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Whirlwind Axe is a weapon that will allow a nice and controllable AoE melee damage output while giving evasion at the same time.
This weapon will allow offensive heroes to improve their damage while getting a nice evasion modifier not to leave their defenses useless.
It will also allow defensive heroes to be higher threats as this will increase their damage output a lot while giving them survival skills too.
Talking of concept, the Whirlwind Axe is a gigantic axe perfectly balanced for swinging it over your head and make full circle attacks. The wielders of this Axe feel like they are the most powerful warriors while attacking with it and killing everything around them. Thus the concept of Confidence Charges and Overconfident buff it gives.
It also uses the old Flayer icon and includes Slayer to give back its third recipe.
So, here it goes...
25% chance of parrying an attack
Parrying an attack results into adding a Confidence Charge to the Whirlwind Axe.
It also fully evades the parried attack.
Parry counts as an exclusive modifier of evasion.
Every confidence charge, passively increases your chance to parry by 1%.
Confidence Charges last for up to 1 minute or until spent. Refreshes their duration everytime you get one.
There can't be more than 5 Confidence Charges at a time in the Whirlwind Axe.
Cooldown: 25 seconds
Upon activation, releases all the Confidence Charges into a Whirlwind Attack.
- Whirlwind attack will perform a 0 seconds animation time ATTACK in a 200 radious around the wielder of the Whirlwind Axe.
- Whirlwind attack counts as a normal attack. (Triggers Brutalizer, Disarm, or whatever)
- Whirlwind attack does normal attack damage plus 40 physical damage for each Confidence Charge.
- Using Whirlwind attack with 5 charges makes you so confident that it instantly adds the first charge for next use.
- After using Whirlwind attack, the hero receives Overconfident buff for 1.5 seconds plus 0.5 additional seconds for each Confidence Charge when used. (Total of 4 seconds with all 5 charges)
* 0 seconds animation means it can be used while moving and won't interrupt moving or attack animations. Should look like Legionnaire's Whirling Blade.
When attacked while under the effects of Overconfident, every attack received by the hero will reduce the cooldown of this item by 2 seconds. (Counts as "attacked" even if you parry one of the attacks)
Some Hero Synergy
Legionnaire: He can totally love it. Adds evasion and the chance of activating at will that nevercoming last spin.
Pandamonium: Being a hero that kills by performing attacks that aren't really attacks, can always use an extra, free and powerful attack.
Hammerstorm: Having one of the higher possible single attacks of the game, he sure wants one for free.
Darklady: A second chance to spread her Silence, plus evasion, of course.
This item can be perfectly used by all kind of heroes, but of course, Agility heroes may prefer Wingbow.
Some Item Synergy
Shrunken Head: A magic immune units has to be focused with normal attacks, allowing a Confidence Charge farming.
Charged Hammer: Extra attack that may trigger a Lightning, plus a second activated ability that encourages enemies to attack someone different.
Riftshards: Whirlwind Attack counts as an attack. It can critically hit.
- Extra damage for each charge increased to 40 from 15.
- Whirlwind Axe can stack only 5 charges now.
- Radious from 150 to 200 (200 is like pandamonium's stun)
- Removed the need of 1 charge for using Whirlwind Attack. Now It can be used as a normal attack w/o bonus damage if you want.
- Activating with full charges now leaves you with 1 charge instead of 0. Thinking of a price for being patient and getting them all.
- Removed Shield of the Five from the Recipe.
- Added Punchdagger and changed recipe cost to 1300. Still 6000 total.
- Removed passive armor and stats bonus.
- Damage increased from 40 to 65.
- Cooldown and manacost decreased to 25(from 45) seconds and 80(from 120) mana.
- Reworked Confidence Charges, they Increase Parry chance by an additioanl 1%.
- Many thanks to RenoFox for all this suggestions.
- Changed Punchdagger for Broadsword.
- Recipe from 1300 to 600 gold.
- Total cost unchanged.
- Damage increased from 65 to 75 (Because Slayer was improved too)
- Manacost for activation reduced from 80 to 60.
- Added a buff after Whirlwind Attack: Overconfident which will make Whirlwind Attack way more reliable.
Last edited by Lolyness; 10-27-2009 at 01:06 AM.
This is a really cool item. T-up, especially because I love the old Flayer icon.
For a 6,000 gold item, at max charges it gives 150 physical damage (which will be reduced heavily by most heroes through armour) in a VERY small radius, at a very large mana cost of 120 (large for a str hero, as no agi or int hero should be taking enough hits to get many charges).
