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AlFany
03-11-2010, 05:40 AM
My first ever hero attempt. I think some changes are in order but I need comments on what to change. Or if any of you are confused by the mechanics.

Sorta looks like this but with some parts in flesh instead of crystal and removing the wings and metal.

http://i319.photobucket.com/albums/mm445/sithempire/Mythical%20Creatures/IceMonster.jpg

Story:

Once a hunter in the frozen wastelands, this man found a shimmering shard buried in the snow. What he did not know was it contained the soul of a crystal demon. One touch was all it took for the beast to take over his body.

A demon with the power to shape anything from crystal and that can resist and reflect magic, added with the knowledge and skills of the hunter made him a formidable foe to any who would seek to capture him. To any who survived his onslaught, he or it is called to be the Crystal Abomination.

Attributes:

Strength: 24 (+2.5 per level)
Agility: 19 (+1.7 per level)
Intelligence: 17 (+1.5 per level)

Range: 125
Damage: 55-65
Attack Speed: 0.66 attacks/sec
Movement Speed: 295
Armor: 2.71

Role: Ganker/Tank/Initiator/Semi-Carry - depends on how you build him

Comments on the stats: He has an average stat gain which overall helps him cast his spells later on in the game and helps him land more hits. He has 295 move speed to balance out his slowing power.

http://www.hiveworkshop.com/forums/resource_images/1/icons_636_btn.jpg

Skill 1: Glass Sword
Active Ability
You shall shatter in my blade.

Mana Cost: 50/60/85/95
Cast Time: .5s (for the sword growth animation)
Cooldown: 12/10/8/6 seconds

Description:
The Crystal Abomination generates a sword of glass from his right hand adding +15/20/25/30 damage (think starcraft templar wrist blades).

Once it hits 3 times, the glass shatters dealing 60/90/120/150 physical damage in a 300 AoE and gives a bleed DoT (20 dps) and slow(15%) for 1/2/3/4 seconds.

Explanation:
Much like deadwood's tree buff, it only lasts for a set number of hits. But when the hits expire, small white shards scatter when it deals the splash damage and gives the debuff to all affected in the AoE.

This is basically your farming tool though it must be used sparingly since you can't spam it because of the mana cost.

http://www.hiveworkshop.com/forums/resource_images/9/icons_8142_btn.jpg

Skill 2: Shard Trap
Active Ability
Run to me, or run away from me, it makes no difference.

Mana Cost: 80/90/100/120
Cast Time: 1s (sticking his hand in the ground)
Cooldown: 8s at all levels

Description:
Despite his brutish appearance, the crystal abomination still has the mind of the hunter which knows how to set traps.

Sets a Shard Trap from 400/450/500/550 range with a 300 radius. Any Unit that steps in the trap AoE would get slowed for 10/15/20/25% and takes 15/20/25/30 magic damage for each second in the trap. Trap Lasts for 10 seconds. Slow and DPS lasts for 2 seconds after leaving the AoE. Max of 2. Trap effects stack for half the effect (if you piled one trap on top of the other).

Explanation:
CA sticks his arm into the ground and spikes pop up instantly at the selected AoE. This spell has a myriad of uses. This may serve as an early ganking tool since it can be easily set. It can be used as a quick mine-field for those pesky chasing enemies. Adding this to inside the ultimate makes for a good combination.

You can only stack effects once. So piling them on top of the other consecutively only yields 45 Dps and 37.5 % slow regardless of the number of times you stack them.

http://www.hiveworkshop.com/forums/resource_images/6/icons_5350_dispas.jpg

Skill 3: Reflect
Passive Ability
Go ahead, I dare you.

Description:
Due to his composition, the crystal abomination can resist and reflect magic attacks directed at him.

But because of his incomplete change, he can only return 15/20/25/30% of the magic damage taken (after reductions are applied). Passively grants 2/3/4/5 magic armor.

Explanation:
A slight spark when a spell gets reflected. This makes you want to build him into a tank. Cast a spell on him, you will get hurt. Coupled with his ultimate, even carries would fear you.

http://www.hiveworkshop.com/forums/resource_images/4/icons_3480_btn.jpg

Ultimate: Crystal Hall
Active Ability
Escaping is futile

Mana Cost: 150/200/250
Cast Time: .5s
Cooldown: 150/125/100
Range: 600

Description:
In an attempt to end his prey, the Crystal Abomination summons a circular glass wall with a 400 radius trapping targets inside.

The heroes (including the replicas) inside have magic damage and would fight an uncontrollable replica of the Crystal Abomination that has 400/550/700hp, deals 30/40/50% damage and takes 100% damage. Enemies would be forced to fight the replicas for 1.5s. (standard attack procs still function like crit, thunderclaw, bash, etc.)

The Replica also has the reflect skill (if levelled) and crystal sword activated (if levelled). Enemy heroes may also attack a part of the wall that gets destroyed in 3 hits to escape but they take 150/200/250 magic damage and get stunned for 1.5 seconds when they do break it. Allies that break the wall do not get damaged/stunned. Lasts 3/4/5 seconds


Explanation:
Disclaimer: May trap allies inside.

This is a super-sized version of pharaoh's mummies except it takes the form of glass panels and much more numerous (don't know the exact number of panels that would fit in a 400 radius). The glass appears from the ground.

The replica has the %of the damage that CA has as its damage. It does not however, transfer, lifesteal and attack modifiers. It does transfer proc effects (crit, bash, thunderclaw) and attack speed modifiers though (from activated abilities, buffs and item/stat bonuses).

A wall spawns around the aoe, and enemy heroes inside fight a replica of CA that spawns instantly and dies when the duration is over or is killed. This makes leveling glass sword and reflect worth it. The abilities are granted to the replicas.

The enemy has three choices, fight the replica for the full duration and get some damage done to and reflected to them, or shatter the wall, get damaged and stunned anyways. The third one would be simply to blink/disjoint away from it.

One thing to note that once inside the AoE, all damage becomes magic damage so using harkons just gives the -mag armor. If you have a carry that is farmed up, I would suggest putting him inside the AoE for some pwnage. But if they pop a shrunken head, there's not much you can do.

Its not overpowered since you can just get away from it but think what would happen if paired up with a stunner and they get the full load of hits from the glass sword.

RenoFox
03-25-2010, 06:39 AM
:legi: