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THE SONIC LANCERStats:
STR= 19 + 1.8
AGI = 18 + 1.6
INT = 27 + 2.9
Base Damage: 44-49
Base Armor: 2,1
Attack Range: 550
Attack Animation: he swings his arm, as the lance glows with a transparent pinkish color and fly at a high speed to the target.
Move Speed: 300
HERO OVERVIEW
Here I present you the Sonic Lancer, a hero with incredible ganking potential, but extremely hard to play at his full potential.SKILLS
The hero's skillset offers great synergy between all of them. The first skill is your primary ganking weapon. You can go from behind and throw your lance, dragging the enemies in the direction you want. You can also use it to farm creep waves, maybe even pull neutral camps. Second skill is great to save allies and to drag the enemy to where you want him to be. You can even make them be pushed towards an Engineer's mine field, or block a route so they will be pushed back if they try to escape. Third skill is a farming tool with harassing purposes, very usefull too along with your other skills. Ultimate is a devasting beam of energy that stuns a big AoE and deal a good amount of damage.
For the itens, you will most likely be getting PK every game, so you can place better Sonic Lances and Overdrives. This hero with PK has infinite ganking and initiation potential. Survivability itens, disables and some support itens can come in hand, like Tablet of Command, Sheepstick and Frostfield Plate.
1 - Sonic Lance
The sonic lance gathers energy and speed up forward at incredible speed, dragging everyone hit to destruction.
The Sonic Lancer throw the lance forward, dealing 70/140/210/280 magic damage to every enemy unit hit by it (200 AoE). Enemy heroes stuck by the lance are pushed along with it until the end of its path. The lance travels 400/450/500/550 units forward at 800 ms. The Sonic Lancer is disarmed until the lance reapears in his hand.
Mana cost: 90/110/130/150
Cooldown: 18/16/14/12 sec.
Cast range: 500
Cast time: 0.75 sec.
Target Type: Ground
Targets affected: Enemy organic units (push affects only heroes)
Type: Magic
Note1: the lance won't drag magic immune heroes.
Note2: the lance is a gadget that interacts with second and third skills.
Note3: enemies dragged stay in the same state as if they were being dragged by Devourer's hook.
2 - Boost Platform
The Sonic Lancer deploys stationary platforms that generate kinetic energy.
Creates an invisible circular platform at the target location, with an arrow pointing towards the end of the vector. When an enemy or allied hero steps onto the platform (180 AoE), they are pushed 300/400/500/600 units with 800 ms speed in the direction of the vector. When a hero steps on a platform, it is destroyed. Maximum of 3 platforms placed at the same time. Dies in 5 hits. Becomes visible if an enemy unit gets inside a 280 AoE from it.
If the Sonic Lancer steps in the platform, he is pushed with the lance pointing forward, striking every enemy on his path with 50/100/150/200 magic damage.
If the first skill (Sonic Lance) is used to throw the lance at the platform, it will change its travel path, following the platform's target vector path, dealing 50/100/150/200 bonus magic damage to the enemy heroes it's dragging.
Mana cost: 80
Cooldown: 18 sec.
AoE: 180
Cast range: 400
Cast time: 0.2 sec + 0.8 sec to get ready
Target: Vector
Targets affected: Allied and enemy heroes, and the lance.
Type: None
Note1: the platforms have no duration time, but can be destroyed in 5 hits.
Note2: when you place a 4th platform, the first one is destroyed automaticaly.
Note3: heroes driven by the platforms gain unitwalk, cliffwalk, and destroy trees on it's path.
Note4: the skill is casted with a 0.2 sec delay, and the platform is only ready to push after 0.8 seconds more, like Emerald Warden's traps.
3 - Sonic PropellerEvery time the Sonic Lancer attacks, the lance's propeller emits a energy wave that follows the lance, forming a trail that goes from 150 units behind the Sonic Lancer to the point it hits the target. The trail deals 10/20/30/40 magic damage per second and slows move speed by 10%. At the impact point, the ground will burn for 2 seconds, dealing 5/10/15/20 magic damage per second and 10% move speed slow in a 150 AoE.
The propeller over the lance's handle reacts at every movement, emiting energy waves behind the lance.
If the first skill (Sonic Lance) is used, or if the Sonic Lancer steps on a Boost Platform, the lance leaves a sonic trail behind until you reach the end of the path, dealing 20/40/60/80 magic damage per second and 20% move speed slow to enemies that passes through it. The sonic trail lingers for 3 seconds.
You can cast the ability on the ground by pressing "E".
Cooldown: 3/2/1/0 sec.
Mana cost: 20
Type: Toggle (with "D" hotkey)/Magic
Note1: the trail lingers for 2 seconds when attacking, so do the burn on hit. The trail lingers for 3 seconds when used along with first or second skills.
Note2: the skill is more like a ranged cleave, with some bonuses.
