Hi all! I was thinking on an innovative idea for a new hero and decided that mind games would be a fun topic. So I whipped up this guy with a bunch of unique skills. However I found that because there hasn't been anyone like him, there is no reference to see how over/underpowered his skills/synergy would be. Without further ado, the Mirage Master!
Name: Mirage Master
Belongs to: Legion
Primary Stat: Intelligence
Base HP: 492
Base MP: 273
Base Move speed: 305
Attack Range: 600 unit (Ranged)
Base Armor: 2.8
Base Damage: 32-36 (+21 Starting INT) = 53-57
Str: 18 + (2.0)
Agi: 20 + (1.5)
Int: 21 + (3.0)
Primary Role: Support
Secondary Role: Initiator/Ganker
(note: not my work)
This character is supposed to be some sort of wandering elf that wound up in Newerth. Although this could easily be translated to a nomadic human of desert origins. Mirages/Illusions are normally found (in mythology) in the desert or deep in forests so this character could work either way. I just couldn't find any good forest mirage pictures and the one above gives the feel of the character I want. He should be a twilight/self reliant character who has a bit of mystery around him.
Back Story: I need to think about this...suggestions would be nice, but since I haven't settled on a theme (although the forest/elf theme is preferred) I can't really make a great backstory...sorry guys...
Using his mastery over illusions, the Mirage Master disguises himself as the target unit.
Type : Magic
Mana Cost : 100/90/80/70
Cooldown : 55/45/35/25 seconds
Cast Range: 999,999 units (infinite selection range as long as the target is within your team's sight range)
On activation, Mirage Master gains the outward appearance of his target. Mirage Master's icon on the minimap changes to that of either his target creep or hero. A false health bar is formed and responds to damage as the target would. Mirage is broken when the false health bar reaches zero, if the Mirage Master uses his ultimate, or if 10/13/17/20 seconds have passed since the disguise was formed. If you are disguised as an enemy you will still be targetable, however the cursor will not change if you are moused over and you will not aggro enemy heroes.
Note: For the explanation now. When you use this skill, you appear to be the target unit. You do not gain any sort of bonuses in anything when you disguise yourself. The false health bar is to make the disguise a bit trickier to figure out. The fake health bar just simulates the target taking the hit and what it would do to their hp. You still take damage as normal. When disguised it would be optimal if the animation had the target as a translucent image on top of your hero (if you are the Mirage Master or on his team). This is kinda like invisibility, but much trickier. You need to act like the targeted unit in order to maintain a low profile. The main use of this skill is for mind games. Perhaps you want to simulate an ally gaining an illusion rune in your lane, disguise yourself as your partner and pretend you both are mindless (and fully dispensable) illusions. Yet another interesting use would be for evasion. If you are at low health and tower hugging, you can cause confusion for the would be tower divers to see two of the high health heroes (or two low health heroes if you want to take a hit for your teammate). Basically this would be a fun but tricky skill to use.
The Mirage Master's wraps himself in an illusionary aura that causes delusions to the enemy and grants him and his allies the ability to choose the best of both realities.
Radius: 350/500/650/800 units
Effect: Enemy Heroes
Active Mana Cost: 45/35/25/15 mana per second
Aura causes a randomized and moving terrain and unit generation within the aura. An enemy hero must be within range of the aura to spawn units. The chance of a random illusionary creep being formed is 14/26/38/50 in 100 every second. The chance of a random illusionary neutral creep is 6/9/12/15 in 100 every second. The chance of a random illusionary hero is 2/4/6/8 in 100 every second. Illusions are uncontrollable and last for 2/4/6/8 seconds. Random hero spawns are created at your current level and can only autoattack. Illusionary creep gain 5%/10%/15%/20% additional base damage and +1/2/3/4 additional armor. All Illusionary Heroes do 65%/70%/75%/80% of their normal damage and take 275%/225%/175%/150% damage. On illusion spawn the aura stuns all enemy heroes within the aura for 0.2/0.3/0.4/0.5 seconds. Trees and terrain are randomly spawned and changing. Terrain and trees shift at 50/100/150/200 unit movespeed. The phantasm field is true to the enemies caught in it causing them to work with changing terrain. The Mirage Master, allies, and illusions within the aura are given 0 collision where the phantasm field has changed the ground to passable terrain for enemies. Illusions may not leave the aura.
