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[v1.7]Our Duty is Eternal- Ash.Khastiana (Re-Worked Heroic Passive.)


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Ash.Khastiana

 

CHANGELOGv1.7

  • Reworked Heroic Passive: Xel'naga Clockwork due to the previous skill being unreasonable to implement under current conditions.
  • *New* Xel'naga Clockwork: 20% Damage taken is converted into Energy.
  • This should provide an incentive to tank damage as well as fill out this heroes roll as a Tank/Initiator.

*​For previous Change-logs check the very bottom of this suggestion post.

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INTRODUCTION

 

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Ash.Khastiana

 

"War is upon us, and wishing for peace will not make it so."

 

Khastiana is a protoss warrior. She calls herself a 5th level Khala adept, which enables her to enhance her shields, can experience moments of precognition in combat, and could make incredible leaps.

 

Strength - 41 + 8 Strength Gained Per Level (Main Attribute)

Agility - 24 + 3 Agility Gained Per Level

Intelligence - 25 + 4 Intelligence Gain Per Level

 

Learns Phase Shift, Khala Hardened Shields, Twin Cannon and Immortal Solace.

 

Attack range of 1.5

Movement speed of 2.8

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HERO INFORMATION

 

Affiliation: Templar Caste

Role: Caster/Tank

Theme: Skill-shot based Crowd Control - Initiator.

 

Immortal

Ash'Arak.Khastiana

Portrait: Selendis

Voice: Mothership

 

Starting Hitpoints: 929

Starting Mana: 325

Starting Damage: 20.5 ( 40.5 Including Primary Stat Bonus)

Starting Armor: 4 + *2

*(Inherent)

 

 

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HERO ABILITIES

 

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Heroic Passive: Xel'naga Clockwork

 

Portion of damage taken is converted into Energy.

 

During her journey to Shakuras, Khastiana learned much of the ancient ways of the Xel'naga. Upon her crippling injuries sustained as a Zealot warrior during her defense of an ancient Xel'naga temple on Artika, Khastiana was endowed with honors by her general Protoss Praetor Maudun with an ancient Immortal Prototype found within the very temple. This prototype has engineering far superior to that of any other Immortal known to the Protoss. The machine allows the very user the knowledge of all battles it has previously fought.

 

20% of all damage sources taken is converted to Energy.

 

 

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[Q] Phase Shift:

 

(Skill Shot)

Khastiana Discharges energy phasing from current location to target a location dealing 10% maximum HP +(20% INT) at the initial location while stunning all nearby targets at the final location. 2 unit radius stun/damage.

 

Level 1 - 10% maximum HP +(1% INT)% 0.75 Second Stun Duration.

Level 2 - 10% maximum HP +(2% INT)% 1.00 Second Stun Duration.

Level 3 - 10% maximum HP +(3% INT)% 1.25 Second Stun Duration.

Level 4 - 10% maximum HP +(4% INT)% 1.50 Second Stun Duration.

 

As a Level 5 Khala Adept, Khastiana can accelerate her mass to a velocity exceeding light allowing her to relocate her body effortlessly through the void. This technique takes so much force that some raw energy is discharged upon transit while some is carried with her upon exit.

 

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In Depth Skill Explanation:

This Skill is a solid utility skill with a capability to produce serious damage. This skill is capable of being used for initiation and escape, however, it has a lengthy cool-down and should be used with discretion. There is a cast-time delay of three quarters of a second to allow the opposition a chance to prepare. When the spell is being cast, the unit will stop moving and begin to spark, emitting blue static as a warning queue for enemies and for aesthetic purposes. The reason this skill's damage is based mainly off of your HP pool is to reinforce players to build Khastiana as a tank and not just as a pure caster. By end game with a health pool around 3-4 thousand and roughly 250 INT, you could theoretically do around 660-700 Spell Damage. This is of course, based upon the fact that you do indeed have 3k+ HP pool and roughly 300 INT. The damage is merely a reflection of a possible output when fully equipped.

 

 

Duration is 0.55-1.50 Seconds

Casting Range is 7 Units

Casting Time is 0.75 Seconds (Channeled)

 

Cooldown: 26/24/22/20 Seconds

Mana Cost: 100/125/150/175

 

 

Possible Uses:

Q -> onto target -> Stun

Q -> Away from target -> Damage

Q (when already on target) -> Damage & Stun

Q -> Escape (Possible Damage)

 

When Playing:

  • Try to surprise enemies by getting the jump on them.
  • Make sure that they can not see you charge your Phase Shift.
  • Great for initiating team fights and promoting enemies to focus you over other heroes.
  • Great Skill for Baiting opposing teammates out of position.
  • Find ways to save this skill so that you can use it to finish off overconfident chasers.

When Playing Against:

  • Make sure to keep your the distance the moment you see Khastiana casting her Phase Shift. This will at least allow you to avoid the damage dealt by the initial shockwave of her skill.
  • Try to always have vision on her. Make sure to scout any high-ground or other opportune areas in which she can get the jump on you.
  • Keep track of when she uses this spell. It has a lengthy cool down and there is very little Khastiana can do to escape without it.
  • If you are low health and are a melee hero, play it safe and back off if she can use this spell. Damage is only dealt on the location she departed from, while the stun deals no damage.
  • As with all heros who rely on skills for mobility, invest in a Moss-Berg Taser to ensure that she will not escape.

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[W] Khala Hardened Shields

 

(Toggle-able)

Unit activates siege suppression shields: reducing all damage. Upon deactivation, increases damage dealt to Khastiana.

25 Energy to activate.

10 second cool down post-deactivation at all levels.

 

Level 1 - 15% Damage Reduced. 25 Energy + (10% INT)/Second. Damage increased by 30% for 10 seconds after deactivation.

Level 2 - 20% Damage Reduced. 35 Energy + (10% INT)/Second. Damage increased by 25% for 10 seconds after deactivation.

Level 3 - 25% Damage Reduced. 45 Energy + (10% INT)/Second. Damage increased by 20% for 10 seconds after deactivation.

Level 4 - 30% Damage Reduced. 55 Energy + (10% INT)/Second. Damage increased by 15% for 10 seconds after deactivation.

 

Unlike any Immortal known to the Protoss, Khastianas vessel is imbued with the will of Khala. Through deep meditation and affixation upon this Khala, Khastiana has be able to infuse pure Khali Essence into the already impressive immortal Hardened Shields. This upgrade has come with a cost, requiring Khastianna time to recuperate her spirit after using the ability.

 

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In Depth Skill Explanation:

This is a pure utility skill. As a Tank, you will be initiating and taking damage, and at the same time, trying to focus your enemies into attacking you instead of some of your weaker allies. At some point you will need to mitigate a portion of that damage. This is where your Khala Hardened Shield comes into play. Very potent at mitigating damage all sources of damage, yet, comes with a price. You will have to retreat to find safety as you will eventually become vulnerable. Keep this in mind that once you start, you can not stop without exposing your weakness.

 

Duration is Toggle. (Until Mana is Expired)

Casting Range is Self

Casting Time is Instant.

 

Cooldown: 10 Seconds Post De-Activation (Cool-down begins as the Spell is Toggled Off or You run out of mana.)

Mana Cost: 25 at all levels to activate.

 

Possible Uses:

Q -> Initiate -> W to Sustain Damage

W -> Kite -> Q/E/R

Q -> R-> W To ward off Further Damage

W -> Bait ->Q Away

 

When Playing:

  • This tool is very handy for mitigating damage after initiating.
  • Make sure to watch your mana pool. Not only will you have no means to escape, but you will also be taking extra damage
  • Try to use this skill to mitigate burst spells from opponents.
  • When baiting, save this spell to be used right before you Phase Shift. It could possibly save your life during the vulnerable moment of cast-time when Phase Shifting to safety.
  • Judge your enemy. If low on energy and playing against a caster hero. Go ahead and use this spell to mitigate any last second fatal burst. Even if it gets toggled and you are vulnerable after the fact, you managed to escape.
  • If the enemy is an Auto Attacker and you are low on mana. Try taking your chances by not using this skill... Running out of energy by trying to mitigate damage could very well buy your opponent an opportunity to execute.

