View Full Version : Steel Mage
Metal Mage
http://fc09.deviantart.com/fs37/f/2008/282/e/8/Chaos_Mage_by_Sergon.jpg
Starting Stats :
INT: 21 + 2.5 per level
AGL: 13 + 1 per level
STR: 20+ 2.2 per level
Movespeed : 300
Damage : 45 - 54
Attack Animation : Slow magma orbs that explodes when hits (Lina in DoTA)
Skills
Q: Steel Disc : The mage conjures a sharp steel disc out of the thin air and throws it at high speed cutting through forest damaging everything it pass through and making heroes bleed.
Manacost: 90 / 120 / 135 / 150 mana
Damage : 100 / 175 / 225 / 300 physical damage
Range : 600 / 800 / 1000 / 1200
Cooldown: 20 / 15 / 13 / 10 seconds
Additional effects : Everything the disc goes through gets a bleed debuff that gives your team true sight of the target.
Bleed effect : 4 / 5 / 6 / 7 seconds
Visual: The steel disc is silver and is moving very fast making it hard to dodge it.
Comment : Disc is cutting down trees in its path making it possible to create new juke places.
Good skill to initiate ganks, getting away through the forest and getting those nasty invisibility heroes. The disc is very fast so its hard to dodge. Disc is ONLY showing targets it hits and you will not get sight of the path its flying.
W: Drilling for components : The mage summons a massive spike/drill that emerges from the ground dealing damage and stunning the enemies.
Manacost: 90 / 120 / 130 / 140 mana
Damage : 100 / 150 / 225 / 300 physical damage
Stun duration 1 / 1,5 / 2 / 2,5 seconds
Range : 600 / 800 / 1000 / 1250
Cool down: 20 / 17 / 15 / 12 seconds
Visual:The spike should looks like a something like this "http://www.thepiercinglook.co.uk/ekmps/shops/jcj001/images/1.2labspike3mm.jpg"
Comment : There is a 2 seconds delay before the spike emerges from the ground the you will see small cracks in the ground where it will emerge.
The AOE effect is as large as Voodoo Jesters curse.
E: Manipulate Elements: The mage manipulates the elements around him and melting his enemies weapon, armour & slowing him down. (Channeled)
Manacost: 100 / 150 / 170 / 200 mana + 30 mana /second
Start range : 600 / 600 / 600 / 600
End range : 700 / 750 / 800 / 850
Cool down: 30 / 30 / 30 / 30 seconds
Effects :
Level 1 : -1 armour, -5% damage & 5% slow / second to a maximum -3 armor, -20% damage & 15% slow
Level 2 : -1 armour, -7% damage & 5% slow / second to a maximum -4 armor, -40% damage & 20% slow
Level 3 : -2 armour, -12% damage & 7% slow / second to a maximum -6 armor, -60% damage & 25% slow
Level 4 : -2 armour, -15% damage & 10% slow / second to a maximum -10 armor,-80% damage & 35% slow
Maximum channel time is 15 seconds on all levels
Visual: Same kind of beam as Witch Slayers mana drain but instead of blue its red.
Comment :Perfect skill to lock down enemy carrier or tank. With ending range I mean that the beam extends all the way up to 850. If stopped or interrupted the enemy hero regains everything immediately.
R: Enhance metal: The mage focus his magic around his allies transforming their armour giving them new abilities for a short amount of time
Manacost: 200 / 300 / 450 mana
Cool down: 120 / 120 / 120 seconds
AOE effect :
Level 1 +6 armour for 15 seconds to all allied heroes and has 30% chance to reflect magic damage for 6 seconds
Level 2 +10 armour for 20 seconds to all allied heroes and has 40% chance to reflect magic damage for 6 seconds
Level 3 +16 armour for 25 seconds to all allied heroes and has 50% chance to reflect magic damage for 6 seconds
Visual A blazing golden ring around the character.
Comment: Cast range and AOE is like Demented Shamans ultimate. Will be very nice to counter Tempest , Magmus & Plauge rider ultimates.
Edit : Changed Massive heat to Manipulate steel to satisfy HamsterXD :)
Changed the range on skill 2.
Added time limit to maximum channel time to skill 3.
Reworked the ultimate to counter some "must picks" in high level games.
Found a nice image that resembles to my image of the Steel mage.
2010-02-09 :
Removed so that enemies don?t get visual on skill 2
2010-02-10 :
Reworked skill 1
Changed name of skill 1 2,3 & 4 & Hero.
Increased STR gain to compensate the low AGI gain.
2010-03-18
Changed some numbers in skill 3 making it abit more powerful.
