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Colossus Hero Concept [Ranged STR Hard Support]


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Passive - Thermal Lance

 

Colossus attacks with a sweeping beam that hits targets in a linear area of effect. All targets continue to take an additional (25% Weapon Damage) spell damage for duration of beam (1 second).

 

Q - Psionic Overload (or Khaydarin Overload or Psionic Surge)

 

Colossus overloads its Khaydarin Crystal reactor creating a surge of pure psionic energy around itself. Colossus loses 2.5/3/3.5/4% of max health and energy per second. All allies in a (8-unit radius) around Colossus gain 0.75/1/1.25/1.5 points of Health and Shields for every point of Health and Energy Colossus loses respectively. Colossus does not procure the positive effects of Psionic Overload. Shields last 8 seconds and Health regeneration stops 2 seconds after leaving the surge's area of effect. The ability automatically toggles off if Colossus' health and/or energy go below 10%. Toggle ability, no CD. Cast Range = Self. Energy Cost = 2.5/3/3.5/4% of Max Health/Energy per second.

 

W - Void Shift (or Dimensional Shift)

 

Colossus can shift itself or an allied target from one dimensional reality to another. Void Shifted targets are unable to physically attack or be attacked. However Void Shifted targets can cast spells and have spells be cast upon them; but they take 10/20/30/40% amplified spell damage. Shifted targets also gain +6/9/12/15% timescale. Can only target self or allied heroic units. Lasts for 8 seconds. CD = 20. Energy Cost = 175. Cast Range = 10.

 

E - Recall

 

With the Khaydarin crystal it harbors, Colossus is able to manipulate space-time, warping in a single allied hero to its location from anywhere on the map after a 6/5/4/3 seconds channelling delay. If the target takes any damage during this delay period, the Recall is interrupted. Entangled enemy heroes can be recalled. CD = 180/150/120/90. Energy Cost = 150. Cast Range = Global.

 

R - Negative Entanglement (or Dark Entanglement)

 

Colossus psionically entangles itself with a single enemy hero on a quantum level for 10 seconds. All damage that Colossus receives during a Negative Entanglement, is reproduced and received by the target as 50/100/150% spell damage. All negative debuffs Colossus receives during a Negative Entanglement will also be reproduced on the target. This includes the self-inflicted loss of health (but not energy) from Psionic Overload and amplified spell damage from Void Shift that Colossus may receive. Negative Entanglement is a one way link, and damage received by the target will not be received by Colossus. Entangled targets can also be Recalled to Colossus' location.

 

The Negative Entanglement can only be broken if the target moves more than 30-units away from Colossus, if the target dies, if Colossus dies, or if the duration of the ability ends. Colossus gains vision of entangled targets through the fog, even if they are cloaked. CD = 120/100/80. Energy Cost = 250. Cast Range = 10.

 

Explanation

 

Colossus is designed to be a ranged (4 attack range) STR tank/hard-support hero with excellent defensive and offensive utilities for the team.

 

With its titanic size, Colossus positions itself on the front lines of battle soaking up as much damage as it can while offering its allies a potent regenerative umbrella through Psionic Overload.

 

Void Shift can be used to escape from enemy AA heroes or comboed with Colossus' ultimate Negative Entanglement, to replicate and amplify the spell damage Colossus receives and reproduce it in an enemy hero. The timescale also speeds up the loss of health of both Colossus and the entangled target.

 

With Recall, Colossus offers his team another escape mechanism or an offensive utility to quickly regroup and push or defend.

 

Individually all Colossus's abilities have varied and excellent applications but it is when they are used in synergy with his ultimate, Negative Entanglement, that Colossus' reveals itself as a force to be reckoned with.

 

Colossus' main weakness is its lack of a dependable and direct form of damage output, even though the heroic passive does provide excellent AoE damage/farming potential. Colossus also does not have any proper CC. Colossus is also highly dependent on his team to claim victory.

 

Notes

 

The idea behind this hero is that he is a Colossus operated by a Nerazim (not Khalai), a "Dark Colossus", that doesn't shy away from certain technologies and abilities. I'm hoping that the model of the hero would be modified to reflect this.

 

This is probably my second favorite model in the game after Overseer and would love to see it made into a hero. Resized of course, but a hero in AoS nevertheless.

post-2498-0-10920200-1381213060_thumb.jpg

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The problems I see are that he does not have any reason to build tanky other than his ulti, and his passive is the only reason that he could build aa or int. I think that an ability that allows him to be a good tank, like an initiation, or survivability skill, is in order for this hero. He currently has a very, very low amount of skill/ combos to use. I think that the w and e (which is a little OP IMO) have the potential for being reworked, and I think that they should. My ideas are making him gain a shield for damage he inflicts upon himself, gaining resist the lower his hp goes, and giving him a good cc power (stun, silence, root, mesmerize, fear, terrify).

