it would prob be a bit better as a 50% slow is pretty hefty
You know you probably would get more feedback/votes if you actually gave feedback for feedback.
I do this thing a lot while at work. I don't usually have time to give a full review. Instead, I vote if I like the concept or not. If I don't like it, I try to give a few remarks so they can improve on it. If it is already good, I don't need to say much unless there is something that is bothering me about it.
1) I think this skill is more annoying than clinkz searing arrows
2) Like it
3) Do you mean by 325 magical damage over 5 seconds is 325 damage in 5 seconds?
4)I like it too, it's like Lanaya's ulti but with damage
You know, I see how your trying to combine Guild Wars with HoN. I think you should try and make it a little more creative, we have a new game engine here!
Idea for the ult:
Skill Name-Trip Wire
Elbryan places 2 sticks in the ground in an X/X/X distance. When someone trips the trap they are slowed for X/X/X seconds and take X/X/X damage over time. Clearly the X's fall in with leveling up. He could have X amount of traps laid over the map. All traps would be invisible and give a small radius of sight (not to invisible units though). I think this could lead to some creativity and help a teammate out when necessary.
The main target gets 325 damage in dot damage and all splash targets recieve 325/2 or 162.5 damage in dot damage. The dot will always last 5 seconds. All units with a dot, regardless of damage, will be silenced for 5 seconds. Make sense?
First Skill - Not much to say here.
Second Skill - So if I proc this while using the first skill, i shoot 4 free poison shots? Also, I dislike this % chance, double attack should be every x seconds for better laning purposes. The multistrike feels out of place... its like you wanted to give him a hand with farming. Oh, if I have lightning hammer, massive lightning bolts go off? xD
Third Skill - Massive damage over time + AOE silence + ministun + miss... maybe remove the ministun and miss, reduce/change damage overtime, and remove silence after they run out of the cloud (or does the poison silence them?)...
Ultimate - Do traps give sight? Also I think I would just this later like remote mines since such a low cooldown
First skill: Meh... I enjoy the armor reduction, but the DoT is weak (similar to how terrify is) most players will take it simply for armor reduction so perhaps make it just that and amplify it (similar to soul stealer's but being a single target).
Second Skill: Really like the idea.
Third skill: No... The problem being low mana cost and CD for the skill which has to much in it. You have a mini stun, AoE (small) silence, inflicts DoT to target, does splash damage and causes them to miss. Only balancing factor is that they take reduced damage (makes no sense for the skill imo).
Take away the mini stun, keep AoE silence. Make it either do DoT to an area (same AoE as silence) or have it do splash to units around target. Keep miss, remove reduce damage, increase mana cost since you have so much going on. Depending on how much you increased mana cost (or if you didn't) increase CD to help keep cost low. This imo makes it more balanced as a whole but it still is alot of stuff for one spell.
Ult: Still don't understand range. How can you place a trap when you yourself aren't there? Perhaps add a channeling (short). Biggest problem for me is that the mana cost is cheap and the CD is low, so if you STACK them up you can insta gank most heros late game and has crazy amount of utility early game. Don't mind the mana cost if the CD would be longer, as at this rate you can easily lay these down anywhere with wards (since you have range). Would work well with Shroud if you make it unranged.
Final thoughts are that the ult and third skill are just to much to cheap and with no wait. No vote as of yet.