Ah, my next hero.
Since my first didn't go to well, I thought of a new one which, in my opinion, is quite unique.
Well then..
The Backstory:
Zanven, The Half-orc Sorcerer
Among the male orcs of his age, he was the only one interested in the arcane arts, especially with manipulating the energies around him. This made him a laughing stock among his friends, for in their clan an orc needs to be brute and strong and to be an orc shaman is shameful. What's more is his lineage, being the son of an orc and a human made him only a half-orc. Most of his practices with magic led to failure and more recently, the death of a clan adviser. As such, he was banished from his tribe. His gentle nature prevented him from being run over by anger and frustration after this event. Now, he continues walking the land, lending a hand to those who he deemed needed it the most.
AGI: 17 + 1.1
INT: 23 + 2.2
STR: 19 + 1.7
Range: 600
Skills:
Blood Harvest
[Channeling/Enemy Unit]
Zanven channels the life energy from his target into his own body, healing himself depending on how much hitpoints were drained. Drains 50 hitpoints from target per second for 2/3/4/5 seconds and adds it to his own. Zanven will still be able to drain hitpoints even if he has full HP. Generates 1 charge for every 50 hitpoints drained. Maximum of 10/15/20/25 charges.
Manacost: 50/60/70/80
Cooldown: 15 secs at all levels
Off to the Fountain of Youth!
Essence Shift
[Channeling/Enemy Unit]
Zanven harnesses the very soul of his opponents. Drains 50 mana form target per second for 2/3/4/5 seconds and adds it to his own. Zanven will still be able to drain mana even if his is full. Generates 1 charge for every 50 mana drained. Maximum of 10/15/20/25 charges.
Manacost: 60/70/80/90
Cooldown: 20 secs at all levels
Poor, unfortunate souls.
Nature Sap
[Self-position/Target Unit]
Zanven has the ability to extract the spirits of nature around him. Once in possession of these spirits, he can use them to his liking. When the skill is initialized, Zanven will quickly extract the spirits of every tree around him in a 400/500/600/700 area. The sapped trees are destroyed and Zanven is granted 1 charge for every tree he drained with a maximum of 10/15/20/25 charges. Applies Spirited to self for 3/4/5/6 secs.
Zanven then chooses to target either an enemy, an ally, or himself. If cast on an enemy, it slows down the enemy's movespeed by (number of destroyed trees*2)% for 2/3/4/5 secs. Removes Spirited afterwards.
If cast on an ally, increases the ally's movespeed by (number of destroyed trees*2)% for 2/3/4/5 secs. Removes Spirited afterwards.
If cast on self, grants Zanven invisibility which does not expire from casting spells. Invisibility lasts (number of destroyed trees) secs. Removes Spirited afterwards.
If Spirited expires before a target is selected, the skill is cancelled but the charges will still remain.
Manacost: 55/65/75/85
Cooldown: 10 secs at all levels
Remember to plant a tree once a year.
(Pending Skill Icon)
The Trinity
[Self-position]
Zanven makes use of his trinity of spells to full advantage. This skill is divided into 3 parts when learned.
Blood:
When cast, Zanven releases life charges that he has drained from others into an area around him. The effects are as follows:
-Heals all allied heroes for (Blood Harvest charges*15) hitpoints. Amplifies damage received by enemy heroes by (Blood Harvest Charges)% for 5 secs. 500/600/700 AOE.
-Resets Blood Harvest Charges to 0.
Essence:
When cast, Zanven releases soul charges that he has drained from others into an area around him. The effects are as follows:
-Restores (Essence Shift charges*10) mana to all allied heroes. Burns (Essence Shift charges*10) mana from enemy heroes, also damaging them for the same amount in magic damage. 500/600/700/800 AOE.
-Resets Essence Shift charges to 0.
Nature:
When cast, Zanven releases nature charges that he has drained from others into an area around him. The effects are as follows:
-Increases all friendly heroes' attack speed by (Nature Sap charges)% for 10 secs. Decreases enemy heroes' attack speed by the same amount for 10 secs. 500/600/700/800 AOE
-Resets Nature Sap charges to 0.
Manacost:
150/200/250 - Blood
200/250/300 - Essence
100/150/200 - Nature
Cooldown: 60 secs for all levels
This cycle never ends.
Side-notes:
-The charges and number of destroyed trees in
Nature Sap are two separate things.
-Draining when HP/MP is full will not increase the total pool nor will it create reserves. This is just done for the sake of collecting charges.
-Half of each of the skills' charges will be lost when the hero is killed.
-The hero is basically a big leech that farts.
-I
really definitely a hundred-and-one percent believe that something's imbalanced.
-lemme knoes
props for Mr.Goblin, Volvox, Paladon, Anachron, CRAZYRUSSIAN, Elfsilver Lord, and -BerZeKeR- for the skill icons. Check them out at The Hive Workshop - The Warcraft 3 Modding Site