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The idea behind this hero is that he is a defensive/offensive utility based hard support, like Dr. Geneva but a tank. He's more of a baby sitter with teeth than a true initiator like Drake or Micro.

 

When Colossus activates his Q, allies around him gain tremendous regeneration (and shields now), this will provoke the enemy team to try and take out Colossus if they want to damage his team. When this happens, Colossus void shifts (W) himself and entangles ( R ) with the enemy team's most valuable hero (their carry probably). All damage Colossus receives will be amplified and received by the enemy carry. So you see, Colossus wants to be damaged, and the more damage he receives the more damage the entangled target receives. That's why Colossus needs to stack STR and Health/Health Regeneration items not resistance items at all. This is why I'm not giving him shields.

 

He has W for temporary 100% physical resistance (but -40% spell resistance at the same time) and it can also be used as an escape tool in the right situation.

 

E has many purposes but it can be interrupted so I'm not sure why you think it's OP. Maar has a much more powerful mass teleport. So do explain please.

 

But I see your point also and I modified Q to include shields for the team and changed the conversion rate from percentage to points to make better use of Colossus' tankiness.

 

"Colossus loses 2.5/3/3.5/4% of max health and energy per second. All allies in a (8-unit radius) around Colossus gain 0.75/1/1.25/1.5 points of Health and Shields for every point of Health and Energy Colossus loses respectively."

 

I also changed the scaling of the passive to Weapon Damage so that it scales with Colossus's strength gain rather than INT. This way, Colossus is better off stacking STR/energy/weapon damage items like Cerebro and Energy Saber for his health/energy needs than raw INT items.

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The reason e is OP IMO is that it has a 25 second cooldown (much, much lower than mass tele), is not an ulti, is global (unlike mass tele), and a 3 second cast time (half of mass tele if I remember right). Compared to an ulti, it is better in a lot of ways, and it is a regular skill, and the ulti I am comparing it to is an amazing ulti that is one of the best in the game if used correctly. That is why I think it is OP.

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It is single target spell though? But with the timescale and CDR it will get ridiculously low. What would you think is a reasonable CD? I'm changing it to 180/150/120/90 for now.

 

Also you can only recall entangled enemy heroes, who can lockbox themselves to interrupt the recall or blink away to break the entanglement link. So the skill won't be abused in that department.

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It is single target spell though? But with the timescale and CDR it will get ridiculously low. What would you think is a reasonable CD? I'm changing it to 180/150/120/90 for now.

 

Also you can only recall entangled enemy heroes, who can lockbox themselves to interrupt the recall or blink away to break the entanglement link. So the skill won't be abused in that department.

Making the cooldown higher fixes it IMO, because, as you said, with cdr and timescale, you could get that thing down to like 10 seconds or less, which is basically the reason it would have been OP. I did not even notice you could use the e on ultied enemies lol. That should stay to give him the most unique initiation in the game :3. I think that you should add to weaknesses a lack of any cc whatsoever btw. However, with his kit, not having cc is fine. On a side note, if you lockbox the colo when his ult is on someone, will the person ulted by the colossus get lockboxed too?
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No, if you lockbox Colo it won't lockbox the entangled target. All it will do is waste time on the duration of the ult, it could save your ally.

 

For the ult, only damage, physical and spell damage is transferred as well as any debuffs like slows from items, spells, etc. The damage is amplified at level 3 though, so if Colossus receives 1000 damage at level 3, the entangled target will receive 1500 (as spell damage) before mitigation. Also the target will have their HP reduced point for point (not a percentage) if Colo has his Q active.

 

So for example, if Colo has 1000 HP and loses 4% of max per second on Q for 10 seconds, that's 400 HP - the entangled target will lose 400 HP (or 600 HP if it's a LVL3 entangle) in those 10 seconds NOT whatever is 4% per second of their HP for those 10 seconds. So it pays for Colo to be very tanky because 4% of a tank's HP is more than 4% of an AGI hero's HP.

 

Of course, you and your allies could play smart and try to break the ult link, lockbox him (which would stop the active Q and waste the duration of R) or simply ignore Colossus like you ignore any tank in a team fight. Although in the case of Colossus, not ignoring him could mean you inadvertently kill a team mate. :)

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