Spell Vamp Rework and New SV Items [Concepts]

Stacona··1 votes·504 views

Concept: A rough idea that is still very unrefined and unpolished that can go through multiple changes and tweaks to improve on the original idea.

Sorry for needing to define concept for everyone, but I need to make sure we are all on the same page in understanding what a concept is before moving on. Meaning my original ideas can be changed, modified, and/or tweaked based on feedback, aka concepts are a basis or foundation for an ultimate end goal to try to create the best work or idea possible.


Make spell vamp better for mages and casters, and make spell vamp be worth buying for mana users as well because right now spell vamp is only seen on non-mana users. My changes will also weaken Akali's spell vamp sustain slightly from items, but she will still have A LOT of SV sustain because of her passive; this is something to address too. Spell vamp will no longer be able to be stacked from items (i.e. gunblade and wota at the same time), but runes and masteries in combination of items can obviously still happen. Area of Effect Spell Vamp restrictions will be removed and the strength of SV reduced to compensate (mainly beneficial to every mage and most casters except primarily single target champions like Akali and most assassins) minions SV restrictions will remain to be 1/3 of the effect. I think this is all I need to say for now; so without further to do, let us begin!


The Harvester's Sickle: Recipe: Rejuvenating Bead (180g) + Fairie Charm (180g) + 240g = 600g

Statistics: +UNIQUE Passive - Spell Vamp: Spells restore 6% in Health and 3% in Mana of the damage dealt; one-third of the effect against Minions.

There will be three tiers of spell vamp, and a special fourth kind of tier for another new jungle stat enchantment. I set this up so even junglers can purchase this item on their first or second back potentially and anyone else can get it on their first buy, but expensive enough so you cannot start with the item on Summoner's Rift. The Harvester's Sickle will split up into three paths, jungle only stat enchantment, AD or AP for a mid game item and upgrade further down the path you chose for a late game item (exception is the jungle item). Quickly restate, Area of Effect spells get full benefit from Spell Vamp and is no longer reduced by 1/3; while damaging minions is still reduced.


Enchantment "Harvest": Recipe: Tier 2 Machete (750g) + The Harvester's Sickle (600g) + 900g = 2250g

Statistics: +10% Cooldown Reduction +Passive: Damaging spells deal 40 bonus magic damage. Killing large Monsters permanently increases this bonus magic damage by +1 and kills/assists by +2. +UNIQUE Passive - Spell Vamp: Spells and magic damage restore 12% in Health and 6% in Mana of the damage dealt; one-third of the effect against Minions.

This is the only spell vamp with a unique aspect to it where all magic damage on top of spell damage procs spell vamp. So things like Kayle, Teemo Varus, and Wits End will proc Spell Vamp and of the item's own damage passive as well. This item creates more options to choose from to enchant your jungle item into and have a devour esq. type of enchantment for spell casters. Devour does more damage however because of the attack speed and the fact that the item is on-hit and spells are cooldown based, but you get sustain to compensate for less damage.


Hextech Revolver: Recipe: Blasting Wand (860g) + The Harvester's Sickle (600g) + 90g = 1550g

Statistics: +40 Ability Power +UNIQUE Passive - Spell Vamp: Spells restore 10% in Health and 5% in Mana of the damage dealt; one-third of the effect against Minions.


Hextech Blade: Recipe: Pickaxe (875g) + The Harvester's Sickle (600g) + 75g = 1550g

Statistics: +25 Attack Damage +UNIQUE Passive - Spell Vamp: Spells restore 10% in Health and 5% in Mana of the damage dealt; one-third of the effect against Minions.

The reason for having an Attack Damage version of Hextech Revolver is to grant options, because only Marksman benefit from Lifesteal while every AD caster prefers Spell Vamp since they act more like mages except build attack damage instead of ability power but they do not actually get basic attacks off makes lifesteal an almost useless stat. While champions that can benefit from lifesteal will choose lifesteal over spell vamp because lifesteal heals for a lot more than spell vamp in most case scenarios. I am not at all saying you should be build either lifesteal or spell vamp on everyone and anyone, I am just saying that in scenarios that you need the sustain there are AD champions who cannot use lifesteal at all but can use spell vamp.




Time for the end game tiers of items!


Will of the Ancients: Recipe: Needlessly Large Rod (1600g) + Hextech Revolver (1550g) + 150g = 3300g

Statistics: +120 Ability Power +UNIQUE Passive - Spell Vamp: Spells restore 15% in Health and 8% in Mana of the damage dealt; one-third of the effect against Minions. +UNIQUE Toggle: While toggled on Spell Vamp is disabled to increase magic damage dealt from spells by 15%, but take 8% of the damage dealt for yourself.

