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Karass.Templar


Johannes
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Karass is a caster focused synergy between his skills and spamming spells, as such he has a very high base int and int gain, he should have average strength and below average agility

 

Hp- spell cascade every time Karan's casts a spell it gives him 1 + .25*lvl int for 15 seconds, stacks up to lvl*10 times lasts 15 seconds, each stack refreshes all previous ones

 

Q- cascade event, Karass places a bomb over a target unit that deals 10/20/30/40 plus 15% int on cast, detonates on receiving a second source of spell damage dealing 100/175/250/325 plus 75% int in a 4 unit AOE 1 second cd costs 15 energy

Uses: farming, possibly killing foolish lane opponents, zoning

 

W- rift storm create a vortex that applies a stacking 10/15/20/25% slow and deals 20/40/60/80 plus 10% int damage every half second for 2.5 seconds, at the end all enemies inside the vortex are pulled to the center take 75/150/225/300 plus 80% int damage and are stunned for 1.5 seconds if there are at least two units inside it, 5 unit AOE costs 75/100/125/150 energy

Uses: farming, ganking, harassment, teamfighting

 

E- spell shield, 5/10/15/20 percent of all spell damage Karass deals is converted into a shield which lasts 6 seconds before beginning to degenerate at a rate of 100/200/300/400 shields per second, gaining any new shields ends this effect temporarily capped at 250/500/750/1000 plus 100% int shields

Uses: survivability, poke protection, not get instamelted during teamfights

 

R- psionic storm Karass places down a psi storm that lasts 4 seconds deals 80/160/240/300 plus 50% int per second, 6 unit AOE 3/4/5 charges 30 second charge cd costs 100/150/200 energy per cast charge cd not effected by CDR

Uses: teamfighting, melting enemies, (not recommended) farming, (not recommended either) harassment

 

Edit: autocorrect stop trolling my hero suggestions

Edited by Johannes
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Just a wall of text...skimmed most of it consequently.

 

From what I skimmed, the idea isn't bad...but your formatting is terrible. You are missing several critical components that are needed in a hero suggestion guide, such as:

 

1. Category the hero is (INT, AGILITY, STR)

2. The Base Stats and scaling

3. For some of your damage, you did not even write what type of damage he deals....

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Green how is his ulti op? It deals quite a bit of damage but still far less then a carry and his q is supposed to punish bad players

You are dealing AOE damage that almost equals that of Raynor ulti.

 

And that's just with a single charge. Furthermore, since it's a ability that persists, it can proc items such as Ancient Rune and Nitrogen Retrofit.

 

Constant slow for 4 seconds that also deals damage in a 6 UNIT AOE? Yup. Not OP at all.

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It also is not supposed to be affected by CDR and slows are almost irrelevant if they are only ms, besides a carry could perma slow an entire team if they wanted too but it would be a bad idea because it's not smart to split your damage

What kind of Hero Ability is not affected by CDR? That just goes against the game's mechanics. Furthermore, I never said anything about CDR in the first place. It's irrelevant. Also, the difference here between a Agility Carry armed with Force of Entropy? The Agility Carry would have to target every single hero individually, whereas here all you have to do is blanket storm the other team. Free damage and slow for 4 seconds. Seriously....you DO realize that this ability does more damage than Rancor nukes and is easier to land?

 

Also, you clearly do not understand the importance of movement speed in this game. For a long time, people have been asking for a movement speed cap. Why? Because Movement Speed is EXTREMELY critical. Why? Faster Movement Speed = Faster Repositioning = Better engagement. One of Shadow and Grunty's greatest strengths are their passive Movement Speed. LZ's Q Movement Speed, with its relatively low CD, is very powerful.

 

You clearly don't understand just how important movement speed is in this game. With superior movement speed, range heroes can kite melee heroes all day, which is one of the things (along with Shotty) that makes Grunty so good against Melee type heroes.

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Rancor is no longer a damage dealer so of course it will hit harder, this is supposed to be a caster semi carry so of course he will do lots of damage

 

Also on a side not I may have forgotten to cap his e's shield it should be at something like 250/500/750/1000 plus 100% int max

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Rancor is no longer a damage dealer so of course it will hit harder, this is supposed to be a caster semi carry so of course he will do lots of damage

 

Also on a side not I may have forgotten to cap his e's shield it should be at something like 250/500/750/1000 plus 100% int max

Well then just what the heck IS Rancor in your opinion? Because he sure ain't a support hero.

 

Also, you realize that this guy's shield ability at level 1 about matches Psionic's shield ability at level 4? And Psionic is considered extremely powerful right now.

 

You seem to like making hero suggestions, so I'll say this:

 

Before you randomly list out random scalings on abilities, use the current heroes in the game for reference. Sure, Aeon of Storms is not the most balanced game ever in terms of heroes, but it sure as heck is better than some of your scalings.

 

You still have not done anything about the format by the way.

