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Old 07-09-2010, 06:47 AM   #1
NoThlnG
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Talking [INT-NEUT] Eldin, the Elemental Wizard




[img]HeroIcon[/img]
Elemental Wizard
Eldin

Background Story: BackgroundStory

Strength - 17 + 1.8
Agility - 12 + 1.1
Intelligence - 24 + 3.0



Affiliation:Neutral
Damage:42-50
Armor:1
Movespeed:300
Starting HP/MP:473
Attack Range:600


Charge Fire Magic - (Active, Instant)
____________________Charge power of Fire inside him which can be unleashed.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1010 secondsN/AN/AN/ADeals 70 damage with 10 damage per second on Unleash.
22510 secondsN/AN/AN/ADeals 150 damage with 10 damage per second on Unleash.
35010 secondsN/AN/AN/ADeals 230 damage with 10 damage per second on Unleash.

Notes:
  • Learn Unleash as subskill
  • Damager per second last 5 seconds
  • Will replace previous charges unless you have learned the ultimate

Charge Water Magic - (Active, Instant)
____________________Charge power of Water inside him which can be unleashed.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1010 secondsN/AN/AN/ADeals 80 damage with 10% MS slow on Unleash.
22510 secondsN/AN/AN/ADeals 150 damage with 20% MS slow on Unleash.
35010 secondsN/AN/AN/ADeals 220 damage with 30% MS slow on Unleash.

Notes:
  • Learn Unleash as subskill
  • Slow last 5 seconds
  • Will replace previous charges unless you have learned the ultimate

Charge Wind Magic - (Active, Instant)
____________________Charge power of Wind inside him which can be unleashed.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1010 secondsN/AN/AN/ADeals 70 damage with 200 knockback distance on Unleash.
22510 secondsN/AN/AN/ADeals 150 damage with 200 knockback distance on Unleash.
35010 secondsN/AN/AN/ADeals 230 damage with 200 knockback distance on Unleash.

Notes:
  • Learn Unleash as subskill
  • Will replace previous charges unless you have learned the ultimate

Charge Earth Magic - (Active, Instant)
____________________Charge power of Earth inside him which can be unleashed.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1010 secondsN/AN/AN/ADeals 100 damage.
22510 secondsN/AN/AN/ADeals 180 damage.
35010 secondsN/AN/AN/ADeals 260 damage.

Notes:
  • Learn Unleash as subskill
  • Will replace previous charges unless you have learned the ultimate
Unleash - (Active, Point Target)
____________________Unleash the charged magic


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
11005 seconds1200200 AoEN/AUnleash the charged magic
Notes:
  • Learned automatically when Eldin learn any of the skills
  • Lose all charged magic on use
Elemental Fusion - (Passive)
____________________Enable Eldin to fuse several magic to form a more powerful magic


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/AN/AN/ACan charge upto 2 magics
2N/AN/AN/AN/AN/ACan charge upto 3 magics
3N/AN/AN/AN/AN/ACan charge upto 4 magics

Notes:
  • If you charge magic that is already charged, it will still count as 1 charge (Mean, if you charge Fire, Water, Fire on lv 11, it will be counted as Fire and Water)
  • Level of the fused magic is average of lvl of each magic
  • Different combination will make different magic unleashed as below
    2 Magics
    Fire + Water => Vapor - 110/180/250 damage which is spread to 600 AoE nearby
    Fire + Wind => Greater Fire - 100/200/300 damage with 20 dps
    Fire + Earth => Asteroid - 100/170/240 damage and summon 2 lesser Infernals at target point
    Water + Wind => Ice - 110/180/250 damage with 2 second freeze (unable to move but can cast spell and attack)
    Water + Earth => Nature - 120/200/280 damage and gives -3/4/5 armor for 8 seconds
    Earth + Wind => Sand - 70/160/250 damage with blind (80% miss for 5 second)


    3 Magics

    Fire + Water + Wind => Greater Vapor - 150/240/330 damage which is spread to 800 AoE nearby
    Fire + Water + Earth => Volcano - 190/280/370 damage with a ministun and 80% slow for 3 seconds
    Fire + Wind + Earth => Thunder - 150/250/350 damage with 2 second stun
    Water + Wind + Earth => Tornado - 180/260/340 damage with 300 knockback and 50% slow for 5 seconds


    4 Magics
    All Elements => Astral. 210/330/450 pure damage
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Last edited by NoThlnG; 07-10-2010 at 09:21 AM.
Old 07-10-2010, 08:57 AM   #2
Captain Planet
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

Wow. This is pretty sweet.

I won't go into much depth with the basic skills since they aren't anything really special by themselves. I'll instead give an in-depth look at the combination of the different skills

Although, you haven't explain how the charges work with each other. Are the base skills all targeting or instant cast and can only be used via Unleash, similar to Invoker's Orbs and Invoke? If it's the latter, early on that becomes rather annoying but once the ultimate is learnt you become a veritable god

2 Magics:
  • Vapor: Similar to Acid Bomb from ladder, but since the only true use of Acid Bomb currently is Ignite, this gets my thumb of approval since it's not quite the same Useful AoE nuke.
  • Greater Fire: Another simple nuke with side effects. Don't use too many of these because they can become unoriginal. I just hope you don't have many more. For now, this isn't too bad. A decent finishing skill early game thanks to the DoT.
  • Meteor: First, change the name to Asteroid or Impact, because Invoker's stollen your thunder already. Since this is based on Rain of Chaos, there is a stun that goes with it, even if it's a mini-stun. Please specify it. Other than that, this is pretty good
  • Ice: Not bad. Kinda like Ensnare but instant damage instead. Decent skill is decent. No complaints from me.
  • Nature: -2/3/4 armour is pathetic. Make it -3/4/5 because most other skills reach -5 armour or more (Alch's Acid Spray = -6, SF's aura = -5, Tide's Gush = -5). Other than that this is basically Gush. I'm sorry but this once you'll need something else here. Perhaps castable on allies with opposite effect?
  • Sand: Nice, nice, a blinding nuke Simple and effective.

So far all these are nukes. Perhaps a little variety? But so far so good

3 Magics:
  • Greater Vapor: Wow, even bigger massive AoE damage. Lol this nuke would hurt like a BITCH. So long as the mana cost and cooldown are adequate, there shouldn't be a problem.
  • Volanco: Um...ouch? 370 damage + 80% slow is quite powerful, but then you need to prepare this spell so that's fine. Preparing spells...reminds me of D&D xD
  • Thunder: Re-name it Thunder Shock or something because thunder in itself is just a sound, so give the name some physically applicable aspect so that it feels right.
  • Tornado: The most side-effect-ish nuke yet, numbers seem fine and the knockback is nice. The slow is *almost* un-needed but keep it because it's a side effect and you've got not too many of those going around lol.

Right. The more powerful a spell you want to more preparation it takes, which is fine by me. A unique form of "channeling" is one way of looking at it

4 Magics:
  • Astral: Sorry. But this is simply too unoriginal. A pure damage nuke? You need to remake this into something else. I don't know what. Keep the nuke aspect but tone it down and add perhaps 3 different side effects? Damage + 3 side effects doesn't matter cos this could have to cost a fuckload of mana and has the longest preparation time so IMO balance *shouldn't* be an issue, it's originality.

Overall, this is good. I mean, this is REALLY good. Although might I suggest that when you have any of the specified combos ready to be "Unleashed", that the subskill "Unleash" changes to the skill that you are about to unleash. For instance, if you have Vapor primed and ready, "Unleash" becomes the skill "Vapor", complete with tooltip and everything. Other than that, this is brilliant A fine hero from a fine mind.
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Last edited by Captain Planet; 07-10-2010 at 09:13 AM.
Old 07-10-2010, 09:21 AM   #3
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

First of all, thx 4 review.

Second, you forgot [/list]

Ok, now reply time

Quote:
Originally Posted by The_Juggernaut View Post
Although, you haven't explain how the charges work with each other. Are the base skills all targeting or instant cast and can only be used via Unleash, similar to Invoker's Orbs and Invoke? If it's the latter, early on that becomes rather annoying but once the ultimate is learnt you become a veritable god
Hmm... I could say, on how it works, it is more similar to Unstable Concoction. First, you charge (in this stage, you'll do nothing) then you unleash to damage. If in Invoker you get a bonus skill, there's none here. By this way, he's still useful even without ultimate

Quote:
Originally Posted by The_Juggernaut View Post
2 Magics:
  • Vapor: Similar to Acid Bomb from ladder, but since the only true use of Acid Bomb currently is Ignite, this gets my thumb of approval since it's not quite the same Useful AoE nuke.
  • Greater Fire: Another simple nuke with side effects. Don't use too many of these because they can become unoriginal. I just hope you don't have many more. For now, this isn't too bad. A decent finishing skill early game thanks to the DoT.
  • Meteor: First, change the name to Asteroid or Impact, because Invoker's stollen your thunder already. Since this is based on Rain of Chaos, there is a stun that goes with it, even if it's a mini-stun. Please specify it. Other than that, this is pretty good
  • Ice: Not bad. Kinda like Ensnare but instant damage instead. Decent skill is decent. No complaints from me.
  • Nature: -2/3/4 armour is pathetic. Make it -3/4/5 because most other skills reach -5 armour or more (Alch's Acid Spray = -6, SF's aura = -5, Tide's Gush = -5). Other than that this is basically Gush. I'm sorry but this once you'll need something else here. Perhaps castable on allies with opposite effect?
  • Sand: Nice, nice, a blinding nuke Simple and effective.