The will of the ancients is to empower yourself dealing immense uncontrollable power to destroy everything in your wake but shorten your own lifespan in the process, basically forbidden magic that the ancient mages used. Anyways this is more of a thought process decision between whether you deal damage to yourself to deal more damage or just use your magic book for the sustain similar to Aatrox's (W) slot a little bit of choosing between sustain or damage. Essentially though Will of the Ancients is the mage item here and hopefully this idea reflects that.


Hextech Gunblade: Recipe: Hextech Blade (1550g) + Long Sword (360g) + Amplifying Tome (435g) + Blasting Wand (860g) + 95g = 3300g

Statistics: +40 Attack Damage +70 Ability Power +UNIQUE Passive - Spell Vamp: Spells restore 15% in Health and 8% in Mana of the damage dealt; one-third of the effect against Minions. +UNIQUE Active: Shoot a magic bullet at the target to deal 50% of all physical and magic damage within the last 1.5 seconds that you dealt to that target as magic damage. 90 seconds cooldown. 650 units range.

So this is for both assassins and hybrid champions and is used in the reverse way of DFG that instead of using it first to amplify your burst you will use it more like a finisher AFTER you use your full spell combo with a small window to stylishly shoot your target in the back of the head as you walk away. So the active of Hextech Gunblade does zero damage if you have not done any damage prior to using the active and if you use the active too late you will also deal zero damage so there is a little more counter play for this active compared to DFG's active but it also has the potential of being more rewarding for the user too compared to DFG. Something I did want to address was turning this item into a proper hybrid item instead of a hybrid stat mage item. Another thing to address was removing the slow on the active since I feel the item should be about the kill potential finisher of blasting someone's head clean off and not about using a slow to get away or to stop someone from getting away.


Might of the Ancients: Recipe: B.F. Sword (1550g) + Hextech Blade (1550g) + 200g = 3300g

Statistics: +80 Attack Damage +UNIQUE Passive - Spell Vamp: Spells restore 15% in Health and 8% in Mana of the damage dealt; one-third of the effect against Minions. +UNIQUE Toggle: While toggled on Spell Vamp is disabled to increase physical damage dealt from spells by 15%, but take 8% of the damage dealt for yourself.

So if you couldn't tell this is the AD Caster variation of Will of the Ancients; not much to say here since I said everything in WotA.


Hope you appreciate the ideas, you can leave your feedback with any questions or concerns, and have a nice day! ~ Stacona

3 Comments

Volt Cruelerz1 votes

Will of the Ancients on Azir would be stupid broken. That said, it's an interesting idea that I like the idea of. Giving mages more sustain without making assassins broken would be nice. That said, your current numbers are bonkers. Azir would be impossible to duel. Xerath would laugh at everything you could possibly try. Veigar would just burst you and regen his entire health bar... I could go on...

I know your goal was just an idea with example numbers. I think the idea is good. The next step would be numbers which need to be dropped.

Stacona1 votes

Azir wouldn't be impossible to duo - if he has 1 or 2 soldiers up it be just like a marksman basic attacking with blade, reaver or blood thirster (BT gives more sustain like way more because 20% > 15%) remember you can still CC champions if you cannot deal damage they cannot heal --- but the point to the rework is make spell vamp more equalized to lifesteal for sustain-- tier 3 spell vamp would be stronger for aoe spells, but not insanely overpowered while tier 2 should feel like wota sustain and tier 1 like having a vamp scepter for casters

and Veigar SV is a definite nerf - veigar is single target he has no restrictions to spell vamp since the % values are going down and veigar has his passive so he doesnt really need the mana sustain side of it right now SV is 12% and 20% so single target spells are getting nerfs and AoE spells are getting buffed for sustain to meet in the middle in order to open up more champions to buy SV instead of just morde, vlad, akali (vlad is neutral and morde gets a buff with the new SV, akali gets a nerf from items but her passive still op SV)

overall I do not think you read the whole tooltip, the effect is based on damage dealt from spells, you might have been thinking you get that much health back whenever you deal spell damage- but overall the % values are indeed health sustain nerfs to single target spells and AoE spells gets a health sustain buff (its about 25% less health sustain for single target spells and like 50-60% increase to AoE spells while mana sustain never existed before on SV) overall this makes it a better stat for mages /casters (which i feel spell vamp is created for) and a nerf for single target and assassins

Stacona1 votes

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