T0x
01-24-2010, 09:11 AM
Forest Phantom
The forests of Newerth will never be safe again
http://i956.photobucket.com/albums/ae43/toxicity802/ForestPhantom-Portrait.jpghttp://mattstone.blogs.com/photos/christian_art_goth/goth_crown_of_thorns.jpg
Affiliation - Neutral wanderer protecting the forests of Newerth, thus helping The Legion indirectly.
Role(s) - Semi-carry, roamer, ganker, pseudo-support
A reclusive entity, the Forest Phantom has spent countless eons stalking the forests of Newerth. Now as the war spills into his eternal dwelling we find that the Forest Phantom is not happy with all the destruction... beings of Newerth, beware the forests you once thrived in...
Stats and specifications:
Agi - 24 | +2.2
Int - 17 | +1.9
Str - 21 | +1.8
Dmg: 49 - 55
Base HP: 433 | 0.68/s HP regen
<( 21{base} + 1.8{lvl1} ) x ( 19 HP per str )= 433.2> | <( 21{base} + 1.8{lvl1} ) x ( 0.03/s HP regen per str )= 0.68>
Base MP: 245 | 0.75/s MP regen
<( 17{base} + 1.9{lvl1} ) x ( 13 MP per int)= 245.7> | <( 17{base} + 1.9{lvl1} ) x ( 0.04/s MP regen per int)= 0.756>
Base attack speed: 0.71 attacks per second
Base Armor: 2.1
Base Magic Armor: 5.5
Attack type: This hero will have a semi-unique style of auto attacking; This hero uses a thorned-vine whips (see picture next to hero for reference) so in a sense is a melee class hero... However, being a whip it should have some sort of extended range. Let's say... 250
So I guess technically this hero is ranged.
Movement speed: 295
Turn speed: 0.2
Cast speed: 0.5
Spells:
Forest Concoction
SCRAPPED PENDING REMAKE
Mastery of Thorns
The Forest Phantom is an adept warrior, most at home when fending off enemies in his dense dwellings. Over the years he has learned to use many weapons, but none more lethally than thorned weapons and armor.
Usage and mechanics:
- Nothing to really put here it's a very straight forward skill.
Technical info:
Target: Passive(self buff)
Damage type:Physical & True damage return
Mana cost: NA
Cooldown:('Vine-wrap') 5.25/4.50/3.75/2.75 after proc
Cast time: NA
Cast range: NA
Effects:
Passive
- 4/8/12/16% chance to wrap your whip around the enemy, dealing an extra 25/45/60/70 physical damage and holding both the target and Forest Phantom in place for 1.25 seconds. May only proc when attacking enemy heroes.
- Increases attack range by 0/50/100/150
- Melee attackers take true damage equal to 5/15/25/35% of their base strength every time they strike Forest Phantom.
- Incoming physical projectile(range) damage is reduced by 3/6/9/12%
Tree stalker
Centuries of fighting in the forests have given Forest Phantom a unique style of jumping from ground to tree. Over time Forest Phantom has learnt the pivital point of impact needed to topple a tree, often using this knowlede to crush his foes.
Usage and mechanics:
- The player targets a tree within range and The Forest Phantom leaps to it, crushing it when he lands; dealing damage to and slowing all enemies within the AOE.
- Forest Phantom becomes disjointed from the game during flight. (Invulnerable and complete magic immunity)
Technical info:
Target: Tree
Damage type: Physical
Mana cost: 110/125/140/155
Cooldown: 20/16/13/11
Cast time: 1 second flight time + base cast speed
Cast range: 450/500/550/600
Effects:
Impact
- Deals 75/115/145/185 damage in a 400 AOE around the center of the targetted tree
- Applies "Tree-dazed" to enemies in a 400 AOE around the center of the targetted tree for 3 seconds
"Tree-dazed"
- Slows movement and turn speed by 25/25/30/30% initially, returning over debuff duration.
*Ult* Phantom of Newerth
Living in the forests for so long it would be stupid to think that Forest Phantom has not developed an almost supernatural camoflague technique. This technique not only effectively cloaks him but increases his already dramatic element of surprise.
Usage and mechanics:
- When activated causes Forest Phantom to fade in and out of invisibilty while in range of trees, ideally being in the fade time itself for the most part.
- This ultimate can be used while under the effects of hold/grab style moves such as Static Grip, Devour, Shackle, etc.
Technical info:
Target: Self buff
Damage type: Physical
Mana cost: 200
Cooldown: 90/70/50
Cast time: Base cast speed.
Cast range: NA
Effects:
On activation
- Applies "Phantom of Newerth" to Forest Phantom for 10/15/20 seconds
- Dispells all debuffs
- Disjoints from any hold/grab style move.
"Phantom of Newerth"
- Causes the Forest Phantom to fade in and out of invis when he is within 250 range of a tree. 1s fade time + 0.75s invis time
- Attacking while in this etheral form does not break the stealth effect(using abilities does though) and each attack will ignore the targets armor by the amount equal to 50% of your own armor.
- 5/10/15% chance for 1.4x/1.6x/1.8x critical strike
- Applies "Phantom Presence" aura; effecting enemies within 450 range
"Phantom Presence"
- Causes enemies within range to have a 4/8/12% chance to miss their attacks even on flat surfaces.
FAQ:
This ulti's invis is overpowered, why would you do such a thing?
There is several reasons why this spell is more balanced than it seems, especially when compared to the likes of other heroes' invis abilities.
But let's start with internal reasons:
He must be within 250 range of a tree for the invis to activate at all
He is constantly fading in and out of invis and actually spends only 0.75 seconds invis at a time versus a 1 second fade time
Because of the constant fading in and out, range restriction to trees and no increased MS; he is VERY easy to follow even without the easy to buy invis detection items.
50 second cooldown - 20 second duration = 30 second overall cooldown at skill-level 3... much longer than any other invis ability.
Now for some hero comparisons:
Scout - semi-permanent windwalk when you buy some piss cheap mana regen items, +MS and when breaking this invis with an attack scout enters a state of insane IAS for x hits.
NightHound - permanent invisibility at lvl 6 and only half a second longer of a fade time at lvl 16.
Valkyrie - Global invis that is also unbreakable by attacks/abilities only lasting 3/6/9 seconds less than FP's.
KotF - Can be cast on allied units and lasts 15/30/45/60 seconds. Also note that KotF may cast abilities without breaking his stealth.
So now I ask you... Is FP's invis REALLY that bad?Is he meant to be so damn situational/dependent on trees?
YES! I cannot stress this enough. Theme and role wise, Forest Phantom is a roaming-ganker whos purpose in Newerth is to stalk and terrorize it's dense forests. If you cannot grasp this concept then obviously it is a t-down from you.PLEASE, stop commenting on this as if it were a mistake or a totally unfathomable concept.
--Change Log--
Dates are in Australian format (dd/mm/yyyy)
25/01/2010
Hero suggestion created and posted
Roles and story specified
Damage specified: Dmg: 49 - 55
Added mechanic to Forest Concoction:
- Consequently, if he is not near any trees he may only throw potions from the trees he was near last. (so if he runs from legion neuts into river he will only be able to throw healthy tree concoctions)
Added visual reference for Forest Phantom's whip
Fixed some general inconsistencies in spell text
Clarified/reworked button scheme/mechanics of Forest Concoction, visual reference provided.
Changed Mastery of Thorns to fully passive and rebalanced, to save hotkey space.
Changed the 'whip wrap' of Mastery of Thorns so that it may only proc when attacking enemy heroes.
FAQ section started in light of misconceived "OP" cries.
26/01/2010
Changed armor ignored while under the effects of "Phantom of Newerth": - Attacking while in this etheral form does not break the stealth effect and each attack will ignore the targets armor by the amount equal to 50% of your own armor.
