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Thread: War Machine [Strength Ranged]

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  1. #1

    Legionnaire War Machine [Strength Ranged]

    War Machine
    Ganker and Initiator


    __________________________________________________ _________

    Strength Agility Intelligence

    23 + 2.5 17 + 1.6 16 + 1.9

    Affiliation: Hellbourne
    Range : 350
    Damage : 48 - 54
    Movement Speed : 290
    Armor : 1.9
    Attack Animation : 0.4/0.5
    Cast Animation : 0.4/0.5
    Base Attack Time : 1.7
    Missile Speed : 1200

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

    Appearance :
    A large machine with many fire contractions on him as shown above, and chains along his arms that he drags along is must for the animation of his first ability. There is also the need for one of his arms to be a fire-forge like cannon.


    Attack animation : War Machine should shoot flames from his cannon in bursts at times.
    The animation could be him charging it for around 0.5 seconds before or something of that sort.

    Death Animation : Spikes rise up from the ground around him and flames consume his body.

    Voice : War Machine should give out his lust for battle in his voice and speech, always talking of where the next fight is and of how he can't wait any longer. (Dawn of War orcs are a good example, in speech and their quotes).

    Story : War Machine had been born from the forge long before the war between man and beast began. It has always been unclear who exactly created this mechanism. Regardless, this contraption was found by the Hellbourne deep within The Scar, in some metal like city. War Machine's desire to fight once more after laying dormant for numerous years caused him to side with the Hellbourne. War Machine now yearns for any chance he gets a good fight, he often even kills many of the Hellbourne demons. War Machine's ability to easily out maneuver enemies was invaluable to the Hellbourne, however, so they had to keep him.

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    Skills
    _________________________________________________ _________

    To War!


    War Machine violently charges to a set position, shoving all opposition in his way aside of him. Upon reaching his set point he will unleash chains on all enemy heroes within range binding them to him and causing agonizing pain over time. If he has no targets within his final destination he is forced to plant his chains into the ground, taking precious time to get them out.

    - - - -

    Spell Select : Select AoE
    Cool Down : 24/22/20/18
    Mana Cost: 100/110/120/130
    Cast Time : 0.3 seconds for applying chains
    Range : 600/675/725/800 for charge, 275 AoE for chains

    War Machine selects an AoE of 275 to charge to and unleash his chains upon his arrival.
    The charge will shove enemies within 200 units aside of him dealing 20/40/60/80 physical damage, charge up to 600/675/725/800 units away. Then once War Machine reaches his destination he will unleash chains upon enemy heroes within 275 AoE. These chains will bind units to him within 250 units, pulling them in closer the further they run away (just like puppet's hold, but bound to War Machine). These chains will also deal 30/35/40/45 physical damage every 0.5 seconds; the chains will last
    2/2.25/2.5/2.75 seconds.
    (Max damage with shove + full chain damage = 140/197.5/260/327.5)

    If there are no enemy heroes within the 275 radius of War Machine upon reaching his final point he will set his chains into the ground. This will stun him for 1.5 seconds as he struggles to free his chains.

    Notes :
    - The chains may be be removed as a debuff.
    - The shove and chain damage can affect the same target if angled right.
    - The chains break if War Machine blinks or teleports, but not if he uses tablet of command.

    "People get really ATTACHED to me."

    - - - -

    [Balance] : This skill is War Machine's most efficiently/easily used ability. You have to be a bit careful using it or else you can possibly push the target(s) out of the radius of the chains, thus stunning your self in a vulnerable position. If this seems over powered at all, keep in mind that the opponents in these chains can skill attack and cast spells. This means they could potentially stun or immobilize War Machine for the whole duration of the chains, making the chain aspect near useless. Not to mention purging the chains off his affected targets makes it have little to no affects, Electrician with Staff of the Master would be his nightmare.

