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(1.75) Wight.Apollo


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Changelog:

1/14/2013

- Began creation

1/19/2013

Stats:

- Attack name changed from "Necrophage" to "Necroflare"

- Range is now 1.8, up from 1.5

- STR growth per level increased to +5, up from +4

- INT growth per level reduced to +4, down from +7

Abilities:

- Exquay now scales with 50% of INT, down from 60%

- Exquay renamed Exequy

- Flutter Range nerfed to 6/7/8/9 from 8/9/10/11

- Scathe reworked, now an active ability that deals DoT and amplifies damage for the duration of the DoT

- Necromancy cooldown decreased to 2:30/2:00/1:30 from 3:00/2:30/2:00

- Necromancy phantom damage reduced to 125/200/275 from 150/275/400

- Necromancy phantoms now have 35%/50%/65% of their host's max life, down from 40%/60%/80%

- Necromancy phantoms do not take amplified damage

- Clarified; Necromancy phantoms can not use abilities

 

Name: Wight.Apollo

Portrait: Corrupter

Unit Base: Corrupter

Type: Caster

 

 

Starting Stats:

Base Health – 200

Movement Speed – 2.82

Attack Range – 1.8

Attack Speed – 1.8

Base Damage – 38

Attack Name - Necroflare

Base Armor – 2

Strength – 22 + 5

Agility – 20 + 3

Intelligence - 32 + 4

 

--

 

Heroic Passive: Solar Thaumaturgy

"A being beyond death, Apollo strikes with power beyond the capacity of those caught in mortal coil."

 

Effect: Apollo's spells deal an additional(50% Weapon Damage)to their target.

 

A massive damage steroid to spells, this ability allows Apollo to be built as a DPS hero without sacrificing too much in the way of spell damage. This ability only procs on active spells, so Sunflare Gun, Isomorphic Pyre, Shrapnel Cloak, etc. don't activate it.

--

 

Ability One: Exequy

"Strong in mental manipulation, Apollo uses his great psychic power to damage the mind and body of his enemy. Those he slays are evermore at his beck and call."

Energy Cost: 120/100/80/60

Cooldown: 8 Seconds

Range: 6

 

Level 1: Deals 50 (+50% Intelligence) Spell damage.

Level 2: Deals 85 (+50% Intelligence) Spell damage.

Level 3: Deals 120 (+50% Intelligence) Spell damage.

Level 4: Deals 155 (+50% Intelligence) Spell damage.

 

Effect: Apollo deals heavy damage to a foe. If the target is slain by this ability Apollo gains +1 INT. Every time Apollo attacks, the cool down of this spell is reduced by 1 second.

 

Mid-ranged spell damage bash on a relatively short cool down. This spell will be your bread and butter killer, dealing high damage every so often. INT build Apollos have the advantage of much higher damage, while DPS Apollos have the reduced cool down to use this skill more often. Note that this spell procs Thaumaturgy, so the damage listed also gains (+50% weapon damage). Ocelot's Revolver, Black Hole Magnum, and Star's Fury greatly augment the damage of your next attack after using this spell, make use of them.

 

--

 

Ability Two: Flutter

"Blown on the currents of solar wind, Apollo moves without heed to tangibility, damaging enemies he comes into contact with."

Energy Cost: 125/150/175/200

Cooldown: 18 Seconds

 

 

Level 1: Deals (40% Intelligence) damage to enemies. Range of 6.

Level 2: Deals (50% Intelligence) damage to enemies. Range of 7.

Level 3: Deals (60% Intelligence) damage to enemies. Range of 8.

Level 4: Deals (70% Intelligence) damage to enemies. Range of 9.

 

Effect: Apollo ignores unit collision and is blown towards targeted location at a speed of 7. Enemies that Apollo "collides" with take damage. (Perhaps an after-image trail could be used for this effect if possible.)

 

This spell is Apollo's chasing/escape spell, a "blink" of sorts that does damage to enemies between Apollo and his destination. It can even be used to finish off enemies or Creep if you have the energy required. This spell also procs Thaumaturgy and thus does incredible AoE damage against creeps if Apollo's weapon damage is high enough.

--

 

Ability Three: Scathe

"Apollo lashes out in a fury and rends the air before him, dealing damage over time and making his foe increasingly susceptible to his attacks."

Energy Cost: 80/100/120/140

Cooldown: 22 Seconds

Range: 4 (Arc)

 

Level 1: Enemies take 8% additional damage, Deals 20 (+20% Intelligence) damage per second for 3 seconds

Level 2: Enemies take 12% additional damage, Deals 35 (+20% Intelligence) damage per second for 4 seconds

Level 3: Enemies take 16% additional damage, Deals 50 (+20% Intelligence) damage per second for 5 seconds

Level 4: Enemies take 20% additional damage, Deals 65 (+20% Intelligence) damage per second for 6 seconds

 

Effect: Enemies hit by Scathe take additional damage from Apollo for the duration of the spell.