When Playing Against:

  • Try to avoid casting spells with long cool-downs when Khastiana already has this skill activated.
  • Make sure to harass her as much as possible in laning phase in order to force her to use this ability. Once it is toggled she is forced to either spend all her mana to avoid putting it on cool-down or retreat out of harms way for several seconds as the recoil of the ability makes her vulnerable at early levels.
  • Keep an eye on her energy. Force her to use her Q so that she has no means of escaping. Upon this point pump as much damage as you can into her, forcing her to use her shield. From here she is very vulnerable because it is merely an amount of time until she can no longer mitigate damage and instead takes more. Strike then.
  • Remember, you are in position as soon as she has expended her resources. Take advantage of those opportunities.

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[E] Twin Khali Cannon

 

(Skill Shot)

Khastiana braces herself and launches her Khali infused twin cannons: blasting enemies that come in contact with the beam towards the far end of the projection.

 

Level 1 - Deals 20 + (30% INT) Spell Damage per 0.5 seconds unit is struck by the beam. Mini Stuns as damage is dealt. Channeled for 2 seconds.

Level 2 - Deals 30 + (30% INT) Spell Damage per 0.5 seconds unit is struck by the beam. Mini Stuns as damage is dealt. Channeled for 3 seconds.

Level 3 - Deals 40 + (30% INT) Spell Damage per 0.5 seconds unit is struck by the beam. Mini Stuns as damage is dealt. Channeled for 4 seconds.

Level 4 - Deals 50 + (30% INT) Spell Damage per 0.5 seconds unit is struck by the beam. Mini Stuns as damage is dealt. Channeled for 5 seconds.

 

While being infused with the ancient machine, Khastiana used her gifts to re-live the last battle of the previous warrior of the ancient Immortal. Khastiana saw a tragic tale of an ancient Xel'naga who's thirst for power was unquenchable. The warrior learned of an extraordinary power that laid deep within the very Xel'naga Temple where Khastiana was crippled defending. The ancient power was said to have been strong enough to manipulate the realm of the Khala itself. The warrior discovered and delved into this newfound power, however, was unaware of a transcending protection placed upon it to make sure it never fell into the wrong hands. This warrior was stricken of his immortality at the very cost of this power and perished. With this insight, Khastiana learned that this power could only be obtained through just use of the Khala and not for selfish deeds. Being pure of soul, the bonds between this power and that of Khastiana were formed. Khastiana could now manipulate the very fabric of the Khala, embedding the raw energies into her Twin Cannons.

 

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In Depth Skill Explanation:

By far one of the strongest single target crowd control's that would be implemented into Aeon of Storms, Twin Khali Cannons are designed to be a very difficult but equally rewarding skill shot spell designed to not only shut down individual targets, but to help manipulate the battlefield. Using this spell to indirectly isolate players or directly control team fights is a valuable asset to any team composition. The skill takes a total of 7 seconds to complete. Once the Skill has been activated, the user can not move until the beam has finished, however, during the first two seconds of casting time, the player is still free to cancel the skill (Like Drakes Ultimate). Any target that comes in contact with the beam itself will become the new designated target of the beam. For example. Khastiana fires at Zeratul who is standing immediately infront of her. Zeratul is now being pushed back every 0.5 seconds and stunned during this duration taking damage. If any enemy comes between the beam's connection, that enemy will become the new target of priority, releasing Zeratul from the beam's focus. This can subsequently happen until the end of the duration. If the beam has pushed its target to the maximum range of the beam, the target is released providing there is terrain for the target to walk upon.

 

Duration is 2/3/4/5 Seconds*

*Units at the end of the beam are no longer effected by the spell providing there is walkable terrain for the given unit.

Casting Range is 10 Units.

Casting Time is 2 Seconds at all Levels

Cooldown: 36/32/28/24 Seconds

Mana Cost: 100/125/150/175 Energy

 

 

Possible Uses:

E -> Harass

E -> Push/Counter Initiate

E -> Manipulate Lane -> Q Clear Wave

W -> Bait -> E

Q -> E -> Push unit out of Position

 

 

When Playing:

  • This skill is one of your main Harass/Nuking skills along side Phase Shift.
  • Lure enemies out of position, Phase Shift behind them and push them further out of position with your Twin Cannons.
  • Focus this spell on Crowd Controlling enemies that are bunched up together. Landing this spell on as many enemies as possible helps organize further initiation for your team while disorienting enemies.
  • Use this spell to set up choke points with allies, or have your allies force enemies to run into it.
  • Use ramps to your advantage: having the time to prepare your beam for an unsuspecting enemy could be the difference between life and death.
  • Focus using this skill on enemies who require a lot of channeling in their abilities.
  • Try to get your enemies caught on walls trees cliffs. They will end up taking the full duration on the beam.
  • Aim yourself favorably so that enemies might be pushed into dangerous locations, such as into a friendly tower or into an irritated Daganoth.

When Playing Against:

  • Try to avoid casting spells with long cast times. Standing in one position will make you an easy target.
  • Save your stuns and crowd controls for when Khastiana is channeling her cannons. The cool-down is very long and it will buy you plenty of time to push her around.
  • Watch for choke points. She can easily cut you off.
  • Beware of High-ground. Being unable to see what she is doing could leave you dead.
  • Beware of walls or other Terrain, She can get a full duration of damage providing there is no walkable space behind you.
  • Play out in the open, the beam is not long enough to trap you.
  • Help teammates trapped in the beam by interfering with the beam. This will allow your allies a chance to escape.
  • Buy a Moss-berg Taser.
  • De-buff Immunity will provide you with complete immunity to the mini-stuns dealt by this ability. Investing into a Parallax Generator or the Protect talent could buy you valuable time to escape. Note that you will still be taking damage.

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[R] Ultimate Ability: Immortal Solace

 

Khastiana explodes draining all energy and dealing damage based upon energy spent to all units within an 8 unit range. Kastiana is then temporarily incapacitated and takes increased damage after using the ability. While incapacitated, Khastiana will recharge a portion of her energy. Spell Damage.

 

Level 1 - Deals 35% energy spent as spell damage done. Incapacitated and damage taken from all sources increased by 30% for 4 seconds. Gains 30% maximum energy + (2% INT)%. Damage Dealt by this ability is reduced by 20% per every 2 Unit range away from Khastiana.

Level 2 - Deals 45% energy spent as spell damage done. Incapacitated and damage taken from all sources increased by 25% for 4 seconds. Gains 30% maximum energy + (4% INT)%. Damage Dealt by this ability is reduced by 20% per every 2 Unit range away from Khastiana.

Level 3 - Deals 55% energy spent as spell damage done. Incapacitated and damage taken from all sources increased by 20% for 4 seconds. Gains 30% maximum energy + (6% INT)%. Damage Dealt by this ability is reduced by 20% per every 2 Unit range away from Khastiana.

 

 

As Khastiana came to, she realized she was now a greater being. During her infusion, Khastiana was gifted by a second vision. This vision was of the great Executor Tassadar upon the day of his transcendence in the Khala as he destroyed the Overmind. Upon Tassadar's final moments, Khastiana witnessed the true essence of Being emit from Tassadar. She witnessed the immortal nature of the Khala. With insight of Tassadar's great deed, Khastiana too, has learned of the power of the Immortal. Khastiana can focus all of her Khala into one massive energy bomb. Upon detonation, all corruption is extinguished along side Khastiana herself. However, now one with the Immortal, Khastiana knows no death. She is revived back to consciousness as the Khala restores her being.

