Branalia
12-08-2009, 01:32 PM
Bloodmage
Speed: 300
Range: 450
Legion
Stats
STR: 32+3.6
AGI: 14+1.9
INT: 10+1.0
Gameplay
The Bloodmage is a very unique hero with unparalleled strength and strength gain... and with good reason: he does not use mana for his spells. Instead, all of his spells siphon from his health. Thus each time you cast one of his abilities you must be sure that the health you use is worth it to do what you need to do or that you'll be able to regen it quickly. His role is that of primary nuker as well as support.
Background
The Bloodmage was once a proud member of the Legion forces until during one battle he was captured by the Hellbourne and brought back to their demonic realm. While imprisoned, the demons experimented on him with different demons attempting to shatter his will and infuse him with various runes and tattoos of power over his entire body... until their experiments met with wondrous and terrible success. Over the months of torture and experimentation the Bloodmage had gained the ability to tap into his own life as a source of power and shower his captors with his own crimson death. He has since manged to escape from his captors and despite his horrific visage, fights alongside his Legion brethren once again to exact revenge on the foul creatures that made him what he now is.
Visual
The Bloodmage looks like a well built and muscled man with ragged pants and no shirt. Over his entire body are etched bloody tattoos. He has no hair and his arms and chest are terribly scarred from the practicing of his blood magic. His human hands have been removed and have been replaced with dark claws made for rending flesh.
Attack Animation
The Bloodmage is a ranged hero but he does not fire any projectiles to attack. Instead his attack animation is simply him reaching out his hand as if to grab a far off object and then after a few moments he clenches his fist and causes some of his target's blood to expel violently from its body. This will look especially good with the lifesteal provided by his third skill.
Crimson Slash
http://www.guildwars.com/images/professions/skillicons/elementalist/breathoffire.jpg
The Bloodmage rakes one arm down the other tearing off his flesh and unleashing a torrent of boiling blood upon his enemies, causing them to hemmorage temporarily as they burn.
The spray shoots out in a small frontal cone similar to Pyromancer's Phoenix Wave but a little less wide.
Skill Type: Active
Damage Type: Magic
Cooldown: 12 Seconds
Health Cost: 90/105/125/140
Cast Range: 700
1. Deals 75 Magic damage to each target in a line along with 5 damage a second for five seconds as the blood boils on the target's skin. While the target is burning it leaves behind a bloody trail.
2. Deals 135 Magic damage to each target in a line along with 7 damage a second for five seconds as the blood boils on the target's skin. While the target is burning it leaves behind a bloody trail.
3. Deals 185 Magic damage to each target in a line along with 9 damage a second for five seconds as the blood boils on the target's skin. While the target is burning it leaves behind a bloody trail.
4. Deals 230 Magic damage to each target in a line along with 10 damage a second for five seconds as the blood boils on the target's skin. While the target is burning it leaves behind a bloody trail.
In game: This is a standard caster AoE nuke that has the added bonus of having a small DoT and position reveal for a short period.
Balance: The spell does overall the same damage as every other spammable AoE nuke but in a smaller radius than Pyromancer. The tracking is to help offset the fact that the Bloodmage spends health to fuel his spells.
Visual: The Bloodmage grabs his left inner forearm with his right hand and rips his now clawed hands along his arm tearing his flesh off to his wrist but unleashing a potent spray of boiling blood ahead of him.
Revision: Instead of revealing stealthed enemies hit by this ability, it instead just draws a path as to where the victims walk for a few seconds similar to the reveal caused by the Bloodhunter's Blood Sense ability. This doesn't allow the unit to be targeted but it would show where they run to.
Bloody Gateway
http://www.guildwars.com/images/professions/skillicons/elementalist/searingheat.jpg
The Bloodmage violently claws himself in the chest and literally rips himself apart... and then transports himself to the blood of another nearby creature and either carefully (if allied) or violently (if an enemy) expels himself from his target's chest.
A targeted blink that requires a destination creature that's visible. Can be used on friendly or enemy targets but only an enemy takes damage.
Skill Type: Active
Damage Type: Magic
Cooldown: 25 Seconds
Health Cost: 70/100/130/160
Cast Range: 500/700/900/1100
1. Blinks a short distance to a target creature. Does no damage if the target is friendly and 75 damage if hostile.
2. Blinks a short distance to a target creature. Does no damage if the target is friendly and 150 damage if hostile.
3. Blinks a short distance to a target creature. Does no damage if the target is friendly and 225 damage if hostile.
4. Blinks a short distance to a target creature. Does no damage if the target is friendly and 300 damage if hostile.
In game: Both an offensive and defensive blink spell that does damage half of the time. Similar to Pebbles' Chuck ability except that the Bloodmage is the bullet and it only does single target damage.
Balance: The spell does the same damage as any other single target nuke and the long cooldown means it will only be able to be used once per fight at best.
Visual: The Bloodmage drives both of his clawed hands into his chest and rips himself apart. But instead of just falling apart the tear seems to keep going as his outer body folds into the back of himself as he eventually compresses into a ball of blood which falls to the ground and splashes like a water baloon on the ground. Meanwhile the Bloodmage jumps out of his target diving headfirst and either leaving no damage or causing a bloody explosion on the target's chest.
Sanguine Feast
http://www.guildwars.com/images/professions/skillicons/elementalist/rodgortsinvocation.jpg
The Bloodmage constantly requires more blood to replenish that which he has lost in the field of battle and thus has grown adept at leeching it from his foes.
A channeled lifedrain ability to help offset the fact that his spells use health to cast.
Skill Type: Active
Damage Type: Magic
Cooldown: 30 Seconds
Health Cost: 5% of the Bloodmage's max health.
Channel Duration: 6 Seconds
Cast Range: 700
1. Drains health from the target stealing 5% of the target's max hp per second if a neutral unit or 1% if an enemy hero.
2. Drains health from the target stealing 10% of the target's max hp per second if a neutral unit or 2% if an enemy hero.
3. Drains health from the target stealing 15% of the target's max hp per second if a neutral unit or 3% if an enemy hero.
4. Drains health from the target stealing 20% of the target's max hp per second if a neutral unit or 4% if an enemy hero.
In game: Just lifesteal to provide the Bloodmage with energy.
Balance: A channeled ability that can be interrupted by any normal means with a semi-long cooldown to prevent spam or massive health regeneration.
Visual: The Bloodmage's reaches his arm out to his target and causes blood to flow out for the duration of the channel which enters his body.
Revision: Changed the ability from passive lifeleech on damage to an active use skill with a decent cooldown but with endgame scaling.
Heartstopper (Ultimate)
http://www.guildwars.com/images/professions/skillicons/elementalist/teinaisheat.jpg
The Bloodmage has mastered control over the lifeblood that flows through all creatures and harnesses it to temporarily halt that flow, stunning all of his enemies for a short time.
A global stun which that it's duration is based on the distance from the Bloodmage.
Skill Type: Active
Cooldown: 180 Seconds
Health Cost: 200/300/400
Cast Range: Global
1. Stuns all enemy heroes on the map based on their distance from the Bloodmage based on the following metric:
0-200 = 2 second
201-350 = 1.25 seconds
351-500 = .75 seconds
501-650 = .5 seconds
651-800 = .25 seconds
>800 = .1 seconds
2. Stuns all enemy heroes on the map based on their distance from the Bloodmage based on the following metric:
0-200 = 3 second
201-350 = 1.75 seconds
351-500 = 1.25 seconds
501-650 = .75 seconds
651-800 = .5 seconds
>800 = .1 seconds
3. Stuns all enemy heroes on the map based on their distance from the Bloodmage based on the following metric:
0-200 = 4 second
201-350 = 2.25 seconds
351-500 = 1.5 seconds
501-650 = 1.25 seconds
651-800 = 1 second
>800 = .1 seconds
In game: A global ability that lends itself to team fights.
Balance: While the stun is global, the need for targets to be practically on top of him to get full duration makes it dangerous too.
Visual: The Bloodmage buries his arm in his chest and grabs his own heart, letting out a horrific scream as he stops the blood flow in his enemies.
Revision: Based on many suggestions and yyr_'s revised band metric updated the skill to be a bit more balanced. Kept the cooldown at 180 seconds to prevent excessive Homecoming stone channel killing.
And that's all I've got for now with this guy. Oh and please don't think I have an unhealthy obsession with blood... I played another DotA like game called Tides of Blood back in the day and it had a hero that used his health as his "mana" as well and I ran with the concept.
Speed: 300
Range: 450
Legion
Stats
STR: 32+3.6
AGI: 14+1.9
INT: 10+1.0
Gameplay
The Bloodmage is a very unique hero with unparalleled strength and strength gain... and with good reason: he does not use mana for his spells. Instead, all of his spells siphon from his health. Thus each time you cast one of his abilities you must be sure that the health you use is worth it to do what you need to do or that you'll be able to regen it quickly. His role is that of primary nuker as well as support.
Background
The Bloodmage was once a proud member of the Legion forces until during one battle he was captured by the Hellbourne and brought back to their demonic realm. While imprisoned, the demons experimented on him with different demons attempting to shatter his will and infuse him with various runes and tattoos of power over his entire body... until their experiments met with wondrous and terrible success. Over the months of torture and experimentation the Bloodmage had gained the ability to tap into his own life as a source of power and shower his captors with his own crimson death. He has since manged to escape from his captors and despite his horrific visage, fights alongside his Legion brethren once again to exact revenge on the foul creatures that made him what he now is.
Visual
The Bloodmage looks like a well built and muscled man with ragged pants and no shirt. Over his entire body are etched bloody tattoos. He has no hair and his arms and chest are terribly scarred from the practicing of his blood magic. His human hands have been removed and have been replaced with dark claws made for rending flesh.
Attack Animation
The Bloodmage is a ranged hero but he does not fire any projectiles to attack. Instead his attack animation is simply him reaching out his hand as if to grab a far off object and then after a few moments he clenches his fist and causes some of his target's blood to expel violently from its body. This will look especially good with the lifesteal provided by his third skill.
Crimson Slash
http://www.guildwars.com/images/professions/skillicons/elementalist/breathoffire.jpg
The Bloodmage rakes one arm down the other tearing off his flesh and unleashing a torrent of boiling blood upon his enemies, causing them to hemmorage temporarily as they burn.
The spray shoots out in a small frontal cone similar to Pyromancer's Phoenix Wave but a little less wide.
Skill Type: Active
Damage Type: Magic
Cooldown: 12 Seconds
Health Cost: 90/105/125/140
Cast Range: 700
1. Deals 75 Magic damage to each target in a line along with 5 damage a second for five seconds as the blood boils on the target's skin. While the target is burning it leaves behind a bloody trail.
2. Deals 135 Magic damage to each target in a line along with 7 damage a second for five seconds as the blood boils on the target's skin. While the target is burning it leaves behind a bloody trail.
3. Deals 185 Magic damage to each target in a line along with 9 damage a second for five seconds as the blood boils on the target's skin. While the target is burning it leaves behind a bloody trail.
4. Deals 230 Magic damage to each target in a line along with 10 damage a second for five seconds as the blood boils on the target's skin. While the target is burning it leaves behind a bloody trail.
In game: This is a standard caster AoE nuke that has the added bonus of having a small DoT and position reveal for a short period.
Balance: The spell does overall the same damage as every other spammable AoE nuke but in a smaller radius than Pyromancer. The tracking is to help offset the fact that the Bloodmage spends health to fuel his spells.
Visual: The Bloodmage grabs his left inner forearm with his right hand and rips his now clawed hands along his arm tearing his flesh off to his wrist but unleashing a potent spray of boiling blood ahead of him.
Revision: Instead of revealing stealthed enemies hit by this ability, it instead just draws a path as to where the victims walk for a few seconds similar to the reveal caused by the Bloodhunter's Blood Sense ability. This doesn't allow the unit to be targeted but it would show where they run to.
Bloody Gateway
http://www.guildwars.com/images/professions/skillicons/elementalist/searingheat.jpg
The Bloodmage violently claws himself in the chest and literally rips himself apart... and then transports himself to the blood of another nearby creature and either carefully (if allied) or violently (if an enemy) expels himself from his target's chest.
A targeted blink that requires a destination creature that's visible. Can be used on friendly or enemy targets but only an enemy takes damage.
