AGI melee carry
STR: 16 - AGI: 20 - INT: 20
Str Gain: 1.7 - Agi Gain - 2.4 - Int Gain - 2.0
Movement speed: 310
Armor: 3.0 - Magic Armor: 5.5
Dmg. Reduction: 14% - Magic Dmg. Reduction: 25%
Attack Damage: 52 - 56, 0.72 per second, melee
Frostify [No Target]
Fel Arcanist releases her inner cold, making her more resistant to incoming damage. Increases her Magic Armor and Armor for the duration. Applies "Icy nature" for 8 seconds. Only one nature buff can be active at a time.
Magic Armor Bonus: 2/4/6/8
Armor Bonus: 2/4/6/8
Duration: 8 seconds
Mana Cost: 110/120/130/140
Cooldown: 6 Seconds
If used while Icy: Adds 1/2/3/4 Armor and Magic Armor for 8 seconds.
If used while Corrupted: Pushes every enemy hero in 400/400/500/500 range 150/200/250/300 units away, dealing 100 damage to them.
If used while Encrazed: Sends a 1200 range 90 radius missile in front of her, dealing 70/140/200/250 damage to all targets hit. Destroys trees.
Bonuses immediately end, if the Icy Nature gets replaced with another nature buff.
Corrupt [No Target]
Arcanist calls ancient demons to corrupt her, making enemies fear her on sight. Adds attack damage and reduces enemy attack damage of the attacked enemy for 2 seconds after attack. Applies "Corrupted nature" for 8 seconds. Only one nature buff can be active at a time.
Bonus Attack Damage: 25/35/45/55%
Attack Damage Reduction: 20/30/40/50%
Duration: 8 seconds
Mana Cost: 110/120/130/140
Cooldown: 6 Seconds
If used while Icy: Slows all enemies in 300 range around Arcanist, dealing 60/125/175/240 damage to each target.
If used while Corrupted: +10/15/20/25% attack damage, +5/10/15/20% attack damage reduction for 8 seconds.
If used while Encrazed: Deals 80/110/140/170 damage to 3 targets in 400 range around. Hits the same unit multiple times if no other units are nearby.
Bonuses immediately end, if the Corrupted Nature gets replaced with another nature buff.
Encraze [No Target]
Releasing all her fury and craze, Fel Arcanist becomes and attacks faster, but in the hurry, she gains a chance to miss on attack. Applies "Crazed nature" for 8 seconds. Only one nature buff can be active at a time.
Bonus movement speed: 10/15/20/25%
Bonus attack speed: 15/25/35/45
Miss chance: 10%
Duration: 8 seconds
Mana Cost: 110/120/130/140
Cooldown: 6 seconds
If used while Icy: Deals 70/130/190/250 aoe damage in a 300 radius circle 500 units in front of her.
If used while Corrupted: Grants 10/15/20/25% lifesteal for 8 seconds.
If used while Encrazed: +5/10/15/20% movement speed and miss chance on attacks reduced to 0% for 8 seconds
Bonuses immediately end, if the Encraze Nature gets replaced with another nature buff.
Amplify the Wrath [Passive]
Fel Arcanist reduces manacost of all her spells and increases her agility for 4 seconds after every spell cast (non-stackable).
Spell manacost reduction: 10/20/30 mana
Bonus Agility: 20/35/50
Fel Arcanist is supposed to be played as a high-skill required carry, quickly changing natures depending on what she actually needs, with her pretty good survivability and quite spammable spells. Note that she has very little disable or escape skills, even with that much versatility. Also item build differs, as you can go for more tanky build, using mainly Icy Nature, glass cannon style with her Encrazed Nature or a balanced carry build with Corrupted Nature. The spell-combinations should have own names, but i didn't want to make it too confusing. I need some help with balancing though, as some spells may be a little overpowered atm, but hopefully it's just a matter of numbers. And, imagine her attack animation like she is a monk - she casts deadly energies right into the bodies of enemies from melee range
Few useful items: depends on the type of play, but probably Frostburn, Genjuro, Brutalizer, Runed Axe
Counters: Homecoming Stone, Power Supply, Tablet of Command,
as Icy: Q more armors, W slow around you or E dmg in circle before you
as Corrupted: Q push enemies away, W more 1v1 dmg difference or E get lifesteal
as Encrazed: Q dmg in skillshot wave, W cast 3 missiles around or E more ms less miss
is pushing legion top. Fel Arcanist (fel) uses Corrupt to deal more damage, and to make deal less dmg to him and ports to the tower. Suddenly, hooks him into the river. Fel immediately uses Frostify, so he gets bonus armors and pushes away. She turns back to keeper and activates Encraze - she deals damage in a circle before her, hitting and gets bonus ms, attsp and agi from ulti. She starts chasing down, while devo follows them. After a while, 's minions disappear. So fel uses Corrupt, and as only one target is around, all three missiles hit , he dies. hooks fel soon after and ulties her. With low hp and mana, she uses Power Supply to replenish, attacks once, so she reduces devo's attack damage for a while and uses Encrazed. After hitting with lifesteal and ulti she almost kills in 1v1. But in meantime, ported in and stunned her. is escaping, so fel aims and uses Frostify to snipe down. is chasing her as she has no mana, but the Armor bonus from frostify should be enough to help her survive.
Last edited by Ahimtar; 05-10-2012 at 03:42 PM.
i know she may seem a little complicated, but please, id really like some feedback. thank you.
Last edited by Ahimtar; 05-06-2012 at 04:04 PM.
Ok, so what gender is this hero supposed to be? Multiple skills use both Him and Her in the same description. Minor, but still bugs me a bit.
Frostify: So if you have no nature active, you get no bonuses? Or does the Icy bonus trigger because it just applied to you? Otherwise pretty simple armor buff skill. The knockback seems kind of out of place on a melee hero, but it's not THAT detrimental. How fast is the missile?
Corrupt: How much does the icy part slow for, and is it a movespeed slow? Corrupted version of this skill is pretty weak. 10% bonus attack damage/-atk dmg compared to the other effects is just not going to cut it. Crazed version is a situationally good nuke.
Encraze: Needs a lot more attack speed. At certain parts of the game, this might actually be an overall damage decrease. The Icy version is a pretty strange addition, but it does give a utility nuke. Does the Corrupted version stack with other lifesteals? The crazed version may get rid of the miss chance, but I shouldn't have to cast this twice for it to be useful at all.
Amplify the Wrath: Pretty boring IMO, but it does help a bit. The +agi does help, and it isn't really in the game yet, so I guess it gets points for that, at least. The -mana cost may or may not actually be that helpful, I would have to play the hero first.
I like how this hero is tuned. She has versatility, but the utility skills aren't strong enough to make her a pre-nerf Silhouette or MoA. I can imagine her doing quite a bit of damage, if she can manage to get hero allies to keep the other team down. Quite a bit of in-built steroid skills make her a very potent force lategame.
MasterGeese, amateur hero designer and (mostly) support player, reporting in.
Check out my heroes here!
Seems like Shadowblade, but more annoying to hit with the damaging portions of the skills. For needing to wait 6 seconds to recast the same skill, the bonus is extremely minor.
Skill 1: Survival boost. Only skill worth spamming on the sole basis that 12 armor and magic armor is instant-tank. Other combos distasteful, pushing enemies away from the player as a melee hero and an uncontrolled line-AoE damage skill.
Skill 2: Anti-carry survival boost. Terrible for spamming, but encrazed + this results in some pretty high burst if there's only one target, to the point that it's overpowered for a 6 second cooldown between castings.
Skill 3: Don't like it. It's a minor attack speed boost to miss on one of five attacks. Spamming it does little statistically that a savage won't fix, and the Shadow Hand rip is a terrible idea.
Skill 4: Boring, boring, boring.
Overall: A confusing mess of effects that really doesn't seem to follow any sound logic. There's no good combination of all three skills to fulfill some sort of dynamic role. The only way to deal damage is through forward-facing guesses, and their damage is not exactly fantastic to justify as much. There's a total of 27 possible combinations if one includes spamming the same skill, none of which have the exact same effects. Too steep a learning curve to be realistically considered.
Focus on changing the ultimate... Make it more useful and interesting.
Focus on explaining how her skills work
Also, this is something I find crucial and needs to be addressed if you want this hero to succeed.
Your hero needs to be able to cast his abilities when she wants to, not when she comboes them. This is becuase the duration of the spell only lasts for 8 seconds but has a 6 second cooldown, so she has a 6 second window to use that particular skill. Even thought the cooldown is lower than the duration it does seem counter-intuitive since she is an agility hero with a semi-pitiful mana pool, with such spamable skills and reason-ablely highish mana costs. The early game for this hero would be pathetic, the mid possibly powerful and late weak.
I suggest making her 1st 3 skills passive with the required nerfs. Add a 5th skill (the combination of two passives) in which you can activate the spell, while holding onto the combined passive buff. Make the combined passives unique and list them, don't make them an addition sum of the two passives(frost + corrupt = Frostcorrupt, more like Frost+corrupt=1/2frostcorrup+uniquestuff) Remove the miss chance.
Your ultimate, is quite interesting and is going in the right direction, I just think it needs something extra design wise.
Community Contributions Fan
thank you for response, i tweaked her a little bit, some changes are on the way. i fixed the gender issues also
by giving her some weird spells and not giving a straight-forward combo or straight synergy between skills, i wanted her to be a little more skill-rewarding - so it wouldnt just be that you have to learn a certain combo to be effective with the hero, but you have to be able to use variety of abilities depending on the situation, and use situational spells in the right moment. she rewards good decision-making.
Last edited by Ahimtar; 05-10-2012 at 03:57 PM.
Nice utilisation of Interskill interaction, but effect on reactivation of another buff, aren't really instinctive...
I know this game is tabu for most of you, but this hero is build on passives activating with each ability aswell, so she might serve for some inspirarion: http://eune.leagueoflegends.com/cham...of_the_strings
I think the ult, should be a stackable Agi Boost, not a static high buff !
I like the first poster's suggestions. I might also consider making each skill into a Stance on initial activation (like Maliken's Stances), then make them reactivatable at any time thereafter which would deactivate the stance and apply both buffs for 8s. This way you aren't spam-clicking buffs the entire game.
I would also consider keeping all of the re-activatable buffs similar to the buff provided from the initial stance and keep it constant through all abilities. For instance, if E's reactivation gives lifesteal with W, then it should also give lifesteal with Q and E.
Bottom line, it's nice that you gave the hero a lot of depth, but too much depth and no one will play it. With the tweaks I suggested coupled with the suggestions of the people above me, I think you have an exceptional hero idea, but the concept is just not quite there, yet.
EDIT: Just to add on, I would mirror the same concept for the ultimate application effects. For instance, each could be an AOE nuke, but you don't make it clear if it applies the effect of the original buff or the second buff. You could make it so that all three nuke variations are AOE nukes based on the original stance's general effect. For instance, ulting while in Q stance would send out a Frostfield Plate type nuke, W (being a damage buff) would apply a straight magic damage nuke, and E (being lifesteal) would heal the hero for 10% of the maximum HP of all enemy units hit. This would allow the hero to gank by being in W stance, blinking onto another hero and ulting (for the AOE magic damage nuke from W stance), then applying a second buff to help her finish them off.
These are all merely my ideas to help you think of ways to refine this hero. I am by no means saying that my way is how you should do it or that you need to make any changes. I just feel (and I get the impression that other posters agree based on what they've written) that your idea is good, but you need some refining and simplifying to make the hero into a viable concept.