Padawanabee
11-04-2009, 03:09 AM
Welcome to my latest suggestion, the Darkmage. Originally conceived as a ranged caster, I decided to make him a melee int hero after coming up with a few of his skills. He would play as a ganker/supporter with a quasi-invis, allowing him the chance to slip in and out of combat to throw down his nukes, disables, and possibly a heal.
The Darkmage
http://img44.imageshack.us/img44/4452/darkmagebyketka.jpg (http://img44.imageshack.us/i/darkmagebyketka.jpg/)
Speed: 300
Range: Melee
Affiliation: Hellbourne
Stats
STR: 18+1.5 (Starts average, low gain.)
AGI: 16+2.1(Average start and gain.)
INT: 22+2.6 (Starts high, high gain.)
Strength will start well, but the low gain per level will be a problem, especially for a melee. His skill-set offsets his low health pool. Agi is average, with Int being quite high both to start and with the gain.
http://img35.imageshack.us/img35/32pxspellshadowshadowbo.png/1/w32.png (http://g.imageshack.us/img35/32pxspellshadowshadowbo.png/1/)
Theme http://img8.imageshack.us/img8/32pxspellshadowdeathcoi.png/1/w32.png (http://g.imageshack.us/img8/32pxspellshadowdeathcoi.png/1/)
http://img35.imageshack.us/img35/6567/32pxabilityvanish.png (http://img35.imageshack.us/i/32pxabilityvanish.png/) http://img35.imageshack.us/img35/32pxabilityvanish.png/1/w32.png (http://g.imageshack.us/img35/32pxabilityvanish.png/1/)http://img35.imageshack.us/img35/227/32pxspellshadowshadowbo.png (http://img35.imageshack.us/i/32pxspellshadowshadowbo.png/)http://img8.imageshack.us/img8/5946/32pxspellshadowchilltou.png (http://img8.imageshack.us/i/32pxspellshadowchilltou.png/)http://img8.imageshack.us/img8/7557/32pxspellshadowdeathcoi.png (http://img8.imageshack.us/i/32pxspellshadowdeathcoi.png/)
A Melee Int hero with a darkness theme. He would play as a ganker and supporter with a powerful team fight presence. Fragile without his invis ability, but deadly if played sneakily enough to get his spells off.
http://img8.imageshack.us/img8/32pxspellshadowchilltou.png/1/w32.png (http://g.imageshack.us/img8/32pxspellshadowchilltou.png/1/)
Story
Just as the Chaplains of the Legion are attracted to the light, so too are some attracted to darkness. These mages find the greatest powers available to them not by studying the darkness, but by serving it.
Visuals
The Darkmage would basically look like the picture above. His abilities would have visuals with black projectiles and a shadowy aura.
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http://img190.imageshack.us/img190/32pxinvweaponshortblade.png/1/w32.png (http://g.imageshack.us/img190/32pxinvweaponshortblade.png/1/)http://img35.imageshack.us/img35/6567/32pxabilityvanish.png (http://img35.imageshack.us/i/32pxabilityvanish.png/) http://img35.imageshack.us/img35/32pxabilityvanish.png/1/w32.png (http://g.imageshack.us/img35/32pxabilityvanish.png/1/)Veil of Shadows
The Darkmage surrounds himself in a shadowy aura, becoming undetectable to enemies far away.
The Darkmage gains invisibility when no enemy units are in range.
Skill Type: Passive self buff
Fade Time: 1.5 seconds after leaving range.
1. Invisible to enemy units, broken when any enemy comes within 600 range.
2. Invisible to enemy units, broken when any enemy comes within 500 range.
3. Invisible to enemy units, broken when any enemy comes within 400 range.
4. Invisible to enemy units, broken when any enemy comes within 300 range.
Note: Broken means his invis is gone and he has to fade again when no enemies are within range. True Sight doesn't break invis, but enemies can see him while he's invis. Going into range of an enemy breaks his invis, resetting the fade time.
True sight can see him while invis. Would be preferable if devices (such as Pollywog's wards) could act as units as well, and see the Darkmage at 300 range. Towers have true sight, and would see the Darkmage at normal vision range, while enemy buildings without true sight wouldn't see him unless he attacked, breaking invis with a 1.5 second fade time.
Usage: The effect acts as invisibility until an enemy unit is within range. For example, if an enemy melee creep is within 300 range of Darkmage, all enemies can see him as normal. But if no enemies are within that range, he becomes invisible with a small fade time.