Lower the the amount of seconds you have true sight of target
Spelling
2010-03-23
Change damage on skill 1 & 2
Change manacost on skill 2
Changed CD on skill 1 & 2
kvist
01-21-2010, 07:39 AM
Looks promising. Fills a void to counter invisible heroes, only viable option at the moment is Pestilence. Also like the ultimate, it feels new. This will be a purely support hero I suppose, but most INT heroes are so it's all good. Thumbs up.
Izual
01-21-2010, 10:36 AM
Good concept even if it's not complete and should have been posted first too sandbox then moved here.
First skill, maybe should have reduced damage per target it passes through like Forsaken Archer's ultimate, but maintain the same bleed. Just my opinion since it passes through targets.
Second skill, exactly like Deadwood's skill but the enemy can see the cast delay area and the damage is less.
Third skill, how long will this skill be able to be channeled?
Ultimate, basic concept perhaps to add more strategy to it have it be an AoE armor effect? As both Pestilence and Demented Shaman have to be casted, if you were to counter them, I think it should be the same.
Good job, should finish though.
HamsterXD
01-21-2010, 12:33 PM
Good hero here, good concept
1st skill, i guess it should be like Windrunner's powershot thingy, going at full speed and stuff, is it? instead of just bleed, why not make it lose armor as well?
2nd skill is like deadwood's, but instead of DPS its an instand stun nuke, which i suggest it'll look nicer if it was like Lion's Impale (or Witch Slayer's graveyard)
3rd skill is just a gank skill IMO and i dont like it, yes it's special and new but nah, its just weird that he can manipulate heat when he is a steel mage. My suggestion would be like, add enemy heroes armor, but its so heavy that it slows down the enemy hero, or decrease the enemy armor, but increase its speed, IMO of course.
Ulti. . .wow, thats alot of armor xD. Its ok but its just a passive so its kinda boring =/ .Add some twist in it and it'll be fine. Mayb damage the enemy and heal an ally depending on how much armor it has? my suggestion that is.
OVerall its ok, but its unfinished so i'll pass on this first, will come and check it out later when its done
I love everything about it, but the ultimate.
i think an +14 armor global aura its too much.
Pesti is single target, and its castable,
Demented Shaman, is AoE but its still castable.
Just work a little on the ulti, maybe make it a normal aura, or an activation buff?
For now, Thumbs up from me (:
Good concept even if it's not complete and should have been posted first too sandbox then moved here.
First skill, maybe should have reduced damage per target it passes through like Forsaken Archer's ultimate, but maintain the same bleed. Just my opinion since it passes through targets.
Second skill, exactly like Deadwood's skill but the enemy can see the cast delay area and the damage is less.
Third skill, how long will this skill be able to be channeled?
Ultimate, basic concept perhaps to add more strategy to it have it be an AoE armor effect? As both Pestilence and Demented Shaman have to be casted, if you were to counter them, I think it should be the same.
Good job, should finish though.
Forsaken Archers skill is shooting several arrows during a short amount of time when Steel mage only cast 1 lance so I think the damage is OK.
Seconds skill needs some more tweaking thats correct, perhaps a longer range then deadwood to counter that you can see where it will appear.
Third skill now has a maximum channel time of 15 seconds "Half the CD time"
Ultimate is reworked to force Steel mage to take place in battles and not just sit back and let the passive aura do all the work, also added another effect to increase the strategical usage of it.
anyway thanks for all the suggestions.
first off i love how he has an agi gain of 1. Great pic
First Skill
Good stuff, this may be the only true sight skill i havent hated. Reminds me of powershot from archer
Second skill
Even though it has crazy range i think 2 second delay is still too long if they have sight of it coming, drop the visible delay. Make it like torrent from dota where only friendlies gain sight of it coming.
Third skill
Nice teamgfight skill, my only problem is it does -10 armour and some other stuff which pretty much is the same as demented ulti but it does it alot faster and caps lower. I think the idea is excellent but may need some number crunching
Ulti
I think that this skill could be made really fun:
450 mana to cast
90 second c/d
When activated Steel mage gains the following aura for 25 seconds
All friendly units gain 16 armour and 40% damage reflection, not including the steel mage.
The steelmage gains 16 armour and every 0.1 second all debuffs and buffs are removed off him. His MS is set to 200.
This means you pretty much gurantee teamfight victory whilst alive, but your really slow (and pretty much disable immune). Would be a really cool game mechanic.
Just an idea lol
Anyway this is an excellent hero suggestion T-up from me
first off i love how he has an agi gain of 1. Great pic
First Skill
Good stuff, this may be the only true sight skill i havent hated. Reminds me of powershot from archer
Second skill
Even though it has crazy range i think 2 second delay is still too long if they have sight of it coming, drop the visible delay. Make it like torrent from dota where only friendlies gain sight of it coming.
