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Euphoria
06-08-2009, 09:01 PM
I'm stealing the format from Fallout.


Attribute: Intelligence
Range: Ranged
Role: Support


Abilities:

Blinding Light: Concetrating the light of the sun, Luminous blinds his enemies for a short period of time.

Radius AOE: 300/400/500/600
Cooldown: 20 seconds
Blind: 10/20/30/40% Chance to Miss
Slow: 10%
Duration: 3.5/4/4.5/5seconds

Solar Flare: A bright flash of light emits from Luminous, searing the eyes of all who look at it.

Range: 750/1000/1250/1500
AOE: 250 Radius
Cooldown: 18 seconds
Damage: 100/150/200/250
All enemies run 180 degrees from where they are facing for .75/1/1.25/1.5 seconds

Guiding Light: Luminous lights the way for his fellow heroes. He provides a boost to all heroes vision.
Passive
Vision Boost: +75/150/225/300 (During Night adjust accordingly)

Active Ability: Solar Eclipse: Luminous shines a bright light on all those around him dispelling all shadows and revealing those who hide.
AOE Truesight: 150/300/450/600
Duration: 3/4/5/6 seconds
CD: 120/105/90/60 Seconds

Illumination: Luminous calls upon the power of light to see all that his enemies see.

Global Vision for all allied Heroes. Entire map revealed.
All stealth effects are dispelled for the duration for both allies and enemies.

Duration: 3/4/5 seconds
CD: 180/150/120 seconds
Mana Cost: 400/300/200 Mana

I thought this was a nice counterpart to Dark Lady, since vision really isn't utilized at all in DOTA and just recently with Dark Lady, in HoN.

Feel free to comment.
I

Impeeched
06-08-2009, 09:14 PM
Illumination sounds like a very interesting ability. It also seems like one of those 'always use' spells if you have enough mana/are in healing pool at your base.

Hucklecat
06-08-2009, 09:21 PM
I like the concept, however the spells need a lot of reworking and they need to be better clarified.

Blinding Light - The blind effect needs to be better clarified than just a percentage. No mana cost?

Solar Flare - What makes this spell different from every other aoe nuke? I also think that the starting range is too short and the end range is too far. No mana cost?

I have a suggestion for this spell, you can give it a nuke and maybe add a fear effect. The fear would make the enemies scatter uncontrolably. Since illuminous is a support hero this could cancel channel spells and interrupt casting times and totally **** with your opponents, possibly making them run in the wrong direction, into a tower.

Guiding Light - I like this ability not much I can say for it but to reduce the cooldown a bit. Maybe 75/60/45/30

Illumination: I like!