The soundsmiths were an elite group of casters in the war of man against the Beast Horde. Driven mad by the power he obtained, the Soundsmith destroyed all of his fellow casters, and embraced the power of the Hellbourne. Now twisted and augmented by the power of the Hellbourne, Soundsmith wreaks havoc amongst the Legion, crushing them with powerful blasts whilst they are in disarray.Background
The Soundsmith can be used in all sorts of ways. In team fights he can cause enemies to split up, or to focus their illusions, giving your teammates ample time to crush them. He can wreak havoc on enemies by grouping them, and forcing them to destroy each other. The Soundsmith is a force to be reckoned with
Intelligence 25 (3.0)
Agility 16 (1.5)
The Soundsmith creates illusions out of sound next to all nearby enemies.
All enemy units within range have an illusion created right next to them. These illusions take 250% damage and deal 30% damage. Illusions last 5 seconds, or until they are destroyed. Illusions have max movespeed, and can only attack the unit they were created for. Illusions are non-controllable. Slow is stackable. Maximum slow 80%. NOTE: If the illusions are destroyed they do not detonate. Creep illusions deal half damage and slow for half.
Mana Cost: 100/115/130/150
Cooldown: 10/9/8/7 seconds
1. When time runs out, each illusion self-detonates, dealing 20 damage to all units within 250 range, and slowing for 10%
2. When time runs out each illusion self-detonates, dealing 40 damage to all units within 350 range, and slowing for 15%
3. When time runs out each illusion self-detonates, dealing 60 damage to all units within 450 range, and slowing for 20%
4. When time runs out, each illusion self-detonates, dealing 80 damage to all units within 550 range, and slowing for 25%
In-Game: This will be a tricky spell to pull of successfully, but if it is, it pays off terrific in great damage and slows.
Balance: Not targetable, requires the Soundsmith to be close to the action. Countered fairly easily by 1-2 AoE spells.
The Soundsmith sends out a massive shockwave, pushing units backwards.
All enemy units caught in the wave are pushed back and dealt damage based upon how many units are already caught in the wave. Units are pushed to the end of the range of the wave. Units caught in the wave are stunned until the wave reaches its end point.
Mana Cost: 100/120/140/160
Cooldown: 20/17/14/11 seconds
1. Deals 60+5 damage for each creep caught in the wave, and +20 for each hero caught in the wave
2. Deals 100+10 damage for each creep caught in the wave, and +30 for each hero caught in the wave
3. Deals 140+15 damage for each creep caught in the wave, and +40 for each hero caught in the wave.
4. Deals 160+20 damage for each creep caught in the wave, and +50 for each hero caught in the wave.
In-Game: This is a situation spell, if wanted to be used for high damage. It also has good synergy with Echo, by grouping a bunch of enemies in a fairly close area.
Balance: Pretty bad base damage and high mana cost for a spell that could be doing only160 damage.
The Soundsmith briefly takes control of enemy casters spells.
Applies the Static debuff to target enemy hero. The Static debuff doesn’t show up on that player’s screen. Whenever a hero under the effect of the Static debuff casts a targeted spell, that spell targets the closest unit to that hero. If it is an AoE spell, it becomes hostile and is targeted right below the closest unit, with that unit at its center point. NOTE: If no units are within range of the spell the hero is trying to cast, the hero can cast as normal. If it is a blink spell, the blink goes maximum range in a random direction. Orb attacks are unaffected. Items are unaffected. All damage dealt is lethal. If a unit with the static debuff kills a friendly unit, the kill is given to the Soundsmith. Static is purgeable.
Mana Cost: 130/150/170/190
Cooldown: 30/28/26/24 seconds
1. Lasts 2 seconds
2. Lasts 4 seconds
3. Lasts 6 seconds
4. Lasts 8 seconds
In-Game: This spell functions similarly to Puppet Show, but with some more hidden tricks in store. With the caster not knowing he is under the effect of it, unless his teammates tell him, he might just nail his own teammate with all his spells.
Balance: The player still maintains motor controls of his unit, just not his spells. If the player has competent teammates, this will merely function as a silence
The Soundsmith fires a bolt of pure sound out of his mouth.
The bolt deals massive amounts of damage. Infinite range. Bolt should be able to travel across the map in .1 seconds. Bolt will only explode when it comes into contact with an enemy hero.
Mana cost: 250/400/550
Cooldown: 100/80/60 seconds
1. Deals 300 damage in 200 radius
2. Deals 450 damage in 300 radius
3. Deals 600 damage in 400 radius
In-Game: This can be used in team fights, if the enemy team is staying close to each other, or to get a cross map kill on someone who thinks they’ve gotten away.
Balance: High mana cost, fairly small AoE, and it requires some skill to aim.
Added a picture, and edited background (Wednesday, November 11, 2009)
That's all I've got for now. Please post with constructive feedback. I'm always looking for good ideas (especially for Sound Bolt). Also I need a picture of the actual hero! Thanks so much for posting! Cheers, Rogs
Last edited by Rogna; 11-11-2009 at 09:57 PM.
Why does everyone thing EM is a joke...
Now you know
i like it
__ ___My Popular Hero Suggestions:
_________ __ _&
[F4F]___ __Shadow Stalker
Don't know about the numbers, that's a crazy INT gain.
This user's opinions and views do not represent the position or attitude of the GosuGamers.net Crew in any way.
Retail will fix it
Realignment patch will fix it
DotA2 will fix it
Inactive due to uni, also calling it right now: DotA2 comes out and sells power, SC2 DotA by Blizzard releases and is good, and it becomes the next big thing.
whats happneds if a creep or heroe dies when u have a illusion from the first skill ?
I like this whole idea actually, even the story you threw up there. Only problem I really see is with your first kill. They dont do their explosion damage if killed, but they last 5 seconds at 250% damage taken.
Thats going to be plenty of time for nearly any hero to kill one of those things. Either lower the spawn time, their damage taken, or make them do like half damage explosion if killed. Something to compensate.
A return review is appriciated!
all ive got to say is __________________
did you want to read what i had to say? too bad, its me, blacksmith
now give me a minute to read your hero and vote on it
edit: alright, i like the idea behind the 1st spell as it convinces people to actually attack your illusions, though you might make it autotarget the unit so it stays close to them, the third skill needs a duration nerf as obviously it is much better than a normal silence, as for the ult, it looks balanced but a tempest would easily change that
Last edited by argondey; 11-09-2009 at 12:10 AM.
I'm not so sure about the ulti and the static, and here is why:
The Ulti is currently over powered, it would not require much skill to kill any hero that flees with low HP and amout of damage you can do to a team when clustered is huge. Perhaps make the damage distributed amoungst all of the heroes in the aoe, so is 5 heroes 1/5 to each, 1 hero 100%.
The only issue I have with staic is that it would be hard to implement, there are alot of exceptions that would have to be handled since there are so many unique skills in the game. Also it needs to give the enemy some indication even if its not a big one. Like Spirit Breaker's charge.
Please check out my new Hero Enzie, the melee INT carry.
I really like this hero. He has good synergies with other heroes, and he also requires some skill to play as. Well done sir
Thanks for both T-downs for no reason...
Why does everyone thing EM is a joke...
Now you know