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Thread: Arcane Warrior(Re-posted for new abilities)

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  • Yes

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  1. #1

    Arcane Warrior(Re-posted for new abilities)

    Stats can be balanced
    Arcane Warrior




    STR: 15 + 1.5
    AGI: 18 + 1.5
    INT: 20 + 2.5

    Attack Range: 430
    Starting HP: 430
    Starting Mana: 550
    Starting Armor: 3.5
    Move speed: 300
    Base attack speed: 1.6


    There were once magicians who used their magic to improve their fighting abilities. An Arcane Warrior would channel magical energies through their bodies to become an unstoppable force on the battlefield. This magical art was thought to have been lost in the human wars.




    Cone of Cold
    Freezes all enemies in place for .8/1.3/1.8/2.3 seconds dealing 80/130/180/230 magic damage. Frozen targets are disarmed, perplexed, and immobilized. Travels 500 distance, starting with a 50 AoE and ending with a 400 AoE

    Range: 400
    Mana: 80/100/120/140
    CD: 15

    The visual will be a blast of cold air coming from the hero's hands in a cone and heroes will be frozen with icicles coming from behind them.

    Imbued Strength
    Passive
    Increases HP by 2/4/6/8 and Attack speed by .25/.5/.75/1 per point of INT (STR gives 19 HP per point)
    Psychic Weaponry

    Toggle
    While Physic Weaponry is active, all heroes within 600 radius deal 10/25/40/55 additional magic damage and ignore 1/2/3/4 armor (increases physical damage).

    • When skill is toggled, 50/60/70/70 is spent and a .5/1/1.5/2 mana degen is applied.
    • Bonus magic damage does not damage structures
    • Harkons Blade does not change the physical Armor ignore to Magic Armor ignore.


    Toggle CD after being turned off: 5

    The visual for combat magic will be numbers on top of the enemies head from the magical damage and a sound effect will play. Only allies will see the numbers but enemies will still get to hear the sound.

    Earthquake

    Deals 60/120/180 magical damage per second for 4 seconds in a 400 AoE, mini stunning for .01/.1/.15 each second.

    Mana: 125/200/275
    CD: 120
    Range - 700
    Suggested Item Build









    Last edited by docterj208; 04-16-2010 at 09:41 AM.

  2. #2
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    I like.

  3. #3
    bumped

  4. #4
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    Love the idea. Especially the second and the first skill. It would be an excellent add to the Hon Hero list...
    I dont know why but i have a feeling that the 3rd skill would be a bit overpowered... dont know why... But all in all it's a great idea and i hope he will be added

    T-up

  5. #5
    bump for feedback.

  6. #6
    bumped

  7. #7
    can I get some votes please? T-up or T-down as you see fit.

    At least this way I know if I need to change something or not.

  8. #8
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    like

  9. #9
    ult might need to be toned down quite a bit, less damage at levs 2 and 3 and maybe a second shorter
    Don't make me practice my interior decorating on your internal organs... o.O

    If you hate the F2P change: just leave. The change won't be reversed by your whining.

    sorry, just a quick thing....
    The Mayan calender ends December 21st 2012.......
    This means the end of the world????
    Just a quick question.... does it mean the end of your life when your calender ends? No you just get a new one! Supersticious B@st@rds...

  10. #10
    Quote Originally Posted by Viziroth View Post
    ult might need to be toned down quite a bit, less damage at levs 2 and 3 and maybe a second shorter
    I'll consider lowering the base damage. But it is already significantly lower than Succubuss's ultimate.

    However, since this can be an AoE or a Single target disable. I should probably look make it do less damage.

    Thinking maybe 110 at level 2 and 160 at level 3.

    PS - don't forget to factor in Magic armor (25% natural damage reduction)
    Last edited by docterj208; 03-29-2010 at 03:41 PM.

  11. #11
    I think..... I'm gonna have to bump

  12. #12
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    like it and can you tell me where can i find icon for 2 spell i need it?

  13. #13
    Quote Originally Posted by ClusterBeky View Post
    like it and can you tell me where can i find icon for 2 spell i need it?
    you want the combat magic icon?

    Just quote me, copy, and then paste

    Or, just right click and say copy image location I thino.

    Otherwise, I have no idea what you are asking me

  14. #14
    Bumped for more feedback and votes.

  15. #15
    Cone of Cold is nice. Simple but it works.

    ---------------------------------------------------------------------------------

    Combat Magic is a cool ability, but I think its a bit too complex with a passive and active form. We want elegant simplicity in our heroes :P I'd remove the passive even though its very cool.

    No need to add Magic damage but then ignore physical armor. Then the unit becomes melee, and it drains mana as people use it, and only applies to melee heroes. A bit too complex imo, and doesnt add any synergy or thematic unity. Are you trying to port a particular ability, cause this is awfully specific?