 

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In Depth Skill Explanation:

This is Khastiana's greatest ability. She can exhaust all her energy to deal a massive scale area of effect attack. This ability provides no team benefit other than damage. On a personal scale the skill can be used to restore Mana for key situations, sacrificing damage for possible energy. The skill has a three minute cool down and can be used to create an advantage during team fights. Khastiana will be rendered useless for 4 seconds taking amplified damage. Further damage amplification would be taken if Khala Hardened Shields were active prior to the event. Aesthetically it would look like a large shield growing outwards from Khastiana and damaging all that it touches during the event. Khastiana would then power down (or turn dark and glow faintly) during the duration of her incapacitation.

 

Duration Instant -> 4 seconds Immoblized

Casting Range is 8 Units

Casting Time is 1 Second (Can not stop once cast)

 

Cooldown: 180/180/180

Mana Cost: 0 - Consumes all mana.

 

 

Possible Uses:

Q -> R (Teamfights)

R -> Mana Regen

 

When Playing:

  • Try to use this ability with as much energy as possible. It is based upon current energy.
  • Make sure to use this only on targets that you are sure will die. You will be very vulnerable after using this ability.
  • Positioning is key. Being as close as possible to your targets will ensure that they take maximum damage.
  • Try to avoid using your Khala Hardened Shields in junction with Immortal Solace as the damage amplification stacks and Khala Hardened Shields burns up your energy fast.
  • Don't be afraid to use this skill at the start of a team battle. Providing you have your team there, they should be able to buy you enough time to get back on your feet.

When Playing Against:

  • Keep track of how much energy Khastiana has at all times. Force her to use her abilities to help decrease the potential damage her ultimate ability can put out.
  • Khastiana requires a good second to activate her Immortal Solace. Buy a Lock Box as use it on yourself as you see her activating it and then clean her up afterwards.
  • As mentioned earlier, any form of crowd control will help relieve the threat Khastiana poses towards your team. Although very potent in one versus one, she will suffer when there is a team.
  • Try to be as far away as possible from Khastiana if you know you can not avoid the damage. Being further away will effectively negate more damage from her ultimate.
  • Invest in a Warp shard. This will allow you to escape to the outer, less lethal damage of Khastiana's Immortal Solace.
  • If you are still taking too much damage, invest into a Spell Buffer. Not only does it increase your movement speed, helping you gain range, but the active will be able to mitigate a large portion of the spell damage for your entire team.

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Talents

 

The following section goes over recommended Talent trees: Protect/Vitalize (0/11/14) - Protect/Vitalize (0/13/12) - Energize/Vitalize (0/10/15)

 

Primary Build: Standard Savvy

Difficulty: Easy

0/11/14

 

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A build that incorporates current standards of obtaining protect. Note that two points in Savvy will be extremely important for late game team fights, as the energy benefits from kills and assist as well as the added health will help you survive the downtime from Immortal Solace. This is the basic formula for less advanced players.

 

Secondary Build: Counter/Savvy

Difficulty: Moderate

0/13/12

 

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This build still runs Protect/Vitalize, however, capitalizes on the talent Counter to help deter auto-attack heros from focusing you during/post initiation. The fact that you will be damage amped could lead to substantial damage returned to the enemy allowing you a bit of breathing space as you engage and disengage a team fight. Notice that you will not have quite the same movement speed or the full benefits from Savvy.

 

Exceptional Build: No Protect - Energize

Difficulty: Severe

0/10/15

 

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This build is based around an All-In-Win strategy and is not really recommended unless you know exactly what you are doing. It is based around spamming/poking prior to initiation, then energizing while engaging with your Phase-Shift into Immortal Solace. This build will compliment a very aggressive play-style.

 

 

 

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Skill Order

 

The following is a brief representation of an optimal Skill order which possibly could be used. It is indeed situational but will expand into three roles - Carry-Mid/Long-Lane/Short-Lane.

 

Carry-Mid Skill Order: Utility Support/ Ganker

 

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Explanation: As a carry mid you are most likely soloing against another hero. With her given skill kit, Khastiana is very potent at a 1v1 scenario, providing the fact that you maintain a constant harass and land your skill-shots. Keep in mind that your basic attacks are indeed melee and that most of your harass will be based upon poking at range with your abilities. Proper management of your cool-downs and energy will be needed to ensure that you are prepared for any incoming ganks. Try to hold onto your Phase-shift as an emergency escape. A good plan could also be clearing waves as soon as possible so that you can proceed to gank side-lanes with your Phase-Shift. The primary focus here is leveling your ranged harass first while placing only one point into your other skills since they will used for utility till middle or late game.

 

Long-Lane Skill Order: Defensive

 

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Explanation: Long lane is a very dangerous lane for most melee heroes. Capitalizing on Khastiana's innate survivability will be crucial for survival while also solidifying your roll as a tank for early to mid-game team fights (if any). Make sure that you keep a good eye on who is missing as you are vulnerable ganks. Save your Phase-Shift to ensure your survival as you are highly vulnerable to ganks from mid.

 

Short-Lane Skill Order: Aggressive

 

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Explanation: Short lane can and will be the strongest lane for Khastiana. Early points in Phase-Shift will allow for great harass and initiation for your bottom lane mate to combo off high damage. The ability to get in quickly while maintaining the initiation with your Twin Khali Cannons will make easy zoning of your enemies. Be careful however, as you are very vulnerable to counter-ganks if you are the one initiating.

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Items Build/Synergy

 

The following table contains a brief guide containing information on how this character would be built in a competitive AoS scenario. Remember this is merely a suggestion and not necessarily the most viable build. All builds depend of variable circumstances particular to each game.

 

[table]

Starting Items

[td=1] :Sustainer:Sustainer: Allows for early Health Points and lane sustain and is an essential component to your core item build. [/td] [td=2] :SpaceBattery:Space Battery: An alternative which also allows for Energy sustain which could prove useful for lane harass.[/td]

[td=1] :Transporter:Transporter[/td]

 

Core Items

 

[td=1] :IhanCrystal:Ihan Crystal: Provides exceptional burst damage to your abilities and increases your ultimates damage capabilities dramatically.[/td]

[td=1] :NitrogenRetrofit:Nitrogen Retrofit: Increases both your survivability and damage out of your Phase Shift while further promoting your Twin Khali Cannon's Crowd-Control, also causes your ultimate to trigger a snare mechanic.[/td]

[td=1] :TimewalkersGreaves:Timewalker's Greaves: Due to the high Energy consumption and long cool-downs of your abilities this is the most viable choice for movement.[/td]

[td=1] :ChillingArtifact:Chilling Artifact: Energy and Timescale are both major benefactors to any Khastiana build. [/td]

 

 

Luxury Items

 

[td=1] :YamatoReactor:Yamato Reactor: Timescale/Strength/Inteligence: Incredible for landing tough cast time skillshots. Major Benefactor when casting your Ultimate Ability.[/td]

[td=1] :OrganicCarapace:Organic Carapace: Strength is always welcome as it is converted to Intelligence thanks to Xelnaga Clockwork. Increased Hit Points will add increased damage to your Phase Shift if needed.[/td]

[td=1] :ArgusCrystal:Argus Crystal: Pure Damage Item. Increases your Mana Pool Dramatically ensuring stronger Ultimates.[/td]

[td=1] :ShrapnelCloak:Shrapnel Cloak: Solid Anti-AA. Useful for buying time when you are vulnerable.[/td]

[td=1] :BarbedPlating:Barbed Plating: Since you take increased damage while you are vulnerable, might as well dish out more to AA Carries while you die.[/td]

[/table]

 

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Original Template

 

CHANGELOGv1.6

  • Khala Hardened Shields no longer scale with Int. Instead: Khala Hardened Shields Energy Cost now scales with 10% Int at all levels. This is to reinforce players to conserve Energy.
  • Added Talents Section
  • Added Skill Order Section
  • Includes Detailed Information regarding talent builds according to player skill-cap and difficulty.
  • Detailed suggestions for each lane.
  • Tuned for all playstyles (Aggressive/Defensive/Utility Support-Ganker)
  • Officially Submited towards the Hero Competition. Please Enjoy.

 

CHANGELOGv1.5

  • Added Items Build/Synergies Table
  • Includes Detailed Information regarding useful items.