Visual: A shadowy aura appears over 1.5 seconds as the Darkmage fades to invis.
Balance: An invis skill with a twist. Not a strong invis skill, as it breaks within 300 range, and he is a melee hero. No cast time, a decent fade time, and it's permanent nature make it quite versatile in it's usage, however. It would be hard countered by true sight, obviously.
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http://img35.imageshack.us/img35/227/32pxspellshadowshadowbo.png (http://img35.imageshack.us/i/32pxspellshadowshadowbo.png/) Gloom
The Darkmage unleashes a bolt of dark energy at an enemy.
Deals magic damage and reduces sight range of the target, it's damage dependent on how far away the target is.
Skill Type: Active nuke/disable, target enemy
Damage Type: Magic
Mana: 120/135/150/165
Cooldown: 12 seconds
Range: 800
Windup: .5 seconds
1. Deals 145 damage at 1-200 range, losing 25% damage per 200 range. Vision reduced to 300 for 1 second.
2. Deals 230 damage at 1-200 range, losing 25% damage per 200 range. Vision reduced to 300 for 2 seconds.
3. Deals 315 damage at 1-200 range, losing 25% damage per 200 range. Vision reduced to 300 for 3 seconds.
4. Deals 400 damage at 1-200 range, losing 25% damage per 200 range. Vision reduced to 300 for 4 seconds.
Note: Does not unlink vision with allies, as is done with The Dark Lady's ultimate.
Since the spell fires a projectile, the damage could be calculated as it is cast or as it hits. It would be a slight nerf if it was calculated on hit, as a fleeing enemy might take 100 less damage, and an enemy could leave the 800 range point, causing it to deal no damage. They would still lose sight range, though.
Usage: A single-target nuke that reduces sight range. Deals higher damage the closer the target is.
Visual: The Darkmage fires dark energy with one outstretched arm. A black ball shoots toward the target, with small shadows wrapping around the target's head after it hits.
Balance: Can deal up to 400 damage at melee range. Fairly high damage for a single target no aim required nuke, but you do have to be close the the target for it to deal that much. A fairly high mana cost for a single target nuke and a standard cooldown time would make it hard to spam.
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http://img10.imageshack.us/img10/32pxabilitywarriorchall.png/1/w32.png (http://g.imageshack.us/img10/32pxabilitywarriorchall.png/1/)http://img8.imageshack.us/img8/5946/32pxspellshadowchilltou.png (http://img8.imageshack.us/i/32pxspellshadowchilltou.png/) Underworld Rift
The Darkmage opens a small portal to the underworld, allowing it's denizens to claw and tear at enemy units in the area.
The targetted ground is covered in claws, tentacles, and zombified hands reaching from the rift, slowing and damaging all units who remain in it's AoE.
Skill Type: AoE DoT and slow.
Mana: 140/160/180/200
Range: 600
AoE: A circle with a diameter of 400 units.
Cooldown: 25 seconds
Duration: 5 seconds
1. Deals 30/second to enemy targets, and slows movement speed for 10%, plus 5% per second spent in the Rift.
2. Deals 40/second to enemy targets, and slows movement speed for 15%, plus 5% per second spent in the Rift.
3. Deals 50/second to enemy targets, and slows movement speed for 20%, plus 10% per second spent in the Rift.
4. Deals 60/second to enemy targets, and slows movement speed for 25%, plus 10% per second spent in the Rift.
Notes: Slow lasts until target spends one second outside the spell's AoE. It would work via a stacking system, with the effect lasting one second. If the target was outside of the AoE, the slow would not stack, and the target would regain normal movement speed 1 second after his most recent stack.
Damage would hit on cast. If a target was hit with level 4 Underworld Rift he would take 60/120/180/240/300/360 total damage, and have movement slowed for 25/35/45/55/65/0%. Since the rift is gone, the target would no longer be slowed, even if they were still in it's AoE on the final stack.
If an enemy were to enter the AoE, they would immediately gain the 25% movement speed reduction, gaining damage and additional slow with every tick of the spell
Usage: An AoE skill that scales with how stupid/disabled your enemies are. Place it where enemies are least likely to be able to escape the AoE.
Visual: A black rift would run through the AoE, with claws, tentacles, and zombified hands reaching from the Rift toward enemy units in it's AoE
Balance: A powerful ability if your enemies are in some way unable to leave it's AoE. Deals good damage and can easily slow an enemy by a significant amount if they stay in it for too long. Best when combined with teammate's disables, and almost worthless if the enemy is smart enough to just leave it's small AoE.
