Beroya
03-10-2010, 02:35 PM
Name: Vigilance
Other possible names: Watcher, Observer, Overseer, Opticon, [name] the Omnipresent, anything else having to do with vision.
Possible visual concepts:
A- A human wearing a cloak with rune signs embroidered into the cloak. The face would not be able to be seen from any angle.
B- A human with an intricate series of tattoos. As to the face, he could either wear a mask, have facial tattoos, or be normal.
C- A statue with rune signs etched into the body.
Concept: An initiator/high utility hero. Has a mixture of disables, debuffs, and helpful additions for the team.
Theme: A being which has an intricate number of rune markings carved/tattoo'd across its body. The runes would glow based on whether this hero was moving, stopped, attacking, or casting a certain spell.
Stats
Affiliation: Legion (Though some of the name alternatives could easily be Hellbourne)
Primary Att: Strength
Str: 27 (+3.5)
Agi: 16 (+0.9)
Int: 21 (+1.3)
Move Speed: 290
Armor: 4.24
Range: 450
Attack Speed: 0.59 (normal)
Damage: 49-51
Attack animation: Rune markings glow red, and a small red sphere is launched at the target. Projectile speed can be whatever, just as long as there isn't an arc. Heck, it can even start out slow, then speed up a short time after the actual attack went off.
Standing still animation: Glows yellow.
Movement: Glows green.
Taunt: Red or pink glow along with an animation.
Balance: The high strength gain (damage/health) is balanced by the very low agility gain (attack speed/armor). The intelligence gain is balanced by the base intelligence. The strength hero being ranged is balanced by how obvious attacks and skill activation happens to be, along with the lower base movement speed.
Skills
_______________________
Focused Sight
Description: Deals 100/125/150/175 Magic damage to all targets in a 60 degree cone in front of Vigilance. Deals double damage and slows for 0.5/1/1.5/2 seconds by 80% to all targets within the radius facing Vigilance. Grants vision up to its maximum range.
Skill Type: Active
Damage Type: Magic
Range: 500 (actual range is 900)
Cooldown: 16
Mana: 125Notes:
-There would be a small cast time before the spell goes off (something close to Pyromancer's stun, or around 50-100 milliseconds shorter).
-It could be targeted or cast on the ground. Targeting would not guarantee that it hits the target due to the delay and depending on how close the target happens to be.
Visual: The rune markings glow black, then a shadowy cone envelops the area in front of Vigilance. All targets hit that are facing Vigilance have black rune signs hovering around their hero for the duration of the slow, all targets hit flash black briefly to signal they've taken damage from the skill.
Balance: The delay combined with the how an opponent only needs to turn away to dodge the extra damage and slow is what balances the area of effect component. The lack of other burst damage skills and the higher mana cost on a strength hero with low int gain justifies the potential early game damage and overall damage potential.
Raise Phantasm
Description: Spawns a Phantasm from a corpse. Phantasms are invisible with a 0.5 second fade time, die in 1 hit, cannot attack, and grant vision to Vigilance's team in a 500 radius. Phantasms have 350/375/400/425 movement speed and unitwalking.
Additionally, if an enemy hero stands within a 150 radius of a phantasm, they are perplexed and receive -1/2/2/3 magic armor until they leave the radius. Vigilance may summon a maximum of 2/3/4/5 phantasms at any one time. Phantasm magic armor reduction does not stack with itself.
Skill Type: Active
Damage Type: Magic
Range: 400
Cooldown: 15/12/9/6
Mana: 40Notes:
-Phantasms would be immune to DoT effects, stuns, and immobilization effects. Magic damage could still destroy them.
-They would not give any gold (or a maximum of 1 to 3) for being destroyed, due to how easy it would be to eliminate them.
Visual: Vigilance faces in the direction of the corpse, briefly glows a light blue, then a blue ethereal around the size of a normal creep materializes from the ground. It quickly disappears to enemies, suggesting they don't have any sort of detection in the immediate range.
Balance: It is absurdly easy to destroy these phantasms and enemies within immediate range know when Vigilance has summoned a phantasm due to the fade time, justifying the low mana cost, low cooldown, and no monetary compensation for destroying one. The self-reveal and inability to self-stack justifies the ability to indefinitely lock down up to 5 opponents and reduce their magic armor by 3 during a team fight. Since there is a limit of 5, the player must choose between using them offensively or as wards.