CHANGELOGv1.4.1

  • Added 0.75/1.00/1.25/1.50 Second Stun Duration Time to [Q]Phase Shift to clarify stun length and provide more incentive to level this ability.
  • Added Diagram to help explain [Q]Phase Shift.
  • This should combo much better with the [R]Immortal Solace and/or setting up your [E]Twin Khali Cannons at max level, while still being relatively weaker as a disable throughout early game.

CHANGELOGv1.4

  • Added 0.75/1.00/1.25/1.50 Second Stun Duration Time to Phase Shift to clarify stun length and provide more incentive to level this ability.

CHANGELOGv1.3

  • Changed name to Ash.Khastiana for simplicity.
  • Added 2 Unit range to E. 8 ->10.
  • Changed Ultimate so that damage is mitigated by 20% per 2 unit range away from the explosion.

CHANGELOGv1.2

  • (Added energy recharge to ultimate)
  • Edited Ult damage % to be more realistic.

CHANGELOGv1.1

*Older content.

Heroic Passive: Portion of Strength is converted to Intelligence: 10% + (1.11 * CharLvl)% Strength is converted to Intelligence.

 

Q: (Skill Shot) Unit Discharges energy phasing from current location to target location dealing 10% maximum HP +(20% INT) at the initial location while stunning all nearby targets at the final location. 0.5 second cast time 7 Unit Cast range at all levels. 2 unit stun range/damage.

Lvl 1: 26 Second CD Stun length: 0.55 Seconds

Lvl 2: 24 Second CD Stun length: 0.75 Seconds

Lvl 3: 22 Second CD Stun length: 0.95 Seconds

Lvl 4: 20 Second CD Stun length: 1.15 Seconds

 

W: (Toggle-able) Unit activates siege suppression shields reduces all damage, upon deactivation, increases damage dealt to the unit. 25 Energy to activate.

10 second cool down post-deactivation at all levels.

 

Lvl 1: 15% Damage Reduced + (5% INT) 25 Energy/Second Damage increased by 30% for 10 seconds after deactivation.

Lvl 2: 20% Damage Reduced + (5% INT) 35 Energy/Second Damage Increased by 25% for 10 seconds after deactivation.

Lvl 3: 25% Damage Reduced + (5% INT) 45 Energy/Second Damage increased by 20% for 10 seconds after deactivation.

Lvl 4: 30% Damage Reduced + (5% INT) 55 Energy/Second Damage increased by 15% for 10 seconds after deactivation.

 

E: (Skill Shot) Braces Self and launches a gravity cannon blasting enemies that come in contact with the beam airborne and towards the far end of the projection. 2 second cast time at all levels

Lvl 1: 20 Second CD Deals 85 + (45% INT) Spell Damage

Lvl 2: 18 Second CD Deals 130 + (45% INT) Spell Damage

Lvl 3: 16 Second CD Deals 175 + (45% INT) Spell Damage

Lvl 4: 14 Second CD Deals 215 + (45% INT) Spell Damage

 

R: Unit explodes draining all mana and dealing damage based upon mana spent to all units within an 8 unit range. This unit is then temporarily incapacitated and takes increased damage after using the ability. While incapacitated, hero will recharge a portion of his energy. Spell Damage 120 second cooldown at all levels. Instant Cast.

 

Lvl 1: Deals 45% mana spent as damage done. Incapacitated and damage taken from all sources increased by 30% for 4 seconds. Gains 30% maximum energy + (2% INT)%.

Lvl 2: Deals 50% mana spent as damage done. Incapacitated and damage taken from all sources increased by 25% for 3 seconds.

Gains 30% maximum energy + (4% INT)%.

Lvl 3: Deals 55% mana spent as damage done. Incapacitated and damage taken from all sources increased by 20% for 2 seconds.

Gains 30% maximum energy + (6% INT)%.

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This looks like a prime example of a well thought out hero suggestion(among the ones made in the new site at least). Good job on that.

 

However, it could still use a few balance tweaks. The range of Q is a little too short, given the large cooldown, energy cost and a cast time. 7 range is slightly too short for initiation, as you'd be pretty visible to enemies and well within range of their abilities. 9 range would be good.

 

As for her beam, the cast time would make it really hard to hit in normal circumstances. By herself, she stand almost no chance of getting off the beam on an enemy hero. Due to the small width, enemies can easily evade the beam by moving sideways, even if they've been stunned by Q. Even if he manages to catch a retreating enemy a well-timed beam, it's highly likely that the enemy would be near the end of the beam, so he'd be pushed out quickly and avoid most of the damage.

 

In order to remedy this, may I suggest a change to that would allow Q to be used while in the initial 2 second cast phase of E? It would allow players with more skill to pull off maneuvers like aiming the cannon backwards and teleporting infront of the enemy while charging. I think the option to use such tactics could add more to the depth of the hero, but other than that, it would let players get off easier hits by charging the cannon some distance away from the enemy before blinking forward to get in range, although this probably won't gurantee that many hits.

 

If you compare the beam's damage to other DoT skills, like DARPA's Q and Boros' Q, it deals less damage despite being much harder to hit with. While it does have a stun, keep in mind that it would probably still be the hardest skill to get off all hits with in the game. It'd be easier to land a 50 range rocket than to successfully get off all ticks of the skill. So the damage could be buffed slightly.

 

 

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This looks like a prime example of a well thought out hero suggestion(among the ones made in the new site at least). Good job on that.

 

However, it could still use a few balance tweaks. The range of Q is a little too short, given the large cooldown, energy cost and a cast time. 7 range is slightly too short for initiation, as you'd be pretty visible to enemies and well within range of their abilities. 9 range would be good.

 

As for her beam, the cast time would make it really hard to hit in normal circumstances. By herself, she stand almost no chance of getting off the beam on an enemy hero. Due to the small width, enemies can easily evade the beam by moving sideways, even if they've been stunned by Q. Even if he manages to catch a retreating enemy a well-timed beam, it's highly likely that the enemy would be near the end of the beam, so he'd be pushed out quickly and avoid most of the damage.

 

In order to remedy this, may I suggest a change to that would allow Q to be used while in the initial 2 second cast phase of E? It would allow players with more skill to pull off maneuvers like aiming the cannon backwards and teleporting infront of the enemy while charging. I think the option to use such tactics could add more to the depth of the hero, but other than that, it would let players get off easier hits by charging the cannon some distance away from the enemy before blinking forward to get in range, although this probably won't gurantee that many hits.

 

If you compare the beam's damage to other DoT skills, like DARPA's Q and Boros' Q, it deals less damage despite being much harder to hit with. While it does have a stun, keep in mind that it would probably still be the hardest skill to get off all hits with in the game. It'd be easier to land a 50 range rocket than to successfully get off all ticks of the skill. So the damage could be buffed slightly.

 

Frist off, thank you for the support and the constructive feedback. I appreciate the concern for balanced hero development as well are the ability to retain a moderate level of enjoyment while playing. I will begin by saying that most of the numbers are not final and are merely representations of possible samples.

 

The range of Q is a little too short, given the large cooldown, energy cost and a cast time. 7 range is slightly too short for initiation, as you'd be pretty visible to enemies and well within range of their abilities. 9 range would be good.

 

Blinks have always been a tough nut to crack, so I will begin by stating that it was intended for the range to be somewhat underwhelming. Do not forget that the unit has an additional 2 unit range that should be added to the blink range. The range I would like the blink to be is roughly that of Micro.Gravitus' full potential which if not mistaken is roughly 7-9 units. I decided to play it safe and go with 7 units for fear of being chastised as over powered. On another note, the cast time is almost negligible, similar to that of Rancor's Snipe ability. The purpose of adding this cast time was to provide a last second opportunity for heros with their own escape mechanics to actually have a chance of dealing with this hero (Protection - Warpshard - any Blink ability - last second juke etc). An instant damaging-blink-stun would be much too strong without some sort of drawbacks.

 

As for her beam, the cast time would make it really hard to hit in normal circumstances. By herself, she stand almost no chance of getting off the beam on an enemy hero. Due to the small width, enemies can easily evade the beam by moving sideways, even if they've been stunned by Q. Even if he manages to catch a retreating enemy a well-timed beam, it's highly likely that the enemy would be near the end of the beam, so he'd be pushed out quickly and avoid most of the damage.

In my opinion the beam might even be too powerful. It is one of those things that will have to be tested a few times before it is truly implemented. Yes I understand your concern for the beam being practically impossible to land all of it's damage, however, lets check out how much I would do if it did manage to land all of its damage to just one target.

 

Lvl 1: 20+ (30% INT) Spell damage every 0.5 Seconds for 2 seconds

You start at level one (without any talents buffing your intelligence) with 25 intelligence.

 

DAMAGE = [20 + (int *.03)] t/duration

 

D = [20+(25*0.3)]2/0.5

D = 27.5 * 4

D = 110

 

That is at level one with only 25 Intelligence. Now lets look at an endgame scenario with roughly 300 INT (rather reasonable to obtain via passive)

 

DAMAGE = [50 + (int*0.3)] t/duration

 

D = [50 + (300*0.3)]5/0.5

D = 140 * 10

D = 1400

 

1400 damage over 5 seconds... more output than Cyprus's Ultimate... providing you get all of it off. The damage is probably spot on for the entire game and the scaling is near perfect, allowing this skill to never be too weak or strong, merely just right for the entire game.

 

As for the range of this ability I would like it to be roughly the range of Kerrigans' Boomerang. I am not sure of the exact value of the range system, however, having an extended range would make the beam feel easier to land, while adding a potential threat of tower harassment which I think the extended cool down and the steep energy cost would deter most players from choosing to do so. Honestly I originally thought of making the beam have global range but deal less damage to targets further away, but felt that it would be abusive. (The damage could be calculated similarly to the stun duration calculation based on distance traveled for Grunties Rocket)

 

Now let's be more realistic... lets say you only land half of that duration or even just a second. HALF would be 700 damage... and just a second would be 280 spell damage...Did I forget to mention that It also mini-stuns..? Incapacitating it's current target as it is pushing them towards the far end of the beam - steadily pushing them towards the end of it (not immediate, maybe 1-2 units per 0.5 seconds). I also failed to mention the fact that you can pin your enemies against terrain... forcing them to take it's full duration. Now obviously before we get concerned that the skill is too strong, there still remains the factor that you are channeling this spell and in essence unable to respond to other elements in the game for the duration. You are prone to stun/silence and most importantly.. it has a 2 second cast time as a skill shot. This skill overall will have one of the most difficult learning curves if implemented because it is very tricky. The good thing is, it provides plenty of utility and damage to support a team and can be used at range to interfere during team fights while your hero is prone to increased damage etc. The image I posted of the skill was merely as an idea of what it could look like. I would like the beam to be relatively thick, a full heros width if possible to ensure that it is not impossible to land.

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This sounds like a very creative and strong hero. Not too strong, but very viable. I like how you made sure to give her both strong pros and cons. Two questions though, what is the duration of the stun on her beam? And, how does the targetting work on her q? Do you click twice - your start and end locations?

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This sounds like a very creative and strong hero. Not too strong, but very viable. I like how you made sure to give her both strong pros and cons. Two questions though, what is the duration of the stun on her beam? And, how does the targetting work on her q? Do you click twice - your start and end locations?

 

The duration of the stun on her beam is a mini-stun of 0.5 seconds - per second exposed in the beam. So if you land your beam at lvl 4 with full duration, the total stun duration would be 2.5 seconds, while every other half a second the hero would be knocked back.

So: It would be as followed:

 

Knock-back/Push ->Damage-> 0.5second stun ->Knock-Back Push -> Damage -> 0.5 Until the End of the Skill based on the Skills Level.

 

The Q is very simple.

  1. You target an area that you would like to teleport to:
     
  2. You stop moving for 0.75 of a second for cast time
     
  3. You teleport to the location you selected: Dealing Damage in a 2 Unit radius where you teleported FROM, while stunning in a 2 Unit radius where you teleported TO.

Essentially you can target the location where you are standing to not only stun your target, but damage them too... the draw back is you have effectively wasted your escape mechanism at the price of damage+stun.

 

Your start location will always be where your hero currently is... like micro or cyprus' blink.

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  • 3 weeks later...
  • 3 weeks later...

I would like to help and bring this topic back on the first page :D

 

There really is no base damage for Q? I just wondered, since Q would deal 60~90 damage on impact and return as base at around level 1 (health values only). At level 18, the damage can tantamount to around 400 at the initial location and 300 at the final location, as a spell with 0.75 cast (negligible) and stun. Also, I question why the scaling growth of INT is pathetic, since you gain 1% INT per level as spell damage, which literally is negligible damage. That way, I could get 1 level of Q for up to level 11 or so and that would be very imbalanced, since you could put the rest of the skill points to the abilities that scale seemingly roughly. I guess I can handle 26 seconds cooldown instead of 20, since it would cost me 75 less energy.

 

I think his W is a bit ineffective compared to his other abilities. I mean, who would want to get 15% resistance for now but suffer 30% resistance later on? It would better be a flat 15% or 20% damage amplification afterward, or else the user may be tricked of not taking the ability. In actual analogy, Hyper Shields of Tassadar are like 2x better than this. I like the concept of temporarily gaining sustain for later on weakness, but it gives too little and costs too much. The 55 [+10% INT] energy cost at the final level seems unreasonable, because the skill already has too vivid drawbacks. I suggest you buff the damage resistance a little, parallel the damage amplification afterward, and adjust the energy cost to a fixed amount of energy, since his ultimate is already based on maximum energy.

In my opinion the beam might even be too powerful. It is one of those things that will have to be tested a few times before it is truly implemented. Yes I understand your concern for the beam being practically impossible to land all of it's damage, however, lets check out how much I would do if it did manage to land all of its damage to just one target.

 

Lvl 1: 20+ (30% INT) Spell damage every 0.5 Seconds for 2 seconds

You start at level one (without any talents buffing your intelligence) with 25 intelligence.

 

DAMAGE = [20 + (int *.03)] t/duration

 

D = [20+(25*0.3)]2/0.5

D = 27.5 * 4

D = 110

 

That is at level one with only 25 Intelligence. Now lets look at an endgame scenario with roughly 300 INT (rather reasonable to obtain via passive)

 

DAMAGE = [50 + (int*0.3)] t/duration

 

D = [50 + (300*0.3)]5/0.5

D = 140 * 10

D = 1400

 

1400 damage over 5 seconds... more output than Cyprus's Ultimate... providing you get all of it off. The damage is probably spot on for the entire game and the scaling is near perfect, allowing this skill to never be too weak or strong, merely just right for the entire game.

 

As for the range of this ability I would like it to be roughly the range of Kerrigans' Boomerang. I am not sure of the exact value of the range system, however, having an extended range would make the beam feel easier to land, while adding a potential threat of tower harassment which I think the extended cool down and the steep energy cost would deter most players from choosing to do so. Honestly I originally thought of making the beam have global range but deal less damage to targets further away, but felt that it would be abusive. (The damage could be calculated similarly to the stun duration calculation based on distance traveled for Grunties Rocket)

 

Now let's be more realistic... lets say you only land half of that duration or even just a second. HALF would be 700 damage... and just a second would be 280 spell damage...Did I forget to mention that It also mini-stuns..? Incapacitating it's current target as it is pushing them towards the far end of the beam - steadily pushing them towards the end of it (not immediate, maybe 1-2 units per 0.5 seconds). I also failed to mention the fact that you can pin your enemies against terrain... forcing them to take it's full duration. Now obviously before we get concerned that the skill is too strong, there still remains the factor that you are channeling this spell and in essence unable to respond to other elements in the game for the duration. You are prone to stun/silence and most importantly.. it has a 2 second cast time as a skill shot. This skill overall will have one of the most difficult learning curves if implemented because it is very tricky. The good thing is, it provides plenty of utility and damage to support a team and can be used at range to interfere during team fights while your hero is prone to increased damage etc. The image I posted of the skill was merely as an idea of what it could look like. I would like the beam to be relatively thick, a full heros width if possible to ensure that it is not impossible to land.

