PDA

View Full Version : Reflector, Lord of Mirrors



x719x
03-11-2010, 02:18 AM
http://www.beyondhollywood.com/uploads/2008/06/silver-surfer-movie.jpg (http://www.beyondhollywood.com/uploads/2008/06/silver-surfer-movie.jpg)





(Yes, I know this is a picture of Silver Surfer. It's just a concept of what Reflector would look like).

(Please note this is a stub and not my finalized version of this character, it will be updated as time passes, thanks. Feel free to make comments, suggestions, etc.).

(No, I don't have any cool graphics or animations yet. My primary focus was playability).

STR: 22 +2.5
AGI: 14 +1.2
INT: 22 +2.2
Movement Speed: 305
Attack Range: Melee
Damage: 54-60
Armor: 4.5
Faction: Legion
Design: Tank/Reflect/Support

Story: Reflector was originally a single mirror under the ownership of the Puppet Master. However, one day, abreast of foul magic during an invasion, the mirror witnessed the Puppet Master's strings being fastened to a Legion commander. Instantly, the soul of the mirror was bound as well, maintaining the spirit and will of both parties combined into one entity. Now, he lives to expose the true nature of the Hellbourne by sending their own spells and attacks back at them!

Skills: (Please note all skills are unfinished and balance isn't final, these are just suggestions and are open to re-balancing/structure changes, please comment).

Skill 1: Mirrored Sword

Skill Mechanics: When Reflector takes damage, a percentage of the raw damage (pre-modifiers) is stored. The reflector can then activate this ability to use that damage for a single, devastating strike. This damage also applies to existing modifiers (critical strike, lifesteal, etc). Passive storage, active cast.

Level 1: Reflector stores 25% of damage taken, can store up to 50 damage. 40 mana cost. 6 second cooldown.
Level 2: Reflector stores 35% of damage taken, can store up to 100 damage. 60 mana cost. 5 second cooldown.
Level 3: Reflector stores 50% of damage taken, can store up to 150 damage. 80 mana cost. 4 second cooldown.
Level 4: Reflector stores 75% of damage taken, can store up to 200 damage. 100 mana cost. 3 second cooldown.

Synergy: Works similar to other damage taking abilities. Encourages tanking.

Balance: Doesn't do a ridiculous amount of damage - Compare to Behemoth's Enrage skill.

Skill 2: Mirrored Shield

Mechanics: Reflector uses his shield to put up a barrier on the target unit. When x number of spells/skills/abilities are cast on that unit, x number of spells/skills/abilities are returned to their caster with x percentage of damage/stun/hold. This also applies to single and group target spells/skills/abilities.

Level 1: Target reflects 1 spell/skill/ability for 50% of damage and 50% of all effect duration. If the spell cast is AoE, 25% of damage and 25% of effect duration. 100 mana cost. 20 second cooldown.
Level 2: Target reflects 1 spell/skill/ability for 70% of damage and 70% of all effect duration. If the spell cast is AoE, 35% of damage and 35% of effect duration. 130 mana cost. 18 second cooldown.
Level 3: Target reflects 1 spell/skill/ability for 90% of damage and 90% of all effect duration. If the spell cast is AoE, 45% of damage and 45% of effect duration. 160 mana cost. 16 second cooldown.
Level 4: Target reflects 2 spells/skills/abilities for 100% of damage and 100% of all effect duration. If the spells cast are AoE, 55% of damage and 55% of effect duration. 200 mana cost. 20 second cooldown.

For those of you who are asking "How is this useful, or how does this really work?"

We'll use the Valkyrie's Javelin of Light for a math mechanic, but any spell works in this situation.

Javelin level 4 stuns for .5 per 150 units distance traveled and does 360 damage. So, for example, if you cast Mirrored Shield Level 1 on your friend, who got hit by a max stun (5 seconds), the Valkyrie instead would be stunned for 2.5 seconds and hit for 180 damage (reduced by magic resist).

Alternatives would include everything from Witch Slayer's Silver Bullet or Blood Hunter's Hemmorhage, etc. Use your imagination.

Synergy: The ultimate cancel. A hero that relies entirely on counters. If this was Magic: The Gathering, Reflector would be a blue deck card.

Balance: The cooldown and mana cost should be high enough to the point where people can't cast them consecutively but rather are forced to use them as a defensive strategy. The idea is to turn the tables, not stack them.

Skill 3: Reflective Aura

Mechanics: Passive, Aura. Reflects x% of damage done to units within x radius to their attackers (single target). (Note: My goal for this is to create a balanced reflect that isn't too powerful at upper levels but still accomplishes being useful, I'm looking at between 2-5% per level, make suggestions please.)

Level 1: Units within 750 radius reflect 3% of all raw damage done to their attacker as magic damage. This also includes magic damage taken.
Level 2: Units within 800 radius reflect 6% of all raw damage done to their attacker as magic damage. This also includes magic damage taken.
Level 3: Units within 900 radius reflect 9% of all raw damage done to their attacker as magic damage. This also includes magic damage taken.
Level 4: Units within 1000 radius reflect 12% of all raw damage done to their attacker as magic damage. This also includes magic damage taken.

Synergy: This is designed to be a single target version of Sand Wraith's Dissipation skill. You can also compare it to Thorns Aura or any similar mechanic.

Balance: This aura encourages group play and helps to manage focus fire along with Reflector's other abilities - Reflector can choose to 'guard' a weaker unit (an INT type or other paper build) and force the enemy to target a different player. It also guarantees that in a skirmish your team will walk out with at least one kill.

Ultimate Skill: The Mirror's Truth

Mechanic: When activated this ability returns ALL spells/abilities/skills and damage cast on the Reflector for x seconds with x percentage of duration and damage. Also all AoE spells/skills/abilities cast around the Reflector are absorbed and do not damage other heroes. (I think this should probably be AoE channeling with a radius, but I'm not sure, please discuss).

Level 1 Ultimate: 6 seconds, all spells/skills/abilities returned for 60% duration + 60% damage (30% for AoE), Mana Cost 200
Level 2 Ultimate: 8 seconds, all spells/skills/abilities returned for 80% duration + 80% damage (40% for AoE), Mana Cost 300
Level 3 Ultimate: 10 seconds, all spells/skills/abilities returned for 100% duration + 100% damage (50% for AoE), Mana Cost 400





Overall goal of this unit/build strategy:

Think Jeraziah or Behemoth style building, only with entirely different abilities. You will need to raise your mana and intelligence in order to cast spells and have mana, but you will also need to increase your STR, HP, etc. in order to take damage properly.

At endgame this will be a unit that can particularly rival Chronos' bubble skill, which counts as an AoE. Instead of you getting bubbled by Chronos, it will be as if you cast bubble on HIM for a 50% duration (if you reflect it).

The other bonus to this particular character is the ability to cancel out abilities and skills (such as sheepstick, hellflower, etc). Basically, a character which can cancel out disables, focus fire spam, etc.

I believe this is one of the main things that is missing in HoN: A diehard counter-tank which survives solely on countering spells, skills and abilities. He doesn't have stun, hold, etc. on his own. He doesn't have any massively damaging abilities. Instead, he uses the abilities of others and tanks. An excellent counter to Chronos DPS, Accursed Tank, etc.





Please post your suggestions for this build below (skill changes, stat changes, entire remakes, graphic contributions, taunt ideas, you name it, post it here. Be civil and constructive. Please don't post 'omg dumezt ide evar d00d').

Thank you.

NinjaPants
04-05-2010, 06:36 PM
:eek: