to spam it with all the other skills.
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Void Shift (Phase Out with Staff of the Master)
http://i.thottbot.com/ic/32/inv_enchant_voidsphere.jpg
Eternal Void causes a fracture in space-time continuum around himself, causing all targets excluding himself to be Phased out immediately.

[1] 4 seconds
[2] 5 seconds
[3] 6 seconds
[3+] 7 seconds

Type: PBAoE, magic
Target: Friendly/Enemy non-mechanical targets, excludes self.
Mana Cost: 200/300/400 (400)
Cooldown: 120/100/80 (60)
Radius: 350 (450)

Notes: Phased has the same properties as what Phase Punch causes.
Synergy: Your team support skill that can be used both defensively and offensively, both wrong and right. Use it with Hellbringers Life Void and have Behemoth blink in for ultimate massacre, or use it just before the enemy Tempest blinks in and proceeds to massacre your entire team with ease.
Balance: Extremely powerful skill when used correctly, but does not go through magic immunity.
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If you were paying attention earlier, notice how I mention the deemed useless Harkon's Blade as a great item. But just why would it be a good item for Eternal Void?

- He benefits from the effect extremely, allowing to hit his target even while affected while Phased. The combined damage boost from Harkon's Blade effect and Phased causes for some extreme magic damage to be dealt.
- He has the strength to support using it without getting totally annihilated while buying it.
- He can benefit from the regen and manapool Harkon's provides.
- He doesn't have to keep it on all the time to be effective, you should be using Phase Punch first to apply Phased, then activate Harkon's to seriously melt your opponents face.

Other possible items while carrying/fun are for example Elder Parasite (Faster applying of Phase Punch, he needs the AS), Codex (Biggest Codex burst ever?) and the obvious Hellflower, Shrunken Head etc.

And while the carry route is certainly strong, he can still be played as a support hero, throwing Surge of Darkness on your teams true carry and be the one button game breaker with Portal Key, Staff of the Master and Phase Out.

Questions? Ideas? Cries of overpowerness? General flaming or praise? Feel free to post and VOTE!

Edit v1: Added story part. Somehow forgot it.

Netukka
10-30-2009, 08:45 PM
Anyone? No one? Anything at all?

Phase1Skeith
10-30-2009, 09:06 PM
Gotta love these "No" votes without a reason.

Well, here's my opinion:

Concept: I'd still like to see more Melee INT heroes so I agree with that. Looking at it in generall it looks like something that has yet to be implemented in HoN.

Skill 1: I guess "Slow" means only movement speed slow? (You should add that to the describtion) It's surely an interesting skill but in certain teams it could also end up rather useless (if you doesn't have any cast/nuker and your only use is the synergy with skill 2). Anyway it's original and can be put to use by good players, so i'll give it that point.

Skill 2: Nice, requires a little skill to use but is still a rather simple nuke. I like it.

Skill 3: That skill just feels wrong. It's like why would darkness ever increase your movement speed and why does this hero have this ability? It kinda feels wrong here, I think you should think of an effect better fitting to the dark/dimensional theme of this hero.

Skill 4: Sounds like a teamkiller move but it's not worse than Chronos so I think that's okay. Looks like incredible synergy with Pyromancer (they'd own everything since the enemies can't flee and take a lot more damage). This could cause your ulti to be a little OP but that's about numbers so I won't go there further. It's basicly a nice skill if you balance it a little.

I don't understand why nobody commented on this hero yet and 2 people voted it down.
Since I like the concept, I'll vote yes. Please keep up your work on this hero.


Btw. Please also have a look at my suggestion.

Netukka
10-31-2009, 05:17 AM
Ill cook up something for the 3rd skill, its true that its a bit just "smacked in there". Couldnt think of anything else since he already does have a lot of power. Thanks for the comment anyways.

Phase1Skeith
10-31-2009, 06:31 AM
Ill cook up something for the 3rd skill, its true that its a bit just "smacked in there". Couldnt think of anything else since he already does have a lot of power. Thanks for the comment anyways.

Just a hunch, but Skill 3 could for example amplify the magic damage inflicted by the targeted unit.
It could strenghen this hero's Black Hole as well as power up heroes like Thunderbringer or Pyro a lot.

Jucc
01-01-2010, 06:00 AM
3rd skill needs a few changes, otherwise it's awesome, you have my vote.

kimblee`
02-06-2010, 03:08 AM
dammit! really nice one guys!
i wanna play this hero on HoN!!!

inana
02-06-2010, 04:33 AM
nice hero dude but like everyone here I think the 3rd skill needs to be changed....still awesome btw.

Benkashmir
02-20-2010, 05:26 PM
i liked the concept alot, so i took the liberty to make a concept art for him.. let me know if its even in the direction you imagined him.
http://i113.photobucket.com/albums/n229/benkashmir/eternalvoid1.jpg

Bosshansen
03-21-2010, 07:23 AM
yay!