An Idea for Xerath ultimate

Papy Mougeot·6/3/2014, 11:41:40 AM·1 votes·834 views

I have a suggestion for Xerath's ultimate.

I really want to bring back the big aoe ultimate and a lot of people share the desire of him being an aoe tank burster.

New Xerath ultimate :

ACTIVE: Xerath anchors himself to his current location for up to 10 seconds and gain 30% magic penetration. While anchored, Xerath is immune to displacement effects and gains the ability to cast Rite of the Arcane Arcane Barrage up to three times, but cannot cast his other abilities. ACTIVE: Xerath calls down a blast of arcane energy which strikes after a 0.5 second delay, dealing magic damage to enemies within a medium area.

MAGIC DAMAGE: 100 / 125 / 150(+ 30% AP) MAXIMUM SINGLE TARGET DAMAGE: 300 / 375 / 450 (+ 90% AP) The impact create an area of pure magic that burn his enemies. MAGIC DAMAGE: 8 / 10 / 12 (?) %hp magic damage over 3(?) seconds. Those area of damage stacks for 50% of the initial damage.

Rite of the Arcane can be cancelled early by moving or attacking and will automatically end once Arcane Barrage has been cast 3 times. If Rite of the Arcane ends without using a single cast of Arcane Barrage, the cooldown is reduced by 50%. Interrupting crowd control effects, with the exception of displacement effects, will interrupt Rite of the Arcane and put it on full cooldown.

I don't know how much for the range of this spell but it should be at least about 1400 range like the old "with locust" ulimate and the AOE should be like the old ultimate too.

The idea is just to reduce the impact damage because it had no counterplay (I'm talking about the old ultimate) and I want to bring back the tank burster(or tank killer) with a cool area of damage effect.

It shouldn't be an ultimate that destroy an entire team by itself but just an AOE ultimate. The numbers are probably completely unbalanced but it's to give an idea.

If you ever liked old xerath like me and don't like much the current ultimate, please leave a comment.

7 Comments

Sire Hippington6/3/2014, 8:14:18 PM1 votes

I don't like the new ult to much, but i also don't likr ur idea to be honest.
Giving him %pen and %health dmg means their is no way to counterbuilt his dmg, and it would make him yet again a tankkiller, wich they wanted to avoid as he should feel like a snipermage aiming for squishy targets, not a brute force obliterating anytarget(old xerath).

Also, the impact dmg got counterplay, it'S actually pretty easy to dodge his ult, wich is one of his biggest flaws atm. The current Ult deals to much dmg in an ideal case(3 hits), but is so hard to land that it's mostly underwhelming rather than devastating.

For me it neither gives the old Huge impact-blast feeling(wich is probably due to the small aoe and puny particles, nor does it give a bombard feeling.

I have 2 ideas in mind to improve his ult:

-Increase the aoe, slightly reduce the dmg, add a damage drop-off similar to hydra/tiamat, and improve the visuals!

With that change u would still get rewarded for direct hits, but ur chance to deal atleast some dmg would be higher aswell as the aoe-dmg in clashes

-Inrease the number of shots to 6, reduce the dmg of aditional hits by 50%(so 350% dmg if u hit all 6, compared to the urrent 300% for 3 hits)

This would allow a more meaningfull decision between focusing 1 target or spreading out the dmg, and it would atleast feel like bombarding an area with a magical artillery.

Besides that, i think Q self slow should go from 50% to 33%, so it is online with other move+charge spells like Varus' Q.