Note3: by using the skill on the ground, you will shoot a lance at the target place, leaving the damaging trail and the burn on the ground, but your normal damage won't be aplied, since you don't exactly hit anyone.
4 - Overdrive (Ultimate)Channels for 2 seconds (when the skill can be interrupted), then another 3 seconds (where you can move, attack and cast freely), charging the lance's propeller. After the full channeling, a huge beam of energy comes down, striking a 400 AoE around the lance. The energy beam deals 250/400/550 magic damage and a 2/2.5/3 seconds stun to every enemy hit. The Sonic Lancer can use any action after the first channeling, and moves with a 40% speed bonus.
The Sonic Lancer gather energy from the sonic streams, invoking a crushing beam, using his lance as receptor.
Staff of the Master effect: You can also move at the first 2 seconds of channeling (making the skill uninterruptible). Reduces cooldown to 140/120/100.
Mana cost: 270/340/410
Cooldown: 180/160/140 sec.
AoE: 400
Target: Self, instant
Targets affected: Enemy units/neutrals.
Type: Magic
Note1: The beam strikes at the lance's location. That means if Sonic Lancer is holding the lance, the beam strikes at his location, but if the lance is in mid-air (with a normal attack, first skill or third skill's attack-ground ability) the beam will strike at where the lance currently is.
CONCLUSION
While fairly hard to use to his full potential, he is a great help if you know what you are doing.
Comments, opinions and thoughts please :chiprel:
Last edited by HawkeyeBR; 07-20-2011 at 10:53 AM.
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Cant say that this one is extremely hard to play.
All i see is that this hero has godly damage output and insane amont of CC.
Also he is too good in anti-gank.
1st:
Too cheap for its effects.
Can be used both in early game to get an enemy into your tower, and in late as an insane CC (even Flux's ult pushes up to 600).
Affects only heroes making it even easier to push them through the creep lane.
2nd:
O. M. G.
Insane cast range. And insane control ability in early game. enemies would not even come closer than 1000 to your tower.
Does not affect creeps making this skill even easier to use (just place it in lane).
Also give a really good escape/chase mechanism.
3rd:
Grants a really good dps boost (if not way too good).
Would be fine as an Attack Type ability with some manacost.
4th:
Nuclear launch detected!
Well if this one is not the best initiate skill in HoN, then i dont know what even to say.
Combines both very high damage in a very large aoe, a long stun and even some more.
A definite No without a good amount of reworks.
[R4R]
Hero suggestions:
[IM] Mineral
[SM] Choppa
[AR] Hunter [Suspended] (temporary suspended, due to EW =_=)
Lowered the distance the lance travels on first skill.
Lowered the cast range on Boost Platform, raised a bit the mana cost, now enemies can see the platform when they come closer (creeps can see it too), and it is now destroyed when the first hero steps on it (it don't reactivate, you have to place another).
Third skill is now a toggle with cooldown and mana cost.
Ultimate can now be canceled at the first 2 seconds, increased mana cost, lowered stun duration and AoE.
I don't think the hero needs a good amount of reworks, just tweeks on numbers. You should look to the concept, not to numbers, since it all can change.
Ty for the feed !
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
You should also keep in mind the role.
As this one is a Nuker (a heavy one), got some power in auto attacks AND has immense power in Crowd Control.
Also his ulti has the most powerfull disable in the game (well there's also Tempest, but T has twice as big the cooldown and he has to be at a point blank range with enemies for his ulti, when SL doesnt).
So SL has 3 (slows not included) crowd control skills, two of them with good damage. No other hero has that much. Pyro - damage output, 1 disable. WS - lower damage, 2 disables (one of them is single target with no damage). Behe - long range stun and ulti that needs PK to function properly.
[R4R]
Hero suggestions:
[IM] Mineral
[SM] Choppa
[AR] Hunter [Suspended] (temporary suspended, due to EW =_=)
Raised the cooldown and mana cost on first skill, mana cost on second skill, and cooldown on ultimate. Also added a Staff of the Master effect.
Following your logic, Revenant can deal 780 magic damage with first skill, 540 with second skill, and can reap -4 magic armor in AoE and -12 armor from anyone. The skills have 11 and 14 seconds cooldown. You can also invis 3 heroes at once for 25 seconds. Witch Slayer have one of the best single target disables in the game, and a 55 sec cd, 850 damage nuke (that rapes most carries HP to less than half).
My hero can deal 280 with first skill, 200 with second, 40-160 with third and 550 with ult. Total 1190 damage in AoE. Ok, but thats counting the max numbers. You won't be holding people in your third skill burn for too long, and ultimate can be canceled and have a high cd, mana cost, and can be easily countered just by staying away or using Shrunken/Headress/Idol. He also have no true disable beside the ult, since the slow from third skill is just a bonus, since its prety easy to get away from it.
The main role of the hero right now is initiation (most of the time with pk), and crowd control. He's not the best disabler in the world, and is very squishy, not mentioning the positioning necessary to set up good ganks (wards are a great counter, so he can't gank from behind).
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Revenant can deal 780 damage IF he has 2 allies around him that will attack the same target. Second skill is dps not burst. And dont rely that much on a new hero that has been in a game for a couple of days. And revenant has no cc skills.
Witchslayer, just like Pyro, has the best single target alpha damage. However they got an insane manacost (in most cases you wont be able to cast a full combo). They got absolutely no skills to position themselves - they have to depend on PK or good positioning. Also Witch's Shrink got 200 manacost for 3.5 seconds with no damage.
Yuor hero deals 280 (like pyro), but got good mass control (can compare it to ~1.5 stun). Can either deal 200 damage (and position self or an ally) OR disable an enemy for a much grater time - for example by pushing him over the cliff (in this case you may say that this one is out of battle). This can also be used in early game for a great harass (just push them into tower or wherever ignoring creeps or any obstacles). That amount of contorl is already comparable to pyro's and flux's.My hero can deal 280 with first skill, 200 with second, 40-160 with third and 550 with ult. Total 1190 damage in AoE. Ok, but thats counting the max numbers. You won't be holding people in your third skill burn for too long, and ultimate can be canceled and have a high cd, mana cost, and can be easily countered just by staying away or using Shrunken/Headress/Idol. He also have no true disable beside the ult, since the slow from third skill is just a bonus, since its prety easy to get away from it.
Next is his ult. The amount of control it inflicts is comparable to Tempest's ult. But tempest has to channel for the whole duration being in melee. However your hero can charge your ult (like magmus who has to have PK or sort), move with some boost inside the battle, easily place his ulti (by just throwing his spear) and you got like 3 seconds to get rid of 1-2 heroes by pushing them faaar away, when your allies can do whatever they want during those 3 seconds.
WS and Pyro is way more squishyThe main role of the hero right now is initiation (most of the time with pk), and crowd control. He's not the best disabler in the world, and is very squishy, not mentioning the positioning necessary to set up good ganks (wards are a great counter, so he can't gank from behind).
Wards are great counter to ANY ganker - so that does not count.
He mya be not the best in damage\control\initiation, but he's almost the best in all of those roles, making him way too powerfull. Oh and he has a way to retreat fast. And also godly anti-gank power.
[R4R]
Hero suggestions:
[IM] Mineral
[SM] Choppa
[AR] Hunter [Suspended] (temporary suspended, due to EW =_=)
We are talking about full numbers. Pyro can easily do all his combo for full damage. Revenant can't, neither do my hero. But think about it, how hard is buffing 2 teammates and focusing one enemy hero for 780 magic damage? If Revenant farms a Geometers he can easily do it alone. My hero also needs PK, but Pyro can farm one much faster since his cooldowns are way lower. My hero depends much more on positioning, else you can easily push the enemies to the wrong side. WS and Pyro just need to be close, but don't need especific angles at all.
My first skill deals less damage, less range, less AoE, have higher cooldown and comparable mana cost to Pyro's and Defiler's wave, only with the pushing as differential (don't know if that word exists, not a pro english writer). Second skill have 1 second delay to be ready, and only 400 cast range, and can be countered just by destroying it. Ult sure is good, but it have 3-2 min cooldown and can be countered with the proper itens. Not even a Shruken counters Temp's ult, its much more powerful, not damage wise, but usefulness. It has higher cooldown and lower damage, but less mana cost, bigger AoE, bigger disable time, and is harder to counter. I can actualy lower the damage on ult a bit more, but then it will be kinda underpowered imo...Yuor hero deals 280 (like pyro), but got good mass control (can compare it to ~1.5 stun). Can either deal 200 damage (and position self or an ally) OR disable an enemy for a much grater time - for example by pushing him over the cliff (in this case you may say that this one is out of battle). This can also be used in early game for a great harass (just push them into tower or wherever ignoring creeps or any obstacles). That amount of contorl is already comparable to pyro's and flux's.
Next is his ult. The amount of control it inflicts is comparable to Tempest's ult. But tempest has to channel for the whole duration being in melee. However your hero can charge your ult (like magmus who has to have PK or sort), move with some boost inside the battle, easily place his ulti (by just throwing his spear) and you got like 3 seconds to get rid of 1-2 heroes by pushing them faaar away, when your allies can do whatever they want during those 3 seconds.
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master
Just stating what i think and i dont insist that im right - on the contrary if im not right - just say that =)
And i'd like to hear others here, as it will be better to know what others think and who's right.
Nevertheless i like that kind of discussions ^^
[R4R]
Hero suggestions:
[IM] Mineral
[SM] Choppa
[AR] Hunter [Suspended] (temporary suspended, due to EW =_=)
[R4R]
Leaf Weaver - Ancestral Ghost - Solunar - Tormented Prisoner - Earthlifter - Knife Dancer - Monk - Sonic Lancer - Sphere Master