Removing the visual but keeping the delay.
With the range its an excellent ganking skill and initiater if placed correctly.
Third skill
Nice teamgfight skill, my only problem is it does -10 armour and some other stuff which pretty much is the same as demented ulti but it does it alot faster and caps lower. I think the idea is excellent but may need some number crunching
Yes is powerful, but it also disables yourself since its channeled and all channel spells are easy to interrupt. (ToC & Stun etc)
Ulti
I think that this skill could be made really fun:
450 mana to cast
90 second c/d
When activated Steel mage gains the following aura for 25 seconds
All friendly units gain 16 armour and 40% damage reflection, not including the steel mage.
The steelmage gains 16 armour and every 0.1 second all debuffs and buffs are removed off him. His MS is set to 200.
This means you pretty much gurantee teamfight victory whilst alive, but your really slow (and pretty much disable immune). Would be a really cool game mechanic.
I think my idea is a bit more balanced because 40% damage reflection is way to much for 25 seconds.
And with Void Talisman \ Shroud you will be able to keep it up for a long time.
Just an idea lol
Anyway this is an excellent hero suggestion T-up from me
Thanks for T-uP :)
OMG why is it that people make stupid VALK arrow skill, that skill is good on Valk since its the best stun in the game, but if you have it do something else its going to suck, do damage show invi hero's omg and why would STEEL abilities be RED???. REFLECT MAGIC DAMAGE....really?? really??, DEADWOOD STUN but steel?? really really??, i actully like the Manipualte STEEL :) sorry im going to say no good
Akuran
02-09-2010, 11:36 AM
I dislike the name, but the skills seem okay, even though I think the lance should be replaced due to 2 heroes having the exact same skill, is kinda lame.
My suggestion for that ;
<Flaming Steel>
Fires a ball of flaming steel onto the enemy, dealing 75/150/225/300 MAGIC damage, and
stunning for 1.5/2/2.5/3 seconds.
Manacost ; 75/100/125/150
Cooldown ; 20/17/14/11
Range ; 450/500/550/600
Silenoz2k
02-09-2010, 02:56 PM
Nice idea, good art work. Really like the spells especially a new counter to invis. Dunno if i like the obsession with STEEL. Could it be Element mage or metal mage, ha they sound stupid too but you know what i meen. Its just steel's starting to sound a bit overused after all four spells and the hero name. good luck
OMG why is it that people make stupid VALK arrow skill, that skill is good on Valk since its the best stun in the game, but if you have it do something else its going to suck, do damage show invi hero's omg and why would STEEL abilities be RED???. REFLECT MAGIC DAMAGE....really?? really??, DEADWOOD STUN but steel?? really really??, i actully like the Manipualte STEEL :) sorry im going to say no good
Damage to everything it goes through and locking down invisibility heroes is that not good enough ?
The reason I want the abilities to be red is because that?s the colour metal has when its hot and since its newly conjured it should be hot.
Both Valkyria arrow and Kunkka?s stun (It not deadwoodstun since that is an immobilizer) requires aiming and a bit of thinking a head to land they are really showing the difference between a good player and a bad player.
REFLECT MAGIC DAMAGE - Since you are whining about that all the other skills are already in the game, I don?t see why you are bashing on a skill that is totally new (At least it is not in the game) and counter some of the must picks in BD \ RD games (Tempest, Magmus, Behemoth)
I dislike the name, but the skills seem okay, even though I think the lance should be replaced due to 2 heroes having the exact same skill, is kinda lame.
My suggestion for that ;
<Flaming Steel>
Fires a ball of flaming steel onto the enemy, dealing 75/150/225/300 MAGIC damage, and
stunning for 1.5/2/2.5/3 seconds.
Manacost ; 75/100/125/150
Cooldown ; 20/17/14/11
Range ; 450/500/550/600
I like that its physical damage, forcing other players to get armour instead of headdress in all games and I want it to counter invisibility heroes.
First skill has been altered a bit now also.
