New Mage Item Line of Items [Concepts]

Stacona··3 votes·1,070 views

I will introduce new "critical" items to the mage line that allows mages to use critically strike chance AFTER they purchase an Infinity Edge tier of an item. This does not make spells actually critical strike, but you gain increased damage none-the-less.


Frostbitten Staff: Recipe: Needlessly Large Rod (1600g) + Blasting Wand (860g) + Cloak of Agility (730g) + 110g = 3300g

Statistics: +120 Ability Power +15% Critical Strike Chance +UNIQUE Passive - Ice Burn: Spells that deal magic damage are amplified by 50% of your total Critical Strike Chance.


Thunderous Staff: Recipe: Aether Wisp (850g) + Fiendish Codex (820g) + Avarice Blade (800g) + 130g = 2600g

Statistics: +60 Ability Power +15% Critical Strike Chance +20% Cooldown Reduction +8% Movement Speed +UNIQUE Passive - Electric Burn: Dealing damage with spells and moving grants static charges. At 100 static charges your spells unleash a chain lightning that deals 100 physical damage to every unit applicable consuming the static charges. This chain lightning may critically strike.


Flame Staff: Recipe: Needlessly Large Rod (1600g) + Blasting Wand (860g) + 540g = 3000g

Statistics: +120 Ability Power +UNIQUE Passive - Fire Burn: 5% of your total Ability Power grants bonus Critical Strike Chance. +UNIQUE Passive: If you have the passive "Ice Burn" then ignore 35% magic resistance (does not stack with Void Staff). +UNIQUE Passive: If you have the passive "Electric Burn" then ignore 35% armor (does not stack with Last Whisper).


Enjoy the thought! ~ Stacona

11 Comments

LatticeGrimoire1 votes

+UNIQUE Passive: Spells that deal magic damage are amplified by 50% of your total critical strike chance.

Ok this is interesting could you walk me through an example of it?

Stacona1 votes

Thought it be cool for mages to be able to build out of critical strike chance- the item is not to replace anything but to add more options and customization for players first and foremost --- The passive amplifies your magic damage from your spells based on half the critical strike chance that you currently have

so deathcap is about making your ratios stronger while this item will be more about making your base damages stronger - they are both strong in their own right- the main point is to create another high damage mage item just to allow the user to have options to how they want to build and see more diverse builds coming out

Volt Cruelerz1 votes

So if I got a Frostbitten Staff, that's 20% crit chance. Half that is 10%, so that means my spells deal 10% more damage? That's actually not too bad. But given the huge price tag, this thing had better be better than Deathcap, but it's not... If there were more high AP items with crit, it could be good though. The thing is, it's the hybrids that would use these if they were decent. They'd have to be good for mages to bother, so I doubt you'd see them balanced around mages.

Stacona1 votes

Deathcap is 30% more AP, if you get at least 10% more damage from base damages and ratios (obviously ratios are way weaker) you are looking at whether 30% more damage to your ratio is greater or not to 10% more base damages- 20% with the other item

So Deathcap or Frostbitten will depend whether you are going for AP for your ratios or going for higher base damages- there are distinct paths and something I just wanted to create was options and not have a high tier AP item to replace deathcap in anyway, shape or form- and it is just replacing the item in terms of player choice and not replacing any items in terms of "this item is better than that item so I have to get this item every game"

so the item is for customization rather than anything else just to see different builds and more unique builds coming out of the mage class

Volt Cruelerz1 votes

That's fine, but if so, the gold cost should be 3100 or so.

Stacona1 votes

3100 too cheap , if anything it will be 3300 same as deathcap- i will lower the gold cost to 3300g then if you think that is a more appropriate price tag for it

Volt Cruelerz1 votes

3300 would be fine if there were more items for mages that gave crit. Perhaps a laning phase item that gives crit, mana regen, and a touch of AP.

Arbiter's Flask +80% mana regen +15% crit +30 AP

Arbiter's Fount (builds from flask) +120% mana regen +25% crit +70 AP Unique passive: critical hits regen 5% of max mana

Stacona1 votes

We are not really focusing on a mage's autos critically striking (even though it can happen) and the critical items for mages will be very gold efficient since the crit is useful with the passive of items rather than on basic attacks

By the way there were items in the past with lifesteal and critical strike chance and were blatantly strong because they were so efficient granting synergy and sustain so people would get the item almost every game--- so creating items would be adding specific synergy with another item for something like this

This effect is for late game damage dealing and making magic damage spell base damages more relevant in the later game even though ratios get amplified deathcap does the ratio thing better because it increase your total AP by 30%


I was going to create a 3rd item that is a Flame Staff (you get 3 main elements ice/water, electric, fire) - I just thought of an idea that I am going to throw up that keeping in mind is meant to synergize with late game mages and Frostbitten Staff and Thunderous Staff

Lord Dusteon1 votes

So uh. Can you give me any reason WHY a mage should be building a AD autoattack multiplier as a spell user? Or why they would want a friggin physical damage Statikk Shiv? Seriously, why? Statikk Shiv is a waveclear + autoattack enhancer for AD champions; it provides crit and attack speed (both of which multiplicatively increase autoattack damage), waveclear to a normally single target champion, and a bit of magic damage for a mostly physical class.

You know what mages don't want more of? Waveclear. Physical damage. Autoattack modifiers. Mages normally have autoattacks already in their combo; adding a little bit of a damage type that they both already have AND that does less damage (base armor is much higher than base MR) is a pretty bad buy.

Also, reminder that the AP item would basically read as "you do 10% more damage". Let's not go around giving every mage a slightly weaker but permanent DFG active against EVERYONE.

Duke Anax1 votes

OMG

Kayle item 3031 item 3087 item 3085 + This

-,- For anyone that doesn't get it: penetrating critical hybrid damage AoE AA ... times three.

Stacona1 votes

you would stick to one build path and AD kayle was only good back when her Q amplified damage so that IE crits did 300% damage

the MAGIC damage spell amp over a 150% spell magic damage crit was for balancing so that both in long term and short term the items can be balanced based on whether they are too strong or too weak- the other 2 items are directly affected by Frostbitten Staff's power so all balancing will be done through this item's passive--- so pretty much random larger increased damage would be harder to balance over a reliable smaller amp damage (as far as spells go; basic attacks do function differently to be fair)

also the armour pen value is not something to be worried about since besides for malzahar there are like no mages that can use the armour pen well besides a chain lightning every so often, and only MAGIC damage from SPELLS is affected by Ice Burn


for on-hit kayle I can see arguments for Thunderous Staff and Statikk Shiv since she can technically use all the stats somewhat efficiently- recommend just go AP though - even though only her Q can stack and proc Thunderous Staff so statikk shiv would probably be better and the only ability that gets amplified by Frostbitten Staff ------ okay never mind these items are sht on Kayle- AP Ezreal and AP kog maw though

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