This makes me question the third ability. It seems too overwhelming, since you deal 60% INT spell damage per second at all levels, which is probably the strongest in terms of AoE DoT and disable. Imagine, a disable of 5 seconds? Since you can just pin your target to the wall, or push him farther when he gets close (still taking the full 5 seconds) It's extremely powerful and probably farther than borderline overpowered in terms of the final level, but the first level has too many drawbacks once again! A 36 second cooldown with a 2 second duration isn't going to get you anywhere. Your scaling for energy cost is also awkward. But when it comes to the final level, 500 [+300% INT] spell damage is done. Considering that you ministun every split second, you can already have a party with their ability icons and command card flashing like disco lights. Considering that this beam can pin, which makes it not so difficult to land, only another teammate can save him. In other words, his play-style then bends toward countering solo assassins like Boros. Remember, the line can also function as a wall, so if you can protect yourself properly (parallax maybe) you can channel this for a full five seconds, having different kinds of utility. Yes, it can manipulate the battlefield, but it ends up hitting only 1 unit, meaning after one unit has suffered its effects are useless to the rest. Additionally, having it also a channeled cast just like his Q, there is no synergy when it comes to combo progression. I believe there are ways, there are always ways, to get around obstacles like cast times, but there are no ways for things like a stun wall or a pinning blow.

 

His ultimate is fine. I could probably comment more if the progression of the scaling values was correct. Try using connectors since the statements sound too choppy. You might be scaling too many values here too, and that's what makes it different. Keep it simple, since the other factors can be just not scaled, and the other aspects nerfed accordingly, or costing more. You did not mention if the damage downward progression is based on the total damage, or the current damage.

 

Since your abilities are based on putting debuffs on your hero, parallax might just override him. Tell us how you can work against this and we will be glad. Why don't you have points in brain surgeon? It seems like a good talent for this hero to me. Also, I don't know why you picked up Artful Dodger.

 

The skill order doesn't make sense. I think you yourself needs to re-analyze getting only one level of Twin Khali Cannon. Maxing out W isn't as rewarding as it seems. The cooldowns are probably a bit too high.

 

The weaknesses seem obvious as you want it, but you are exaggerating values a bit already. Same goes with her strengths, since the damage outputs can range from very low to very high. I know you want her to be based on how you build her, but doing so doesn't mean you have to let go of those base damage values. Each part of the abilities have their own key, their own value, and their own identity. Treat the hero as a whole, not a sum of its parts.

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I would like to help and bring this topic back on the first page :D

 

There really is no base damage for Q? I just wondered, since Q would deal 60~90 damage on impact and return as base at around level 1 (health values only). At level 18, the damage can tantamount to around 400 at the initial location and 300 at the final location, as a spell with 0.75 cast (negligible) and stun. Also, I question why the scaling growth of INT is pathetic, since you gain 1% INT per level as spell damage, which literally is negligible damage. That way, I could get 1 level of Q for up to level 11 or so and that would be very imbalanced, since you could put the rest of the skill points to the abilities that scale seemingly roughly. I guess I can handle 26 seconds cooldown instead of 20, since it would cost me 75 less energy.

 

I think his W is a bit ineffective compared to his other abilities. I mean, who would want to get 15% resistance for now but suffer 30% resistance later on? It would better be a flat 15% or 20% damage amplification afterward, or else the user may be tricked of not taking the ability. In actual analogy, Hyper Shields of Tassadar are like 2x better than this. I like the concept of temporarily gaining sustain for later on weakness, but it gives too little and costs too much. The 55 [+10% INT] energy cost at the final level seems unreasonable, because the skill already has too vivid drawbacks. I suggest you buff the damage resistance a little, parallel the damage amplification afterward, and adjust the energy cost to a fixed amount of energy, since his ultimate is already based on maximum energy.

 

This makes me question the third ability. It seems too overwhelming, since you deal 60% INT spell damage per second at all levels, which is probably the strongest in terms of AoE DoT and disable. Imagine, a disable of 5 seconds? Since you can just pin your target to the wall, or push him farther when he gets close (still taking the full 5 seconds) It's extremely powerful and probably farther than borderline overpowered in terms of the final level, but the first level has too many drawbacks once again! A 36 second cooldown with a 2 second duration isn't going to get you anywhere. Your scaling for energy cost is also awkward. But when it comes to the final level, 500 [+300% INT] spell damage is done. Considering that you ministun every split second, you can already have a party with their ability icons and command card flashing like disco lights. Considering that this beam can pin, which makes it not so difficult to land, only another teammate can save him. In other words, his play-style then bends toward countering solo assassins like Boros. Remember, the line can also function as a wall, so if you can protect yourself properly (parallax maybe) you can channel this for a full five seconds, having different kinds of utility. Yes, it can manipulate the battlefield, but it ends up hitting only 1 unit, meaning after one unit has suffered its effects are useless to the rest. Additionally, having it also a channeled cast just like his Q, there is no synergy when it comes to combo progression. I believe there are ways, there are always ways, to get around obstacles like cast times, but there are no ways for things like a stun wall or a pinning blow.

 

His ultimate is fine. I could probably comment more if the progression of the scaling values was correct. Try using connectors since the statements sound too choppy. You might be scaling too many values here too, and that's what makes it different. Keep it simple, since the other factors can be just not scaled, and the other aspects nerfed accordingly, or costing more. You did not mention if the damage downward progression is based on the total damage, or the current damage.

 

Since your abilities are based on putting debuffs on your hero, parallax might just override him. Tell us how you can work against this and we will be glad. Why don't you have points in brain surgeon? It seems like a good talent for this hero to me. Also, I don't know why you picked up Artful Dodger.

 

The skill order doesn't make sense. I think you yourself needs to re-analyze getting only one level of Twin Khali Cannon. Maxing out W isn't as rewarding as it seems. The cooldowns are probably a bit too high.

 

The weaknesses seem obvious as you want it, but you are exaggerating values a bit already. Same goes with her strengths, since the damage outputs can range from very low to very high. I know you want her to be based on how you build her, but doing so doesn't mean you have to let go of those base damage values. Each part of the abilities have their own key, their own value, and their own identity. Treat the hero as a whole, not a sum of its parts.

 

To start off, there are a few things you have mis-interperted.

 

"There really is no base damage for Q? I just wondered, since Q would deal 60~90 damage on impact and return as base at around level 1 (health values only). At level 18, the damage can tantamount to around 400 at the initial location and 300 at the final location, as a spell with 0.75 cast (negligible) and stun.

 

The Q's base damage is 10% of your starting HP.

 

"Level 1 - 10% maximum HP +(1% INT)% 0.75 Second Stun Duration." (PERCENTAGE INCREASE of PERCENTAGE)

 

The scaling is based upon increasing the % scaling of HP taken into account for damage

 

EX: 100 INT at level 1 of Q will increase 10% maximum hp calculated as damage to 11% HP.

 

MATH: 10% + [(100*.01)%] = 10% + 1% = 11% of total HP done as Spell Damage.

 

EX: 400 INT at level 4 of Q will increase 10% maximum hp calculated as damage to 26% HP

 

MATH: 10% + [(400 * .04)%] = 16%+10% = 26% of total HP done as Spell Damage.

 

At level 18, the damage can tantamount to around 400 at the initial location and 300 at the final location

 

Re-read the skill, damage is only done at the location departed from not the location where you blink to. So you are only dealing damage once through this ability - where you have blinked from - stunning (repeat no damage when you land unless you blinked upon yourself) where you land.

