New Essense Reaver Item Line
- Soul Sickle
+
+ 240 Gold = 1200 Gold +15 Attack Damage +50% Mana Regeneration +10% Cool Down Reduction UNIQUE Passive- Harvest: Killing a unit causes them to drop their essence onto the ground. Upon coming near the essence, restore mana equal to 5-10% of their maximum health, restoring more the less mana you have.
- Essence Reaver Soul Sickle +
+
+ 25 Gold = 3575 Gold +80 Attack Damage +8% Life Steal +50% Mana Regeneration +10% Cool Down Reduction UNIQUE Passive- Harvest: Killing a unit causes them to drop their essence onto the ground. Upon coming near the essence, restore mana equal to 6-12% of their maximum health, restoring more the less mana you have. You also gain a charge of Essence every time you basic attack a target or every 9 seconds. UNIQUE Passive- Essence Overflow: Upon reaching 10 stacks of Essence, you will become able to use Cull as well as begin to restore 1.75% of your maximum mana per second. UNIQUE Active- Cull: Attempt to kill the target enemy champion, dealing 75 + 10% missing health as physical damage to the target. The cool down of this item is reset, you gain 5 Essence charges, and you restore 20% of your missing mana if the target dies within 2 seconds of using this on a target. (30 second cool down) (Requires 10 Stacks of Essence)
Tying the mana restoration to killing units allows the user of Essence Reaver to restore the mana needed to be successful without being too harsh and uncounterable. Then adding a seperate purpose late game for the item through an execute gives the user a seperate reason to build the jtem, similar to most legendary items that have two general reasons to buy them. It is basically a more powerful, AD version of Doran's Ring which has been here since what? Season 1? The health scaling for mana restore also rewards killing harder to kill targets, especially since you will probably be using abilities on those targets. I also removed the Life Steal since there is already several AD items for life steal and adding life steal would need a rebalance in value and stats. However, then it would be always outclassed by other life steal items since it also needs the mana identity. Thoughts?
EDITS
Edit 1: Both Soul Sickle and Essence Reaver
- Changed Harvest passive to require the user to collect essence from the targets they kill, requiring them put themselves into more danger when in lane to obtain such an amazing resource for mana. Also majorly increased mana restored from Harvest.
Soul Sickle
- Reduced combine cost to 240 from 340 (decreasing total cost to 1200 from 1300)
Essence Reaver
- Added Vampiric Scepter to item build path
- Increased total cost to 3575 gold from 3250 gold
- Combine Cost decreased to 25 gold from 400 gold
- Increased attack damage given to 80 from 75
- Decreased mana regeneration to 50% from 75%
- Now also gives 8% life steal
- Added a new passive: Essence Overflow. Waiting 9 seconds or basic attacking a target grants a stack of Essence. Upon obtaining 10 stacks of Essence, the active becomes available for use and you restore 1.75% max mana per second.
- Active damage increased to 75 + 10% missing health from 25 + 6% missing health (this is due to new limit)
- Active damage type changed to Physical from Magic
- Cool Down of the item now resets on kill
- Cool Down decreased to 30 seconds from 90 seconds
- Mana Restored on active kill reduced to 20% missing from 35% missing
- Active kill now gives 5 Essence charges (so you can combo kill with it, but you still have to work for it by basic attacking)
- Soul Sickle
+
+ 240 Gold = 1200 Gold
+15 Attack Damage
+50% Mana Regeneration
+10% Cool Down Reduction
UNIQUE Passive- Harvest: Killing a unit causes them to drop their essence onto the ground. Upon coming near the essence, restore mana equal to 5-10% of their maximum health, restoring more the less mana you have.
+
+ 25 Gold = 3575 Gold
+80 Attack Damage
+8% Life Steal
+50% Mana Regeneration
+10% Cool Down Reduction
UNIQUE Passive- Harvest: Killing a unit causes them to drop their essence onto the ground. Upon coming near the essence, restore mana equal to 6-12% of their maximum health, restoring more the less mana you have. You also gain a charge of Essence every time you basic attack a target or every 9 seconds.
UNIQUE Passive- Essence Overflow: Upon reaching 10 stacks of Essence, you will become able to use Cull as well as begin to restore 1.75% of your maximum mana per second.
UNIQUE Active- Cull: Attempt to kill the target enemy champion, dealing 75 + 10% missing health as physical damage to the target. The cool down of this item is reset, you gain 5 Essence charges, and you restore 20% of your missing mana if the target dies within 2 seconds of using this on a target. (30 second cool down) (Requires 10 Stacks of Essence)
), the effects of this item are kinda lackluster. Bloodthirster is defensive sustain, Infinity Edge increases the damage of your crits, and Hydra helps your wave clear, sustain, and burst damage.
active to this item in some manner, as it fits thematically very well with a few tweaks.