|
Post by doomhathcometh on Jan 28, 2009 12:40:30 GMT -5
Name: Zzyx, Felrad, Kaldor Class: Summoner Model: necromancer Weapon: staff of the creator NOTE: if the summoner dies, all summons are dispelled
Legion of the Deathless: channeling. For every 5/5/5/4 seconds channeled, up to 20 seconds, summons a zombie/ghoul/master ghoul. These each last 15 seconds, and attack the closest target. CD 1 minute
Elemental Assistance: summons two fire elementals/one earth elementals/eight air elementals/4 water elemental. Lasts for 30 secs, CD 90 secs.
Summoner's Gambit: establishes a life link between you an 1/2/3/4 summons. Share damage. Lasts 20 secs. CD: 40 secs.
Ultimate: Rupture: detonates all summoned units, dealing their current hit points in damage to all enemies within 50 range. You take, however, 1/4 of the total damage dealt by this effect in feedback damage (hit your mana). You cannot die from this. CD: 2 minutes.
melee int, secondary strength.
Playstyle: This hero would primarily be used as a lane pusher, also taking out spawns. Rupture could be used, in co-ordination with the two summon spells, to destroy entire waves. This would likely reduce the summoner to no mana, and low hp. The summoner could also minorly attempt pvp by using their gambit to diffuse direct damage, but they would have a hard time dealing large amounts of direct damage.
Summon apendix: Zombie: 60 hit points, 5-6 damage, 1 armor. Melee Ghoul: 100 hit points, 7-8 damage, 3 armor. Melee Master ghoul: 140 hit points, 11-13 damage, 4 armor. Melee Fire elemental: 90 hit points, 14-15 damage, 0 armor. 300 range. Earth elemental: 250 hit points, 14-15 damage, 6 armor. Melee. Air elemental: 30 hit points, 10-11 damage, 0 armor, flying. 500 range. Water elemental: 70 hit points, 15-18 damage, 2 armor. 400 range. Phases when attacked.
-Doom
|
|
amdeadnow
Full Member
Lead QA Tester
One of the most Unique piece of art ever.
Posts: 108
|
Post by amdeadnow on Jan 28, 2009 13:54:30 GMT -5
180hp,250hp,240hp,280hp how much damage? excluding the ghouls
plus be specific of the range whose range each of the summons range or the hero'es range?
thats all the comment i have for now.
|
|
|
Post by doomhathcometh on Jan 28, 2009 14:50:13 GMT -5
Not sure what your damage question is asking. The range is the attack range on the summons. The summoner is melee. (range 100ish)
|
|
amdeadnow
Full Member
Lead QA Tester
One of the most Unique piece of art ever.
Posts: 108
|
Post by amdeadnow on Jan 28, 2009 23:14:06 GMT -5
on default all melee heroes range is 255ish Ultimate: Rupture: detonates all summoned units, dealing their current hit points in damage to all enemies within 50 range. You take, however, 1/4 of the total damage dealt by this effect in feedback damage (hit your mana). You cannot die from this. CD: 2 minutes. the damage question refers to the ult. also range of 50 is like itself as in the summoned unit or the caster?
|
|
|
Post by light on Jan 29, 2009 3:34:41 GMT -5
Too many different summons. Gets confusing to summon one different thing each level. (Referring to Elemental Assistance)
Rupture is great. (I think it should be an Auto-Cast Single Target tho)
Pure hatred for Summoner's Gambit.
|
|
|
Post by doomhathcometh on Jan 29, 2009 9:06:05 GMT -5
Ultimate: Rupture: each and every one of your summons detonates, dealing its current hp in damage to all enemies within 150 range of it. The summoner takes feedback damage equal to 1/4 of the total damage dealt. This cannot kill the summoner.
|
|
|
Post by doomhathcometh on Jan 29, 2009 9:07:03 GMT -5
Rupture would be really OP if it was single targeted. Or useless, depending on CD. Anyway, summoner's gambit is kinda necessary to keep him alive. Since he is melee, and tertiary strength, with no hp boosters.
