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Yes.
No.
WILDSMAN
An elusive sniper that abuses his range and disruption ability to make up for slow
movement and low health. The Wildsman is able to call upon his dog for help and
cripple an opponent's speed, all the while wailing on them with his gun. With the
highest attack range in the game, the Wildsman is a hero to be feared.
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16+1.7 | 21+2.9 | 16+1.9
Movement Speed: 290
Attack Range: 625
Damage: 36-42
Armor: 1
Attack Animation: 0.17/0.7
Cast Animation: 0.3/0.51
Base Attack Time: 1.7
Missile Speed: 3000
The Wildsman is designed to be easy to learn and difficult to master.
Laning with him requires quick reaction speed, good map awareness,
and an acute sense of control. However, at the casual level, he still
performs well as a late-game carry and autoattacker. His dog is his most
unique aspect, as it is effectively a second hero by which you cast
two of your spells to control and manipulate enemies.
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FETCH
The Wildsman unleashes his dog at a hero, hindering his target's movement.
Skill Mechanics: This skill has no cooldown and costs no mana. Instead, it works via HP. When you send your dog out, he will attack your target indefinitely until you hit Return, send him to another target, or he dies. If you hit Return before he dies, you can send him out again without a recharge time. However, if he dies, he must regen to full HP before you can use him again.
Dog Mechanics: The dog has a percentage of your max HP. Any time the dog is not attacking, he regenerates HP. The dog may be damaged at any point during the skill until Return is used.
Drag Mechanics: Attaches your dog to a target. The dog will always drag the target away from the direction he's facing. If the target is moving, this means he is slowed. If the target is standing still, he will be pulled away from the direction he's facing. Lasts until the dog is killed or the duration is over. May be used on an ally to help him escape an enemy.
[1] 20% HP dog. 4.5% HP/s regeneration.
[2] 22% HP dog. 5.0% HP/s regeneration.
[3] 24% HP dog. 5.5% HP/s regeneration.
[4] 26% HP dog. 6.0% HP/s regeneration.
Cast Range: 800
Run Speed: 522
Drag Speed: 150
Cooldown: 0
[Synergy] Coupled with Precision Strike, you can pull a fleeing opponent closer to you as you wail on him with autoattacks.
[Balance] The heavy slow is balanced by the destructible nature of the dog--towers and nukes will wipe it easily.
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HOWL
The Wildsman's dog howls at his current location, scaring enemies and emboldening allies.
Skill Mechanics: Causes the Wildsman's dog to howl at his current location, whether it's by your side or attacking an enemy during Fetch. On enemies, deals damage and slows movement speed. On allies, grants bonus movement speed.
[1] +/- 10% movement speed. 100 damage.
[2] +/- 15% movement speed. 140 damage.
[3] +/- 20% movement speed. 180 damage.
[4] +/- 25% movement speed. 220 damage.
Mana: 80
Cooldown: 8
Duration: 3
[Synergy] Howl can be used with Fetch to boost an ally or slow and damage enemies.
[Balance] Your only AoE ability, and will require your dog to be alive to use.
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PRECISION STRIKE
After a period of concentration, the Wildsman places a powerful shot that stuns an unsuspecting opponent.
Skill Mechanics: Semi-channeling, allows you to move and attack. Movement speed is reduced by 20% during channeling. Deals more damage and stun the longer you channel it, similar to Alchemist's stun. Breaks when maximum range is exited or ability is used.
[1] 40 damage and 0.5 stun per half second channeled.
[2] 40 damage and 0.5 stun per half second channeled.
[3] 40 damage and 0.5 stun per half second channeled.
[4] 40 damage and 0.5 stun per half second channeled.
Mana: 80
Cooldown: 8
Duration: 3
Channel Duration: 1/2/3/4 seconds
Max Range: 700
[Synergy] Can be used while your dog attacks with Fetch.
[Balance] Strong stun effect, but must be within range for best effect.
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ATTUNED
The Wildsman learns the weaknesses of his prey quickly. Each additional unanswered shot he lands increases his adrenaline.
Skill Mechanics: Each shot you take at an opponent without taking damage back from him passively grants you additional attack speed and damage against him (stacks). Stack resets upon attacking another unit or being hit by him.
[1] 10 damage and AS per stack.
[2] 15 damage and AS per stack.
[3] 20 damage and AS per stack.
Max Stacks: 5
[Synergy] Gives you strong laning and harassment ability.
[Balance] Requires five successful hits without taking damage from your target to reach full potential.
Might want to consider the forced synergy on the first skill.
Drag MS increase a level progression can have ups and downs: you have less disabling time but more pewpew
Why would you want range if you have a drag? I would give it a % armor steal instead.
With the 2nd ability. Does it always perform the stun if you attack someone casting a spell? Wouldn't that be a bit too annoying for channeling heroes lol.
Mm i guess but every time they perform an attack?, get a lot of attack speed and they would be perma stunned, try to blink away stunned again.
How does take aim work, you cast it and it picks random nearby targets? passive?