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F8
11-17-2009, 06:01 PM
MINDWAVE [Legion]
Ranged Intelligence (Ganking Soloist)
http://img5.imageshack.us/img5/2637/enorym.jpg
The Idea
After enjoying the Pandamonium playstyle, I wanted to see more heroes that had a movement-based scheme to make another fantastic ganker. The problem I had with Pandamonium was his mediocre ability to solo. Therefore, the goal here was to create a hero that was able to both solo and gank effectively while maintaining the movement scheme. From this, I have created Mindwave the Telekinetic, based on a hero from a Warcraft 3 map which I cannot recall anything of besides this hero.

Story
Long ago, an ancient civilization strived in order to master the arts of mental manipulation. After generations of living in secrecy, the art was founded as Telekinesis, thus giving arise to the order of Telekinetics. Wielding unseen magics, the Telekinetics are able to move the world around them at their whim, creating devastating effects on their environment. Now that war has been declared upon the Hellbourne, the Telekinetics have sent one of their best, Mindwave, to help defeat the common enemy.

Graphics
Telekinesis is usually related to the color purple. Purple would be the best color scheme for the hero. Alongside that, white and black are the other two colors that are relative to the mind and telekinesis. The actual figure of the hero, however, should probably be very slender with a long or wide head. Mindwave's head is definitely the most important feature of the graphics.

Sound
Should sound a lot like Vindicator probably, intelligence being the primary factor. However, might need a bit of an echo for a kinetic effect. Some samples of what he might say:
"Let's force them back", "Let's move there", "We have movement", "Push and pull", "On foot, I suppose"

Role
Mindwave has a broad range of uses. He is able to initiate very well using forced movement against the enemy. He also has strong ganking and soloing ability due to his unique skillset. Beyond that, he can DPS and CC decently considering his two AoE spells.

Stats
Attack Range: 550 (ranged)
Attack Animation: 0.4/0.5
Projectile Speed: 900
Movement Speed: 305
Starting Damage: 48-50
Base Armor: -0.5
Base Magic Armor: 5.5
Affiliation: Legion
Strength - 16 + 1.4
Agility - 19 + 1.6
Intelligence - 25 + 2.9
Overall - 60 + 5.9

SKILLSET

http://www.guildwars.com/images/professions/skillicons/mesmer/priceofpride.jpgTelekinetic Push [Q]
Using mental forces, Mindwave pushes the target unit away, dealing damage and disorienting them.
Type: Push. Target Unit.
Targets: Enemy Units.
Damage: 100/160/220/280 Push damage.
Stun Duration: 0.25/0.50/0.75/1.00 seconds.
Push Distance: 200 units in the direction from Mindwave to the target.
Cast Range: 600 units.
Cooldown: 16/13/11/10 seconds.
Mana Cost: 80/90/100/110 mana.
Simply a push spell that deals damage and ministuns the target. This, in conjunction to the Telekinetic Port, can be used for excellent positioning on the enemy heroes while ganking. It will also help keep the targets in the fray when ganking from behind them.

http://www.guildwars.com/images/professions/skillicons/mesmer/mindwrack.jpgTelekinetic Pulse [W]
Mindwave lets out a pulse of energy, disrupting the minds of those near him. All affected units are silenced, slowed, and damaged. The Telekinetic Field loses its effect the farther away the target is.
Type: Magic. Toggled Aura.
Affects: Enemy Units.
Damage: 100/150/200/250 Magic damage.
Silence Duration Minimum: 1 second.
Silence Duration Maximum: 3 seconds.
Movement Speed Slow: -10/20/30/40% movement speed.
Movement Speed Duration Minimum: 1/2/3/4 seconds.
Movement Speed Duration Maximum: 3/3/4/4 seconds.
Radius: 500 units.
Cooldown: 21 seconds.
Mana Cost: 130/135/140/145 mana.
This skill is somewhat like Corrupted Disciple's Electric Tide. Instead of just dealing damage based on distance, it slows and silences for a duration based on how close they are. The damage is static and so is the slow speed, but the duration that it all lasts depends on how close the enemy is.