    I'd make this drain mana over time per hero affected by the buff.
    remove the physical armor reduction
    make the ability apply to ranged heroes too and remove her becoming melee when its on
    and allow it to apply to structures for consistency (nerf the damage if needed).
    so its a toggleable aoe damage buff that drains mana while on
    compare this to warbeast's battle cry which is: +44 damage, global, 16 sec duration, 25 cd, 0 mana cost

    so now its too simple and needs something: maybe add the passive back in as an effect of the toggle. In fact the passive part is more unique than the damage buff. so combine them! so something like:

    Psychic Weaponry


    When Psychic Weaponry is toggled on, all allied heroes in a 600 AOE gain .1/.2/.3/.4 Damage and .1/.2/.3/.4 Attack Speed per point of YOUR INT. Drains 10/20/30/40 mana per second.
    ---------------------------------------------------------------------------

    Force Field is a bit too much like Glacius's Ice Block-but it has nice utility.

    Fade Shroud is too small an evasion for physical to really be a defining ability and I don't know how/if the magical evasion can be implemented. In any case I'm not a huge fan of it, sorry. I think it complicates things unnecessarily, just remove this passive entirely imo and buff the active to compensate.

    --------------------------------------------------------------------------------

    Crushing Prison-- remove the forced synergy between this and Force Field, make the damage AOE with ministuns in an AOE by default. and make this channeling. it is begging to be channeling like succubus' ult and panda's ult, especially on a hero who already has 2 more very good disables. I might even remove the damage on this skill since this new AOE version is so powerful.

    like this:

    Crushing Prison
    CHANNELINGRange - 700
    Target affected with Crushing Prison is disarmed, perplexed, immobilized, and silenced for 4/5/6 seconds.
    Deals 60/110/160 magical damage per second for 4/5/6 seconds in a 450 AOE around the target. All enemies caught in this AoE are mini stunned for .1 seconds every second.
    Mana: 150/225/300
    CD: 120
    This hero is very powerful. 2 AOE disables in Cone of Cold and Crushing Prison, and a strong single target disable/utility skill in Force Field. Arcane Weaponry adds some nice pushing/teamfight ability. Very scary. I might even remove the AOE from the ult. This char is scarier than Succubus or Panda potentially.

    No vote atm, implement these changes (and maybe tone down the power some by adding some drawbacks) and its a definite thumbs up from me.
    Last edited by valiance; 04-01-2010 at 03:16 PM.

  16. #16
    agreed on removing 3rd skill passive. That was really there as just kind of gravy as it reflected teh Dragon Age's character theme. I have no problems removing it. Will remove damage cap from force field.

    Undecided on the 2nd skill and ultimate changes yet. Will think about what you said and get back to you.

    Will make all changes later.

    No need to add Magic damage but then ignore physical armor. Then the unit becomes melee, and it drains mana as people use it, and only applies to melee heroes. A bit too complex imo, and doesnt add any synergy or thematic unity. Are you trying to port a particular ability, cause this is awfully specific?
    In a sense, yes I was. I was actually combining two abilities from Dragon age.

    All in all, I will probably choose the passive for skill 2, although, I really like the active portion of it. You have to understand that this was originally intended to be a IM hero. I didn't want to completely remove the hand to hand combat aspect, but, I do realize that this might be required. Yes, there is supposed to be a thematic unity to this hero. He combines magic, he uses a sword or staff for combat, and uses INT for his damage and survival.
    Last edited by docterj208; 04-01-2010 at 06:10 PM.

  17. #17
    an very nice heroe I'd say +

  18. #18
    Crushing Prison is still way to powerful. It out classes Succubus' ult easily and you don't even have to channel it.

  19. #19
    Quote Originally Posted by Passthechips View Post
    Crushing Prison is still way to powerful. It out classes Succubus' ult easily and you don't even have to channel it.
    Currently trying to think of a way to fix prison and 2nd skill.

    its hard....

    But I would like to mention as it is now, it is a single target disable and costs a lot more mana to get off the AoE.

    I might remove the immobilize and just make it slow.

  20. #20
    Quote Originally Posted by docterj208 View Post
    agreed on removing 3rd skill passive. That was really there as just kind of gravy as it reflected teh Dragon Age's character theme. I have no problems removing it. Will remove damage cap from force field.

    Undecided on the 2nd skill and ultimate changes yet. Will think about what you said and get back to you.

    Will make all changes later.



    In a sense, yes I was. I was actually combining two abilities from Dragon age.

    All in all, I will probably choose the passive for skill 2, although, I really like the active portion of it. You have to understand that this was originally intended to be a IM hero. I didn't want to completely remove the hand to hand combat aspect, but, I do realize that this might be required. Yes, there is supposed to be a thematic unity to this hero. He combines magic, he uses a sword or staff for combat, and uses INT for his damage and survival.
    yeah the passive for skill 2 is the most unique part of it imo--stick with that

    hrmm maybe remove one of the disables then. try to stick to the main character concept. When you describe the character you mention magic (skill 1--cone of cold), sword/staff combat (skill 2--something new) and INT for damage and survival (skill 3--arcane weaponry) and then keep the ult as crushing prison but rework it. maybe make it hard to utilize--like pharaoh's mummies. small radius, difficult to hit with, maybe a delay on casting?

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