    - - - -

    Visual - The Machine of War glows a bright orange of fire and large sums of smoke are along his path, fire trails are set behind his feet for around 2 seconds after his path before disappearing. He is in a stance where his arm with the cannon leads in front of him and the other arm will be somewhat behind him. This charge will look somewhat like kraken's relative to speed and such. Upon completing the charge the chains on his arms will latch out and attach to heroes nearby, then apply chains. In the midst of the charge he will shout 'We will bring the war to them!'. Of course as said, if no enemy heroes are within range of the chain effect he will plant his chains into the ground and then struggle to free them for 1.5 seconds, at which point they will 'pop!' out of the ground.

    __________________________________________________ __________


    W
    ar's Envelopment



    War Machine calls upon the power of the forge, setting up steel spikes from the depths that will slow enemies who walk on them. These spikes will fully rise up stunning and gashing anyone above them on War Machine's command.

    - - - -

    Spell Select : Instant Self AoE
    Cool Down : 30/30/25/25
    Mana Cost: 80
    Cast Time : 0.4 seconds for first activation
    Range : 350 AoE around self, spikes are 100 density

    This skill is activated twice.

    The skill will first set down a team only visible set of spikes (barely surfacing) 350 units away from War Machine in a complete circle; the spikes are 100 units in density and have a sight range of 250. Before being triggered again the traps will apply the debuff 'It's a Trap!' on enemy heroes that are above the spikes anytime during its duration. 'It's a Trap!' slows their movement speed by 25%.

    When the ability is triggered again it will set off the spikes stunning for 1.25/1.5/1.75/2 seconds and dealing 125/175/225/275 physical damage to all enemies above the 100 unit density spikes.

    The spikes will last up to 25 seconds or 10 seconds if War Machine leaves the radius of the spikes (unless the remaining time was already under 10). The spikes will automatically trigger while planted if the duration time runs out or War Machine dies.


    Notes :
    - There should be a timer over the skill giving the remaining time of the spikes before they are automatically triggered.
    - Triggering the traps (second activation) has no cast time.
    -
    This may be triggered (second activation), but not planted (first activation) while stunned.


    "Start running!"

    - - - -

    [Balance] : The spikes have a fairly small density, meaning that it would be unlikely to hit even more than one enemy with this spell if they know what you have. Overall this is just one of those spells that have to be evaluated by both players properly.

    - - - -

    Visual - The first animation for setting the spikes would be War Machine slamming his arms into the earth, causing some cracking. As said, the metal spikes would appear at first as barely surfacing, but noticeable spikes in their radius for the team only. Then once they are triggered they will imminently burst from the ground in both directions ( / \ ) causing some blood splatter to anyone they hit and then receding imminently to the ground. The spikes should look battle worn with blood and rust, and soil explosion should occur as they pop out of course.
    __________________________________________________ ____________

    Battle Lust



    War Machine's lust for battle is so intense that his allies feel the aura of that excitement, increasing their armor and attack speed whenever they are near him.

    - - - -
    Spell Select : Aura
    Cool Down : N/A
    Mana Cost: N/A
    Cast Time : N/A

    Range : 750

    A basic passive aura that will give +0.5/1/1.5/2 armor and +5%/10%/15%/20% attack speed to allies within 750 radius of War Machine.


    "Time to heat things up."

    - - - -

    [Balance] : The armor is rather minor and the attack speed is still not a devastating boost, but does help make War Machine a prime target. This really is a combination of old Sven's (DoTA) armor aura, +4 at max, and Rexxar's (DoTA) attack speed aura, +40% at max. So basically it is two auras combined with their numbers cut in half.

    - - - -

    Visual - The aura should look like little flames blowing out across in all directions under the affected units feet.

    __________________________________________________ ____________

    Ultimate

    Hell's Hammer



    The War Machine fuels his forge cannon with his rage, in order to use it to its full power to swiftly and violently begin a fight. This utterly destroys cliffs and trees that lie in the wake of the path of destruction, setting it all ablaze.

    - - - -

    Spell Select : Select AoE
    Cool Down : 160/150/140
    Mana Cost: 160/200/240
    Cast Time : 1.5 seconds

    Range : 1250

    War Machine will shoot a beam that is 250 units in width to the endpoint AoE of 450 radius up to 1250 units away, may not use within 450 units of self. The beam will deal 150/300/450 magic damage to all enemies in the way and slow them by 15%/25%/30% for 2 seconds. Enemies at the endpoint will take 200/400/600 magic damage and be mini-stunned for 0.1 seconds, then slowed by 30%/40%/50% for 2.5 seconds.