Nice idea, good art work. Really like the spells especially a new counter to invis. Dunno if i like the obsession with STEEL. Could it be Element mage or metal mage, ha they sound stupid too but you know what i meen. Its just steel's starting to sound a bit overused after all four spells and the hero name. good luck
Agree, changed the name to Metal Mage and change the names of the skills to make it less repetitive.
babsa_90
02-19-2010, 12:01 PM
Does anyone else think that Manipulate Elements' mana upkeep is too high? Maybe 20 mana a second is a bit more affordable. Also i don't think it really synergies well with his other abilities. Yeah, it is a great support spell, but if you wanted to use it 1v1 it would have no practical use. Would it be too imbalanced for it to last a while longer after the channel? Like for every two seconds the spell is channeled the effect will last one second longer after channel ends? Then to balance it make the channel time decrease a bit, since 15 seconds is somewhat unrealistic (unless used with succubus), which would be pretty ****ing crazy. Just my thoughts on that ability, i guess it depends on what kind of hero you wanted him to be, gank or support.
XeenWoozy
02-19-2010, 12:50 PM
Sexy but I think he needs some of his skills improved? =0
Does anyone else think that Manipulate Elements' mana upkeep is too high? Maybe 20 mana a second is a bit more affordable. Also i don't think it really synergies well with his other abilities. Yeah, it is a great support spell, but if you wanted to use it 1v1 it would have no practical use. Would it be too imbalanced for it to last a while longer after the channel? Like for every two seconds the spell is channeled the effect will last one second longer after channel ends? Then to balance it make the channel time decrease a bit, since 15 seconds is somewhat unrealistic (unless used with succubus), which would be pretty ****ing crazy. Just my thoughts on that ability, i guess it depends on what kind of hero you wanted him to be, gank or support.
Steel Disc + Manipulate Elements to chase down invisibility heroes. With 850 range you can be sure to slow them down enough for your team mates to nail them.
Drilling for components + Manipulate Elements perfect for ganks or to initiate and take out the carrier\tank from the other team.
This hero is a support hero thats why I don?t want Manipulate Elements to keep the effects when it has stopped channeling. Just like :andr: you will sacrifice one of your heroes in order to take out a hero of your choice.
Perhaps some number tweaks are in order to get the right costs etc for all skills but 20 mana \ sec is a bit to low when you are totally wrecking a heroes damage output\armor & speed for up to 15 seconds.
babsa_90
02-21-2010, 11:07 PM
Fair enough, i guess i misunderstood what kind of hero you were trying to make.
iNont
03-16-2010, 04:35 AM
i think it is a Int hero it must be use skill in magic damage not physical
kelqka
03-16-2010, 02:25 PM
Nice hero, change spells to magic damage. Should Increase the radius of the 2nd spell its too small for a spell with 2 second delay.
It has nice synergy with 1st and 2nd spell for nuking... although would need some skills to pull them off.
3rd spell a bit weird for me... erm, can you move while you channel it ? Like Corrupted Disciples 2nd spell or like " I'll just stand still here and hope not to die" + it need some math.
Ulty is original, me likey.
All in all nice hero concept, thumbs up !
Gortrok
03-16-2010, 03:30 PM
I like the hero! I can totally imagine him being the brother of Corrupted Disciple xD
Just a few things about the skills:
1. Steel Disc: shouldn't give true sight. An animation similar to Blood Hunter's Blood Sense would be much more preferable. Remember, the skill is still dealing damage, putting a running hero down low enough for a possible Pyro AoE stun + Phoenix Wave combo to finish him off. Zephyr's Gust, Tempest's Meteor, Disciple's energy ring etc. also work.
2. Second skill is cool, but it might be a bit hard to aim it with a 2 second delay and an area of effect the same size as Cursed Ground. That's why Deadwood's Rotten Grasp has a fairly large area.
3. Great skill! One thing: maybe make the charges last another 5 seconds after the hero leaves the range of the beam? Otherwise the guy can just walk straight back in and your spell is sorta wasted.
4. I like the idea. The magic reflection will just completely annihilate Plague Rider though. Perhaps you should give us a clarification as to whom the magic damage actually gets reflected, and maybe put a 600 max range of effect on it. The range would mean that Plague Rider would throw his ulti and then just run, keeping him out of the fight for a while.
Hope this helps! Btw, I think a better picture of this hero would be Tezzeret the Seeker (from Magic the Gathering). Sorry, can't be bothered to post a pic, it's easy enough to find on Google.
Cavallero
03-16-2010, 03:38 PM
Liked him... At first i didn't got why Metal Mage, but reading the comment I got it...
I like even the numbers.. Only two thing to change I believe.
Mana cost for third skill it way too high... 200 + 30 up to 450 = 230 to 680 mana... Kinda high...
Second thing is the name of the skill, Manipulate Elements is inaccurate. Since he only Manipulates Fire... That should be the name of the skill... Or Manipulate Heat...
Overall, T-Up!!!
Nice hero, change spells to magic damage. Should Increase the radius of the 2nd spell its too small for a spell with 2 second delay.