 

Carries need a damage steroid, and this is Apollo's. Using Scathe, followed by Exequy, Flutter, and Necromancy (especially Necromancy) causes all of your damage over the next three - six seconds to do far more damage. Even at level 1 this debuff is worth it, doing 8% more damage adds up very quickly, especially with Revolver/Magnum/Fury.

 

 

 

--

 

Ultimate Ability: Necromancy

"A being of life-beyond-death, Apollo seeks to command the souls of those who have fallen before him. Using the forbidden arts of magic, he is able to seize control of the recently dead and animate them under his domination."

Energy Cost: 250/350/450

Cooldown: 2:30/2:00/1:30

Range: 5

 

Level 1: Phantoms have 35% of their total life, last 10 seconds, and deal 125 spell damage on attack (+ Thaumaturgy).

Level 2: Phantoms have 50% of their total life, last 15 seconds, and deal 200 spell damage on attack (+ Thaumaturgy).

Level 3: Phantoms have 65% of their total life, last 20 seconds, and deal 275 spell damage on attack (+ Thaumaturgy).

 

Effect: Apollo does damage over time to target unit over 5 seconds, totaling 15% of their maximum life in True damage. If the unit is killed, Apollo creates a "phantom" of that unit that follows his orders and turns against its former allies.

 

This ability was inspired by League of Legend's Mordekaiser. Apollo uses this ability to finish off a weakened hero (which due to his fantastic harass via Exequy and Scathe shouldn't be too hard) and if said hero dies, they become a minion for Apollo briefly. This particular skill could turn the tides of a team fight if the enemy carry or key support caster is removed from combat and brought back on the other side.

To clarify: Phantoms deal 0 (+50% of Apollo's) Weapon Damage on hit +125/200/275 spell damage on hit. This means that heroes with higher attack speed are much more dangerous when subjugated by Necromancy.

 

I envision this ability's Phantom to look like a White version of Shadowmourne, with the Phantom being controllable, but having no skills. Basically it's a zombie with all the physical prowess and none of the magic abilities.

--

 

Additional Information

 

Recommended Item Build: COMING SOON!

 

Starting Items: COMING SOON!

 

Mid-Game Items: COMING SOON!

 

Late-Game Items: COMING SOON!

 

Core Items: COMING SOON!

 

Optional Items: COMING SOON!

 

--

 

Closing statement

I really wanted to make a "melee" INT hero that could be built DPS or Spell Damage. This is the result.

Thanks for reading, and please make a constructive comment \ suggestion!

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Well something didn't come out right xD

 

-edit- ya fixed it :D

 

One issue I find is his Heroic passive. Since he is INT (I believe), he gains +1 weap per 2 INT, So basicly since casters rarely get Weap damage, it is basicly adding +25% INT Spell Damage to all abilities with the rare slight boosts like from gravity edge +20 weap = to +5 Weap.

 

The Final looks super OP in Team battles, kill two AA heroes, and GG everyone, you got urself a nova on your team with max attack speed, Pyre//FoE//Sliptide (Other items) that is deal 400 [+50% Apollo's weap damage, usually INT late game have about 350 - 500 Weap damage]. With one clone you can easily deal 2K Spell damage per second. =/

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His +1 int per lasthit with the damage ability is far far too much. It should be nerfed, or even removed.

Necromancy phantom should last longer, it is useless with that duration.

The scathe slow and amp is too much, make it something like 7% but with leveling up it gain additional stack options.

Flutter is a super range blink. It is nice to do when zera is jumping on your back and is going to ulti :D But the range is too much imo.

 

The hero is really nice, but at the current state it is op like hell :)

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eh. i would say the +1 int is a bit much, but given the lack of burst spells/aoe, and relatively low scaling on his skills, its not to bad. however reaching the stat cap would still be an issue.

 

 

also the cd on the ult is too long, esp considering AoS doesn't have something like liandry's which makes mordes ult do absurd damage.

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His +1 int per lasthit with the damage ability is far far too much. It should be nerfed, or even removed.

Necromancy phantom should last longer, it is useless with that duration.

The scathe slow and amp is too much, make it something like 7% but with leveling up it gain additional stack options.

Flutter is a super range blink. It is nice to do when zera is jumping on your back and is going to ulti :D But the range is too much imo.

 

The hero is really nice, but at the current state it is op like hell :)

I think you are greatly under estimating the power of Necromancy. 20 seconds is actually a long time. Ppl have a tendancy to think clones are worthless. The clone deals more damage than the unit itself. Most heroes when they hit lv 16, will have 200 to 300 attack and high attack speed (Usually reducing that damge by half from armor). You got some clone with same attack speed dealing 400+50%weap [Probably to about 500 - 550 SPELL damage per attack]. Not to mention, since it is a clone, it procs item effects too. Oh actually with Ability passive, it deals an additional 20% Damage, +20% Damage from argus, +25% from yamato, and converted some into true damage, along with the Slow from the passive, and a slow from Nitrogen [and possibley FoE]. =/ Either way the clone either procs your items or their items and things like that can be very OP. You can easily get 3000 Spell Damage per second with this ability from ONE Hero.