Skill Type: Active
Damage Type: Magic
Cooldown: 25 Seconds
Health Cost: 70/100/130/160
Cast Range: 500/700/900/1100
1. Blinks a short distance to a target creature. Does no damage if the target is friendly and 75 damage if hostile.
2. Blinks a short distance to a target creature. Does no damage if the target is friendly and 150 damage if hostile.
3. Blinks a short distance to a target creature. Does no damage if the target is friendly and 225 damage if hostile.
4. Blinks a short distance to a target creature. Does no damage if the target is friendly and 300 damage if hostile.
In game: Both an offensive and defensive blink spell that does damage half of the time. Similar to Pebbles' Chuck ability except that the Bloodmage is the bullet and it only does single target damage.
Balance: The spell does the same damage as any other single target nuke and the long cooldown means it will only be able to be used once per fight at best.
Visual: The Bloodmage drives both of his clawed hands into his chest and rips himself apart. But instead of just falling apart the tear seems to keep going as his outer body folds into the back of himself as he eventually compresses into a ball of blood which falls to the ground and splashes like a water baloon on the ground. Meanwhile the Bloodmage jumps out of his target diving headfirst and either leaving no damage or causing a bloody explosion on the target's chest.
Sanguine Feast
http://www.guildwars.com/images/professions/skillicons/elementalist/rodgortsinvocation.jpg
The Bloodmage constantly requires more blood to replenish that which he has lost in the field of battle and thus has grown adept at leeching it from his foes.
A channeled lifedrain ability to help offset the fact that his spells use health to cast.
Skill Type: Active
Damage Type: Magic
Cooldown: 30 Seconds
Health Cost: 5% of the Bloodmage's max health.
Channel Duration: 6 Seconds
Cast Range: 700
1. Drains health from the target stealing 5% of the target's max hp per second if a neutral unit or 1% if an enemy hero.
2. Drains health from the target stealing 10% of the target's max hp per second if a neutral unit or 2% if an enemy hero.
3. Drains health from the target stealing 15% of the target's max hp per second if a neutral unit or 3% if an enemy hero.
4. Drains health from the target stealing 20% of the target's max hp per second if a neutral unit or 4% if an enemy hero.
In game: Just lifesteal to provide the Bloodmage with energy.
Balance: A channeled ability that can be interrupted by any normal means with a semi-long cooldown to prevent spam or massive health regeneration.
Visual: The Bloodmage's reaches his arm out to his target and causes blood to flow out for the duration of the channel which enters his body.
Revision: Changed the ability from passive lifeleech on damage to an active use skill with a decent cooldown but with endgame scaling.
Heartstopper (Ultimate)
http://www.guildwars.com/images/professions/skillicons/elementalist/teinaisheat.jpg
The Bloodmage has mastered control over the lifeblood that flows through all creatures and harnesses it to temporarily halt that flow, stunning all of his enemies for a short time.
A global stun which that it's duration is based on the distance from the Bloodmage.
Skill Type: Active
Cooldown: 180 Seconds
Health Cost: 200/300/400
Cast Range: Global
1. Stuns all enemy heroes on the map based on their distance from the Bloodmage based on the following metric:
0-200 = 2 second
201-350 = 1.25 seconds
351-500 = .75 seconds
501-650 = .5 seconds
651-800 = .25 seconds
>800 = .1 seconds
2. Stuns all enemy heroes on the map based on their distance from the Bloodmage based on the following metric:
0-200 = 3 second
201-350 = 1.75 seconds
351-500 = 1.25 seconds
501-650 = .75 seconds
651-800 = .5 seconds
>800 = .1 seconds
3. Stuns all enemy heroes on the map based on their distance from the Bloodmage based on the following metric:
0-200 = 4 second
201-350 = 2.25 seconds
351-500 = 1.5 seconds
501-650 = 1.25 seconds
651-800 = 1 second
>800 = .1 seconds
In game: A global ability that lends itself to team fights.
Balance: While the stun is global, the need for targets to be practically on top of him to get full duration makes it dangerous too.
Visual: The Bloodmage buries his arm in his chest and grabs his own heart, letting out a horrific scream as he stops the blood flow in his enemies.
Revision: Based on many suggestions and yyr_'s revised band metric updated the skill to be a bit more balanced. Kept the cooldown at 180 seconds to prevent excessive Homecoming stone channel killing.
And that's all I've got for now with this guy. Oh and please don't think I have an unhealthy obsession with blood... I played another DotA like game called Tides of Blood back in the day and it had a hero that used his health as his "mana" as well and I ran with the concept.