So far all these are nukes. Perhaps a little variety? But so far so good
Well, I didn't really made this skill for uniqueness though...
  • Vapor : I thought a lot of alternatives for this actually but haven't found better one
  • Greater Fire : Thx
  • Meteor : Hmm... The problem is it summons infernal. Impact doesn't fit there. Changed to Asteroid (BTW, I haven't decide if the name is shown or not. xD. Maybe it is shown as "Unleash <Name> Magic")
  • Ice : As I said above, I didn't design these skills to be unique
  • Nature : Changed
  • Sand : Thx

Quote:
Originally Posted by The_Juggernaut View Post
3 Magics:
  • Greater Vapor: Wow, even bigger massive AoE damage. Lol this nuke would hurt like a BITCH. So long as the mana cost and cooldown are adequate, there shouldn't be a problem.
  • Volanco: Um...ouch? 370 damage + 80% slow is quite powerful, but then you need to prepare this spell so that's fine. Preparing spells...reminds me of D&D xD
  • Thunder: Re-name it Thunder Shock or something because thunder in itself is just a sound, so give the name some physically applicable aspect so that it feels right.
  • Tornado: The most side-effect-ish nuke yet, numbers seem fine and the knockback is nice. The slow is *almost* un-needed but keep it because it's a side effect and you've got not too many of those going around lol.

Right. The more powerful a spell you want to more preparation it takes, which is fine by me. A unique form of "channeling" is one way of looking at it
  • Greater Vapor: Exactly
  • Volcano: Remember that it only last 3 second. So, basically it has similar effects with 3 second ensnare
  • Thunder: Hmm... All name here actually has word 'magic' after. For me, 'Thunder Magic' sounds better than 'Thunder Shock Magic'
  • Tornado: Well, at first I thought of something like Invoker's or Eul. But it was more inoriginal than this...

Quote:
Originally Posted by The_Juggernaut View Post
4 Magics:
  • Astral: Sorry. But this is simply too unoriginal. A pure damage nuke? You need to remake this into something else. I don't know what. Keep the nuke aspect but tone it down and add perhaps 3 different side effects? Damage + 3 side effects doesn't matter cos this could have to cost a fuckload of mana and has the longest preparation time so IMO balance *shouldn't* be an issue, it's originality.
Hmm... Well, I could have 2 possibilities for this last most powerful skill : Combination of all / most special effect or deals most damage. 1st one is more unique but I prefer 2nd one which is simple. As I said above, these skills aren't designed for uniqueness. I prefer to be remained as pure damage. Simple, but it shows well that it is the most powerful

Quote:
Originally Posted by The_Juggernaut View Post
Overall, this is good. I mean, this is REALLY good. Although might I suggest that when you have any of the specified combos ready to be "Unleashed", that the subskill "Unleash" changes to the skill that you are about to unleash. For instance, if you have Vapor primed and ready, "Unleash" becomes the skill "Vapor", complete with tooltip and everything. Other than that, this is brilliant A fine hero from a fine mind.
Thx. And your suggestion is considerable. But I just concern that this will increase some work coz you need to make separate abilities for each combination...
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Old 07-10-2010, 01:17 PM   #4
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

Model sucks... change it.... Make the model elemental like.....
T-UP!
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Old 07-10-2010, 01:32 PM   #5
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

something with elemental, hm? reminds me of something
<= see him there
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Old 07-10-2010, 05:22 PM   #6
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

Skill set looks fun to play i approve this hero T-Up
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Old 07-11-2010, 03:48 AM   #7
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

I don't like the model. Change it into a more fun to play with.

I like your concept. When will you make the test map of this awesome hero? PM if you have I want to test this one.

T-up ^^

Hey I've reviewed yours, please review mine.. Thanks!
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Old 07-11-2010, 08:39 AM   #8
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

i still dont get how the charges work when u unleash it

how is the target anyways?

and the fusion skills, how much is the mana cost each?

and how many fusion skills can you use?
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Old 07-12-2010, 06:54 AM   #9
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

^ Fusion is passive. Read it.

Basically, in normal, you can only charge one but with the fusion, you can charge more than one.

Targetting is point target similar to WR's 2nd skill
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Old 07-12-2010, 11:17 AM   #10
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

about 1k damage ... if you cast it as a COmbo??? (BAD ENGLISH)
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Old 07-12-2010, 11:20 AM   #11
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

^ Well, but there's cd to unleash and each skills.
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Old 01-20-2011, 09:35 AM   #12
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

omg.. invoker number two
the skills are messy (more difficult to play than invoker)
if play well, it's very imba due to the numbers...
Sorry but T-Down on concept
Unless it's remake to something less complicated but still a Element Mage
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Old 01-20-2011, 09:58 AM   #13
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

Quote:
Originally Posted by xiiaosin89 View Post
omg.. invoker number two
the skills are messy (more difficult to play than invoker)
if play well, it's very imba due to the numbers...
Sorry but T-Down on concept
Unless it's remake to something less complicated but still a Element Mage
Not really. Invoker is "getting" new skills by combining the normal skills while this is "using" new skills by combining the normal skills. You get what I mean?
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Old 01-20-2011, 10:31 AM   #14
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Default Re: [INT-NEUT] Eldin, the Elemental Wizard

I kinda get what you mean.. but
I just don't like it, Sorry

AHHHH!
Because the skills are just really too MESS SEE lol
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