http://www.guildwars.com/images/professions/skillicons/mesmer/spiritualpain.jpgTelekinetic Levitation [Passive] & [E]
Mindwave uses telekinesis to raise his feet off the ground, allowing him to levitate and move faster. When he focuses, he is able to levitate high enough to float over cliffs.
Type: Passive.
Movement Speed Increase: +2/4/6/8% movement speed.
Effects: Unitwalking, Cliffwalking on self.
Duration: 4 seconds.
Cooldown: 30 seconds.
Mana Cost: 30 mana.
This is a simple passive at first. It increases movement speed. However, it also adds a subskill for the E key which will allow temporary unitwalking and cliffwalking. Will not allow Mindwave to go through trees, however.

http://www.guildwars.com/images/professions/skillicons/mesmer/hexbreaker.jpgULTIMATE: Telekinetic Port [R]
Mindwave uses the forces at his whim to move his target to a location of his choice.
Type: Magic. Target Unit/Target Location.
Targets: Organic Units.
Cast Range: 400/500/600 units.
Cooldown: 31/28/25 seconds.
Mana Cost: 150/250/350 mana.
Basically, you target a unit with this spell. The spell is then replaced with another which you cast on a location. The recently targetted unit will be teleported to the location. Note you are able to target and teleport yourself with this spell.


HERO & ITEM SYNERGY
http://www.heroesofnewerth.com/images/heroes/35/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/3/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/25/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/106/icon_128.jpg
Tempest, Behemoth, Keeper of the Forest, and Magmus
Heroes that have strong AoE ultimates for damage and disable work really well with Mindwave considering Mindwave has an ultimate to pull enemies into a nice small bunch for the ultimates to go off.

http://www.heroesofnewerth.com/images/heroes/94/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/90/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/108/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/13/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/22/icon_128.jpghttp://www.heroesofnewerth.com/images/heroes/110/icon_128.jpg
Pyromancer, Torturer, Plague Rider, Hammerstorm, Pebbles, and Pandamonium
Heroes with strong burst AoE damage also work incredibly well with Mindwave because Mindwave can put the enemy right up in the fray for all that AoE to go off without fail.

http://www.heroesofnewerth.com/images/items/Item_FrostfieldPlate.jpghttp://www.heroesofnewerth.com/images/items/Item_Morph.jpghttp://www.heroesofnewerth.com/images/items/Item_Damage10.jpg
Frostfield Plate, Totem of Kuldra, and Mock of Brilliance
Frostfield Plate works well with the AoE of Mindwave. His strong AoE and pulling effects make him extremely strong for crowd control and Frostfield Plate combined with Telekinetic Pulse should slow all enemy units to a halt. Totem of Kuldra also works well with Mindwave. He would be able to disable a unit for a fairly long time with it and keep outputting damage. With so much crowd control, Mock of Brilliance would allow Mindwave to put out way more damage to the enemy team in order to scale well later into the game.


CHANGELOG
November 27, 2009

Version 1.26:
* Changed the in-depth description to update back to Telekinetic Pulse. It was talking about the old Telekinetic Field skill.
* Changed wording of Telekinetic Levitation to make more logical sense.
November 26, 2009

Version 1.25 (Semi-Remake):
* Increased Attack Range from 500 to 550.
* Lowered Base Strength from 18 to 16.
* Lowered Base Agility from 21 to 19.
* Lowered Agility Gain from 1.9 to 1.6.
* Lowered Base Intelligence from 29 to 25.
* Lowered Intelligence Gain from 3.1 to 2.9.
* Added an "Overall" stat for the overall base stat + gain between all attributes.
* Scrapped Telekinetic Field.
* Returned Telekinetic Pulse with minor changes.
* Updated the tooltip for Telekinetic Levitation to display more in-depth information.
* Increased Telekinetic Port's Cooldown from 25/22/19 seconds to 31/28/25 seconds.
* Decreased Telekinetic Port's Mana Cost from 200/300/400 mana to 150/250/350 mana.
November 24, 2009