 

I think his W is a bit ineffective compared to his other abilities. I mean, who would want to get 15% resistance for now but suffer 30% resistance later on? It would better be a flat 15% or 20% damage amplification afterward, or else the user may be tricked of not taking the ability. In actual analogy, Hyper Shields of Tassadar are like 2x better than this. I like the concept of temporarily gaining sustain for later on weakness, but it gives too little and costs too much. The 55 [+10% INT] energy cost at the final level seems unreasonable, because the skill already has too vivid drawbacks. I suggest you buff the damage resistance a little, parallel the damage amplification afterward, and adjust the energy cost to a fixed amount of energy, since his ultimate is already based on maximum energy.

 

Ok, I agree that this skill may be a bit underwhelming at first, but given the current system: I do not want players to default one point in this skill then max it later. Given its early level drawbacks it make sense to max it early - causing a dilemma for players who want to go offensive rather than defensive in early to mid game. Two points makes the skill cut even while one point provides just enough utility for offensive builds to still have a safety mechanism. The reason I have it at such a low %of Damage resist is because damage resist is an extremely valuable stat. Look at Korhal for instance. Extremely valuable item, with just 8 DR you can clearly feel it affects. Add in possible Spell Resist/Armor on top of that as well as very large HP pools and this hero would be too strong if it was capable of sustaining her shield all of the time. The mana consumption is done so to provide a sense of mana scaling since most casters mana-pools late game barely flinch, also her mana is her power. It would be OP for her to be un-killable run right into a team- mana barely moving - and press R and win. You have to think about your mana before using your ultimate. Especially when using this skill along side it.

 

This makes me question the third ability. It seems too overwhelming, since you deal 60% INT spell damage per second at all levels, which is probably the strongest in terms of AoE DoT and disable. Imagine, a disable of 5 seconds? Since you can just pin your target to the wall, or push him farther when he gets close (still taking the full 5 seconds) It's extremely powerful and probably farther than borderline overpowered in terms of the final level, but the first level has too many drawbacks once again! A 36 second cooldown with a 2 second duration isn't going to get you anywhere. Your scaling for energy cost is also awkward. But when it comes to the final level, 500 [+300% INT] spell damage is done. Considering that you ministun every split second, you can already have a party with their ability icons and command card flashing like disco lights. Considering that this beam can pin, which makes it not so difficult to land, only another teammate can save him. In other words, his play-style then bends toward countering solo assassins like Boros. Remember, the line can also function as a wall, so if you can protect yourself properly (parallax maybe) you can channel this for a full five seconds, having different kinds of utility. Yes, it can manipulate the battlefield, but it ends up hitting only 1 unit, meaning after one unit has suffered its effects are useless to the rest. Additionally, having it also a channeled cast just like his Q, there is no synergy when it comes to combo progression. I believe there are ways, there are always ways, to get around obstacles like cast times, but there are no ways for things like a stun wall or a pinning blow.

 

The stun effect you described "Flashing Disco Lights" Is similar to Tosh's old Q except that you can't just auto target and win.

 

Ok, here are the draw backs. - You can not move. You are rooted and in essence channeling towards a target position. Theoretically AA heroes do the same thing. They stop moving and "Channel" to a hero for a (relatively short) duration and deal damage to them. Now heres where the difference becomes clear.

 

Nova/Shadow/Darpa can all autoattack you for 200-300 damage mid to late game easily. one AA takes relatively 0.6-0.8 of a second to cast . They then have the added liberty to move and auto attack again from another position. Now lets compare the scaling.

 

Nova:

250-300 DPs per "half a second" - for 5 seconds (not including Crit)

 

Pros:

Can move to re-position

Can disengage

Can leech at a much larger scale (Darwins)

Can be directly effected by items such as Pyre - BHM - Explosive - FoE

Can cast other Spells (Ultimate - Ill Intent - Q)

Short Cool-downs

Not skill-shot based

Easy to play

No cool-down on Auto-attack (basically infinite damage out capability)

 

Cons:

Can't truly Initiate

Can not directly CC without her Ultimate

Very Squishy

Difficult to operate if focused.

 

Ash:

250-300 Damage per "half second" ENDGAME

Pros:

Can effectively shut down a single target and deal massive damage to it.

Can tank relatively efficient.

Can block pathing.

Can pin target.

Best single target CC in the game at maximum level.

Great damage output.

Works great with parallax (still, just CC to counter (Micro throw - Bola - Pluck - Scilence etc)

 

Cons:

Cast time.

High Mana Cost.

Long Cool-down

No mobility.

Easily countered. (Lock-Box - Scilence - Stun - any CC) by multiple players.

Skill-shot

Beam can be interrupted by any unit that passes through the connection.

Not AoE deals - damage to a single target but can hit multiple targets depending on the situation (EX: Zera gets hit first then a shadow runs into the beam releasing zera but now locking shadow etc)

Difficult to use effectively.

Affected by spell resist.

Damage is relatively low until late game or until it is maxed.

 

Now I just used nova as an example any other AA hero could work, but the point here is that she needs to remain competitive game round. I am focusing on giving this hero a sense of lethality - threat - so that people do no simply ignore her in team fights. She should be a primary target for opposing teams in team fights as well as a Back-Door guard since she is strong at 1v1 combat providing that she initiates.

 

AS for the energy cost, yes that was a mistake and should be changed to 175 at level 4.

 

The point of the skill remains as a large single target -nuke/disable providing teams with a skill based CC that isn't impossible to counter but still difficult to address.

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  • 2 weeks later...

Thank you to everyone who has taken the time to look into this hero suggestion. It really means a lot to me.

 

I am very thankful for your support and I hope that you guys enjoy this hero or any of the other well-thought suggestions if they ever become implemented into Aeon of Storms.

 

Sincerely, Cronos.

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I dont think W is strong enough to warrant the dmg increase on expiration. The mana cost itself is enormous, making it seem only viable late to end game, but the percentage cost means that with 500 mana or 50000 mana, you still run out the same speed, and actually even faster since the base mana cost goes up too. 30% damage reduction during the toggle is nice, and I do like that the mana can be returned via the ult, but theres also a dmg taken increase on that as well.

 

Re-examine W. The mana cost goes up as the skill becomes more powerful, which makes sense, but wow, thats a gigantic mana cost coupled with a pretty hefty dmg taken increase. If she is stunned during the toggle, the reset would trigger the extra dmg taken, which would basically become another liability with almost no reward. The risk vs reward isn't balanced, I think. The reward is small, compared to, lets say, Kerri's shielding W, and there is a huge risk, whereas there is none with Kerri's. Just for comparison's sake. Or we can compare it to SS on Boros. No risk. Spammable for low mana, and immune to spells. A mobility trade-off (e.g, hunker down from Tychus, plus you wouldn't be able to move if you follow up with your R anyways, more about that in a sec), or the mana cost alone, should be good to balance the skill. The giant mana cost also means you basically have to choose your poison: do I use W, or do I avoid the enormous mana drain to use R to greater effect since mana scales its dmg?

 

Okay, onto the Ult. Very underwhelming. There is no disable, like Drake, but the damage is also arguably less than his ult, because there is no martyr to hold them in. The radius for full damage is very harsh. Only 2 units for full damage? If she had a pull ability, akin to Jackson or Drake, that'd make sense and be pretty synergistic. The energy regen after is nice, but the ability itself is counter-intuitive:

 

My first instinct after reading the skill was- I want to counter the damage amp from using my ult, with W. But I read that the dmg amp actually stacks and it toggles off your shields, because obviously your ult just drained it all.