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http://img10.imageshack.us/img10/32pxspellholysealofwrat.png/1/w32.png (http://g.imageshack.us/img10/32pxspellholysealofwrat.png/1/)http://img8.imageshack.us/img8/7557/32pxspellshadowdeathcoi.png (http://img8.imageshack.us/i/32pxspellshadowdeathcoi.png/) Negative Energy Wave
The Darkmage can use the life force of surrounding creatures to greatly damage or heal a target.
After a short channeling time, the Darkmage heals all units within range by 10% of their current missing health to deal that much damage to an enemy unit. The Darkmage can also damage all units within range by 10% of their current life to heal a friendly target for that amount.
Skill Type: Single Target Heal/Nuke
Channeling Time: 3 seconds, Veil of Shadows is broken and cannot be recovered while channeling.
Damage Type: Magic
Range: 800
Mana: 300/400/500
Cooldown: 160/130/100
1. Damage/Heal is drawn from all units within 800 range of the target. Maximum of 800 damaged/healed.
2. Damage/Heal is drawn from all units within 1200 range of the target. Maximum of 1200 damaged/healed.
3. Damage/Heal is drawn from all units within 1600 range of the target. Maximum of 1600 damage/healed.
Notes: All units within range take 10% of their current health as pure damage if it is used to heal and ally. It will heal all units within range for 10% of missing health if it is used to harm an enemy. This includes creeps, neutrals, enemy heroes, allied heroes, and the Darkmage, as long as any of these units are within 800/1200/1600 range. It would not include buildings/towers, devices such as Polly's wards, or Kongor.
You can heal an enemy hero for 10% of missing health to deal that much, doing the same for every other unit in range, to an enemy hero. You can damage an allied hero to heal yourself. Apart from buildings, devices, and Kongor, the spell does not discriminate, as long as the target is within the range.
Usage: An extremely powerful nuke/heal/aoe/whatever. Best used on an enemy/ally who needs a nuke/heal with lots of units around.
Visual: The Darkmage channels an orb of darkness in front of him, and a dark omen appears above the targets head to designate that the Darkmage is channeling and the target will be healed/nuked for every nearby unit soon.
Balance: A lot of numbers here. It is a 3 second channel that removes the Darkmage's self-invis. Easily inturruptable. The target can take measures to maximize health harmed/healed. It's not imbalanced, it's just situational.
The Darkmage
http://img44.imageshack.us/img44/4452/darkmagebyketka.jpg (http://img44.imageshack.us/i/darkmagebyketka.jpg/)
Speed: 300
Range: Melee
Affiliation: Hellbourne
Stats
STR: 18+1.5 (Starts average, low gain.)
AGI: 16+2.1(Average start and gain.)
INT: 22+2.6 (Starts high, high gain.)
Strength will start well, but the low gain per level will be a problem, especially for a melee. His skill-set offsets his low health pool. Agi is average, with Int being quite high both to start and with the gain.
http://img35.imageshack.us/img35/32pxspellshadowshadowbo.png/1/w32.png (http://g.imageshack.us/img35/32pxspellshadowshadowbo.png/1/)
Theme http://img8.imageshack.us/img8/32pxspellshadowdeathcoi.png/1/w32.png (http://g.imageshack.us/img8/32pxspellshadowdeathcoi.png/1/)
http://img35.imageshack.us/img35/6567/32pxabilityvanish.png (http://img35.imageshack.us/i/32pxabilityvanish.png/) http://img35.imageshack.us/img35/32pxabilityvanish.png/1/w32.png (http://g.imageshack.us/img35/32pxabilityvanish.png/1/)http://img35.imageshack.us/img35/227/32pxspellshadowshadowbo.png (http://img35.imageshack.us/i/32pxspellshadowshadowbo.png/)http://img8.imageshack.us/img8/5946/32pxspellshadowchilltou.png (http://img8.imageshack.us/i/32pxspellshadowchilltou.png/)http://img8.imageshack.us/img8/7557/32pxspellshadowdeathcoi.png (http://img8.imageshack.us/i/32pxspellshadowdeathcoi.png/)
A Melee Int hero with a darkness theme. He would play as a ganker and supporter with a powerful team fight presence. Fragile without his invis ability, but deadly if played sneakily enough to get his spells off.
http://img8.imageshack.us/img8/32pxspellshadowchilltou.png/1/w32.png (http://g.imageshack.us/img8/32pxspellshadowchilltou.png/1/)
Story
Just as the Chaplains of the Legion are attracted to the light, so too are some attracted to darkness. These mages find the greatest powers available to them not by studying the darkness, but by serving it.
