Sinque Productions wrote:Ezmiran the Magician
A basic fire magician/wizard without a backstory. Deal with it
Stats (Level 10)
Health: 300
Attacks: N/A
Healing: 8%/s
Respawn: 15 Seconds
Movement: Slow
Skills:
His active skills are activatable and replace reinforcements and rain of fire/lightning strike.
Empowering Fire (Heroic Slot) 5/4/3 Second Cooldown
Improve your next active ability
Fireball strike explodes for 280/320/360 additional area damage with the circumference of the standard path size.
Small Sun stuns opponents in the area.
Fiery Teleport damage cooldown is reset.
Fireball Strike (Reinforcements Slot) 5/5/4 Second Cooldown
Ezmiran deals 350/400/450 damage to a single target
Small Sun (Rain of Fire/Lightning Bolt Slot) 16/14/12
Ezmiran creates a small sun that lasts 5/7/10 seconds, deals 20/30/40 damage per second to nearby enemies, slows them by 25%, and they cannot attack.
Fiery Teleport (Long Range Movement)
When Ezmiran moves long distances, he teleports dealing 20/30/40 damage around him at his start and end positions. Damage occurs every 8 seconds.
Scorching Path Passive
Wherever Ezmiran stands or moves the ground below gets scorched for 5/6/7 seconds. Enemies who pass through scorched ground take 10/15/20 damage a second for 1.5 seconds. Every second they are on scorched ground, the duration is increased by 1.5 seconds.
To anyone who sees this, I would appreciate opinions and balance suggestions.
A very interesting concept you have, as you made a character which is his own spells are giving him offensive capabilities (and without them, just a meat cannon)
Ezmiran is quite needed in micromanagment, as you have to get attention of moving him and using his own abilities to the limit. Which is something like if you're played Mirage.
Empowering Fire (Heroic Slot) 5/4/3 Second Cooldown
Improve your next active ability
Fireball strike explodes for 280/320/360 additional area damage with the circumference of the standard path size.
Small Sun stuns opponents in the area.
Fiery Teleport damage cooldown is reset.
I like this Hero Spell. The allowance to improve your abilities, making them stronger is good. It's also allows you to reduce Fiery Teleport Cooldown to 3 seconds if maxed, which
now becomes a very nice crowd control move.
Somewhat Small Sun's Slow & No Attack ability are becoming useless, since Stun ability does this both, Perhaps you could change it for something better.
Fireball Strike is quite powerful if used in conjuction Empowering Fire. Within 20 seconds, you can unleash 4050 damage (Total Dmg on Center) on the selected target, which could kill
any unit, even golems. It is quite OP, so i would suggest increased cooldown a bit.
Scorching Path Passive
Wherever Ezmiran stands or moves the ground below gets scorched for 5/6/7 seconds. Enemies who pass through scorched ground take 10/15/20 damage a second for 1.5 seconds. Every second they are on scorched ground, the duration is increased by 1.5 seconds.
It seems like weaker Scourching Earth of the RoF. I could set traps with this. 200 dmg total on 10.5 seconds duration (Which i think works also when you're not standing on it) No cooldown, and it combines with Fiery Teleport. It gives a real feeling you are setting the world on fire.