Personally I would never get an item like this on ANY hero. I think it needs one or more of the following:
Builds charges faster (but, somehow without making the evasion imbalanced).
Larger attack radius.
Much more damage on activation.
I like the idea though, could be good.
much better with that change, it may become handy now, with 5 charges max it wont be so limited for str heroes.
~I don't feel that shield of the five fits this item (I'm assuming that you put it in there due to the void in item post lol). Maybe remove it then increase the recipe cost by 803 to 1800. You have a good idea here, don't just fill it with random stuff just because the random stuff is uncommon. Then remove the stats and armor passives.
~Then Confidence Charge could increase parry by 1% instead of armor (max 30% with 5 charges)
~Maybe you could increase the base damage to 65-85 and reduce the Whirlwind attack damage to 25-35 per Confidence Charge. This way it's got a better base damage since it is a late game item, after all if you're a tank using this item the enemy will probably not be attacking you.
Consistency matters late game so: base damage > chance of releasing more damage if the enemy hits you.
~Cooldown: 45 seconds Manacost: 120 Is too much imo, after all Mock has a constant AoE damage with out a cost/cd, Runed Axe has a constant AoE at no cost/cd and they both cost less.
I think it should be more like 10-30 second CD and 25-100 Mana at most.I think that the active shouldn't rely on the charges but just add AoE damage really.
~Maybe even consider making the Active a sort duration buff where all his normal attacks deal AoE damage for like 2-5 seconds. I'm just throwing out some ideas.
~This item would be insanely deadly on Swiftblade lol... His counter is not considered an evasion this means this item + his counter = 55% counter, ouch.
Over all cool concept, T-Up could be quite a nice item to have in HoN with a few minor changes.
[17:23] <@Warchamp7> You can't spell 'Sucker sucks' without "Sucker sucks"
RenoFox, you just have given me the best feedback ever, I'm tweaking right now.
Well it is changed. But probably is far from "finished".
Waiting for more good suggestions, even when I don't expect any that good =P
Anyway I added punchdagger instead of just taking shield of the five away, as a 1800 recipe would be a pain to get and the path of this item isn't that good before you finish it.
Last edited by Lolyness; 10-22-2009 at 04:36 AM.
exelent item, i like all the things i can do with this item, but inly one suggestion, Punchdagger... you MUST change Punchdagger and put another not so used damage item for the recipe
love this item. a really good idea. however i have some problems with it.
-Like how it increases your chance to parry with more counters
-Like how the added attack does exclusive modifiers.
-decent cd, i would say not to lower it any less than 20 seconds if needed
~First, i think this item is generally going to be used for melee heroes due to the whirling attack. Also, most likely is going to be used for carries/semi carries for additional damage and evasion. That being said, majority of those type of heroes have low mana pools. So the activation of the whirling attack should be slightly lowered, 80 is probably the MAX that you want it to be at but 80 mana at the cost of an extra aoe attack is just like saving mana to blink ahead instead and attack. So may want to possible lower the mana cost a little.
~Assuming the item is going to be used for melee heroes, and str and agi heroes....Agi heroes would be better off going Wingbow since it gives about same damage, more consistent evasion, attack speed and some armor bonus due to agility stat bonus. All that for the same price. So what makes your item make an agi hero want to get it? for whirling attack only? there needs to be something that makes it a better choice. either by increasing damage more, or increasing the aoe of whirling attack, or adding some bonus effect when whirling attack is activated for a short duration.
~possible bonus effects of whirling attack: increased move speed or attack speed, or even a high splash percentage for a short time.
~might want to increase damage of item a little bit around +10 more as the Slayer item increased +10 damage in recent update.
Concept wise i really enjoy this item. Some slight modifications to this item could possibly make this a prime item to get. Just remember what types of heroes this item is going to be used for and how does it compare to other items of equivalent cost.
Improved damage and manacost. Added a new buff after activation following your suggestion. Had to think a while, but finally ended with a pretty good idea that still may need some balance.
The new buff is called Overconfident and will help reduce the cooldown of Whirlwind Axe to make Whirlwind Attack way more reliable
Great idea on making a charged item that will deal damage when released. Has a great use for tanking heroes and we do need to make them played a bit more IMO. Im sick of having team of 4 carries and 1 support.
However this would bring a lot of balance issues, specially due to having 1 charge automatically refreshed when used on 5 charges. this could net a solid 2 instant 200 AoE attacks combo, which when used by someone such as hammerstorm can be really devastating.
But considering the concept I would say, yes im up for it.
It has cooldown, you can't use it twice just like that. Anyway it has some conditions to allow a second fast use.