Note: This is a skill that creates a bit of chaos around the Mirage Master. To his enemies, the terrain literally moves and mirages come to attack them. This is used mainly for disruption, but would be a great initiation technique. It also makes running from this hero a bit hard. When people run, they usually know where they want to go in advance. This messes that up significantly because the map is actually moving around them. The 0 collision is there to make sure you don't create an escape route for them that you can't chase from. In short this aura would generate random enemies and shifting terrain for enemies, and you would see a faded image of what your aura is projecting. The main benefit of this skill is that you can walk where the map says you can and where your illusionary space says you can. The main downside to this is that it's random and moving, so it can be a bit of a problem too.
The Mirage Master uses his experience with illusions to intensify the experience for those who would oppose him.
Type : Variable
Mana Cost : Original Manacost + 35%/30%/25%/20% of mana
Cooldown : Original Cooldown + 35%/30%/25%/20% of time
On activation of illusionary guise, the first skill from the target is used as the third skill of the Mirage Master with an additional cost and additional cooldown. This gives you the skill at level 1/2/3/4.
Note: This skill makes his mimic seem more real and adds some extra trickery. It can also double as his escape technique when in the early levels. In short it gives him yet another mind trick move and a bit of flexibility. The biggest downside is the manacost is 120% and the cooldown is 120%. This is a bit of a desperation move in the early game, but a utility move in the late game.
The Mirage Master forms a doppelganger of a targeted enemy hero to fight his other half.
Target: Enemy Hero
Type : Superior Magic
Mana Cost : 200/300/400
Cooldown : 120 seconds
On activation forms a controllable illusion of the target enemy hero which has 5%/10%/20% of their total health. The illusion does 100% damage but takes 125%/150%/200% damage. All damage done to the doppelganger is done in true damage to the original. All effects on the doppelganger is replicated on the original. The enemy team cannot see a difference between the original and the doppelganger. The doppelganger is targetable by all heroes. The doppelganger will appear to have a black hue to the Mirage Master's team. The doppelganger lasts for 3/5/7 seconds or until the target dies before it disappears. The doppelganger does not aggro any heroes or and will only be attacked by creep and towers allied to the caster.
Note: This ult is an odd but powerful one. In short anything you do to one happens to the other. The big reason this is weird is because you essentially get to control a copy of an enemy illusion. This means you can really cause some mayhem to one person or disrupt teams by creating an easy target. The biggest drawback is that it only can do 20% of your target's health before it goes away. Although a valid strategy is to create a doppelganger, have someone stun it, own the now stunned original, then finish the doppelganger if the original gets away. Or use the doppelganger to attack the original. If the original attacks back, he takes his own damage on top of his doppelganger's. Given it ends the doppelganger's rampage faster, it none the less is a dire predicament for the target.
I hope I've explained everything clear enough for you all. I wanted to make a thread here before I put this hero in dream. I don't know about how the numbers for this hero would work out so I'm looking for a lot of help and advice. Thanks for all your feedback in advance!
If anything seems imbalanced please let me know and I'll most likely change it (definately change it if multiple people comment on it)!
If you want to vote yes, do so in the dream engine please. If you're gonna vote no, then don't and reply why you would. (he's not in there yet, I know).
Last edited by UnumSceleris; 06-03-2010 at 04:33 AM.
-UnumSceleris------------------------------------------------------------------------------------------------------------------------Please overview all my heroes in Dream! [R4R]
(Please view my downloadable custom hero pack! ^_^ ) --> It has Sarutobi, Raven, Seraphim, Obsidian Angel, Blaze, Longshot, and Spectre all testable now!!!