PDA

View Full Version : The Astral Walker (Nuker, Crowd Controller)



Saucery
03-12-2010, 12:14 AM
The Astral Walker
http://images3.wikia.nocookie.net/wowwiki/images/4/46/Nexus-Prince_Haramad.jpg


General
The Astral Walker is a melee hero who specializes in controlling his opponents and nuking them with a variety of close range spells.

Story:
"Few know much about him but many suspect he is linked to the presence of Andromeda in this world. Nevertheless, the cosmic fury he brings against the Hellbourne makes him a welcome ally."
Quotes:
'Stare into the abyss!'
'A meeting of the minds'
'Closer...'
'Here comes the pain!'
'Welcome to Big Bang City'
'Look at all my cool space powers.'
'Itty bitty living space.'
'Black holes are actually me punching you in the face.'

Stats
Range: Melee
Move Speed: 300
Primary: STR
Str: 23 + 2.7 | Agi: 12 + 1.4 |Int: 18 + 2.0
Damage: 43 - 48
Armor: 1.8

Skills

Chaos Theory
http://images1.wikia.nocookie.net/wowwiki/images/7/7b/Spell_shadow_manafeed.png(Visual: Target runs around in fear with this icon above his head. When bouncing the feared target shoots a small blue beam at the next target)
The Astral Walker invokes chaos into the target's mind, causing them to run around frantically. At the end of the fear, if they are close to another enemy hero, Chaos Theory will jump to the new hero. It can only affect the same hero twice.

[1] 120 magical damage per bounce, fears for 1.5 seconds, bounces once.
[2] 130 magical damage per bounce, fears for 1.6 seconds, bounces a maximum of twice.
[3] 140 magical damage per bounce, fears for 1.7 seconds, bounces a maximum of three times.
[4] 150 magical damage per bounce, fears for 1.8 seconds, bounces a maximum of four times.
Mana Cost: 80/110/140/170
Cooldown: 18 seconds.
Range: 500
Bounce Range: 200.

- This spell will bounce between enemy heroes, fearing them one at a time. It can be countered by spreading out further than the bounce range.
- Chaos Theory can be used to capitalize on any opportunity where enemies are clumped up or stuck in tight areas next to eachother.

__________________________________________________ _____________

Energy Bomb
http://images2.wikia.nocookie.net/wowwiki/images/1/13/Spell_fire_elementaldevastation.png(Visual: a small yellow ball appears on the target's stomach, getting bigger and brighter until it explodes)
The Astral Walker injects some of his life essence into an allied or enemy target. After 3 seconds that target will explode, healing allies and damaging enemies.

[1] After 3 seconds, target explodes doing 100 healing/damage
[2] After 3 seconds, target explodes doing 150 healing/damage
[3] After 3 seconds, target explodes doing 200 healing/damage
[4] After 3 seconds, target explodes doing 250 healing/damage
Cost: 30/45/60/75 health and mana
Cooldown: 15 seconds.
Range: 600
Radius: 300

- This ability can be cast on any enemy or friendly unit but not himself. A poorly timed Energy Bomb will only hit 1 person; but if well placed it can hit many.
- This spell can be countered if the enemy simply moves away from the bombed target, or moves away if they have the bomb.
- This spell can be used to deny himself as it costs both health and mana.

__________________________________________________ _____________

Fusion Punch
http://images2.wikia.nocookie.net/wowwiki/images/8/8f/Spell_nature_unrelentingstorm.png(Visual: After a short delay, he punches the ground and causes a blue explosion)
The Astral Walker summons cosmic force in an attempt to annihilate all nearby opponents, damaging and slowing them. The more opponents nearby, the more powerful the attack.

[1] Deals 80% base damage as magical aoe damage around him and slows by 20%.
[2] Deals 110% base damage as magical aoe damage around him and slows by 20%.
[3] Deals 140% base damage as magical aoe damage around him and slows by 20%.
[4] Deals 180% base damage as magical aoe damage around him and slows by 20%.
For each additional hero in range, increases effectiveness by +30% base damage/+20% slow.
For each additional creep in range, increases effectiveness by +3% base damage/+2% slow.
Mana Cost: 40/60/80/100
Cooldown: 8 seconds
Duration: 3 seconds
Radius: 250

- The more units that get hit the harder it hurts and the more it slows.
- Fusion Punch has a slightly delayed cast time, about half of that of Deadwood's Willowmaker.
- Note the short radius on the ability; positioning is very important.
__________________________________________________ _____________

Ultimate: Energy Link
http://static.wowhead.com/images/icons/large/spell_fire_blueflamering.jpg(Visual: Both heroes are surrounded by an electric blue shield, and a blue lightning effect connects the two together)
The Astral Walker binds the target enemy hero with the next closest enemy hero to the Astral Walker. These heroes are silenced and take damage until they move towards eachother. If the heroes run too far away from eachother the link will cause both heroes to be teleported together and stunned.

[1] Both enemy heroes are silenced and take 5% health per second as true damage until they move within melee range of each other.If they move 800 units away from eachother, they are teleported together and stunned for 2 seconds
[2] Both enemy heroes are silenced and take 6% health per second in true damage until they move within melee range of each other. If they move 800 units away from eachother, they are teleported together and stunned for 2.5 seconds
[3] Both enemy heroes are silenced and take 7% health per second as true damage until they move within melee range of each other. If they move 800 units away from eachother, they are teleported together and stunned for 3 seconds.
Cooldown: 110/100/90 seconds.
Duration: 7 seconds.
Range: 650 (secondary target must also be within 650 range)
Mana: 100/150/200.
Debuff:
- Silenced
- Taking true damage while linked
Staff of the Master effect: Reduces cooldown by 60 seconds.

Explanation
http://img705.imageshack.us/img705/2625/energylink.jpg

Playstyle
-This hero is all about positioning. All of his 3 main abilities benefit from enemy heroes being close to eachother. His ultimate can force 2 heroes to come together which sets up a big nuke combo in melee range.
- Energy Bomb is used preemptively in order to take advantage of Energy Link. The enemy heroes must either suffer the Energy link true damage or walk together and take Energy Bomb damage. It can also be used if you land a nice Fusion Punch on multiple heroes as they will be snared.
- Chaos Theory can be used in multiple ways either with energy link to CC both heroes or with fusion punch to keep them together and feared. It can also be used as an opener if the opportunity arises. It is a very good escape tool when being chased by multiple heroes.
- Energy link is highly psychological; it requires very good teamwork to minimize its effects as well as prevent AW from comboing the two heroes.
- AW is used best with heroes that use aoe nukes :pyro::temp:. There is possible synergy between Energy Link and heroes that can keep the enemies seperate as well :behe::phar::engi:.

Skill Builds
- For a highly offensive lane, max Chaos Theory with 1 point in Fusion Punch, max Energy Bomb 2nd and take ultimate whenever available.
- For more defensive style, Max energy bomb first for the healing effects.

Recommended Items
:StaffOfTheMaster::ShrunkenHead::Steamboots: :Portalkey::TabletOfCommand: and alternatively :Puzzlebox::HarkonsBlade::RestorationStone::Frostf ieldPlate:

- :TabletOfCommand: has many effective uses with AW's spells to take enemies into a desired position.
- :Portalkey: allows AW to get between two enemy heroes before he casts Link, which sets up his melee nuke combo.
- :Puzzlebox: can take advantage of AW's control over his opponents. Energy Bomb can also be used on puzzlebox Minions.

Changelog:
- Rebalanced several skills.
- Updated recommended items.
- Added Skill builds, quotes, story, reformatted several parts.
- Rescaled the damage and mana costs of several spells, several explanatory changes

NinjaPants
04-03-2010, 06:32 PM
:eek: