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Thread: [D2L-2] Incanter

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  1. #1

    [D2L-2] Incanter

    Invoker-cousin incoming.

    Skill 1: Red
    Mana: 15
    Cooldown: 0

    Increases base damage by 4/6/8/10% and strength by 1/2/3/4 per charge. On next attack, deal an additional 10/15/20/25 damage. This secondary buff may stack and lasts up to 5 seconds.

    Skill 2: Green
    Mana: 15
    Cooldown: 0

    Increases attack speed and movement speed by 4/6/8/10 per charge. On next attack, deal 10/15/20/25 magic damage per second for 3 seconds. This on attack buff may stack and lasts up to 5 seconds.

    Skill 3: Blue
    Mana: 15
    Cooldown: 0

    Increases armor and magic armor by 0.5/1/1.5/2 per charge. On next attack, reduces the target's armor and magic armor by 0.6/0.9/1.2/1.5 for 3 seconds. This on attack buff may stack and lasts up to 5 seconds.

    Skill 4: Call
    Mana: 70/75/80/85
    Cooldown: 12/10/8/6
    Range: 600

    Incanter can have a total of 2/3/4/5 charges active at a time. This spell requires at least 1 charge to cast. On cast, all charges are expended and the following occurs:
    75 magic damage per charge
    150 radius increase per charge of Red
    20% slow for 3 seconds per charge of Green
    0.3/0.4/0.5/0.6 second stun per charge of Blue


    Notes:
    -Incanter has the first rank of the ultimate at level 1.
    -Charges have a duration limit of 15 seconds from the last cast.
    -Skills 1-3 do not give battery charges.
    -The on-attack buffs are also limited to the number of charges listed by the ultimate.
    Last edited by Beroya; 05-10-2012 at 06:22 PM.

  2. #2
    You know what made Invoker tons of fun? The fact that he had so many damn skills at his disposal. You have a grand total of one, which is number-modified by how many charges you have.

    This hero seems like more of a boring hard carry than an Invoker Port. 100 Bonus Damage or 100 free attackspeed/movespeed are both REALLY strong, and most heroes can bring more disable/CC than this hero can.

    I'd normally comment on your skills individually, but there really is no reason to.

    I'll be completely blunt, I'm not really a fan of this hero.
    MasterGeese, amateur hero designer and (mostly) support player, reporting in.

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  3. #3
    Reduced the passivity of the hero through reducing the buffs from accumulated charges and adding an on-attack effect instead. Gives it more time sensitivity in conjunction with reducing statistical superiority.

    The hero may have only one skill, but the effects can vary widely with up to 5 factored effects instead of Invoker's three. It's also easier to implement and to balance. I disagree with the lacking disable.

  4. #4
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    Too boring... Invoker was ALL about the skills and he is disapoint at his cousin.
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  5. #5
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    It isn't too boring, at all. This hero is going to be button-spamming central, getting the right combo of QWE in order to get off the right R, while also considering what bonus you want on your next attack...

    I like it. It's simple and extremely complicated at the same time. I'm not particularly fascinated with the whole concept (and I dislike Invoker anyway), but this is a well designed hero.

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  6. #6
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    Ok, I will take my time and actually try and understand him...

    A charge is the equivalent of a Invoker orb ?

    Explain the orbs and I think I will get my head around him - I apologise for making such a hasty and negative report before, I was just about to go out the door
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  7. #7
    Not really sure what there is to explain. Player gets a charge every time they cast skills 1 through 3, charges are consumed on use of the ult. While charges are active, player gains the benefits listed in the skills based on what they cast. If they use Red rank 4 five times at level 16+, they have +50% base damage and 20 strength until they use the ult or after 15 seconds. Maximum number of charges based on the ultimate.

    On-attack bonuses are also limited by the ultimate (cannot have more than 2/3/4/5 on-attack bonuses active at a time from casting skills 1 through 3).

    At 16, the ultimate can deal up to 375 magic damage with area and disable shifting based on what was used to charge it. For example, it can either be a 100% slow to a single target or a 3 second stun. Or it could be a less-devastating disable but affect an area. Or it could just be damage over a 750 radius. It costs 100/120/140/160 mana to get a full-effect ultimate off, based on its rank.

  8. #8
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    Being able to stun for 3 seconds every 7 seconds is what makes the design so strong. As I've said, I like it. There's nothing lackluster or over the top about it, it's just an extremely adaptable hero that can play basically any role easily.


    One thing I sort of question is that Red and Green give an offensive and a defensive component each. Red gives damage and health, Green gives AS and MS. Why not make Red give AS and damage, and Green give Health and MS? The way they are currently split makes them less efficient for escaping and for attacking, which in my opinion is an unnecessary weak point in the design.
    Last edited by Apostate; 05-07-2012 at 04:33 AM.

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  9. #9
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    OOO...

    actually seems pretty good

    thought may need some buffing
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  10. #10
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    Really elegant design and unique hero.

    I think a few numbers are missing and a few might be off.

    The armor reduction on [E] is a bit too strong on the magic armor side in my opinion. If I've read this correctly you can reduce the magic armor of an enemy by 10 which is a lot! It's not for a very long time, but it's still very potent. I suggest just reducing it to 1.5 magic armor reduction at max, or something to that effect.

    Also, the radius on the ultimate is not specified. Is the range the radius, or is the radius just single-target without Red buffs? You should specify.

    Other than that, this is marvelous design and I wish I had come up with it.
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  11. #11
    @Apostate

    The problem with separating the damage potential and escape/survival is it then becomes a question of which provides more survivability between Blue and the new Green. By splitting the possible damage skills, it comes down to item choices as to which one is the superior skill.

    @GeneralGrind

    Yeah, 10 magic armor reduction is a bit high. 5 is a bit too low for the number of requirements to get 5 stacks. I shifted the numbers to result in 7.5.

    The radius on the ultimate is gained from red charges only. It is always a ranged targeted skill, but it also hits around the target based on the charges.

  12. #12
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    Simple but effective hero, with a real active gameplay, could be really good to play !

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