New Essense Reaver Item Line

Meep Man··2 votes·451 views

item 3508 - Soul Sickle item 1036 + item 3114 + 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.

item 3508 - Essence Reaver Soul Sickle + item 1038 + item 1053 + 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)

7 Comments

Shroom Junkie2 votes

I like the idea of a farm-for-mana as well as an execute, but the lifesteal was one of the main reasons anyone even bought it. Like me buying it on Lucian, get the mana regen, the CDR, the damage, and the lifesteal. ER + BT is 30% lifesteal plus I almost never run out of mana, and I get lower CD's plus the damage I need, its great, but I think if the lifesteal was removed I'd never buy it.

Meep Man1 votes

{quoted}

I like the idea of a farm-for-mana as well as an execute, but the lifesteal was one of the main reasons anyone even bought it. Like me buying it on Lucian, get the mana regen, the CDR, the damage, and the lifesteal. ER + BT is 30% lifesteal plus I almost never run out of mana, and I get lower CD's plus the damage I need, its great, but I think if the lifesteal was removed I'd never buy it.

Life steal was the main reason people bought it, yet it is still an under-purchased item? Why? because Bork and Bloodthirster provide better life steal and more life steal benefiting passives. Essense Reaver's identity should be mana restoration, not health.

Erockandroll1 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=3ErqAdtq,discussion-id=WPxLbkcE,comment-id=00010000,timestamp=2015-08-19T15:37:54.418+0000)

Life steal was the main reason people bought it, yet it is still an under-purchased item? Why? because Bork and Bloodthirster provide better life steal and more life steal benefiting passives. Essense Reaver's identity should be mana restoration, not health.

The problem is, you have to set it apart from Manamune. Remove it's life steal component, and you would have pretty much no reason to purchase it over Tear and Manamune.

I believed that Riot did try implementing a soul sickle that originally built out of vamp scepter. And obviously got washed, on the basis that it became oppressive Cause the combined sustain I guess was a problem. I still believe ER should have both. But should come from two different sources. In your example, with an active like that. I would replace the BF sword with a Bilgwater Cutlass.

Over all, I feel like ER's Over arching problem is that it's rather hybrid. It's AA reliant for the mana sustain, so it's not the best Caster item. And it's lack of damage and having less life steal, doesn't make it the best Auto attacking item. But it could fill a niche with certain carries who can benefit from both auto attacks and spells. (such as Ezreal or Varus.)

Meep Man1 votes

{quoted}

The problem is, you have to set it apart from Manamune. Remove it's life steal component, and you would have pretty much no reason to purchase it over Tear and Manamune.

I believed that Riot did try implementing a soul sickle that originally built out of vamp scepter. And obviously got washed, on the basis that it became oppressive Cause the combined sustain I guess was a problem. I still believe ER should have both. But should come from two different sources. In your example, with an active like that. I would replace the BF sword with a Bilgwater Cutlass.

Over all, I feel like ER's Over arching problem is that it's rather hybrid. It's AA reliant for the mana sustain, so it's not the best Caster item. And it's lack of damage and having less life steal, doesn't make it the best Auto attacking item. But it could fill a niche with certain carries who can benefit from both auto attacks and spells. (such as Ezreal or Varus.)

I hear you guys on this. Therefore, I added back the life steal, increased the attack damage give, and buffed the active to be better at executing targets. This should help set it apart from Manamune, mainly through showing it off as a mana item that also helps execute mana users kill off targets since the thing mana casters or casters in general without an actual execute struggle with is dealing that final source of damage since their spells require counterplay to be healthy, but therefore causing that killing blow to be troubling to get. I also added the new Essence Overflow passive to better show off that Essence Reaver is better for regenerating mana than Manamune while Manamune is better at providing a high pool of mana and extra damage. Essence Reaver provides mana regeneration and an extra executing power ability.

TL;DR Essence Reaver is now better at mana regeneration and finishing off targets than Manamune. Manamune is better at providing a mana pool than Essence Reaver as well as extra, somewhat costly damage.

Varnoc1 votes

Overall interesting concept, far more reasonable than most other proposals I've seen on the subject. Doing the math on the Efficency of the item:

item 3508 - Soul Sickle item 1036 + item 3114 + 340 Gold = 1300 Gold +15 Attack Damage +50% Mana Regeneration +10% Cool Down Reduction UNIQUE Passive- Harvest: Killing a unit restores mana equal to 3-5% of their max health based on missing mana, restoring more with less mana.

Now for the efficency maths, because I'm wierd. item 1036 = +10 AD for 360g. item 3114 = +50% Mana Regen/10% CDR for 600g. For 340 gold, you gain +5 Attack Damage, and the Unique Passive. Now, assuming 5 AD is worth 180 gold based on Long Sword's price, the actual passive is worth 160 gold.

However, for nearly infinite mana so long as I last hit with anything? Not too bad. The fact that it restores mana based on the maximum health of the target is a little weird though. What was the thought behind this? I've never really considered it.

item 3508 - Essense Reaver Soul Sickle + item 1038 + 400 Gold = 3250 Gold +75 Attack Damage +75% Mana Regeneration +10% Cool Down Reduction UNIQUE Passive- Harvest: Killing a unit restores mana equal to 4-7% of their max health based on missing mana, restoring more with less mana. UNIQUE Active- Cull: Attempt to kill the target enemy champion, dealing 25 + 6% missing health magic damage to the target. If the target is killed, restore 35% of your missing mana. (90 second cool down)

item 3508 Soul Sickle = +15 AD, +50% Mana Regen, and +10% CDR for 1300g item 1038 = +50 AD for 1550g

(3250-1550-1300=400)

For 400g you get:

  • +10 AD
  • +25% Mana Regen
  • Improved version of Soul Sickle passive.
  • New execute active.

Which is not bad. The question is, why would you ever upgrade past Soul Sickle? I think this is the problem RIOT has with this item, if you make a smaller version of it, you need to make it crappy enough that people will want to upgrade it, but then, why have it at all if it's crappy? Compared to other AD Items of this tier (item 3072 item 3031 item 3074), 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.

The main problem here, in my opinion, is the passive becomes rather useless post-lane phase. How often are you killing creatures with Yorick and others like him that really starve for mana between fights? Not many I'd wager, as your ADC and APC will soak it all up before you can do much more than blink at them.

If I were to suggest any changes, it would be on the Harvest Passive on Essence Reaver:

UNIQUE Passive - Harvest: Damaging a unit restores mana equal to 5% of the damage dealt as mana, area of effect abilities are half as effective.

Changing from killing blows to damage dealt gives people an incentive to upgrade further than 'I want more damage', as they are gated by how many things they kill later in the game.

If you did this, I would suggest looking at applying the old item 3924 active to this item in some manner, as it fits thematically very well with a few tweaks.

UNIQUE Active - Cull: The user sacrifices 5% of their current mana to empower their next basic attack (Half the mana sacrificed is applied as magic damage). If this attack kills a unit, this item permanently gains X Statistic.

Or something along those lines, however this one is more of a spitball idea.

Good Luck!

Meep Man1 votes

{quoted}

Overall interesting concept, far more reasonable than most other proposals I've seen on the subject. Doing the math on the Efficency of the item: item 1036 + item 3114 + 340 Gold = 1300 Gold +15 Attack Damage +50% Mana Regeneration +10% Cool Down Reduction UNIQUE Passive- Harvest: Killing a unit restores mana equal to 3-5% of their max health based on missing mana, restoring more with less mana.

Now for the efficency maths, because I'm wierd. item 1036 = +10 AD for 360g. item 3114 = +50% Mana Regen/10% CDR for 600g. For 340 gold, you gain +5 Attack Damage, and the Unique Passive. Now, assuming 5 AD is worth 180 gold based on Long Sword's price, the actual passive is worth 160 gold.

However, for nearly infinite mana so long as I last hit with anything? Not too bad. The fact that it restores mana based on the maximum health of the target is a little weird though. What was the thought behind this? I've never really considered it. Soul Sickle + item 1038 + 400 Gold = 3250 Gold +75 Attack Damage +75% Mana Regeneration +10% Cool Down Reduction UNIQUE Passive- Harvest: Killing a unit restores mana equal to 4-7% of their max health based on missing mana, restoring more with less mana. UNIQUE Active- Cull: Attempt to kill the target enemy champion, dealing 25 + 6% missing health magic damage to the target. If the target is killed, restore 35% of your missing mana. (90 second cool down)

item 3508 Soul Sickle = +15 AD, +50% Mana Regen, and +10% CDR for 1300g item 1038 = +50 AD for 1550g

(3250-1550-1300=400)

For 400g you get:

  • +10 AD
  • +25% Mana Regen
  • Improved version of Soul Sickle passive.
  • New execute active.

Which is not bad. The question is, why would you ever upgrade past Soul Sickle? I think this is the problem RIOT has with this item, if you make a smaller version of it, you need to make it crappy enough that people will want to upgrade it, but then, why have it at all if it's crappy? Compared to other AD Items of this tier (item 3072 item 3031 item 3074), 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.

The main problem here, in my opinion, is the passive becomes rather useless post-lane phase. How often are you killing creatures with Yorick and others like him that really starve for mana between fights? Not many I'd wager, as your ADC and APC will soak it all up before you can do much more than blink at them.

If I were to suggest any changes, it would be on the Harvest Passive on Essence Reaver:

Changing from killing blows to damage dealt gives people an incentive to upgrade further than 'I want more damage', as they are gated by how many things they kill later in the game.

If you did this, I would suggest looking at applying the old item 3924 active to this item in some manner, as it fits thematically very well with a few tweaks.

Or something along those lines, however this one is more of a spitball idea.

Good Luck!

I wanted to try to move away specifically from "damage gives me mana" since that could lead to some oppressive events. Can you imagine potentially infinite mana Urgot? Jayce?

On the Cull active, I think it is about like a mana equivalent to a Bork active, with missing health instead of max health since, for the most part, mana users will want to throw out their burst first and then deal any item damage, so its missing health. I can change it to be more exciting and stuff, but I think it is around on par with a Bork active for luster feels.

Also, as far as why I based the mana gained on % health is because you will probably have to use more mana to kill tankier targets if that makes sense.

Thanks for your contribution! I hope you understand why I didn't specifically do "damage to mana". I will use this to better these items.

LordGeovanni1 votes

am i the only one that thinks carries and mages have enough amplification on their already damage based and saftey kits. at least until defensive items catch up.

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