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A ranged str with good story? Hell Yeah!
A ranged sucker? Nah... Not the hell!
Mechanic
Speed: 295
Range: Ranged
Affiliation: Legion
Primary Stat: STR
Sound and Visual Design
The Mechanic looks like an average man, with mechanical features over his body. He has a gun mounted to the end of his right arm and a short blade mounted to his left arm. He may say things as, “Lets build your doom”, “Please... Chronos must die”, And so on. Not good with voice discpritions.
Story
The Mechanic were an mechanic working on Chronos under the project, when he were forced to discard his project due to failure over failure. When he years later saw Chronos under Hellbournes armies slaughtering innocents, he vowed to repent from his sins of creating a monster, therefore now fighting together with the Legion.
Role
Mechanic will work as a slower, disable and aoe damager.
Stats
Mechanic got high strength to be able to use his mounted gun. The higher his strength the higher dmg output he may deal with his gun, as he will be able to withstand a higher recoil.
Int: Medium (Low)
Agi: Low (Medium)
Str: High(Very High)
Base dmg: Below medium
Health: High
Mana: Medium
Atk Speed: Low
Spire
Mechanic rips the ground up and stun for a short time units in his way, thereafter uses the raw material gathered, to build a spire causing small aoe dmg around it, with a short lifespan and can be destroyed.
Basically, you click where you want to build a spire, to that point from the current place you are you rips the ground open and stuns people, thereafter the hero uses the raw material gathered to create a spire causing small aoe dmg per second.
Descriptors: [ Short stun, small aoe dmg, short CD, long range, Low mana cost. ]
1. Short stun and small aoe dmg.
2. Short stun and small aoe dmg.
3. Short stun and small aoe dmg.
4. Short stun and small aoe dmg.
Visual: Rips ground open and builds a spire, much like a shorter version of behemoths fissure.
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Discharge
Mechanic discharges a high amount of energy in a close aoe range causing 100% Slow returning to normal over time, for allies they will be boosted with low amount of % speed, returning also back to normal over time. Discharge causes a tick of very low dmg while during entire slow, mechanic may receive life from the tick very low % chance.
The Mechanic discharges energy in a small aoe range and slows all enemy units around him for a 100% returning to normal over time, so if a enemy gets the effect on him it would start at a 100% slow, then return to normal speed over time, so if he have a 10 second effect, during 1 second 10% speed would be returned. This same goes for friendly units, only that they got a lower amount of boost than 100% probably something like 10% or the like. So the discharge also causes a tick of damage to enemy units during entire slowing period, this makes him able to take dmg to his fiends also not just slowing them. There is also a small chance of him returning some life from the ticks, so if the return life triggers, the more effected units will cause a higher return of health, lets say the tick is for 10 dmg, and it afflicts 10 units. In total that would be 100 health returned per second for the entire slow. Understand?
Descriptors: [ 100% Slow returning to normal speed over time, giving small boost of speed to allies over time, causes a low amount of dmg tick over entire slow. May cause a life returning effect. Medium mana cost an medium cds ]
1. 100%-0% slow over time, time of effect short.
2. 100%-0% slow over time, time of effect medium-short.
3. 100%-0% slow over time, time of effect medium.
4. 100%-0% slow over time, time of effect long-medium..
Visual: Electric field submitting out from Mechanic in small aoe range, effected units get small electric field around them.
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Enhancements
Mechanic builds on his body improving his abilities in strength, dmg output from his weapons, and armor.
Basically a personal buff. Per level gained he will get some extra strength, dmg output and armor. What more is there to say? The numbers here is the only numbers i'm quite certain of.
Descriptors: [ Passive, armor buff, strength buff, dmg buff]
1. 1 armor gained, 5 dmg increase, 2 strength gained.
2. 2 armor gained, 10 dmg increase, 3 strength gained.
3. 3 armor gained, 15 dmg increase, 4 strength gained.
4. 4 armor gained, 20 dmg increase, 5 strength gained.
Visual: Mechanic will look more and more mechanical per level of skill.
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Piercing
Mechanic shots of one piercing bullet causing a very high amount of dmg and stunning the victim for a short time. During stun period Mechanic may blink to the target. Piercing got a % chance of causing backfire which makes a short stun at the mechanic.
Okey... Ultimate, almost every ultimate i've written is either broken OP or broken UP. So hope this will be better as i'm not using any numbers this time. But Mechanic just fires of a piercing bullet that don't get affected by any armor ability or actual armor. Also causes a high amount of dmg, this is a kind of counter to jereziahs ult giving him 1000 armor, well jereziah I can penetrate that armor. The stun effect and blink is to make it better to synergy with the other skills. The blink would just work such that during the short stun if repressing R you would be teleported to the target.
Descriptors: [ Very High dmg, negate armor and armor skills, Short stun with Blink possibility. Long CD and high mana cost. ]
1. Very high damage, short stun effect. 200 seconds CD. 2 sec channel time.
2. Very high damage, short stun effect. 150 seconds CD. 1.5 sec channel time.
3. Very high damage, short stun effect. 125 seconds CDs. 1.0 sec channel time.
4. Very high damage, short stun effect. 100 seconds CDs. 0.5 sec channel time.
Visual: Inserting a different bullet, then firing at the enemy, portal key blink effect at the blink.
Synergy
Piercing → Discharge → Ripper = Massive dmg and stun giving mechanic a possibility to win in a one on one combat against even arachna and madman and the like.
Ripper → Discharge = Gives a extremely good gank/team combat opener, with a short stun and aoe and then slowing your enemies so they cannot get away from aoe area. In ganking positions one would be able to change the tide of war. Also when entering mid team combats, giving your team a opportunity to take back control.