Visuals
The Darkmage would basically look like the picture above. His abilities would have visuals with black projectiles and a shadowy aura.
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http://img190.imageshack.us/img190/32pxinvweaponshortblade.png/1/w32.png (http://g.imageshack.us/img190/32pxinvweaponshortblade.png/1/)http://img35.imageshack.us/img35/6567/32pxabilityvanish.png (http://img35.imageshack.us/i/32pxabilityvanish.png/) http://img35.imageshack.us/img35/32pxabilityvanish.png/1/w32.png (http://g.imageshack.us/img35/32pxabilityvanish.png/1/)Veil of Shadows
The Darkmage surrounds himself in a shadowy aura, becoming undetectable to enemies far away.
The Darkmage gains invisibility when no enemy units are in range.
Skill Type: Passive self buff
Fade Time: 1.5 seconds after leaving range.
1. Invisible to enemy units, broken when any enemy comes within 600 range.
2. Invisible to enemy units, broken when any enemy comes within 500 range.
3. Invisible to enemy units, broken when any enemy comes within 400 range.
4. Invisible to enemy units, broken when any enemy comes within 300 range.
Note: Broken means his invis is gone and he has to fade again when no enemies are within range. True Sight doesn't break invis, but enemies can see him while he's invis. Going into range of an enemy breaks his invis, resetting the fade time.
True sight can see him while invis. Would be preferable if devices (such as Pollywog's wards) could act as units as well, and see the Darkmage at 300 range. Towers have true sight, and would see the Darkmage at normal vision range, while enemy buildings without true sight wouldn't see him unless he attacked, breaking invis with a 1.5 second fade time.
Usage: The effect acts as invisibility until an enemy unit is within range. For example, if an enemy melee creep is within 300 range of Darkmage, all enemies can see him as normal. But if no enemies are within that range, he becomes invisible with a small fade time.
Visual: A shadowy aura appears over 1.5 seconds as the Darkmage fades to invis.
Balance: An invis skill with a twist. Not a strong invis skill, as it breaks within 300 range, and he is a melee hero. No cast time, a decent fade time, and it's permanent nature make it quite versatile in it's usage, however. It would be hard countered by true sight, obviously.
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http://img35.imageshack.us/img35/227/32pxspellshadowshadowbo.png (http://img35.imageshack.us/i/32pxspellshadowshadowbo.png/) Gloom
The Darkmage unleashes a bolt of dark energy at an enemy.
Deals magic damage and reduces sight range of the target, it's damage dependent on how far away the target is.
Skill Type: Active nuke/disable, target enemy
Damage Type: Magic
Mana: 120/135/150/165
Cooldown: 12 seconds
Range: 800
Windup: .5 seconds
1. Deals 145 damage at 1-200 range, losing 25% damage per 200 range. Vision reduced to 300 for 1 second.
2. Deals 230 damage at 1-200 range, losing 25% damage per 200 range. Vision reduced to 300 for 2 seconds.
3. Deals 315 damage at 1-200 range, losing 25% damage per 200 range. Vision reduced to 300 for 3 seconds.
4. Deals 400 damage at 1-200 range, losing 25% damage per 200 range. Vision reduced to 300 for 4 seconds.
Note: Does not unlink vision with allies, as is done with The Dark Lady's ultimate.
Since the spell fires a projectile, the damage could be calculated as it is cast or as it hits. It would be a slight nerf if it was calculated on hit, as a fleeing enemy might take 100 less damage, and an enemy could leave the 800 range point, causing it to deal no damage. They would still lose sight range, though.
Usage: A single-target nuke that reduces sight range. Deals higher damage the closer the target is.
Visual: The Darkmage fires dark energy with one outstretched arm. A black ball shoots toward the target, with small shadows wrapping around the target's head after it hits.
Balance: Can deal up to 400 damage at melee range. Fairly high damage for a single target no aim required nuke, but you do have to be close the the target for it to deal that much. A fairly high mana cost for a single target nuke and a standard cooldown time would make it hard to spam.
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http://img10.imageshack.us/img10/32pxabilitywarriorchall.png/1/w32.png (http://g.imageshack.us/img10/32pxabilitywarriorchall.png/1/)http://img8.imageshack.us/img8/5946/32pxspellshadowchilltou.png (http://img8.imageshack.us/i/32pxspellshadowchilltou.png/) Underworld Rift
The Darkmage opens a small portal to the underworld, allowing it's denizens to claw and tear at enemy units in the area.