Version 1.20 (Remake):
* Lowered Intelligence Gain from 3.4 per level to 3.1 per level.
* Increased Telekinetic Push's Cooldown from 15/12/10/9 seconds to 16/13/11/10 seconds.
* Scrapped Telekinetic Pulse.
* Created Telekinetic Field as the second ability.
* Scrapped Telekinetic Slam.
* Created Telekinetic Speed as the third ability.
November 20, 2009

Version 1.12:
* Increased Telekinetic Push's Damage from 70/130/180/220 damage to 100/160/220/280 damage.
* Removed the damage effect on Telekinetic Pulse.
* Increased Telekinetic Pulse's Cooldown from 15 seconds to 18 seconds.
* Added note on Telekinetic Slam stating the target will not be pulled if the distance is greater than 200.
* Decreased Telekinetic Port's Mana Cost from 200/400/600 mana to 200/300/400 mana.
* Decreased Telekinetic Port's Cooldown from 25 seconds to 25/22/19 seconds.
November 19, 2009

Version 1.11:
* Changed Telekinetic Pulse to have percentage-based movement slow instead of static.
- It now has 10/20/30/40%-15/30/45/60% percentage slow instead of the 30/50/70/90-60/80/100/120 static slow.
* Updated Telekinetic Slam with distance jumped.
* Updated Telekinetic Slam with the movement speed while jumping.
Version 1.10 (Remake):
* Created Telekinetic Push as the first ability.
* Scrapped Focus.
* Created Telekinetic Slam as the third ability.
* Scrapped Telekinetic Pull.
* Changed Telekinetic Port to be the ultimate.
* Decreased Cast Range of Telekinetic Port from 600/750/900/1050 units to 400/500/600 units.
* Increased Telekinetic Port's Cooldown from 28 seconds to 70 seconds.
* Increased Telekinetic Port's Mana Cost from 170 mana to 200/400/600 mana.
* Removed maximum teleport distance on Telekinetic Port.
November 18, 2009

Version 1.01:
* Increased Telekinetic Port's Mana Cost from 90 mana to 170 mana.
* Changed Telekinetic Port's Cooldown from 28/25/22/19 seconds to a static 28 seconds.
* Changed Focus's Stun Duration from 2.5/2.0/1.5/1.0 seconds to a static 2 seconds.
* Added increased damage intake effect to Focus.
November 17, 2009

Version 1.00:
* Initial Presentation.

TowerDive
11-18-2009, 03:27 PM
first skill is far to imba, andros level 11 swap at level 7

F8
11-18-2009, 05:10 PM
I know that it's imba, but I want to keep the concept intact. :(

I don't know how to fix it. I attempted to change a few things, so I've updated the OP as well.

volcan33
11-18-2009, 06:43 PM
Skill 1: for what i understand from it, it is better than Andromeda ult x.x
Skill 2: seens good, i don't got any comments for balance.
Skill 3: seens ok for soloing lanes.
Ult: Remembers Dota's Magnus ult. Has a good sinergy with second skill.

Suggestion:
Erase first skill...
if u like it, u can base ur other skill in Dark Seer's Iron shell

Ion Shell
Surrounds a target with energized spellwork, creating a shield that causes damage per second to enemy units who come in contact with it. Lasts 15 seconds.
Level 1 - 30 damage per second.
Level 2 - 45 damage per second.
Level 3 - 60 damage per second.
Level 4 - 75 damage per second.
• Damage type: magical
• Doesn't damage the target it is cast on.
• Damage is dealt in smaller amounts every 0.1 second.
• If cast on an unit that already has Ion Shell on it, the new Ion Shell will replace the old one
• Casting range: 600
• Area of Effect: 250
Mana Cost: 70/90/110/130
Cooldown: 7


so portal key would be a good item :)
Shell+portal key+Telekinetic Pull +Telekinetic Pulse

F8
11-18-2009, 06:54 PM
Skill 1: for what i understand from it, it is better than Andromeda ult x.x
Skill 2: seens good, i don't got any comments for balance.
Skill 3: seens ok for soloing lanes.
Ult: Remembers Dota's Magnus ult. Has a good sinergy with second skill.