    This will destroy all cliffs and trees in the way of the beam and within the endpoint. If a terrain area is less than 400 units then it will be utterly destroyed, leveling out to the surrounding terrain, but if the area covers more 400 units then a ramp will be made on the cliff. The whole area covered by both the beam and endpoint will leave a burning trail, dealing 10/15/20 magic damage per second to enemies above it, trail and terrain removal lasts for 40 seconds.


    Notes :
    -
    Terrain/cliff walking to everyone passing the area could be given instead, if terrain shifts are not possible.

    "The ground is the anvil."


    - - - -

    [Balance] : This really only has moderate damage for an ult, although it does have some deadly potential the fact is that removing terrain can either greatly benefit or screw your team if used inappropriately. Then you must also get the targets at the endpoint for the maximum benefits. This also must be thought out ahead sense War Machine requires a 1.5 cast time.

    - - - -

    Visual - For the 1.5 second charge up time War Machine will grab onto his cannon arm with the other hand then charge for about .5 seconds then blast triggering the ability. The beam will look like a massive 'fire storm' charging to the point, removing terrain in the way. The destroyed terrain in the path should look somewhat like tempest's meteor, all scotched and on fire, making makeshift ramps and such, until the terrain reappears. The 450 AoE endpoint radius should look somewhat like a basin, much like tempest's meteor.

    __________________________________________________ ____________


    Synergy : This would be War Machine's primary combo for jumping in on or initiating battles.

    ++
    Hell's Hammer takes the main role of initiating on a team fight, making a clear path straight to the enemy for those on your team who don't have a blink/portal key and for To War! This may also be used to avoid stop an enemy's juke attempts if you can get a lead on it.
    To War! Can also be combine with speed boost or a tablet of command in order to drag the enemy team into your team or into the searing ground caused by your ult. This may also be used to save a teammate that is being chased.
    Then using War's Envelopment as the enemy try to escape in order to stun them within your team's hold. Can also be used to slow and then stun someone chasing after you (let first row of spikes slow, then stun on second row).
    Battle Lust gives War Machine a team presence, and allows him to initiate better. This slightly makes up for his lack of base armor and allows him to dish out more damage to enemies in his grasp. This also increases his pushing powers, allowing him to increase the pace of the game.

    Overall he seems like an initiator/ganker to me. Placing the enemy into your team's hold when they are in your chains seems like his most useful trait (then trying to stun as many as you can with War's Envelopment). The terrain removing would be very interesting in my opinion, and would help with his abilities. I'm not sure it can be done, but i assumed that anything was possible, if it's not a terrain walking affect to anyone that passes over the area would do the trick.

    __________________________________________________ ____________

    Some Suggested Items :

    Tablet of Command would allow War Machine to quickly pull enemies bound by his chains to any area that would give his team and advantage, mainly Hell's Hammer burning trail.

    Nullstone or Shrunken Head would prevent War Machine from being stopped by a spell while pulling in his opponents with chains.

    Barbed Armor would be good if War Machine was being attacked by opponents after chains rather than running into his trap, War's Envelopment. This would force them to either attack him, losing a good chunk of their health or attempt to run, passing over his trap.

    Daemonic Breastplate another thing to further his team capability, a good item to give dominance to your team over the enemy.

    And many more...

    Really a lot of other items that are fully capable on this guy, allowing you to be creative in how you build him. He won't be bound to blink key as so many initiators are now, this is probably the greatest aspect to him.

    Weaknesses :



    War Machine really would have a weakness to any hero with a stun, immobilize, powerful slow,
    or anyone capable of removing his chains debuff.

    _____

    Any suggestions or comments are much appreciated, and I will make changes based on them. (If anything is unclear, tell me!)

    Thanks!

    (Special thanks to roflwtfbbq and AvunaOs for the sweet sigs!)
    Rampage Changes
    Chaos Sorcerer [Intelligence Ranged]
    Ravener [Agility Ranged]


  2. #2
    I <3 Efel.

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