27/01/2010
"Forrest Concoction"; scraped pending ability remake
The forests of Newerth will never be safe again
http://i956.photobucket.com/albums/ae43/toxicity802/ForestPhantom-Portrait.jpghttp://mattstone.blogs.com/photos/christian_art_goth/goth_crown_of_thorns.jpg
Affiliation - Neutral wanderer protecting the forests of Newerth, thus helping The Legion indirectly.
Role(s) - Semi-carry, roamer, ganker, pseudo-support
A reclusive entity, the Forest Phantom has spent countless eons stalking the forests of Newerth. Now as the war spills into his eternal dwelling we find that the Forest Phantom is not happy with all the destruction... beings of Newerth, beware the forests you once thrived in...
Stats and specifications:
Agi - 24 | +2.2
Int - 17 | +1.9
Str - 21 | +1.8
Dmg: 49 - 55
Base HP: 433 | 0.68/s HP regen
<( 21{base} + 1.8{lvl1} ) x ( 19 HP per str )= 433.2> | <( 21{base} + 1.8{lvl1} ) x ( 0.03/s HP regen per str )= 0.68>
Base MP: 245 | 0.75/s MP regen
<( 17{base} + 1.9{lvl1} ) x ( 13 MP per int)= 245.7> | <( 17{base} + 1.9{lvl1} ) x ( 0.04/s MP regen per int)= 0.756>
Base attack speed: 0.71 attacks per second
Base Armor: 2.1
Base Magic Armor: 5.5
Attack type: This hero will have a semi-unique style of auto attacking; This hero uses a thorned-vine whips (see picture next to hero for reference) so in a sense is a melee class hero... However, being a whip it should have some sort of extended range. Let's say... 250
So I guess technically this hero is ranged.
Movement speed: 295
Turn speed: 0.2
Cast speed: 0.5
Spells:
Forest Concoction
SCRAPPED PENDING REMAKE
Mastery of Thorns
The Forest Phantom is an adept warrior, most at home when fending off enemies in his dense dwellings. Over the years he has learned to use many weapons, but none more lethally than thorned weapons and armor.
Usage and mechanics:
- Nothing to really put here it's a very straight forward skill.
Technical info:
Target: Passive(self buff)
Damage type:Physical & True damage return
Mana cost: NA
Cooldown:('Vine-wrap') 5.25/4.50/3.75/2.75 after proc
Cast time: NA
Cast range: NA
Effects:
Passive
- 4/8/12/16% chance to wrap your whip around the enemy, dealing an extra 25/45/60/70 physical damage and holding both the target and Forest Phantom in place for 1.25 seconds. May only proc when attacking enemy heroes.
- Increases attack range by 0/50/100/150
- Melee attackers take true damage equal to 5/15/25/35% of their base strength every time they strike Forest Phantom.
- Incoming physical projectile(range) damage is reduced by 3/6/9/12%
Tree stalker
Centuries of fighting in the forests have given Forest Phantom a unique style of jumping from ground to tree. Over time Forest Phantom has learnt the pivital point of impact needed to topple a tree, often using this knowlede to crush his foes.
Usage and mechanics:
- The player targets a tree within range and The Forest Phantom leaps to it, crushing it when he lands; dealing damage to and slowing all enemies within the AOE.
- Forest Phantom becomes disjointed from the game during flight. (Invulnerable and complete magic immunity)
Technical info:
Target: Tree
Damage type: Physical
Mana cost: 110/125/140/155
Cooldown: 20/16/13/11
Cast time: 1 second flight time + base cast speed
Cast range: 450/500/550/600
Effects:
Impact
- Deals 75/115/145/185 damage in a 400 AOE around the center of the targetted tree
- Applies "Tree-dazed" to enemies in a 400 AOE around the center of the targetted tree for 3 seconds
"Tree-dazed"
- Slows movement and turn speed by 25/25/30/30% initially, returning over debuff duration.