The targetted ground is covered in claws, tentacles, and zombified hands reaching from the rift, slowing and damaging all units who remain in it's AoE.
Skill Type: AoE DoT and slow.
Mana: 140/160/180/200
Range: 600
AoE: A circle with a diameter of 400 units.
Cooldown: 25 seconds
Duration: 5 seconds
1. Deals 30/second to enemy targets, and slows movement speed for 10%, plus 5% per second spent in the Rift.
2. Deals 40/second to enemy targets, and slows movement speed for 15%, plus 5% per second spent in the Rift.
3. Deals 50/second to enemy targets, and slows movement speed for 20%, plus 10% per second spent in the Rift.
4. Deals 60/second to enemy targets, and slows movement speed for 25%, plus 10% per second spent in the Rift.
Notes: Slow lasts until target spends one second outside the spell's AoE. It would work via a stacking system, with the effect lasting one second. If the target was outside of the AoE, the slow would not stack, and the target would regain normal movement speed 1 second after his most recent stack.
Damage would hit on cast. If a target was hit with level 4 Underworld Rift he would take 60/120/180/240/300/360 total damage, and have movement slowed for 25/35/45/55/65/0%. Since the rift is gone, the target would no longer be slowed, even if they were still in it's AoE on the final stack.
If an enemy were to enter the AoE, they would immediately gain the 25% movement speed reduction, gaining damage and additional slow with every tick of the spell
Usage: An AoE skill that scales with how stupid/disabled your enemies are. Place it where enemies are least likely to be able to escape the AoE.
Visual: A black rift would run through the AoE, with claws, tentacles, and zombified hands reaching from the Rift toward enemy units in it's AoE
Balance: A powerful ability if your enemies are in some way unable to leave it's AoE. Deals good damage and can easily slow an enemy by a significant amount if they stay in it for too long. Best when combined with teammate's disables, and almost worthless if the enemy is smart enough to just leave it's small AoE.
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http://img10.imageshack.us/img10/32pxspellholysealofwrat.png/1/w32.png (http://g.imageshack.us/img10/32pxspellholysealofwrat.png/1/)http://img8.imageshack.us/img8/7557/32pxspellshadowdeathcoi.png (http://img8.imageshack.us/i/32pxspellshadowdeathcoi.png/) Negative Energy Wave
The Darkmage can use the life force of surrounding creatures to greatly damage or heal a target.
After a short channeling time, the Darkmage heals all units within range by 10% of their current missing health to deal that much damage to an enemy unit. The Darkmage can also damage all units within range by 10% of their current life to heal a friendly target for that amount.
Skill Type: Single Target Heal/Nuke
Channeling Time: 3 seconds, Veil of Shadows is broken and cannot be recovered while channeling.
Damage Type: Magic
Range: 800
Mana: 300/400/500
Cooldown: 160/130/100
1. Damage/Heal is drawn from all units within 800 range of the target. Maximum of 800 damaged/healed.
2. Damage/Heal is drawn from all units within 1200 range of the target. Maximum of 1200 damaged/healed.
3. Damage/Heal is drawn from all units within 1600 range of the target. Maximum of 1600 damage/healed.
Notes: All units within range take 10% of their current health as pure damage if it is used to heal and ally. It will heal all units within range for 10% of missing health if it is used to harm an enemy. This includes creeps, neutrals, enemy heroes, allied heroes, and the Darkmage, as long as any of these units are within 800/1200/1600 range. It would not include buildings/towers, devices such as Polly's wards, or Kongor.
You can heal an enemy hero for 10% of missing health to deal that much, doing the same for every other unit in range, to an enemy hero. You can damage an allied hero to heal yourself. Apart from buildings, devices, and Kongor, the spell does not discriminate, as long as the target is within the range.
Usage: An extremely powerful nuke/heal/aoe/whatever. Best used on an enemy/ally who needs a nuke/heal with lots of units around.
Visual: The Darkmage channels an orb of darkness in front of him, and a dark omen appears above the targets head to designate that the Darkmage is channeling and the target will be healed/nuked for every nearby unit soon.
Balance: A lot of numbers here. It is a 3 second channel that removes the Darkmage's self-invis. Easily inturruptable. The target can take measures to maximize health harmed/healed. It's not imbalanced, it's just situational.