Edited by taznkid
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The reason that's strong is for split pushing and ganking potential this hero is a teamfight caster semi carry not a ganker like bio who actually is much stronger then this hero, as well as more survivable

The hero has a AoE pull that also stuns and you say its not a ganker?

 

And if it's suppose to be a caster semi carry, why the heck is split pushing important?

 

I feel like you're just making a random hero that can basically obliterate any other hero in the game.

 

Still haven't fixed format by the way.

Edited by taznkid
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Taznkid rancor is a support, I have tried int rancor, it just doesn't hit super hard when you land it, the idea with psi storm is it deals around 4x as much damage as a regular nuke but over four seconds and even slowed you can travel 3 units in one or two seconds no problem

 

I was talking about what you said about ms Taznkid instead of asking obvious questions think about why I might say it in response to your previous posts,

 

Dismounts from soapbox

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I find that all int casters deal way to little damage for their survivability compared to tanks, bruisers or carries. Tanks massively out survive them and deal similar damage, bruisers don't tank as much as tanks but they hit harder, carries out burst out dps and out survivability casters at most stages of the game and also tend to have similar ranges, one exception being Maar with carryesque burst and really long range, this hero is supposed to be able to teamfight against carries and win

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I find that all int casters deal way to little damage for their survivability compared to tanks, bruisers or carries. Tanks massively out survive them and deal similar damage, bruisers don't tank as much as tanks but they hit harder, carries out burst out dps and out survivability casters at most stages of the game and also tend to have similar ranges, one exception being Maar with carryesque burst and really long range, this hero is supposed to be able to teamfight against carries and win

cyp vergil cow maar??? where have you been man

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Vergil and cow are not int casters and only deal damage because of high base numbers, Cyprus has range similar to carries and can only 1v1 a carry if they didn't buy stun knife and even then only if he gets fed and Maar I noted was the exception to the rule of int casters tend to be very weak

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Vergil and cow are not int casters and only deal damage because of high base numbers, Cyprus has range similar to carries and can only 1v1 a carry if they didn't buy stun knife and even then only if he gets fed and Maar I noted was the exception to the rule of int casters tend to be very weak

vergil and cow are not int casters???????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????????

A

heros stats

does not

make it

str/agi/int

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I find that all int casters deal way to little damage for their survivability compared to tanks, bruisers or carries. Tanks massively out survive them and deal similar damage, bruisers don't tank as much as tanks but they hit harder, carries out burst out dps and out survivability casters at most stages of the game and also tend to have similar ranges, one exception being Maar with carryesque burst and really long range, this hero is supposed to be able to teamfight against carries and win

 

its not that his hero deals a little more damage than other int casters, its that it completely blows them out of the park... this hero would have more damage than any other hero hands down....

 

Q - deals 365 base damage and 90% in scaling.... the scaling MIGHT be ok if the base damage was way lower, but thats stronger than some ult abilites...

 

W - slows and pulls in... deals 160 + 20%int damage per second and then if they are still there they take an additional 300 + 80%int damage (780 total base damgage and 140% total int scaling).... thats like three incredibly strong skills in one... again probably stronger than any other not ult skill in the game....

 

E - for all intensive purposes, this is spell vamp that gives shields instead of health, and combined with the ridicules spell damage your hero does... I could see this ability if it was an active that lasted 4-5 seconds... but for it to be on all the time is over the top...

 

R - first off ult skills only have 3 levels... second 300+50% per second over 4 seconds is 1200+200%int damage... in a 6 unit aoe (which would cover almost an entire teamfight)... and if that was it it would be slightly too strong... but to have it on a charge cd is absurd... vergils ult which covers maybe a slightly larger area does less damage with less scaling and is on a really long cd...

 

it baffles me that you cant see that these numbers dont even make sense within the context of this game

 

really though, caster in this game are not all that weak, compare numbers to current caster before throwing out huge numbers all over the place.

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why would u compare heroes by primary attribute when most heroes dont go by their "ROLE"

Just don't question the guy Skittles....since the moment I saw him spamming the balance thread with a bunch of "OP" threads, I kind of gave up on him having coherent opinions. I mean this guy is calling Rancor a support hero....

 

By the way, how is Rancor a support? He has ONE skill that makes him a support, and that's his stun. The reason you probably do pitiful damage with him is probably because you don't know a thing about farming properly as Rancor and probably spend all your time cloaked and hiding. Not going to build INT on him? Good luck being useful at all.

 

No one plays Rancor as a full support. That role belongs to heroes that have effective skillsets that allow them to still be effective in teamfights.

 

For example, Rory's Moltov and Stevie do massive damage even without any INT, which is why he is considered a full support.

 

Erekul is considered a Tank/Support due to the fact that his Q heals are nice, and R does True Damage based on Enemy HP lost, so not building INT does not really hurt at all.

Edited by taznkid
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I talk about int casters because for some reason agi and strength casters aren't quite as worthless probably because of higher survivability and base numbers

There are only 3 of them as far as i can remember....Cow, Rancor, and Vergil.

 

You called Rancor a weak caster, so....."for some reason agi and strength casters aren't quite as worthless"????

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