Reverberation
Description: Vigilance sends out a powerful vibration, stunning all targets within a 400 radius for 0.5 to 1.5/2/2.5/3 seconds, depending on how close the target is to Vigilance. All targets hit are rotated to face Vigilance's position at the time of the abilities' activation. For every target hit in this manner, Vigilance gains 0.5/0.6/0.7/0.8 armor for 4 seconds.
Skill Type: Active
Damage Type: Magic
Range: Self
Cooldown: 15/13/11/9
Mana: 75Note: In case anyone has trouble understanding, the stun duration is longer the closer to Vigilance the opponent is.
Visual: Vigilance glows white, releasing a white shockwave to erupt across the designated area. The shockwave quickly dissipates from the center point to the outer limits.
Balance: The armor buff is balanced due to the low agility gain of the hero and the short duration of the buff. The cooldown is balanced because the opponent is not dealt damage on top of the stun without additional skills being used. The stun duration and force rotation are both justified due to the limitation that the enemy must be very close to Vigilance to be stunned longer and as said before, there is no damage component in this skill.
Ultimate- Petrifying Gaze
Description: Vigilance glares with such power that it disables the target for three seconds while he builds up a devastating attack. The target takes 30/50/70 Magic damage per second while Vigilance builds up his final strike. If Vigilance finishes his spell, all enemies within a 450 radius of the target are dealt 200/350/500 True damage and are stunned for 1.5 seconds. This includes the original target.
Skill Type: Active
Damage Type: Superior Magic
Range: 400
Channeled: 3 seconds
Cooldown: 100/80/60
Mana: 150/225/300Notes: If the spell is interrupted early, the AoE true damage is not dealt.
Visual: Vigilance begins wildly flickering differently colored rune signs at the same time, and the target also has a ring of rune signs floating around their head, which are changing into different colors constantly. At the end of the channel, Vigilance fires an orb of randomly changing colors at the target, which explodes on impact.
Balance: The True damage nuke + stun is justified by the 3 second channel. The channel is balanced due to the very low damage per second it deals, the lower range of the skill, and the intrinsic faults of having an ability that can be interrupted by movement, stuns, or disables.
Other possible names: Watcher, Observer, Overseer, Opticon, [name] the Omnipresent, anything else having to do with vision.
Possible visual concepts:
A- A human wearing a cloak with rune signs embroidered into the cloak. The face would not be able to be seen from any angle.
B- A human with an intricate series of tattoos. As to the face, he could either wear a mask, have facial tattoos, or be normal.
C- A statue with rune signs etched into the body.
Concept: An initiator/high utility hero. Has a mixture of disables, debuffs, and helpful additions for the team.
Theme: A being which has an intricate number of rune markings carved/tattoo'd across its body. The runes would glow based on whether this hero was moving, stopped, attacking, or casting a certain spell.
Stats
Affiliation: Legion (Though some of the name alternatives could easily be Hellbourne)
Primary Att: Strength
Str: 27 (+3.5)
Agi: 16 (+0.9)
Int: 21 (+1.3)
Move Speed: 290
Armor: 4.24
Range: 450
Attack Speed: 0.59 (normal)
Damage: 49-51
Attack animation: Rune markings glow red, and a small red sphere is launched at the target. Projectile speed can be whatever, just as long as there isn't an arc. Heck, it can even start out slow, then speed up a short time after the actual attack went off.
Standing still animation: Glows yellow.
Movement: Glows green.
Taunt: Red or pink glow along with an animation.
Balance: The high strength gain (damage/health) is balanced by the very low agility gain (attack speed/armor). The intelligence gain is balanced by the base intelligence. The strength hero being ranged is balanced by how obvious attacks and skill activation happens to be, along with the lower base movement speed.
Skills
_______________________
Focused Sight
Description: Deals 100/125/150/175 Magic damage to all targets in a 60 degree cone in front of Vigilance. Deals double damage and slows for 0.5/1/1.5/2 seconds by 80% to all targets within the radius facing Vigilance. Grants vision up to its maximum range.
Skill Type: Active
Damage Type: Magic
Range: 500 (actual range is 900)
Cooldown: 16
Mana: 125Notes:
-There would be a small cast time before the spell goes off (something close to Pyromancer's stun, or around 50-100 milliseconds shorter).
