For the anctipated Mage Rework: Some Ideas

Meserion··2 votes·364 views

I'd like to introduce some items and concepts to the game for the hoped for, mage rework. Consider my ideas as opinions, and please treat them with some consideration; Thank you!

Blood Mage's Ironweave Robe +120 Ability Power UNIQUE PASSIVE: Increase your armor by additional 25% of your ability power. -This cannot be owned If you have Rabadon's Deathcap.

Built from: item 1058 item 1026 item 1031

**Comments: **This item would server as a AP casters answer to AD heavy comps. at 400 AP this would give you +100 armor, the tradeoff is you cannot own this item if you have Rabadon's Deathcap or vice versa.

Pillar of the Roaming Shadow +70 Ability Power UNIQUE ACTIVE: Teleport towards the cursor 425 units, leaving behind a shadow with health equal to 25% of your current health. Your champion is stealthed for 1 second after using this (180 second cooldown).

Built from: item 3113 item 1026

Comments: With this item, Flash would be removed as a Summoner spell. The only classes that actually need summoner 4 are mages and supports. Everyone else possesses some method of mobility in their kit generally, the only reason it is auto-picked is because it is used to diminish the advantage of mages and supports; making this an AP specific effect will give immobile classes a better chance of survival. The stats are not that strong intentionally, because the tradeoff is this item would not be very slot efficient for a bit more mobility.

Grimore of Eldritch Knowledge +100 Ability Power +20% Cooldown Reduction UNIQUE ACTIVE: Toggle between: Encroaching Evil, Eldritch Madness, and Forbidden Arcana. Not usable in combat (120 second cooldown). UNIQUE PASSIVE(S): Encroaching Evil: Damaging abilities spawn untargetable formless horrors. These minions will follow your enemy wherever they go. Upon reaching their target they will deal 100/150/200 magic damage and reduce their sight range for 3 seconds. While being chased a players recall spell is disabled. These minions cannot be killed and will only disappear when their target dies or they reach their target. Eldritch Madness: Upon scoring a kill or assist, your champion starts laughing uncontrollably and gains 10% bonus magic damage for 10 seconds, stacking up to 5 times. Forbidden Arcana: Your next damaging spell will deal true damage, but 50% of the damage dealt is also dealt to you (60 second cooldown).

Built from: item 1058 item 3108 item 1052

Comments: This item is a lot of flavor but also fun for your amusement. This would be a very colorful item but a solid statline, making it effective in a lategame build. Let us break it down into it's 3 main passive effects. Encroaching Evil could be a great way to kill off stragglers or a stealthed champion who teleported away. I find this would be great fun In watch a player panic as the formless horror chases them around the map. This would also be a great way to stop players from escaping from a teamfight. Eldritch Madness would truly shine in teamfights as it would making the caster hit harder and harder the more assists and kills they get; maybe leading to a pentakill? The laugh would have a deeper almost monstrous laugh heard alongside the champions laugh, adding a spookiness to the effect. As for Forbidden Arcana, this would be a good option for dealing with tanky enemies or an option for supports to bring a bit more hurt on their enemy at the cost of health.

Scepter of the Vengeful +60 Ability Power +2 gold per 10 seconds +100% base mana regeneration UNIQUE PASSIVE: Tribute (see Frostfang) UNIQUE PASSIVE AURA: Building Vengeance - 50% of the damage taken is stored away (max 300/500/700), and 25% of the damage taken by minions and other champions is stored away. UNIQUE ACTIVE: Sweet Vengeance - Unleash your suffering upon your foes, launching a magical bolt dealing 100/200/300 (+stored damage) magic damage to your target (120 second cooldown).

Built from: item 3098 item 1026

Comments: This would be a 2nd option for supports to build offensive that would allow them to do a bit more burst every so often, so they can feel more impact-ful in a teamfights without having to sacrifice a gold income item. The thing about income items, is they can be built if the situation calls for it, and shouldn't just be support items, therefore in a poke heavy, lane this could be a good option potentially.

Forge of the Dread God +100 Ability Power +200 Health UNIQUE ACTIVE: Summon the Forge of the Dread God for 20 seconds, Recasting this ability will end the effect. When 2-3 players channel at the forge the Life Anchor effect is placed on each player that channeled (180 second cooldown). UNIQUE PASSIVE: Life Anchor - Damage taken that would otherwise kill your champion will instead heal them for 3 seconds, the damage that would have been taken is split evenly among any other players affected by Life Anchor. Damage taken from Life Anchor will not trigger LIfe Anchor.

Built From: item 1028 item 1058 item 1026

Comments: This could be built by a mage or support effectively. The active creates a "cheat death" type effect that would allow your team to protect certain allies from execution effects that are a forgone conclusion with some champions. The downside is the damage that is taken could kill you.

8 Comments

Meserion1 votes

Before you downvote about the removal of summoner 4 as a baseline summoner spell, list 10 champions that are not mages or supports in primary or secondary roles that don't have a mobility effect that is in their kit or could be built like item 3742 or item 3800.

ModWulf Helhammer1 votes

DMP and RG don't allow you to hop walls or instantly close distance.

Meserion1 votes

{quoted}

DMP and RG don't allow you to hop walls or instantly close distance.

they are mobility however, which is the whole point. Even without them, good luck finding 10.

ModWulf Helhammer1 votes

Jinx, Quinn, Sion, Skarner, Talon, Yasuo, Zed, Tryndamere, Nocturne, Rengar, Nasus, Jhin, Illaoi, Garen, Darius, Aatrox, Draven, Hecarim, Jayce, Master Yi, Pantheon, Sivir, Tahm Kench, Thresh, Trundle, Udyr, Urgot, Varus, Vayne, Warwick, Yorick, Wukong, Xin Zhao, Twitch, Sion, Shyvana, Poppy, Gnar, and literally every single champion who wants a separate ability to engage or escape that isn't included in their kit

And movement speed is nowhere even close to mobility in the vein of flash.

CrimsonCobra31 votes

{quoted}

Jinx, Quinn, Sion, Skarner, Talon, Yasuo, Zed, Tryndamere, Nocturne, Rengar, Nasus, Jhin, Illaoi, Garen, Darius, Aatrox, Draven, Hecarim, Jayce, Master Yi, Pantheon, Sivir, Tahm Kench, Thresh, Trundle, Udyr, Urgot, Varus, Vayne, Warwick, Yorick, Wukong, Xin Zhao, Twitch, Sion, Shyvana, Poppy, Gnar, and literally every single champion who wants a separate ability to engage or escape that isn't included in their kit

And movement speed is nowhere even close to mobility in the vein of flash.

I'm not negating whatever point you were trying to make with this comment, (I still haven't figured it out), I simply crossed out all the champions with high mobility in their kit. It makes it easier to figure out.

ModWulf Helhammer1 votes

Talon has a targeted blink - key word targeted. Yasuo has a small targeted dash - same thing Zed only has the one thing short of his ult Tryndamere has one dash on a 13-9 second cooldown Nocturne's only mobility is his ult - which is again targeted Rengar can only jump out of buses or his ult - onto an enemy Aatrox has one dash - on a 16-12 second cooldown Hecarim has only speed ups and his ult Yi has a smal blink that is only limited to the one area and speed ups Pantheon has a targeted dash and his ult Vayne has a short dash that can barely go though anything Shyvana only has her ult Gnar has a short dash (with a conditional second) on a 18-12 second cooldown.

You can't just see that they have some thing in their kit and call it a day that they are high mobility. An actual champion with high mobility? LeBlanc. She has 2 dashes with 2 blinks attached to them. And the most important thing? Neither is targeted. Making something targeted, especially only against enemies, severely limits the actual mobility of a champion. A Yasuo without minions? He has one dash, and that's towards you. Talon? Same thing, he can only go towards you.

CrimsonCobra31 votes

You are vastly incorrect about summoner 4. There are plenty of mages and supports with mobility abilities: Ahri, Lulu, Leona, Nautilus, Blitzcrank, Katarina, Diana, Akali, Ekko, etc. And most mages also have some anti-mobility spells. Flash is chosen almost exclusively because mobility is the most powerful tool in the game. If flash was removed and Pillar of he Roaming Shadow added, there would be a whole class of champions (hint: tanks) that would be left with little to no mobility while a huge swath of mages would have twice the mobility of other champions.

Additionally, Grimoire of Eldritch Knowledge is an insane first or second item for a snowballing mage. Of the three passives/abilities, all are OP in one way or another, and nearly every mage has a way to abuse at least one of the 3. The only limitation is that it doesn't give mana. Otherwise I think the item is really fun and rather epic--but it would introduce a nightmare for all League players.

Sceptre of the Vengeful is awesome, but the base damage and potential stored damage is too high. I suggest a stack timer so that the damage cannot be stored indefinitely.

I'm not sure how Forge of the Dread God would work in League. But it's an interesting idea.

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