So, you initiate with a Q, that deals no damage on arrival and stuns for a very small amount of time in a tiny radius, then use W to survive the counter burst and dmg from the enemies because there's no way you stunned them all with a two unit radius, then use R for damage which doesn't hold, incapacitate, or otherwise CC, then you sit there and take 20% + 15% more damage, and stun yourself for 4 seconds, ensuring your demise. Thats not initiation, thats suicide. So then you don't use W and skip straight to R. Well, theres no CC on R, so when they survive the damage, which shouldn't be hard, with or without a buffer (tiny radius and dmg isn't OP enough to one-shot a team of 5 I hope), then you've stunned yourself and can be ignored while they escape, or they can capitalize on the dmg amp and wreck your face. So you don't want to stun yourself for 4 seconds to deal damage, and you just blink and use W to.... do what? You don't have a AoE slow to use, or a throw, or pluck, or silence, or other CC, so you blink and sit there with hardened shields on and AA pew pew, or push them AWAY with your E, then go OOM, and take more damage, or toggle it off, and still take more damage. If thats considered initiation, then any hero is a better initiator, provided they have a warp shard.

I can name every single AoE ult ability there is and none of them would be nearly as risky. Jackson's, Drake's, Kerri's, and Zeratul's all either pull, stun, or slow, with no trade off other than mana cost.

 

Ash's ult is like a smaller drake ult with no heal , costs more mana, and has a Contam debuff built into it. If she had a full complement of synergistic skills to use to make sure the R worked, then it might be warranted, but she doesn't! o_o

 

Sorry I get spirited when I try to explain my thoughts lol please don't be offended. I'd only post my thoughts if I felt that the hero had any sort of promise. Love your ideas! Just needs abit of tweaking. I think if she were in the game right now, she'd fare very poorly.

 

I honestly feel that if you removed the damage taken debuff on both W and R abilities, she would still be very balanced. In fact, buff the radius abit and swap the damage and stun on the Q to make more sense. As an escape tool you'd be able to stun a chaser like Shadow by blinking away, and as an initiator you could at least blink with some damage to bear. Just add a Nitrogen Retrofit and viola, a decently proper initiation with a way to hold them in your ult's radius. :]

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First off Tasty, Thank you for reading in-depth and providing me with constructive criticism. I will try to address each issue you have.

 

I dont think W is strong enough to warrant the dmg increase on expiration. The mana cost itself is enormous, making it seem only viable late to end game, but the percentage cost means that with 500 mana or 50000 mana, you still run out the same speed, and actually even faster since the base mana cost goes up too.

 

I think you are not understanding the scaling on energy consumption.

Let's apply numbers.

 

500 mana with 25 starting INT would work out like this:

 

FORMULA

Base Toggle + Mana per Second + 10% of INT = Mana.

 

(25) + [(25*x) + (25*0.1)] = 500

 

475/25 + 2.5 =

 

475/27.5 =17.27 Seconds up time if you have full mana... I do not see the problem here.

 

What you seemed to mis-interperate is that the mana consumption is not based off a percentage of mana but of INT and the INT:MANA ratio is 1:7 so you are really only consuming 1/7*0.1 extra mana. Not really noticeable but enough to keep you from infinite casting this skill.

The debuff is applied to provide emphasis for enemies to focus down Ash, despite being a tank. It makes teams have to think in or before a teamfight. Should we switch focus on the crippled Ash? or continue chasing that AA carry?

 

The giant mana cost also means you basically have to choose your poison: do I use W, or do I avoid the enormous mana drain to use R to greater effect since mana scales its dmg?

 

Nice I see you are understanding how a balanced hero functions. Decisions are part of the game and that is where the skill/experience comes in. Having a hero that does it all simply by following up a cheesy combo is what I am trying to avoid with Khastiana. It was choice by design to make her function the way she does.

Btw, have you ever thought of maybe Initiating with Q > Pop R > then W + E to block pathing or pin a weak target or even escape? There is plenty of synergy.

 

IT would be OP for her to have no draw back of initiating with severe damage reduction > popping an ultimate who's Damage output theoretically would be the second highest in the game (Toxi's would still net more damage) and have no drawbacks on doing so.

 

If you say the ultimate is underwhelming I beg you to differ.

 

Currently you can get Mana-pools exceeding 5000 mana. 55% of that of which is consumed is converted directly into damage. So, Theoretically you could nuke 2750 damage off the bat

to units in melee range up to 2 units away; 2200 to units within a 4 unit range; 1650 to units 6 range (Cyprus Ultimates damage at level 3 (Including his INT scaling at the same level); 1100 at range 8; 550 at 10 and Zero beyond. I do not see the problem here. Combine this heroes initiation with that of Jackson or Drake or any other initiation and this hero has effectively cleaved the entire enemy team for massive damage. Risky? Sure. Rewarding? No doubt.

 

Another reason why I made both damage amps stack is that I really want the user playing Khastiana to understand that the ultimate is not to be taken lightly and should not be used unless you can ensure killing your enemy.

 

Another note. You claim that there is no CC for this ultimate? Well consider adding a nitrogen retrofit. Problem solved. Another note. The upcoming patch with over 25+ new items have mechanics that could possibly make this hero extremely broken. Items such as Small Hadron Colider, which not only increases HP and Timescale but allows you to Blink and Stun Identical to Khastiana's Q. So you could theoretically SHC Blink in > Ult > Q out. GG. OH yea and the new Gaurdian Steel takes a percentage of damage in and converts it directly to mana. Wonder how that would play out with your shield up.

 

I honestly feel that if you removed the damage taken debuff on both W and R abilities, she would still be very balanced. In fact, buff the radius abit and swap the damage and stun on the Q to make more sense. As an escape tool you'd be able to stun a chaser like Shadow by blinking away, and as an initiator you could at least blink with some damage to bear. Just add a Nitrogen Retrofit and viola, a decently proper initiation with a way to hold them in your ult's radius. :]

The Q is fine imo, the only concern I have for this hero is that CD's might be too long but in the new patch there are quite a few powerful CD reducing items. I want her to focus on STR/INT>MANA>CDR>HP

 

As for escapes? Well she does have her Q which would also work well with nitrogen. You would want a warpshard at some point which would also cover things, You're W can mitigate quite a bit of damage and ward off enemies till you get to a safe place or even your E to push them away from you or even outright kill them. Remember, as a tank/caster/support you still rely on a team, AA carries usually take down the Tanks/Casters so I am fine with shadow being a problem for Ash. There will always be heroes who can counter this one, if not she would be broken.

 

Last but not least I might just change the Radius for her Phase Shift from 2 to 4 Since it is on quite a long cooldown, As well as possibly shortening the Cast time for her ultimate from 1 second to .75 seconds. So that you can indeed seg-way into your ultimate if you successfully get your Phase Shift off.

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You're right, I saw 10% mana instead of INT. That seems very balanced. Have you considered tweaking the numbers for the damage instead of placing a damage amp on her after R or W usage? I only see Starscream have that mechanic, because having permanent flight mode needs a trade-off.

 

I don't get why the dmg amp is there. You say you like it there to make people rethink using it, but the act of blinking into the enemy team should be considered plenty of thought itself.

 

Let me ask you this: if Micro's blink gave him a damage amp instead of a dmg resist on blink, or if Drake's ult made him take more damage while he was recovering, would that be balanced because the users have to weigh the pros and cons? I don't think thats reason enough. Thats a shortcut to balancing OP skills haha! XD

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You're right, I saw 10% mana instead of INT. That seems very balanced. Have you considered tweaking the numbers for the damage instead of placing a damage amp on her after R or W usage? I only see Starscream have that mechanic, because having permanent flight mode needs a trade-off.

 

I don't get why the dmg amp is there. You say you like it there to make people rethink using it, but the act of blinking into the enemy team should be considered plenty of thought itself.

 

Let me ask you this: if Micro's blink gave him a damage amp instead of a dmg resist on blink, or if Drake's ult made him take more damage while he was recovering, would that be balanced because the users have to weigh the pros and cons? I don't think thats reason enough. Thats a shortcut to balancing OP skills haha! XD

 

The Scale of Damage this skill can net is superior on its own and I use the mechanic of damage amp as inspiration from a WoW raid boss, who has a massive nuke that nearly wipes everyone but has to cooldown and is vulnerable... I find it unique and also an incentive for the enemies to focus the tank. This hero might not be the best if it engages on a team who... doesnt follow up or even better as a continuation of an engage and not necessarily a true initiator but a follow-up nuker.

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