*Ult* Phantom of Newerth
Living in the forests for so long it would be stupid to think that Forest Phantom has not developed an almost supernatural camoflague technique. This technique not only effectively cloaks him but increases his already dramatic element of surprise.
Usage and mechanics:
- When activated causes Forest Phantom to fade in and out of invisibilty while in range of trees, ideally being in the fade time itself for the most part.
- This ultimate can be used while under the effects of hold/grab style moves such as Static Grip, Devour, Shackle, etc.
Technical info:
Target: Self buff
Damage type: Physical
Mana cost: 200
Cooldown: 90/70/50
Cast time: Base cast speed.
Cast range: NA
Effects:
On activation
- Applies "Phantom of Newerth" to Forest Phantom for 10/15/20 seconds
- Dispells all debuffs
- Disjoints from any hold/grab style move.
"Phantom of Newerth"
- Causes the Forest Phantom to fade in and out of invis when he is within 250 range of a tree. 1s fade time + 0.75s invis time
- Attacking while in this etheral form does not break the stealth effect(using abilities does though) and each attack will ignore the targets armor by the amount equal to 50% of your own armor.
- 5/10/15% chance for 1.4x/1.6x/1.8x critical strike
- Applies "Phantom Presence" aura; effecting enemies within 450 range
"Phantom Presence"
- Causes enemies within range to have a 4/8/12% chance to miss their attacks even on flat surfaces.
FAQ:
This ulti's invis is overpowered, why would you do such a thing?
There is several reasons why this spell is more balanced than it seems, especially when compared to the likes of other heroes' invis abilities.
But let's start with internal reasons:
He must be within 250 range of a tree for the invis to activate at all
He is constantly fading in and out of invis and actually spends only 0.75 seconds invis at a time versus a 1 second fade time
Because of the constant fading in and out, range restriction to trees and no increased MS; he is VERY easy to follow even without the easy to buy invis detection items.
50 second cooldown - 20 second duration = 30 second overall cooldown at skill-level 3... much longer than any other invis ability.
Now for some hero comparisons:
Scout - semi-permanent windwalk when you buy some piss cheap mana regen items, +MS and when breaking this invis with an attack scout enters a state of insane IAS for x hits.
NightHound - permanent invisibility at lvl 6 and only half a second longer of a fade time at lvl 16.
Valkyrie - Global invis that is also unbreakable by attacks/abilities only lasting 3/6/9 seconds less than FP's.
KotF - Can be cast on allied units and lasts 15/30/45/60 seconds. Also note that KotF may cast abilities without breaking his stealth.
So now I ask you... Is FP's invis REALLY that bad?Is he meant to be so damn situational/dependent on trees?
YES! I cannot stress this enough. Theme and role wise, Forest Phantom is a roaming-ganker whos purpose in Newerth is to stalk and terrorize it's dense forests. If you cannot grasp this concept then obviously it is a t-down from you.PLEASE, stop commenting on this as if it were a mistake or a totally unfathomable concept.
--Change Log--
Dates are in Australian format (dd/mm/yyyy)
25/01/2010
Hero suggestion created and posted
Roles and story specified
Damage specified: Dmg: 49 - 55
Added mechanic to Forest Concoction:
- Consequently, if he is not near any trees he may only throw potions from the trees he was near last. (so if he runs from legion neuts into river he will only be able to throw healthy tree concoctions)
Added visual reference for Forest Phantom's whip
Fixed some general inconsistencies in spell text
Clarified/reworked button scheme/mechanics of Forest Concoction, visual reference provided.
Changed Mastery of Thorns to fully passive and rebalanced, to save hotkey space.
Changed the 'whip wrap' of Mastery of Thorns so that it may only proc when attacking enemy heroes.
FAQ section started in light of misconceived "OP" cries.
26/01/2010
Changed armor ignored while under the effects of "Phantom of Newerth": - Attacking while in this etheral form does not break the stealth effect and each attack will ignore the targets armor by the amount equal to 50% of your own armor.
27/01/2010
"Forrest Concoction"; scraped pending ability remake