It has nice synergy with 1st and 2nd spell for nuking... although would need some skills to pull them off.
3rd spell a bit weird for me... erm, can you move while you channel it ? Like Corrupted Disciples 2nd spell or like " I'll just stand still here and hope not to die" + it need some math.
Ulty is original, me likey.
Ulty is original, me likey.
All in all nice hero concept, thumbs up !
A linking spell like :corr: sounds actually fun.
Will take a look to see if its possible to tune it down a lot else it will be overpowered.
i think it is a Int hero it must be use skill in magic damage not physical
Its summoned metal object that deals the damage that is why I want it to be physical damage instead of magical damage.
I like the hero! I can totally imagine him being the brother of Corrupted Disciple xD
Just a few things about the skills:
1. Steel Disc: shouldn't give true sight. An animation similar to Blood Hunter's Blood Sense would be much more preferable. Remember, the skill is still dealing damage, putting a running hero down low enough for a possible Pyro AoE stun + Phoenix Wave combo to finish him off. Zephyr's Gust, Tempest's Meteor, Disciple's energy ring etc. also work.
I want a counter to blinkers & invisibility heroes, perhaps I will lower the damage but still it is just as tricky as :valk: lance to hit with (Except it moves quicker)
2. Second skill is cool, but it might be a bit hard to aim it with a 2 second delay and an area of effect the same size as Cursed Ground. That's why Deadwood's Rotten Grasp has a fairly large area.
I was thinking about Kunkkas skill when I created it and it is just as small and with some training its easy to hit with also.
Since deadwood is a Str hero he cant spam the skill as this hero will be able to do during mid game.
3. Great skill! One thing: maybe make the charges last another 5 seconds after the hero leaves the range of the beam? Otherwise the guy can just walk straight back in and your spell is sorta wasted.
With 5 seconds extra this hero will be a perfect solo hero hence removing the support role.
Anyway I will check the skill abit and perhaps change it to something more in line with :corr: linking skill as kelqka suggested.
4. I like the idea. The magic reflection will just completely annihilate Plague Rider though. Perhaps you should give us a clarification as to whom the magic damage actually gets reflected, and maybe put a 600 max range of effect on it. The range would mean that Plague Rider would throw his ulti and then just run, keeping him out of the fight for a while.
Hope this helps! Btw, I think a better picture of this hero would be Tezzeret the Seeker (from Magic the Gathering). Sorry, can't be bothered to post a pic, it's easy enough to find on Google.
Since its an activation skill you can just disable\silence etc the hero if you don?t want him to use his spell, else it just as good as :keep: ulto.
An easy counter to this skill is actually a shrunken head since we are talking about magic damage but still it will lock down heroes like :keep: / :zeph: / :behe: / :magm: / :temp: giving you the ability to initiate instead so there is no need to add a range on it.
Reflected damage will not deal damage to your heroes but on the caster instead.
I would just love to see a :temp: + :zeph: combo now when this spell is up they will drop like flies :)
Tezzeret the Seeker looks ok but I like this one better.
Gortrok
03-17-2010, 12:19 PM
Good answers, I'm satisfied. Hope this hero makes it all the way hehe ;)
KalPdal
03-18-2010, 04:25 AM
I really like the way you built this hero. Nice with an Int hero that deals physical dmg imo!
I can see why people might think the ult cripples some of the heroes relying on heavy ae ults but I think it will work fine. You can still blink/ult with heroes like behemoth/magmus/tempest/soulstealer before enhance metal is activated and finally heavy nukers like pyro/witchslayer/ have to think twice before blasting away in teamfights.
Good work!
FiskOgHon
03-18-2010, 04:46 AM
A caster dealing physical damage. Rather cool. I like your abilities in general, but have a few suggestions.
Make your third skill have an initial slow instantly when cast and then scale. Otherwise you really need some disable or to be very close to someone to actually make good use of it.
Your ulti is awesome. Those heroes you mentioned really need more counters.
The fact that the two nukes deal physical damage is cool. But they also deal low damage. Physical is already worse than magic as most heroes will have more armor than magic armor when they bought a few items and get a few lvls. You could easily increase the damage on those nukes imo.
I voted yes.
kvist
03-18-2010, 06:28 PM
As someone else said, you should increase the damage on those spells that are physical.
Really like the ultimate for the same reasons as others stated. AOE heavy teams are almost standard nowdays. If this gets in you have to actually think a bit before you barge in and release whatever you've got.
Changed Mana cost, Damage & Cool down on skill 1 & 2.
Will try to add something for SoTM as well, perhaps an armor on spell just as Fervor adds a dot for :pyro: or higher % on ultimate.