PDA

View Full Version : Mossdemar (Ganker/Position Control)



dandylion
03-08-2010, 03:50 PM
Mossdemar, Ancient Golem

Thanks to everyone that voted and supplied feedback!
This wouldn't have gotten to popular if it weren't for you!


http://img121.imageshack.us/img121/8554/golemedit.jpg


Affiliation: Legion
Main Attribute: Strength
Attack: Melee
Move: 305
Base Stats:
Strength - 20 (+2.4)
Agility - 15 (+1.3)
Intelligence - 18 (+2.1)

Story:
Slumbering in the murky depths of the Great Swamps of Newerth, Mossdemar's peaceful slumber has been broken by the drums of war. The Hellbourne have disturbed his swamps and have disturbed the life force of the world, and for that, Mossdemar shall bring his earthy wrath.

Role:
Great as a ganker, pulling people away from their towers and splitting up groups. Also works well as an initiator via his ultimate, or a combination of his other abilities.



Skill 1 - Vicious Vines
http://img191.imageshack.us/img191/2088/vinewhipedit.jpg

Mossdemar manipulates the force of nature itself to cause vines to burst from the ground, twist and flail, and violently blast away any enemies caught in their path.

Spell: Active
Target: Ground/Unit
Damage: 60/90/120/150 Magic Damage
AOE: 250/275/300/325
Cast Range: 800
Spin Duration: 1/2/3/4 sec
Stun Duration: 0.5/1/1.5/2 sec
Mana Cost: 120 mana
Cooldown: 20/19/18/17 seconds
Other Notes: After cast, takes 1 second for vines to completely grow out and begin "spinning". Any enemy unit inside the aoe, or entering it while the vines are "spinning" will be pushed back to the outside limit of the spinning vines and be knocked down (read stunned). If a unit previously hit by the vines re-enters the aoe while the vines are still spinning, they will suffer damage and be stunned again. (because of the duration of the spin and the stun, the most anyone could ever get hit per cast is twice).


Example Picture:
http://img121.imageshack.us/img121/164/golemvinewhip.jpg

Uses and synergy: Great to cut off escapes, or break up a group for initiation. Good to keep people where you want them for Earth's Wrath or Rolling Stone.

Skill 2 - Rapid Growth
http://img29.imageshack.us/img29/3500/golemmossedit.jpg
Mossdemar's body is covered with vines and thick moss, allowing him to regenerate quickly, and hinder his enemies.

Spell: Active
Target: Self
Manacost: 45
Cooldown: 12 seconds
Duration (self): 5/6/7/8 seconds
Effect (self): Regenerates 5/10/15/20% of damage taken over 3 seconds when active.
Effect (enemy): On attack, places a stacking debuff on enemies called "Mossy Growth". Effect can stack up to 3 times.
Mossy Growth debuff: Reduces attack speed and movement speed by 1/2/3/4% per stack, lasts 3 seconds.

Uses and synergy: All around useful as a melee hero, taking 20% of the brunt off of attacks over time makes it balanced, also partially neuters carries and stops people from fleeing easily.

Skill 3 - Earth's Wrath
http://img14.imageshack.us/img14/3434/golempulledit.jpg
Mossdemar uses his power over nature to cause the earth to create a giant wave, pulling enemies to him and disorienting them for a short period.

Spell: Active
Target: Ground/Unit
Damage: 100/175/250/325 Magic Damage
AOE: 600
Other Effects: 50% initial movement speed decrease, slowly tapering off over time
Slow Duration: 1/1/2/2 sec for 50% slow, reduces to 0% linearly over next 2 seconds
Cast Range: 700
Mana Cost: 140 mana
Cooldown: 26/24/22/20 seconds
Other Notes: Effect occurs in a 600 unit curved line area in the rear, pulling units caught in the wave to the original casting point. Effect takes 1.68 seconds to complete (meaning the wave moves at 416 speed). Units are immobolized and disarmed while being pulled, but not silenced (you can cast stuns/blinks/other abilities that aren't channelled) after being caught in the wave for the duration, but are immune to physical damage until deposited at the casting point. The damage is dealt during the duration, so the farther they move while in the wave, the more damage they take.

IE: A unit caught at 600 units away would take 279 magic damage and a unit caught at 400 units away would take 186 magic damage.

Example Picture:
http://img192.imageshack.us/img192/6505/golempull.jpg

For clarification, think of the shape and movement of it as a reverse of Pyromancer's flame nuke. It pulls units that are hit by it towards the casting point, and slows them after they land.

http://img291.imageshack.us/img291/6836/golempullmodify.jpg



Use and Synergy: A "get back here!" type spell that sets you up for combos with not only your own spells, but the spells of your teammates. Could be used to pull enemies together for the ultimate, or pulling them into vicious vines.

Ultimate - Rolling Stone
http://www.guildwars.com/images/professions/skillicons/elementalist/churningearth.jpg
Mossdemar rolls himself into a ball, catching everything he passes through in his wake and damaging them.
(Green values are boosted by Staff of the Master)
Spell: Active
Target: Ground/Unit (enemies and allies)
Damage: 14(20)/23(29)/32/(38) physical damage per 100 units traveled; Max of 375/500/600 (550/675/800) physical damage
AOE: 200 + 50 per unit caught in roll (max of 600 aoe)
Mana Cost: 50/75/100 initial, 10 mana per 100 units traveled
Cooldown: 120(100)/100(80)/80/(60) seconds
Other Notes: Starts at 800 movement speed, reduced by 150 every second. Roll ends when toggled off, movement speed reaches zero, when Mossdemar runs out of mana, or if Mossdemar is silenced or stunned. When the roll ends, all units are stunned for 1 second, including allies and Mossdemar. While rolling, Mossdemar ignores terrain and pathing (much like sand wraith's nuke). The damage from this ability is dealt AFTER THE ROLL ENDS not during it. Armor would effect this based on the final amount of damage dealt ie. "600" damage with 50% armor reduction would only deal 300 damage at the end. Trees he moves through while rolling are destroyed as to not "trap" people in the forest.

You can freely control Mossdemar while rolling, just like you normally would, but his turn time would be increased slightly and you can't stop (without ending the ability at least) as to make it possible for enemies to move out of the way.

Note: I'm not entirely sure how this would work in game, it all depends on how it would be programmed in, if even possible, but this is the concept I came up with, and if it needs to be changed to make it work, then so be it! If it would need to be made so that he can only travel in a straight line, then so be it too!

http://img196.imageshack.us/img196/3517/rollingstoneexample.jpg

Example scenario: Mossdemar uses Rolling Stone and catches an enemy immediately. Mossdemar continues to roll for 6 more seconds before he runs out of mana.

Assume max rank.
When he hit the first unit, his roll speed was 800. It was reduced by 100 every second.
all in all, he traveled 800+650+500+350+200+50 = 2550 units.
(2550/100) = 26, 26 X 32 = 832 damage, however the max is 600, so only 600 physical damage was dealt.

The entire ordeal took 6 seconds, put Mossdemar and his target 2550 units away, and dealt 600 damage to the enemy, costing 355 mana.

Another example:
Mossdemar uses rolling stone to gank a unit tower hugging at mid. He rolls from the secret shop, and it takes 2 seconds to hit the enemy hero. After he catches the hero he rolls for 5 more seconds before ending at the rune spawn at the top river (where his teammates are conveniently waiting!).

When he hit the enemy hero, his roll speed was 500 because it took 2 seconds to reach the enemy hero. It was reduced by 150 every second.
All in all, with the enemy hero caught in the roll, he traveled 500+350+200+50 = 2000 units.
(1100/100) = 11, 11 X 32 = 352 damage.

The entire ordeal took 7 seconds, put Mossdemar 2550, and his target 1100 units away (though they ended in the same spot), dealt 352 damage (before armor mitigation), and cost 450 mana.

Example Picture:
http://img32.imageshack.us/img32/5443/golemroll.jpg

Use and Synergy: Either a great initiation tool, a chasing tool, or a great damage dealer for using your other abilities to set up. Functional on so many levels!

Q and A:
Q: How would Earth's Wrath and Vicious Vines work together? Would it ignore the vines or would would they get hit out of the wave?
A: The vines would knock the enemies out of the wave, dropping them where they got pushed to with the vines. It would work the exact same way with any other abilities.

Q: Rolling Stone picks up allies too?
A:Yes, it does. The reasons for this are as follows: 1) you can bring your whole team in to initiate, 2) you can save teammates this way, 3) you can use them to make your "ball" bigger, 4) you can bring them along to finish off the enemies you picked up while rolling!

Q: What if while using the ult you run into an area that you can't move out of, or the edge of the map?
A: In that scenario, he would simply roll against the edge of the map and gain no more benefit for distance traveled aka damage done or mana lost. Trees he moves through while rolling do get knocked down, so getting stuck in the forest won't be possible unless you stand there and wait for them to respawn.

Suggestions and comments are appreciated!

_______________________________________________
Edits:
-Added ranks to the enemy effected portion of "mossy growth"
-Changes to damage of ranks of Rolling Stone and capped the AOE at 600
-Nerfed Earth's Wrath a bit, reducing the slow duration and clarifying the process
-Modified Stat Gain, added Staff of the Master effects to Ult, reduced damage on ult slightly
-Reduced Mossy Growth to only have 3 stacks instead of 5 max
-Changed earlier ranks of Mossy Growth to be 7/13/19/25% instead of 10/15/20/25%
-Reduced the cooldown on Rolling Stone from 120/100/80 to 100/80/60
-Major modifications to Rolling Stone, lowering cap damage to 600, and reducing speed faster, also increasing the initial mana cost to 50/100/150 initial
-Moved to popular with a 45/5 vote, 90% approval
-Reduced AOE on Vicious Vines from 400 at all ranks to a scaling 250/275/300/325
-Increased Cooldown on Rolling Stone by 20 seconds at all ranks
-Minor changes to Rolling Stone to make it scale more appropriately with levels
-Changed defensive portion of Rapid Growth to 5/10/15/20% regeneration
-Nerfed offensive portion of Rapid Growth to 3 seconds from 6 seconds
-Drastic changes to Earth's Wrath, including:
--Reduced range to 700
--Modification of how it works for enemies caught within
--Scaling cooldowns
--New picture!
-Changed Mossy Growth to an active ability rather than passive

This is a copy from my popular suggestions, Mossdemar. Thanks for looking!

NinjaPants
04-01-2010, 06:08 PM
:eek:

RenoFox
04-05-2010, 09:16 PM
Bump for round 2