The illusionist is of an unknown, dark, mystic species that dwells in the art of sorcery and confusion. After being exiled from the Legion for his studies in dark magic, he was forced to become a Hellbourne. A Legion Exile, and a Hellbourne outcast, he studied magical defense tools to protect himself. He is especially talented in defending himself due to his manipulation and confusion to conquer his enemies.
Intelligence 23 + 2.5
Strength 17 + 1.5
Agility 21 + 2.3
Attack Range - 125
Purpose of this hero: Often intelligence heroes are targeted due to their low hp and lack of escape or defense methods. This hero is equipped with both offensive and defensive capabilites that will enable him to aid his allies whilst protecting himself.
The Illusionist creates an illusion of a target ally, to trick and harm the opposing forces. The Illusion is imbued with energy that explodes on death. Deals partial damage of the original host.
20 Second Cooldown, 2 Second Cast
Level 1 - [95 Mana] 25% Damage, 15 sec life, 75 AOE(200 range) Damage
Level 2 - [110 Mana] 30& Damage, 20 sec life, 115 AOE(200 range) Damage
Level 3- [130 Mana]40% Damage, 25 sec life, 150 AOE(200 range) Damage
Level 4- [150 Mana]50% Damage, 30 sec life, 215 AOE(200 range) Damage
The Illusionist disrupts the enemies flow of mana, damaging them upon spellcast, or draining mana upon end of duration. 30% Chance health or mana drained is stolen by the hero
25 Second Cooldown
Level 1 - [115 Mana]5 Second duration, 90 Damage or 75 Mana
Level 2 - [130 Mana]10 Second duration, 125 Damage or 115 Mana
Level 3 - [145 Mana]15 Second duration, 175 Damge or 155 Mana
Level 4 - [160 Mana]20 Second duration, 215 Damage or 200 Mana
Mantra of Darkness
45 Second Cooldown
The Illusionist has mastered his defensive ablities, and is able to shroud himself from harm without the slightest effort of concentration
Level 1 - [130 mana]5% Physical and Spell, 5 seconds
Level 2 - [145 mana]10% Physical and Spell, 10 seconds
Level 3 - [160 mana]15% Physical and Spell, 15 seconds
Level 4 - [190 mana]20% Physical and Spell, 20 seconds
Shroud of Confusion
Creates a shroud over the illusionist, upon being hit, creates an illusion of himself, and phase shifts the illusionist to confuse his enemy. Illusions cause 75% damage. Illusions have 25% health of the hero, and 5 second life span.
90 Second Cooldown
Level 1 - [200 mana]10 second duration, up to 1 illusion
Level 2 - [210 mana]15 second duration, up to 2 illusions
Level 3 - [215 mana]20 second duration, up to 3 illusions
Please post criticism, suggestions, what you like, and what you dont like!
edit: changed name to illusionist
added icons from guild wars.
Last edited by Excalibur; 08-08-2009 at 07:58 PM.
Well, the description's kinda off. I mean, I dont see any protective spell that could help you allies.
And the chameleon topic is kinda off as well, since he doesnt camouflage or anything.. he's more of an ilusionist.
Anyways, cool hero, but I have a couple of questions.
The ulti keeps spawning ilus for the duration with 1/2/3 tops or only spawns 1/2/3?
And what if the ilu of the 1st skill doesnt get attacked at all and it fades, will it explode anyways?
Bump 47 Views and 3 votes?
Last edited by Dubnasty; 08-07-2009 at 09:12 AM.
its pretty good but the apperance is kinda common but the idea is solid and ulti is pretty creative!yes he needs to be in HoN
Love the explosive illusion idea - I can imagine some pretty nasty shocks for any enemy heroes seeing a quick and easy gank in a wandering, low-healthed early Madman, only to find he's actually a walking deathtrap.
As for the Ultimate - you could do so much more! What about something more drastic: What if his ultimate is an instant cast spell that creates, say 3/5/7 Illusions of himself (with Staff of Masters boosting the amount to a whopping 10, even), that immediately scatter themselves around in a random radius, moving anywhere between 100 to 500 yards away from the original casting point before pummelling anything in range. If they have 100% of the Illusionist's remaining health upon casting, and did 30% of his damage, the whole spell duration lasting 5/7/10 seconds.
The illusions are targettable, but not controllable by the illlusionist, preventing him being a one man swarming machine. The fact that they are not controllable means that the original illusionist can be easily spotted if he tries to cast this and run, or if he uses another spell. This forces him to do exactly what he's meant to: Try to deceive and fool.
The random dispersing of the illusions would look visually ace, as well as being immediately confusing to anyone trying to chase. If, upon casting, the illusionist phases out for 0.1 seconds, this means anyone chasing with auto-attack will also need to stop and attempt to establish which is the real one before resuming their assault.
What do you think?
Last edited by Mackinnon; 08-14-2009 at 11:26 PM.
Damage-wise, it would scale throughout mid and end-game, as it is directly proportionate to the Illusionists damage. If by level 16, say, he has around 150 damage (a wild guess), then the illusions would do 45 damage a shot: that's 7 illusions (assuming no Staff of Masters), doing 45 damage per attack, for 10 seconds. That's not unreasonable - it's not particularly more powerful than Voodoo Wards from Pollywog Priest. In fact, it's very similar to that ultimate, only, much more diverse in its potential uses - it can confuse, causing enemies to divert their attention on the sudden outbreak of squishy Illusionists rather than chase a fleeing hero, for example. Plus it can be handy in causing complete visual chaos in a team fight - considering you warn your team that you're using it, the enemies could be mentally overwhelmed by the sheer number of foes they're facing, even though they're simply illusions.
There is just no end to the marvels one could accomplish.
Plus it'd be hilarious to watch some guy explode into 10 more of himself, before they all scatter randomly. Absolute chaos. Yum.