-Doom
|
|
|
Post by Koboid on Jan 29, 2009 19:27:56 GMT -5
Too many different summons. Gets confusing to summon one different thing each level. (Referring to Elemental Assistance) Rupture is great. (I think it should be an Auto-Cast Single Target tho) Pure hatred for Summoner's Gambit. I agree. I find that having a different elemental for every level is ridiculous; not only would it require a ton of balance to get each unit correct in relation to the level of the ability (damage, health, armor-wise), but each element changes the way the Summoner will be played. Earth would make him suck against ranged, air would require micro. Keep it a little more constant, possibly making the elementals similar but with different abilities. If he's as weak as you say he is, Legion of the Deathless would make him extremely vulnerable, and the first two levels of elemental assistance would also make him weak if you have Level 2, 3, or 4 of Summoner's Gambit. Legion makes the summoner have to channel to get a summon out, and if there are other heroes around, you won't get enough out to make good use of Summoner's Gambit.
|
|
|
Post by doomhathcometh on Jan 29, 2009 20:54:06 GMT -5
Hm. I still like the idea of elemental assistance conjuring different elements. Maybe it adds one additional one of the next element every time (1 fire/1 fire & 1 earth/1 fire & 1 earth & 1 air/1 of all). They would need to be different, of course. Legion of the deathless would not be a spell cast during pvp. They summons would be, however, pretty powerful for lane pushing.
-Doom
|
|
|
Post by Koboid on Jan 29, 2009 23:47:24 GMT -5
Hm. I still like the idea of elemental assistance conjuring different elements. Maybe it adds one additional one of the next element every time (1 fire/1 fire & 1 earth/1 fire & 1 earth & 1 air/1 of all). They would need to be different, of course. Legion of the deathless would not be a spell cast during pvp. They summons would be, however, pretty powerful for lane pushing. -Doom I think that'd be pretty cool for the Elemental Assistance. However, I don't see how you'd really be able to do much with Legion of the Deathless if it's not meant to be cast in PvP and the summons only last 15 seconds.
|
|
amdeadnow
Full Member
Lead QA Tester
One of the most Unique piece of art ever.
Posts: 108
|
Post by amdeadnow on Jan 30, 2009 8:23:44 GMT -5
increasing the amount of units summonmed also incread the dmg the ult does so u need to balance that too.
wouldnt changing one to offensive spell would be better?
|
|
|
Post by doomhathcometh on Jan 30, 2009 15:35:22 GMT -5
The new summoner:
Name: Zzyx, Felrad, Kaldor Class: Summoner Model: necromancer Weapon: staff of the creator NOTE: if the summoner dies, all summons are dispelled
Legion of the Deathless: Takes 5 seconds of channeling to summon a grave stone. This is a unit with 300/350/400/450 hit points, and 10 fortified armor. Each 4/4/4/3 seconds, summons a zombie/ghoul/master ghoul. These each last 30 seconds, and attack the closest target. CD 1 minute
Elemental Assistance: summons 1 fire/ 1fire+1earth/ 1fire+1earth+1water / 1fire+1earth+ 1water+1air. Lasts for 30 secs, CD 90 secs.
Summoner's Gambit: establishes a life link between you an 1/2/3/4 summons. Share damage. Lasts 20 secs. CD: 40 secs.
Ultimate: Rupture: detonates all summoned units, dealing their current hit points in damage to all enemies within 150 range. You take, however, 1/4 of the total damage dealt by this effect in feedback damage (hit your mana). You cannot die from this. CD: 2 minutes.
melee int, secondary strength.
Playstyle: This hero would primarily be used as a lane pusher, also taking out spawns. Rupture could be used, in co-ordination with the two summon spells, to destroy entire waves. This would likely reduce the summoner to no mana, and low hp. The summoner could also minorly attempt pvp by using their gambit to diffuse direct damage, but they would have a hard time dealing large amounts of direct damage.
Summon apendix: Zombie: 60 hit points, 5-6 damage, 1 armor. Melee Ghoul: 100 hit points, 7-8 damage, 3 armor. Melee Master ghoul: 140 hit points, 11-13 damage, 4 armor. Melee Fire elemental: 200 hit points, 20-22 damage (normal), 0 armor. 300 range. Earth elemental: 500 hit points, 20-29 damage (siege), 6 armor. Melee. Water elemental: 230 hit points, 18-22 damage, 2 armor. 400 range. Phases when attacked, frost attack. Air elemental: 140 hit points, 25-28 damage, 0 armor, flying. 600 range.
-Doom
|
|
|
Post by light on Jan 31, 2009 5:29:15 GMT -5
Scrap Summoner's Gambit......
Rapture shouldn't have a drawback that burns you for using it.
|
|
|
Post by doomhathcometh on Jan 31, 2009 15:53:24 GMT -5
It needs to. Otherwise, you could use it to deal something like 1400 direct damage to a solo hero.
-Doom
|
|
|
Post by light on Jan 31, 2009 22:21:01 GMT -5
You still can. Except you only take some damage.
Not that such a task would be easy with a 150 AoE explosion. It would only be useful against melee.
|
|