-It could be targeted or cast on the ground. Targeting would not guarantee that it hits the target due to the delay and depending on how close the target happens to be.
Visual: The rune markings glow black, then a shadowy cone envelops the area in front of Vigilance. All targets hit that are facing Vigilance have black rune signs hovering around their hero for the duration of the slow, all targets hit flash black briefly to signal they've taken damage from the skill.
Balance: The delay combined with the how an opponent only needs to turn away to dodge the extra damage and slow is what balances the area of effect component. The lack of other burst damage skills and the higher mana cost on a strength hero with low int gain justifies the potential early game damage and overall damage potential.
Raise Phantasm
Description: Spawns a Phantasm from a corpse. Phantasms are invisible with a 0.5 second fade time, die in 1 hit, cannot attack, and grant vision to Vigilance's team in a 500 radius. Phantasms have 350/375/400/425 movement speed and unitwalking.
Additionally, if an enemy hero stands within a 150 radius of a phantasm, they are perplexed and receive -1/2/2/3 magic armor until they leave the radius. Vigilance may summon a maximum of 2/3/4/5 phantasms at any one time. Phantasm magic armor reduction does not stack with itself.
Skill Type: Active
Damage Type: Magic
Range: 400
Cooldown: 15/12/9/6
Mana: 40Notes:
-Phantasms would be immune to DoT effects, stuns, and immobilization effects. Magic damage could still destroy them.
-They would not give any gold (or a maximum of 1 to 3) for being destroyed, due to how easy it would be to eliminate them.
Visual: Vigilance faces in the direction of the corpse, briefly glows a light blue, then a blue ethereal around the size of a normal creep materializes from the ground. It quickly disappears to enemies, suggesting they don't have any sort of detection in the immediate range.
Balance: It is absurdly easy to destroy these phantasms and enemies within immediate range know when Vigilance has summoned a phantasm due to the fade time, justifying the low mana cost, low cooldown, and no monetary compensation for destroying one. The self-reveal and inability to self-stack justifies the ability to indefinitely lock down up to 5 opponents and reduce their magic armor by 3 during a team fight. Since there is a limit of 5, the player must choose between using them offensively or as wards.
Reverberation
Description: Vigilance sends out a powerful vibration, stunning all targets within a 400 radius for 0.5 to 1.5/2/2.5/3 seconds, depending on how close the target is to Vigilance. All targets hit are rotated to face Vigilance's position at the time of the abilities' activation. For every target hit in this manner, Vigilance gains 0.5/0.6/0.7/0.8 armor for 4 seconds.
Skill Type: Active
Damage Type: Magic
Range: Self
Cooldown: 15/13/11/9
Mana: 75Note: In case anyone has trouble understanding, the stun duration is longer the closer to Vigilance the opponent is.
Visual: Vigilance glows white, releasing a white shockwave to erupt across the designated area. The shockwave quickly dissipates from the center point to the outer limits.
Balance: The armor buff is balanced due to the low agility gain of the hero and the short duration of the buff. The cooldown is balanced because the opponent is not dealt damage on top of the stun without additional skills being used. The stun duration and force rotation are both justified due to the limitation that the enemy must be very close to Vigilance to be stunned longer and as said before, there is no damage component in this skill.
Ultimate- Petrifying Gaze
Description: Vigilance glares with such power that it disables the target for three seconds while he builds up a devastating attack. The target takes 30/50/70 Magic damage per second while Vigilance builds up his final strike. If Vigilance finishes his spell, all enemies within a 450 radius of the target are dealt 200/350/500 True damage and are stunned for 1.5 seconds. This includes the original target.
Skill Type: Active
Damage Type: Superior Magic
Range: 400
Channeled: 3 seconds
Cooldown: 100/80/60
Mana: 150/225/300Notes: If the spell is interrupted early, the AoE true damage is not dealt.
Visual: Vigilance begins wildly flickering differently colored rune signs at the same time, and the target also has a ring of rune signs floating around their head, which are changing into different colors constantly. At the end of the channel, Vigilance fires an orb of randomly changing colors at the target, which explodes on impact.
Balance: The True damage nuke + stun is justified by the 3 second channel. The channel is balanced due to the very low damage per second it deals, the lower range of the skill, and the intrinsic faults of having an ability that can be interrupted by movement, stuns, or disables.