Suggestion:
Erase first skill...
if u like it, u can base ur other skill in Dark Seer's Iron shell


so portal key would be a good item :)
Shell+portal key+Telekinetic Pull +Telekinetic Pulse
Good comments, and thanks for your input. The problem comes, however, when I'm already in the process of remaking half the hero... :(

Sorry.

_Archangel_
11-19-2009, 12:59 AM
I like, but first skill is a bit overpowered. Other than the cooldown, what's to stop you from using it like a guaranteed Devourer's Hook and pull one hero into your team for a rape :\

Also I think the AoE on the second skill is a bit large.

Extreme_Cake
11-19-2009, 08:20 AM
For my money, change the first skill to force movement rather than port them and take the stun off his second skill (but leave a slow). Then he won't have such a great first ability.

F8
11-19-2009, 10:17 AM
Alright, I updated him. He's been almost fully remade. Check the changelog.

I'll be making the hero playable, and then I will bring him to the polls.

Beiz
11-22-2009, 04:33 AM
Ability 1:
In all honesty I've never been a fan of push abilities, because they defeat the purpose of the game. In a game heavily relied on trying to KEEP your enemies stay for as long as possible, why would anyone want to push them away? I know you've added a mini stun to it, which do help in solving the issue, and, considering this is a ranged hero, it would be a decent defense against melee - but I still want to believe there's better solutions :)

Ability 2:
I should probably not be a jack about this but, it's an aoe effect, that has the same radius/range as your auto-attack, for me, this doesn't make much sense, your base attack and style is ranged, so getting up close and personal shouldn't be your cup of tea, period. I'm also a bit concerned about Push, you use it, they will more likely not be struck by the Pulse, because you push them out of line with it.

Let's say the design for this ability is strictly for defensive use (but can be taken advantage of, of course), do you honestly think that this hero needs 4 defensive abilities? :/

Ability 3:
I'm a big fan of precision, accuracy, calculation, and timing, this ability requires the skills combined, which runs well in my book. All in all I have to say that this ability is a very nice alternation of Valkyrie's Leap. My only objection, similar to ability 1/2, is that it can be used as yet anoter escape/defense, and, contradicts ranged (but valk has that in common with this hero).

Ability 4:
The ulti is actually pretty interesting, the ulti alone justify why this hero should be brought to the table. He could simply have the shittiest combination of skills imaginable, but still be brought, especially to wars, due to the ulti.

I was thinking along these lines; heroes who are "forced" to purchase certain items usually gets outpicked, mainly because people dont want to take the risk. The only reason Behemoth gets picked regardless of his reliance on Portal Key is because of the bloody wall, so to bring this hero makes Behemoth 4 times as dangerous (and viable) in competitions. Good job!

Conclusion:
I really like the design of the abilities (save for the first one), they're simple, yet has a lot of applicable areas. I really want to say yes on all, but I feel the combination is far too defensive, and there's just too much viable escape options, to warrent competition at this point.

Ability 1: ignore my opinion about pushing away, that's just an opinion, but keep the fact that it's defensive in mind.
Ability 2: contradicts ability 1 and the fact that this hero is ranged. It's also defensive.
Ability 3: a very fine ability, but the fact that, once again, you can use it defensively, doesn't fly in combination with the rest.
Ability 4: awesome, in every way and sense, and should stay the way it is to ensure a not too overpowered easy access into the big league, however, again, can be used defensively.

F8
11-22-2009, 12:40 PM
Excellent feedback, Beiz, thank you.

I realized that ability 1 contradicts most of the other hero, but I didn't notice the defensive stance and close-up-ranged contradiction I had within the hero. You've opened my eyes on what to change and I'll get back to work on making this hero more synergistic using your input. Expect and update quite soon, and give me another review when I make the changes. :)

F8
11-24-2009, 08:01 AM
Drastically remade.

Beiz
11-24-2009, 01:44 PM
you didn't finish the tooltip on Field.

junglebadger
11-24-2009, 06:54 PM
just came and saw this after replying to your message, pretty sexy i gotta say :P i especially enjoy the ult, I can see how it could be imbalanced but it has so much cool stuff you could do with it :O i want

Merc117
11-24-2009, 09:24 PM
Nerf 1st skill pls. Everything else no issues. great concept.

F8
11-24-2009, 11:53 PM
you didn't finish the tooltip on Field.
Rofl, well noted. It got chopped off. :P

Nerf 1st skill pls. Everything else no issues. great concept.
How so?

Beiz
11-25-2009, 08:28 AM
I didn't want to raise my voice on the changes without knowing how the book ends :)

Field:
While it now makes a lot more sense, I would like to question the potential mana pool of this hero. Am I out of line to feel that this ability might potentially make him near immune to melee attacks? If I understand it correctly, it only pushes at 80 units per seconds, basically, any attacker running for Mindwave will have -80 running speed while approaching him, but +80 while running away? I understand it's not a direct slow, but could it be calculated in that sense? If it can, isn't that quite a high number for a "passive slow/speed aura" toggle thing?

Anyway, if we look outside of the implications as I just mentioned, the ability has a general nice potential, awful potential I might add (in a positive retrospective), I wouldn't want to lane against this guy any more than Electrician (with the wrong setup) :P


Levitation:
Hmm.. not a bad idea, but again, it could be used to screw up Melee, let's take Legion top for example, you know that "hole" near the first tower/water way? He could basically position himself there, and hope to be in range of any melee threat, and if they try to run away, activate Field and reduce their escape speed to cause more harm.

No mana cost and no cooldown though, basically, he can move up and down at will? it's a bit strong as an escape (you and your escape mechanics!).
EDIT: You do mention however that it temporarily grants this ability, basically, while a lot less dramatic, it's a self buff with a set cooldown? Please specify the numbers so it's easier to grasp the balance implications :D

I'm not saying it's not balanced, just that, without proper testing, the potential might actually be a bit too high :D nice synergy though ;)



and um.. maybe you should respond to the private message? <.< or at least take a look at Achirot's new ulti (the "final" version in my thread).

F8
11-25-2009, 01:51 PM
Thank you for your feedback, Beiz. I'm sorry for not responding to your message, I've been quite busy with my Hero Mod. I'll get on that before the day ends.

You make good points, and I'll take them into consideration to fine-tune the hero.

F8
11-27-2009, 06:30 AM
Updated to 1.25.

Slotter
11-27-2009, 01:12 PM
Guild Wars Icons FTW? Seems like a good base idea for a solo.

imposteroak
11-28-2009, 11:33 PM
Lol i didn't know you could make a character after a guildwars mesmer elite skill. cool.

madmanz
02-08-2010, 09:54 PM
I \ have tested him on HON enhanced it was great in his skills! i can see animation and was easy but the ulti is confusing
u suppose to click someone then click someone again to??????? uhmmm i basically dont know which one is teleported?

Azurdragon
05-23-2010, 12:05 PM
I \ have tested him on HON enhanced it was great in his skills! i can see animation and was easy but the ulti is confusing
u suppose to click someone then click someone again to??????? uhmmm i basically dont know which one is teleported?

You click yourself or your ally, you click again to the place where you want them/you to teleport to.

Yellowy
07-22-2010, 01:58 PM
I'm not sure if you are aware, but a certain hon ****** ******* took this idea and implemented it.

Let me just give a little opinion, seeing as I played this server once or twice and got a rough opinion on this hero.

Basicly, it makes stalemates non-existent. Every team fight starts in your favor due to the fact that you can teleport ANY hero you want right next to you, and just bombard him/her with disables. This hero in general is an overpowered andromeda.

Just my two cents.

LaRoux_
09-06-2010, 10:47 PM
mindwave should be a woman - women heroes are much exciting than men heroes - really. I'm tired of many men models on HoN, you did a good job [BLG]F8, this hero is so interesting ;B should be implemented but, as a woman...

final veredict (LOL')

Flowhill_NL
12-29-2010, 11:18 AM
All skills are nice, however change the ult. In his description there is something about moving the enviroment. use that.