Imo, it could be the most OP ability, especially since clones have 80% their Hp? Well geeze, you kill an enemy in a team battle, and suddenly your 5v5 turned into a 4v6 or a 3v7. I don't see how 20 seconds isn't enough? Team battles can last only 5 - 10 seconds a lot of the times. 20 seconds in PLENTY of time.

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I think you are greatly under estimating the power of Necromancy. 20 seconds is actually a long time. Ppl have a tendancy to think clones are worthless. The clone deals more damage than the unit itself. Most heroes when they hit lv 16, will have 200 to 300 attack and high attack speed (Usually reducing that damge by half from armor). You got some clone with same attack speed dealing 400+50%weap [Probably to about 500 - 550 SPELL damage per attack]. Not to mention, since it is a clone, it procs item effects too. Oh actually with Ability passive, it deals an additional 20% Damage, +20% Damage from argus, +25% from yamato, and converted some into true damage, along with the Slow from the passive, and a slow from Nitrogen [and possibley FoE]. =/ Either way the clone either procs your items or their items and things like that can be very OP. You can easily get 3000 Spell Damage per second with this ability from ONE Hero.

Imo, it could be the most OP ability, especially since clones have 80% their Hp? Well geeze, you kill an enemy in a team battle, and suddenly your 5v5 turned into a 4v6 or a 3v7. I don't see how 20 seconds isn't enough? Team battles can last only 5 - 10 seconds a lot of the times. 20 seconds in PLENTY of time.

 

I should clarify Necromancy: you cast it on a target. That single target takes 3% of their max HP per second for 5 seconds. IF that target dies in those 5 seconds, then you get the phantom. Only one phantom.

 

Yeah, I'll probably lower some of the scaling on his abilities since really the whole idea around him was to grow stronger by killing things. Exquay, Necromancy, and Thaumaturgy all combine very very well together.

 

As for Scathe, I may just remove the slow component and halve the damage amplification, or make it an active. I'm not sure. More updates on this hero later.

 

And about the "80% of their hp" DERP I forgot to post that Phantoms (like clones) take more than 100% damage.

 

So, suggestions are:

Nerf exQuay scaling (Maybe put on a cap to INT that can be gained) / Nerf INT per level scaling

Reduce Flutter range (6/6.5/7/7.5)?

Nerf Scathe hard

Post more info on Necromancy

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Well, yeah the scaling is kinda bad, but remember that technically all his spells get +25% INT added to whatever scaling they do have (1 damage per 2 weapon damage. 1 weapon damage per 2 INT. so 1 damage per 4 INT or 25% INT.)

 

As for the Hybrid-ness, well I sort of wanted that to be the point. He's a Melee (for all intents and purposes) INT hero, so he needs some serious steroids to be effective. Unlike Tychus, his damage stat doesn't provide extra life, nor does it give armor like Shadow, Zera, Boros etc. So...As far as things go, his dueling capabilities may be quite limited, but his raw damage should chew through casters, and later on even some off tanks.

 

My current build thoughts were;

Star Fury, Sunflare Gun, Nitrogen Retrofit, Electric Mantle, Force of Entropy, Shadowmourne, Ihan stacks

With Shadowmourne, his focus fire on a Necromancy target will be even more powerful, while Mantle provides some disruption if someone tries to initiate on him. At the same time he has fair attack speed due to Star Fury and Shadowmourne, leech from SFG, a great life buff from Mantle, Force, and Nitro. There will be practically no peeling this guy off of you once he sinks his teeth in, since his repeated Exequy casts will compound the Force of Entropy slow.

A more CC related builds could be something like:

Shrapnel Cloak, Explosive Retrofit, Small Hadron Collider, Yamato Reactor, Nitrogen Retrofit, Superheated Mantle

Mossberg Taser, Parallax Generator, Shrapnel Cloak, SHC, Executioner's Axe, Chilling Artifact

Hardier DPS would look something like:

Sliptide Scythe, Nitrogen Retrofit, Pyre, Shadowmourne, Galactic Defender, Cerebro

 

I see this hero as being able to fulfill several different roles with his skill set and flexibility due to Exequy's growth over time. You could even build Olympic Torch on him for survivability, since he won't really need Blue Gene as much as other caster-type heroes.

 

One thing he actually has though is pseudo spell leech. Since Thaumaturgy adds the weapon damage as physical damage you can get Sunflare Gun (and you should because of Scathe) and get leech from all your spells. Flutter in particular should give some fair healing if you blow through a creep wave.

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