Qwernakus
02-11-2010, 03:07 PM
REPOSTED IN HEROES SECTION
http://forums.heroesofnewerth.com/showthread.php?t=93490
The Gravitist
http://photos-a.ak.fbcdn.net/hphotos-ak-snc1/hs209.snc1/7628_150956869101_63037549101_2686958_5696381_n.jp g (http://www.facebook.com/photo.php?pid=2686962&id=63037549101)
Story
Born as a mere beast warrior, the reckless beast later known as the Gravitist quickly learned of his powers over mass. With the help of the eldest of his tribe, he grew from making rocks float, to knocking over the ancients pf trees. When he was finally called to the frontlines, the Gravitist eagerly joined the battle against the Hellbourne. Using the peaks of his power, he disrupts enemy formations, knocks away enemies from his comrades, and crushes enemies with their own allies, all while everyone around him - friend and foe - watches with awe.
Not much to say here! Open to suggestions for improvement.
ROLE
The Gravitist's defining role is Isolater. He is able to seperate the carry from the healer, the support from the tank, and initiator from the battle. In a team battle, the Gravitist will do his best to move his enemies close to each other and use Anomaly on the prime target, putting him out of the fight for quite a while and dealing heavy damage. If he saves Anomaly, the enemy will have to be very careful of their positioning. However, the Gravitist is also a viable ganker, placing his enemies where he sees fit. His damage isnt all too high, though, unless he decides to use Vacuum to suck enemies into his Wave of Gravity's burn effect, a combo that ultimately wont move the enemy much. The Gravitist can also save his allies, and thereby becoming a potential babysitter, by knocking enemies away and orbiting his allies away from danger. And if the Gravitist manages to farm a portal key, he can be an alright initiator. However, the Gravitist is vulnerable, having to be rather close to enemies to land the most effective spells, and his combos are easy to ruin with a well placed stun, and a few nukes will end his reign of knockback/terror rather quickly.
Potential Roles: Isolater, Initiator, nuker, babysitter, ganker
I created the Gravitist for one reason: To fill the pushback niche, a fun and interesting spot that has been left largely untouched. The concept of this hero is pretty much being able to place heroes where he wants to. This hero could potentialy move a hero more than 1000 units away from his ally(s) with some luck and practice, so he fills the role of isolater pretty well. With a portal key, he can perform these isolations very well and early in the fight, so that makes him an initiator. Maybe not primary, but atleast a very effective secondary or support initiator. He is a nuker because of his ult, and because of the high potential damage of Wave of Gravity. I can see him as a babysitter because of his ability to move threats away from his lanemate, and because of his long range. Also, he is a powerful ganker, he can succeed solo, but works a lot better en group ganks. He can move heroes away from towers, and if lucky, can land a long stun with his ultimate.
Attributes:
Main Attribute: Intellect
Movement speed: 300
Attack type: Ranged
Attack range: 600
Starting Damage: 50-56
Starting Armor: 3.5
Intellect: 20 + (+2.8)
Strength: 19 (+1.9)
Agility: 15 (+1.3)
Early game, the good starting int and int gain will provide a good start for this hero. His damage and range allows him to babysit, and get a few lasthits if he wants to. Midgame, he will still do alright with his int gain, and will be relatively sturdy with his relatively good strength and strength gain. Lategame, however, his low agility gain will start to show. He will have very low armor, and therefore fall quick to carries. But even at this point of time, the Gravitist will still be a poweful hero, as his stunning and movement skills scales very well.
Abilities
http://images3.wikia.nocookie.net/wowwiki/images/8/80/Spell_arcane_blast.png Wave of Gravity
The Gravitist creates a wave of energy at his targetted location. The power of the wave stuns and pushes away enemies. The energy released leaves the area burning, dealing damage to anyone foolish enough to be there.
Effect: Creates a wave at target location, pushing any enemy hit 100/200/300/400 units away from the center and stunning them for 1 second. The area of effect is left burning for 5 seconds, dealing 25/50/75/100 magic damage per second to any enemy inside of the area.
Type: Magic
Radius: 400
Mana cost: 90/100/110/120
Cooldown: 11 seconds
Duration: Area is left burning for 5 seconds
Targeting system: Target Area
Range: 500
The clever one might notice that "Gee, doesnt the push effect remove you from the damage radius?" And the answer is yes. Yes it does, and thats where synergy with Vacuum and Anomaly. The damage is extremly high, so it has to hard to pull off. But the damage isnt the only part of this spell. The push effect is very powerful, and can completely knock enemies out of positions. In addition, the damage part of the spell can "block off" escape routes. Use this skill to remove carries from your supports, knock enemies into bad positions when ganking or seperating the enemy support from his team.
http://images2.wikia.nocookie.net/wowwiki/images/4/48/Spell_nature_wispsplode.png Vacuum
The Gravitist redirects all gravitational energy in the area towards his targeted location, sucking enemies towards it. Enemies are frozen by the cold and harsh winds created by this, slowing and slightly damaging them.
