NoWaterJustIce Posted January 17, 2013 Report Share Posted January 17, 2013 This is my suggestion for a maar rework that would make him more viable in a larger variety of team comps and make it so he doesnt just sit and shoot fireballs all game long. Name: Maar Unit Base: Hybrid Destroyer Unit Portrait: Hybrid Destroyer Type: Int Caster Script: Maar Lore Abilities: -Maars Heroic active q,w,e, and r would remain the same as they are now but below im going to list the skills that i would give him. -- One Red: Fireball Using one Orb of Destruction, Maar hurls a fire ball in a target direction exploding on the first enemy in comes in contact with dealing aoe spell dmg in a 2.5 unit area. Range: 10 Level 1: Deals 65(+70%int) Level 2: Deals 110(+70%int) Level 3: Deals 140(+70%int) Level 4: Deals 170(+70%int) -- Two Red: Fire Wall Maar channels for 0.5 seconds, then unleashes his powers of destruction causing fire to erupt from the ground in a strait line that is 1.5 units wide in front of him. Fire wall deals spell dmg and slows for 1.5 seconds to all enemies hit. Range: 12 Level 1: Deals 50(+50%int) spell dmg and slows for 50% Level 2: Deals 100(+50%int) spell dmg and slows for 60% Level 3: Deals 150(+50%int) spell dmg and slows for 70% Level 4: Deals 200(+50%int) spell dmg and slows for 80% -- Three Red: Destruction Aura Harnessing his full power, Maar creates and Aura of Destruction around himself that deals spell dmg to enemies in the aura every second and increases the power of Maars descruction spells while standing in it. Liberating the Destruction aura will cause all enemies in the aura to take immediate spell dmg. One Red- Deals an additional 50%int spell dmg Two Red- Fire wall leaves a line of scorched earth, where it was cast, that lasts for 5 seconds that deals 10(+10%int) dmg per second and slows enemies by 15% Range: self Level 1: 40(+20%int) spell dps, 100(+75%int) spell dmg upon liberation Level 2: 50(+20%int) spell dps, 150(+75%int) spell dmg upon liberation Level 3: 60(+20%int) spell dps, 200(+75%int) spell dmg upon liberation Level 4: 70(+20%int) spell dps, 250(+75%int) spell dmg upon liberation -- One Blue: Protect Maar harnesses his power of creation to protect an ally giving them shields that last for 6 seconds. Cannot be cast on the same target within 6 seconds. Range: 10 Level 1: grants 70(+75%int) shields Level 2: grants 125(+75%int) shields Level 3: grants 225(+75%int) shields Level 4: grants 275(+75%int) shields -- Two Blue: Creators Breath Drawing on his Creation powers, Maar channels for 0.5 seconds then breaths out a breath of Life healing allies in a line 1.5 units wide and granting allies hit with aditional movement speed for 1 second. Range: 12 Level 1: heals for 60(+50%int), +20% movment speed Level 2: heals for 90(+50%int), +30% movment speed Level 3: heals for 120(+50%int), +40% movment speed Level 4: heals for 150(+50%int), +50% movment speed -- Three Blue: Creation Aura Rivaling the power of the Gods,(if there are any in the sc universe) Maar calls upon all his powers of creation to Create an Aura of Creation that Heals allies that stand in it per second and Maar's creation skills become stronger while he is in the aura. Liberating the Creation Aura will cause all allies in the aura to immediatly heal. One Blue- Increases sheilds given by 50%int Two Blue- + and additional 20% movement speed bonus. Range: self Level 1: Heals 10(+15%int) per second, Heals for 140(+75%int) upon Liberation. Level 2: Heals 20(+15%int) per second, Heals for 160(+75%int) upon Liberation. Level 3: Heals 30(+15%int) per second, Heals for 180(+75%int) upon Liberation. Level 4: Heals 40(+15%int) per second, Heals for 200(+75%int) upon Liberation. -- One Blue One Red: Eyes of Maar Maar channels his immense power deciding who can be seen and who isnt. Grants target ally invisiblity for 10 seconds or gives vision of enemy for 10 seconds. Cannot be cast on the same target within 15 seconds. Range: 10 One Blue One Red: Sap Calling upon the powers of creation and destruction, Maar strikes out at an enemy target gaining life back equal to the dmg dealt. Range: 8 Level 1: deals 150%int spell dmg -- One Blue Two Red: Vanguard Aura By mixing his powers of Creation and destruction, Maar creates an aura that bends time allowing him and his allies to move faster. Liberating Vanguard Aura increases all allies weapon dmg and Int by 30 that are in the aura when it is liberated for 10 seconds. While Maar is in the Vanguard Aura his Destruction spells are stronger. One Red- +5 unit cast range Two Red- 0.5 seconds stun instead of slow Range: self Level 1: +11% timescale -- Two Blue One Red: Savior Aura By Mixing his Powers of Creation and Destruction, Maar Creates and aura that Fortifies his allies position. While standing in Savior aura Maar's Creation spells are stronger. Liberating Savior Aura will remove all debuffs from allies within the aura. One Blue- Can be cast on the same target after 3 seconds instead of 6. Two Blue- Movement speed buff lasts for 2 seconds Range: self Level 1: +15% spell and physical resist -- Additional Information -with these changes (some of which might need tweaking on numbers) maar wont just spam fireballs or sap all game , but instead will actually have options that are all viable. -- Closing statement Thanks for reading, and please make a constructive comment \ suggestion! akanna, Itsthatguy and Eliwan 3 Quote Link to comment Share on other sites More sharing options...
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