Yes and here's why
No and here's why
A character I was making for a pen and paper game, now ported for HoN!
A created being made entirely from the warp energy that he so delights in useing to obliorate his enemies, the Warp Master can blast away at enemy health, he can enchant friend or foe to control the playing field, throw units to random locations with his volital powers, and create huge rifts in space to allow his team quick access to key positions.
Int: 22+ 2.4 gained per level (Main Attribute)
Str: 17+ 1.7 gained per level
Agi: 15+ 1.3 gained per level
Move speed: 305
Warp Blast - The Warp Master is able to contain residual warp energies after spell cast, he can release this energy in a terrifying blast dealing X damage per charge. (Gains one charge per spell cast or two charges if unstable warp goes off.).
Level 1 - 50 damage per charge 90 Manna
Level 2 - 69 damage per charge 125 Manna
Level 3 - 86 damage per charge 160 Manna
Level 4 - 100 damage per charge 195 Manna
3 charges max
11 second cool down
Note: Warp Blast itself adds one charge every time it is cast. (Aka, this spell will always have on charge on it)
Warp Enchant - Enchants the target unit with the power of the warp. If the unit is an Enemy, it deals 20 damage a second and every three seconds, the affected unit is teleported to the exact location it was two seconds ago. If the target is an ally, it is teleported forward from the direction it is facing. (Think force staff from DotA)
Level 1 - Lasts 5 seconds 120 Manna 30 second CD 300 distance teleported
Level 2 - Lasts 7 seconds 160 Manna 25 second CD 400 distance teleported
Level 3 - Lasts 9 seconds 200 Manna 20 second CD 500 distance teleported
Level 4 - Lasts 11 seconds 200 Manna 15 second CD 600 distance teleported
Note: If the target is friendly, no damage is taken
Unstable Warp - Due to the chaotic properties of the Warp Masters powers, it is not uncommon for the targets of said powers to end up teleporting to random locations damaging and silencing themselves and any enemy unlucky enough to be near the exit point.
Level 1 - 15% chance to teleport the target to a random location within a 500 of his original location dealing 100 damage to the target and all units that are within melee range of his exit point
Level 2 - 20% chance to teleport the target to a random location within a 666 of his original location dealing 133 damage to the target and all units that are within melee range of his exit point
Level 3 - 25% chance to teleport the target to a random location within a 833 of his original location dealing 133 damage to the target and all units that are within melee range of his exit point
Level 4 - 30% chance to teleport the target to a random location within a 1000 of his original location dealing 133 damage to the target and all units that are within melee range of his exit point
Silences for 2.5 seconds.
Note: This would have a one second delay so that it synergies with warp enchant.
Warp Rend - The Warp Master draws massive amounts of warp energies to rend a hole through space that any unit may move freely through. However, due to the fragile nature of such holes in space, only so many units may enter and if the rend becomes target by a spell it will explode dealing 300 damage to all units around both sides of the rend.
Level 1 - Costs 250 Manna. The Portal has 250 hp and 2 units can enter
Level 2 - Costs 500 Manna. The portal has 350 hp and 4 units can enter
Level 3 - Costs 750 Manna. The portal has 450 hp and 6 units can enter
Infinite cast range. lasts for 15 seconds. CD 120 seconds? (Suggest away)
Note: 5 second cast time.
Suggestions greatly appreciated.
*Edit* Added Stats. Messing with Warp Enchant (Yes the back story is a work in progress) added Icons
Last edited by Keldosh; 07-24-2009 at 02:02 AM.
While I realize numbers can always be changed, teleporting someone to a random location near where they are would seem like it would harm your team more than it would help. Enemy almost dead? Oh never mind, he just got teleported 1000 yards towards his base.
While warp enchant seems to be an amazing slow pretty much, impossible to get away from even, the effect on allies would need to be different. You pretty much make it so that your team mate can't move for 11 seconds.
Yeah, I don't know what I was thinking. I guess I just had Admirals(from DotA) "x marks the spot" ability in mind.While warp enchant seems to be an amazing slow pretty much, impossible to get away from even, the effect on allies would need to be different. You pretty much make it so that your team mate can't move for 11 seconds
i had an idea which could be completely crazy and chaotic :
Warp enchant (ULTIMATE):
(The target unit phases out of this dimension and it's time, getting back to an alleatory point in time and space)
AoE : 210/240/270 yards of target point.
Casting Range : 330/360/390.
Each unit within target AoE becames silenced, ethereal for the next 3-6 seconds and starts phasing out.
Phasing out effect :
-Between an alletory interval of 1.00-3.00 seconds, units caught this way creates 1-3 copies of itself on places It passed since the beggining of the effect, with the same amount of MP, HP, spells cooldown, items cooldown, and doing exactly what the victim does, repeating it's movements and actions until the moment the effect ends.
-At the end of the effect, the victim gains the control of one of It's copies and the others disappear.
So you pick where the ult opens up?like nymphs ult (if so add that to the details) but this would be like a doorway where it opens at your and the area you target and your team runs into it (maybe +max # of uses per lvl) or what did you have in mind
My original thought was that it would basically be a door way that any unit (Friendly or enemy) can walk through. The duration is a bit long and could lead to imba, a limit on the number of units transported may be a good idea.
Ohhh, you mean that warp enchant would act like the item "force staff" from dota?
but w/o the buffs just the push/warp distance can depend on lvl and on allys only.
So allys can run to or from battle(mosty from) and the other team gets stuck.
you should really update the ult. state in note that it can be placed anywhere on map,
the # of heros that can use it and thats its a door. you really should add as much detail as you can to skills so ppl know what your thinking
Updated the placement of it, but I haven't decided on the number of heroes that should be allowed through. My first thought was 2/4/6 so that enemy heroes have a higher chance of following people through the portal... but I can't decide.
the thing is if you have a timer then it really doesnt have to be lvled i think a team of 5 can run in with only 5 secs so why lvl it. maybe you can make it 1/3/6 or 1/3/5. If someone where to use this to run away im pretty sure that they would be chased by one or two so they would get in anyways and having it 6 seems like it would fun lets say your whole team + one of theres goes in. 2/4/6 makes it easy to gank early but its up to you maybe thats your plan.
updated. I also added a 300 damage aoe blast if either side of the rend is targeted by a spell.
how does unstable wrap work. passive for blast or is it a spell because as a spell that only works sometimes doesnt seem that good