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Thread: Element

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  1. #1

    Element

    ultimate- earth shield
    target an allied unit to grant 4 charges of ES (earthshield)
    bearer is healed 100/150/200 when dmg is taken.
    50/75/100 manacost.
    40/40/40 duration.
    500 cast range

    mastery (3rd spell)
    active passive
    swaps between 3 elements each state having passive bonuses
    water passively increases mana regen 25/45/65/100%
    fire passively increaseses base dmg 15/30/45/60
    earth passively grants 2/4/6/8 life regen & 2/4/6/8 amor
    no mana cost to swap between elements

    totem (2nd spell)
    calls fort a totem based on your current element
    fire - decreases base dmg of all enemy units within range by 15/30/45/60
    water - burns 100/100/150/175 mana for every spell cast in range.
    earth- binds all targets to the earth slowing movement by 10/10/15/20%
    totem has 2000 radius
    20s duration
    50 mana cost
    300 cast range
    totem dies in 3 hits

    Summon elemental (1st spell)
    permanently summons an elemental of 700 range.
    elemental on its own has
    30/40/45/60 static base dmg
    2/3/4/5 amor
    450 movespeed
    1300/1400/1500 hp.
    20 magic amor

    _Based on mastery_
    fire element has high dmg. 15/30/45/60 +dmg
    earth elemental has high defense 500+hp and 5/10/15/20 amor
    water elemental burns mana on everyhit. 10/16/26/36

    level 4 elemental has 20% chance to do 3x critical strike.

  2. #2
    Quote Originally Posted by n3rdz View Post
    ultimate- earth shield
    target an allied unit to grant 4 charges of ES (earthshield)
    bearer is healed 100/150/200 when dmg is taken.
    50/75/100 manacost.
    40/40/40 duration.
    500 cast range

    mastery (3rd spell)
    active passive
    swaps between 3 elements each state having passive bonuses
    water passively increases mana regen 25/45/65/100%
    fire passively increaseses base dmg 15/30/45/60
    earth passively grants 2/4/6/8 life regen & 2/4/6/8 amor
    no mana cost to swap between elements

    totem (2nd spell)
    calls fort a totem based on your current element
    fire - decreases base dmg of all enemy units within range by 15/30/45/60
    water - burns 100/100/150/175 mana for every spell cast in range.
    earth- binds all targets to the earth slowing movement by 10/10/15/20%
    totem has 2000 radius
    20s duration
    50 mana cost
    300 cast range
    totem dies in 3 hits

    Summon elemental (1st spell)
    permanently summons an elemental of 700 range.
    elemental on its own has
    30/40/45/60 static base dmg
    2/3/4/5 amor
    450 movespeed
    1300/1400/1500 hp.
    20 magic amor

    _Based on mastery_
    fire element has high dmg. 15/30/45/60 +dmg
    earth elemental has high defense 500+hp and 5/10/15/20 amor
    water elemental burns mana on everyhit. 10/16/26/36

    level 4 elemental has 20% chance to do 3x critical strike.
    I like the idea, although the hero itself may not be described enough. So far i see a jungler (?) that has no other ability than pushing (very little) and a single support spell (which is the Ultimate). Also, the mastery might be a little OP, considering Pebbles' Slack Skin ability is of sort of the same paired with Keeper's shield and allowing you to swap it like that *snap with fingers* to gain other advantages. What i see is Tempest and Wildsoul in one, paired with Ophelia (?), Pebbles, Keeper and a VERY op totem to completely destroy teams.
    Comedian
    - a fun ganker/initiator
    Medusa
    - a tricky Crowd Control hero able to break the spirits of the toughest of warriors

  3. #3

    hero- element

    range - 600

    51-60 base dmg

    str -18 (1.9)
    agil -21 (1.8)
    int -24 (3.0)

    305 movespeed

  4. #4
    You've taken the WoW Shaman and heroized him.
    We also have a hero that uses totems on the Dream.

    http://dream.heroesofnewerth.com/her...it%20Whisperer

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