Effect: All enemies within radius are pulled up to 200/275/350/425 units towards the targeted area, take 80/100/120/140 magic damage, and are slowed by 25/30/35/40% for 4 seconds
Type: Magic
Radius: 350/400/450/500
Mana cost: 100/110/120/130
Cooldown: 14 seconds
Duration: Slow lasts 4 seconds
Targeting system: Target Area
Range: 650
This spell is realy quite simple: At max levels it almost moves enemy where you click (if they are within range). You might imagine how useful this is. While the enemy will scatter very fast, if you have good timing and teamwork, you could land a stun on all enemies hit by Vacuum. You will use this spell to keep enemies in place, because it has a very useful slow. It can also be used to bring enemies into position for Wave of Gravity or for Anomaly. Another synergy is the obvious place-enemy-with-orbit-then-blast-them-with-Vacuum. The reason this isnt inbalanced is that it is weak at level 1 and its relatively long cooldown.
http://images3.wikia.nocookie.net/wowwiki/images/e/e2/Spell_magic_lesserinvisibilty.png Orbit
In a display of his power, the Gravitist places a hero in orbit around him, and dropping him where he sees fit.
Effect: Target moves 360 degrees clockwise around the gravitist in a circular motion over 3.5 seconds. The target maintains the same distance to the gravitist at all times, and the gravitist must maintain the channel. When the channel is broken or the target has moved the total 360 degrees, the target is dropped at his current location.
Type: Magic
Mana cost: 120
Cooldown: 20/18/16/14
Duration: 3.5
Targeting system: Target Hero (enemies AND allies)
Range: 225/300/375/450
First of, an unmentioned thing. This spell does NOT silence, disarm or perplex the target. They are only unable to move at their own will.
This spell is quite versatile. It can be used to drag allies away from danger, or enemies TO danger. It can be used as a simple "immobilize" in ganks, preventing escape for 3.5 seconds. Synergetic, this spell can be used to bring him into position for your other spells. Or move him further after you blew your other spells. Or move him to your enemies. Or drop the enemy into your burn area (from WoG). Or place an ally behind a cliff so he can escape while you blew the chasers away. In short, a very versatile and fun spell.
http://images2.wikia.nocookie.net/wowwiki/images/5/54/Spell_nature_purge.png Anomaly
Focusing all of his power, the Gravitist turns an enemy into a gravitational Anomaly. Because of this, the hero will pull all enemies towards him, damaging the target and stunning both parts.
Effect: All enemies within 225/275/325 units of target is pulled to the target. The target is stunned /0.3/0.4/0.5 seconds and takes 125/150/175 magic damage for each hero pulled to him, and is stunned 0.1/0.2/0.3 seconds and take 15/25/35 magic damage per creeps. All heroes and creeps pulled to the Anomaly are stunned for 0.3 (0.6)* seconds.
Type: Superior Magic
Mana cost: 225/275/325
Radius: 225/275/325
Cooldown: 45 (20)*
Duration: Instant
Targeting system: Target Enemy
Range: 300/400/500 (400/500/600)*
*With Staff of the Master
Reduces cooldown by 25 seconds, enemies pulled to targets are stunned for an additional 0.3 seconds, 100 increased range.
Assuming PERFECT conditions (4 heroes and ca. 7 creeps within range of target) this spell can deal 945 magic damage, stun for 4.1 seconds and put the enemy team in a bad position. It SEEMS overpowered at first look, but one has to remember that i just listed optimal conditions for a 5vs5 teamfight, in a lane with creeps nearby, late in the game, and where the enemy is positioned badly. A more likely situation is 2 heroes and 5 creeps, for example. This deals 525 damage and stuns for only 2,5 seconds. And in ganking situations, this gets even weaker, you might only have a few creeps to pulll... It might not even reach 200 damage. This spell might seem OP with SotM's 20 seconds cooldown... But it isnt, seeing as by the time of second use you will not have many enemies to draw damage from, and they are likely scattered.
The power of this spell is penalizing the enemy for bad positioning. Its also a counter to summons, like Behemoth is. 3 creeps from ophelia adds 0.9 seconds of stun and 105 damage in a flash, for example.
Synergies includes using Vacuum and Wave to bring enemies into position, and using the same spells to knock the affected enemies around in the 0.3 seconds they are all stunned. You could also Orbit an enemy within range of the target you wish to ult.
