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Thread: Erion (Caster Tank)

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  1. #1

    Erion (Caster Tank)

    Erion



    Speed: 300
    Range: 450
    Affiliation: Legion
    Primary Stat: INT

    Sound and Visual Design
    Visual is like above, a storm cloud or "human form" made of air, cloud, and lighting.

    Story
    Summoned by a powerful sorcerer, Erion first was forced to serve an evil master. Shorter there after, Erion started to loathe him and defied him the first chance he got. Free of his bonds, Erion had no way to return back to his world. Stranded, Erion teamed up with the Legion army in hopes of them being able to send him home after the war is won.

    Role
    Caster tank.

    Stats
    STR: 18 + 2.5
    AGI: 16 + 1.5
    INT: 20 + 2.7


    Chain Lighting


    Quote Originally Posted by Docterj208

    Erion uses the clouds within his body to periodically shoot large amounts of lighting at his enemies.


    Passive



    Descriptors:
    1.
    10% chance on attack to shoot a bolt of lighting for 100 magical damage. Bounces 2 times with no damage reduction.
    2. 20% chance on attack to shoot a bolt of lighting for 100 magical damage. Bounces 3 times with no damage reduction.
    3. 30% chance on attack to shoot a bolt of lighting for 100 magical damage. Bounces 4 times with no damage reduction.
    4. 40% chance on attack to shoot a bolt of lighting for 100 magical damage. Bounces 5 times with no damage reduction.

    • 50% chance with staff of masters.
    • does not stack with Thunder Claw or Charged Hammer.

    Balance: A more reliable thunder's claw but deals less damage.

    Visual: Erion's attack is actually a bolt of lighting starting from his hads
    __________________________________________________


    Wind Tunnel


    Quote Originally Posted by Docterj208

    Erion creates a tornado around him, sucking them up and throwing them around.

    AOE around you: 250/300/350/400

    Erion sucks all units around him towards him and if they get close enough, he tosses them into the air. Units caught in the AOE are dragged at 50 units per second. Any units that come in contact with him will be tossed in the air for 1 second and then landing 200 units away from him in a random direction. Landing deals 5/10/15/20 pure damage.

    Descriptors:
    1. Deals 10 magical damage per second for 4 seconds
    2. Deals 20 magical damage per second for 5 seconds
    3. Deals 30 magical damage per second for 6 seconds
    4. Deals 40 magical damage per second for 7 seconds

    • Tossed units are disabled, perplexed, silenced, and immobilized for the duration.
    • Magic immune and stealth units will still be tossed.
    • Tossed units cannot be tossed again for 2 seconds after being tossed.
    • Drags 80 units per second with staff of the masters

    Mana:
    80/100/120/140
    Cooldown: 15/14/13/12

    Balance: Not sure.... could be OP, but I think it is interesting. Its kinda like Tempest's ult but around you and doesn't fully disable for the duration. Drag AOE is large since his ranged attack is 450 (drag starts 50 units under attack range). Not sure how much my drag is in terms of slow, however, I am willing to make this and his attack range smaller.
    Visual: Winds start to blow violently around Erion with a tornado blowing above him and around him and part of him. All units are tossed high into the air and land in a random direction (can go off cliffs but cannot get stuck in trees)
    __________________________________________________

    Gale Winds


    Quote Originally Posted by Docterj208

    Erion has no sense of hot and cold but he knows his enemies do. Erion uses freezing cold winds to cause a hail storm above his enemies which slowly encases them.

    Range: 750
    Target Ground in: 400 AOE


    Erion creates a storm of rain and hail where waves of large hail boulders land and crumple onto enemies, slowing them and slowly encasing them. Each wave adds an "encasing" stacking debuff which slows them by 10%. Stacks up to 4 times, adding to the duration. On the 4th stack, enemies become encased for two seconds and removes all "encasing" debuffs. While encased, enemies are silenced, disabled, perplexed, and immobilized.

    Descriptors:
    1. Each wave deals 20 magical damage every second for 2 waves. Each wave gives an encasing debuff.
    2. Each wave deals 35 magical damage every second for 3 waves. Each wave gives an encasing debuff.
    3. Each wave deals 50 magical damage every second for 4 waves. Each wave gives an encasing debuff.
    4. Each wave deals 65 magical damage every second for 5 waves. Each wave gives an encasing debuff.

    Mana: 100/110/120/130
    Cooldown: 14

    • Has one additional wave with staff of the masters.

    Encasing debuff
    ----------------------------
    Slows hero's move speed by 10% for 2 seconds.
    Stacks up to 4 times.
    On 4th stack, all Encasing debuffs are removed and places an Encased debuff


    Encased debuff
    ----------------------------
    Hero is perplexed, silenced, immobilized, and disarmed for 2 seconds.

    Balance: Not sure, could be OP, but it works similarly to pit lords fire storm. Could be considered more powerful than fire storm, however, fire storm deals more damage.
    Visual: Creates a snow, rain, and hail storm with large chunks of hail for the waves in the AOE.
    __________________________________________________



    Master of the Wind



    Quote Originally Posted by Docterj208

    Erion becomes one with the wind infusing himself with a small area around him, allowing him to absorb enemy attacks and use its energy back at them.

    Range: 900 AOE
    Self buff


    Erion becomes hazy and harder to see and all magical and physical damage is reduced by 40% and reflects back in a 900 radius as electrical magical damage. Can be used while stunned or taunted but not while silenced.

    Descriptors:
    1. Reflects 40% of incoming magical and physical damage back to the attacker for 6 seconds
    2. Reflects 40% of incoming magical and physical damage back to the attacker for 8 seconds
    3. Reflects 40% of incoming magical and physical damage back to the attacker for 10 seconds
    *4. Reflects 50% of incoming magical and physical damage back to the attacker for 10 seconds

    Mana Cost: 150
    Cooldown: 120

    *with staff of the masters

    Balance: Large cool down makes it so it cannot be used all the time and very important. Also, it does not redirect this damage
    Visual: Erion shoots out lighting (similar to static shock) and becomes blurred and seems to have a spherical air shield as part of his body.
    Last edited by docterj208; 10-10-2009 at 07:45 PM.

  2. #2
    anyone have any thoughts about concept?

  3. #3
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    Interesting but then I'm like not interested... I mean I like the concept but this seems like it would be a INT hero instead of a STR.

  4. #4
    Quote Originally Posted by Zethos View Post
    Interesting but then I'm like not interested... I mean I like the concept but this seems like it would be a INT hero instead of a STR.
    Nah, I totally want this guy to be a STR hero. I see what you mean about being INT but STR items are more effective for this guy.

  5. #5
    Chain Lightning should be a static 40% chance with a 60/65/70/80/100* damage boost. 150 damage hurts alot for a 40% chance proc rate.

    Wind Tunnel's AOE needs to be reduced and the damage per second for it.

    Gale Wind's damage output should be a permanent 20-50 damage per wave. Change the slow to 10% but make it stack up to 30%.

    For the Ultimate, changes are not required if the CD is long.

  6. #6
    modified skills, but not sure if it is much better now.

  7. #7
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    Chain lightning is solid. fun in team fights and nice for farming in mid game. but polly has a simmilar spell thats the gripe.
    the Vortex is a nice spell to inflict some chaos and great in combo with chain lightning and the line damage.
    the lne damage is interrestin due the "waves" i also like the idea of the short duration slow to make sure that the nect wave hits. however i would let the last wave deal a smaller but longer lasting slow wich could be great in combination with the "vortex"

    the ult seems great to save yourself still i think it should be replaced with a more unique skill. too bad Zephyrs ult is already been taken (by him duh) that would fit the concept well.

  8. #8
    made some more updates to ult and 3rd skill.

  9. #9
    Live.
    Last edited by docterj208; 10-10-2009 at 08:06 PM.

  10. #10
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    hmm at lvl 1 if u are lucky can can kill a heror on 4 attacks 0.1^4= 0.0001=once evry 1000 attack buyt anyway needs a big nerf if u hit a hero 4 times = 400 dmg thats like 4-5 skills use on lvl 1. Better to have higher chance like 40% from the start and lvl 1: 20dmg 2 jumps lvl 2: 50 dmg 3 jumps lvl 3 80 dmg 4 jumps
    lvl 4 110dmg 5 jumps and a set cd on 4-2 sec and 1.5 sec less cd 10% more chance to proc and 20 more dmg but it will still be op on lvl 3 and 4 against casters if u just can get to them

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