Chaos SorcererChaos Rift
Inspired by the Dawn of War II Chaos Sorcerer.
Strength Agility Intelligence
16 + 1.7 16 + 1.5 25 + 2.4
Affiliation : Hellbourne
Range : 600
Damage : 52 - 58
Movement Speed :295
Armor : 1.2
Attack Animation : 0.3/0.6
Cast Animation : 0.2/0.4
Base Attack Time : 1.7
Missile Speed : 1050
Spell Select : Target Ground
Cool Down : 35
Mana Cost : 120/140/160/180
Cast Time : 0.4
Range : 500
The Chaos Sorcerer calls forth a demon rift at a select area. This rift will summon demons periodically, every 2 seconds. The rift will stay open for 10 seconds before disappearing. Each demon is on a separate life timer of 10 seconds.
Movement Speed : 400
Attack Range : 120
Attack Damage : 14-16/18-20/22-24/26-28
Armor : 10 physical/5 magic
Health : 80/100/120/140
Bounty : 10-14
Passive : Will explode on death, damaging enemies for 20/40/60/80 magic damage within a 450 radius. As well as healing allies for 20/40/60/80 health within a 450 radius.
- The rift is untargetable.
- The first demon is summoned the instant the rift is set.
- Running out of timed life will not trigger an explosion
- Demons are controllable by the Chaos Sorcerer.
__________________________________________________Bindings of Chastisement
Spell Select : Target Ground
Cool Down : 20
Mana Cost : 100/125/150/175
Cast Time : 0.6
Range : 600
The Chaos Sorcerer lays down a mass of chains that will lash out at 3 random enemy units within 600 units every 3 seconds. Each lash deals 130/160/190/220 magic damage and immobilizes the hit target for 1.25/1.5/1.75/2 seconds. The mass of chains can be destroyed in 4 hits or will last 12 seconds.
- An enemy can only get hit once for each burst of lashes.
- First lashing is on the instant you lay the chains.
- Only hits units in sight.
Spell Select : Target Entity
Cool Down : 22
Mana Cost : 80/100/120/140
Cast Time : 0.3
Range : 650
The Chaos Sorcerer infects a target enemy with an ethereal being, dealing 120/180/220/260 magic damage. If the enemy lives for 3 seconds after being struck by this spell an uncontrollable Poltergeist will spawn, taking the form of who it infested, only attacking the target it had been called upon. Each attack deals 10/20/30/40 damage along with a -1/-2/-3/-4 armor reduction debuff, lasting 5 seconds. The Poltergeist can only be attacked by the one it is attacking, and it takes 2 hits to kill. The Poltergeist can last up to 20 seconds.
- The Poltergeist has the same hero model and color of the selected target.
- If the target dies so will the Poltergeist.
- The Poltergeist is uncontrollable.
Spell Select : Target Entity
Cool Down : 80/60/40
Mana Cost : 140/180/220
Cast Time : 0.7
Range : 700
The chaos sorcerer uses his powers to instill a curse of blindness upon a target enemy. This curse will set that target's sight to 0 (can only see their hero) for 2 seconds every 4 seconds, this debuff lasts 12 seconds. Each time the target loses sight they will take 30/60/90 true damage. This debuff bypasses all immunity and is unremoveable.
Staff of the Master Effect : Gives this spell an additional 'charge', both on separate cool downs. Cannot be cast twice on the same target while the first debuff lasts.
- The blinded hero will not be able to see attackers or anything, can still attack but not see what.
- First burst of blindness occurs right when the debuff is applied.
Place a Poltergeist Manifestation on the target, gives a quick nuke off and once you get your blindness off on the same target the will be unable to attack the Poltergeist for some time, and will be at risk of killing a demon, triggering an explosion. The chains will be an be a major pain to the blinded target if they are alone, but also provides team support AoE for the Chaos Sorcerer.
Thank you for any feedback! Just got this one out so there are probably a lot of things that need tweaking or cleaning.
Ok well truth be told, i love the way you've done it, totally does Warhammer 40k justice.
The 3rd spell seems somewhat overpowered, make the inital cast damage less soemwhat and make the poltergeist survive more hits instead.
The first spell is UNDERpowered, make the demon damage slightly higher.
besides that it's all good.
Definatly seems IMBA, I would say the first spell seems OP when up against nubs who try and attack it or if it gets targeted by neuts it's going to be a some damage.
3rd spell seems OP also, it's like Arachna's ulti on a lower coold down with more damage and less ability to kill. I love war mech, and the lay out makes it very hard to vote no to any of your submitions.
That being said, I still voted yes because it's pretty cool and I don't think any toon that gets in the game won't get balanced over time.
Change the 3rd move because it seems in the game already just tweaked to be more hardcore.
Thanks for the comments! Yes I do realize he is OP at the moment, so I will make some tweaks for sure. It is a little hard getting this guy on a fair level with all this stuff I want him to do. With some more feedback after a few changes I think we will be off on the right path. Thank you for pointing out that the third skill is like archna, I honestly was not thinking of the similarities when I made it, so it will be adjusted in one way or another.
Creative for a warhammer port. T-up. If you like chaos check out Aekold Helbrass in my sig.
**** yeah. This is some seriously good stuff. The chains being somewhat different from Torturer's is very good as well. However, while the rest of the skillset seems extremely well thought-out, the second spell looks like it might just be a bit on the strong side. You can tweak it, and possibly even make the chains harder to kill. But as is, it might be just a bit too powerful, especially in a gang-up...
I love this hero. Will be very fun to use. T-Up for concept.
The numbers are still a bit high, however.
Why everyone who use summons think that is OK give them more than 300ms? don't you see that he is specting to kill with that 400ms in his creeps?
his rift will cast 6 demons,.. each of them last 10 seconds, and deal 26-28 damage,... if my math is not wrong this mean is 156-168 damage for each time all of them attack,... let's just think each of them does 1 attack to the tower,... just 1,... mmmm 1560-1680 damage (reduce armor after this) now,.. let's think,... do you consider this Over Power? (Hi tower, good bye tower) and as well a huge move speed, so you could just get out of the forest with 3 of this creeps and solo gank tons of heroes, specially support heroes like Tempest.
And the bounty for killing them is not so big. think in the bounty of each of Temp Elementals (around 50) of WB wolfs (50 each one) this guys instead give the money that Slither's wards will give to you,...
I will not comment on the numbers(as they are slightly OP), but the concept and the skills are AWESOME. I really like the ultimate, making them blind is unique, but will it also disable the HUD? map, chat, CDs and HP/MP? dont think it should. Btu still, awesome hero