-----------------------------------------------------------------------
Closing Comments
Thanks you reading this far! Please do take a second look at any issues you might have spotted, you might have missed something, and if you havent, please tell me about this issue! :)
http://forums.heroesofnewerth.com/showthread.php?t=93490
The Gravitist
http://photos-a.ak.fbcdn.net/hphotos-ak-snc1/hs209.snc1/7628_150956869101_63037549101_2686958_5696381_n.jp g (http://www.facebook.com/photo.php?pid=2686962&id=63037549101)
Story
Born as a mere beast warrior, the reckless beast later known as the Gravitist quickly learned of his powers over mass. With the help of the eldest of his tribe, he grew from making rocks float, to knocking over the ancients pf trees. When he was finally called to the frontlines, the Gravitist eagerly joined the battle against the Hellbourne. Using the peaks of his power, he disrupts enemy formations, knocks away enemies from his comrades, and crushes enemies with their own allies, all while everyone around him - friend and foe - watches with awe.
Not much to say here! Open to suggestions for improvement.
ROLE
The Gravitist's defining role is Isolater. He is able to seperate the carry from the healer, the support from the tank, and initiator from the battle. In a team battle, the Gravitist will do his best to move his enemies close to each other and use Anomaly on the prime target, putting him out of the fight for quite a while and dealing heavy damage. If he saves Anomaly, the enemy will have to be very careful of their positioning. However, the Gravitist is also a viable ganker, placing his enemies where he sees fit. His damage isnt all too high, though, unless he decides to use Vacuum to suck enemies into his Wave of Gravity's burn effect, a combo that ultimately wont move the enemy much. The Gravitist can also save his allies, and thereby becoming a potential babysitter, by knocking enemies away and orbiting his allies away from danger. And if the Gravitist manages to farm a portal key, he can be an alright initiator. However, the Gravitist is vulnerable, having to be rather close to enemies to land the most effective spells, and his combos are easy to ruin with a well placed stun, and a few nukes will end his reign of knockback/terror rather quickly.
Potential Roles: Isolater, Initiator, nuker, babysitter, ganker
I created the Gravitist for one reason: To fill the pushback niche, a fun and interesting spot that has been left largely untouched. The concept of this hero is pretty much being able to place heroes where he wants to. This hero could potentialy move a hero more than 1000 units away from his ally(s) with some luck and practice, so he fills the role of isolater pretty well. With a portal key, he can perform these isolations very well and early in the fight, so that makes him an initiator. Maybe not primary, but atleast a very effective secondary or support initiator. He is a nuker because of his ult, and because of the high potential damage of Wave of Gravity. I can see him as a babysitter because of his ability to move threats away from his lanemate, and because of his long range. Also, he is a powerful ganker, he can succeed solo, but works a lot better en group ganks. He can move heroes away from towers, and if lucky, can land a long stun with his ultimate.
Attributes:
Main Attribute: Intellect
Movement speed: 300
Attack type: Ranged
Attack range: 600
Starting Damage: 50-56
Starting Armor: 3.5
Intellect: 20 + (+2.8)
Strength: 19 (+1.9)
Agility: 15 (+1.3)
Early game, the good starting int and int gain will provide a good start for this hero. His damage and range allows him to babysit, and get a few lasthits if he wants to. Midgame, he will still do alright with his int gain, and will be relatively sturdy with his relatively good strength and strength gain. Lategame, however, his low agility gain will start to show. He will have very low armor, and therefore fall quick to carries. But even at this point of time, the Gravitist will still be a poweful hero, as his stunning and movement skills scales very well.
Abilities
http://images3.wikia.nocookie.net/wowwiki/images/8/80/Spell_arcane_blast.png Wave of Gravity
The Gravitist creates a wave of energy at his targetted location. The power of the wave stuns and pushes away enemies. The energy released leaves the area burning, dealing damage to anyone foolish enough to be there.
Effect: Creates a wave at target location, pushing any enemy hit 100/200/300/400 units away from the center and stunning them for 1 second. The area of effect is left burning for 5 seconds, dealing 25/50/75/100 magic damage per second to any enemy inside of the area.
Type: Magic
Radius: 400
Mana cost: 90/100/110/120
Cooldown: 11 seconds
Duration: Area is left burning for 5 seconds
Targeting system: Target Area
Range: 500
The clever one might notice that "Gee, doesnt the push effect remove you from the damage radius?" And the answer is yes. Yes it does, and thats where synergy with Vacuum and Anomaly. The damage is extremly high, so it has to hard to pull off. But the damage isnt the only part of this spell. The push effect is very powerful, and can completely knock enemies out of positions. In addition, the damage part of the spell can "block off" escape routes. Use this skill to remove carries from your supports, knock enemies into bad positions when ganking or seperating the enemy support from his team.
http://images2.wikia.nocookie.net/wowwiki/images/4/48/Spell_nature_wispsplode.png Vacuum
The Gravitist redirects all gravitational energy in the area towards his targeted location, sucking enemies towards it. Enemies are frozen by the cold and harsh winds created by this, slowing and slightly damaging them.
Effect: All enemies within radius are pulled up to 200/275/350/425 units towards the targeted area, take 80/100/120/140 magic damage, and are slowed by 25/30/35/40% for 4 seconds
Type: Magic
Radius: 350/400/450/500
Mana cost: 100/110/120/130
Cooldown: 14 seconds
Duration: Slow lasts 4 seconds
Targeting system: Target Area
Range: 650
This spell is realy quite simple: At max levels it almost moves enemy where you click (if they are within range). You might imagine how useful this is. While the enemy will scatter very fast, if you have good timing and teamwork, you could land a stun on all enemies hit by Vacuum. You will use this spell to keep enemies in place, because it has a very useful slow. It can also be used to bring enemies into position for Wave of Gravity or for Anomaly. Another synergy is the obvious place-enemy-with-orbit-then-blast-them-with-Vacuum. The reason this isnt inbalanced is that it is weak at level 1 and its relatively long cooldown.
http://images3.wikia.nocookie.net/wowwiki/images/e/e2/Spell_magic_lesserinvisibilty.png Orbit
In a display of his power, the Gravitist places a hero in orbit around him, and dropping him where he sees fit.
Effect: Target moves 360 degrees clockwise around the gravitist in a circular motion over 3.5 seconds. The target maintains the same distance to the gravitist at all times, and the gravitist must maintain the channel. When the channel is broken or the target has moved the total 360 degrees, the target is dropped at his current location.
Type: Magic
Mana cost: 120
Cooldown: 20/18/16/14
Duration: 3.5
Targeting system: Target Hero (enemies AND allies)
Range: 225/300/375/450
First of, an unmentioned thing. This spell does NOT silence, disarm or perplex the target. They are only unable to move at their own will.
This spell is quite versatile. It can be used to drag allies away from danger, or enemies TO danger. It can be used as a simple "immobilize" in ganks, preventing escape for 3.5 seconds. Synergetic, this spell can be used to bring him into position for your other spells. Or move him further after you blew your other spells. Or move him to your enemies. Or drop the enemy into your burn area (from WoG). Or place an ally behind a cliff so he can escape while you blew the chasers away. In short, a very versatile and fun spell.
http://images2.wikia.nocookie.net/wowwiki/images/5/54/Spell_nature_purge.png Anomaly
Focusing all of his power, the Gravitist turns an enemy into a gravitational Anomaly. Because of this, the hero will pull all enemies towards him, damaging the target and stunning both parts.
Effect: All enemies within 225/275/325 units of target is pulled to the target. The target is stunned /0.3/0.4/0.5 seconds and takes 125/150/175 magic damage for each hero pulled to him, and is stunned 0.1/0.2/0.3 seconds and take 15/25/35 magic damage per creeps. All heroes and creeps pulled to the Anomaly are stunned for 0.3 (0.6)* seconds.
Type: Superior Magic
Mana cost: 225/275/325
Radius: 225/275/325
Cooldown: 45 (20)*
Duration: Instant
Targeting system: Target Enemy
Range: 300/400/500 (400/500/600)*
*With Staff of the Master
Reduces cooldown by 25 seconds, enemies pulled to targets are stunned for an additional 0.3 seconds, 100 increased range.
Assuming PERFECT conditions (4 heroes and ca. 7 creeps within range of target) this spell can deal 945 magic damage, stun for 4.1 seconds and put the enemy team in a bad position. It SEEMS overpowered at first look, but one has to remember that i just listed optimal conditions for a 5vs5 teamfight, in a lane with creeps nearby, late in the game, and where the enemy is positioned badly. A more likely situation is 2 heroes and 5 creeps, for example. This deals 525 damage and stuns for only 2,5 seconds. And in ganking situations, this gets even weaker, you might only have a few creeps to pulll... It might not even reach 200 damage. This spell might seem OP with SotM's 20 seconds cooldown... But it isnt, seeing as by the time of second use you will not have many enemies to draw damage from, and they are likely scattered.
The power of this spell is penalizing the enemy for bad positioning. Its also a counter to summons, like Behemoth is. 3 creeps from ophelia adds 0.9 seconds of stun and 105 damage in a flash, for example.
Synergies includes using Vacuum and Wave to bring enemies into position, and using the same spells to knock the affected enemies around in the 0.3 seconds they are all stunned. You could also Orbit an enemy within range of the target you wish to ult.
-----------------------------------------------------------------------
Closing Comments
Thanks you reading this far! Please do take a second look at any issues you might have spotted, you might have missed something, and if you havent, please tell me about this issue! :)