Ashe, the Frost Archer [Rework Concept]
Remember that this is only a concept involving my ideas. What I am going to focus mainly on, besides keeping the longbow frost archer theme, is keep Ashe as that very heavy utility Marksman (of course keeping her long range too). Now without further to do, let us jump right into things!
Go to the wiki if you like to see what her abilities currently are: http://leagueoflegends.wikia.com/wiki/Ashe
Focus (Passive): If Ashe has not attacked in the last 3 seconds, she gains 4/5/6/7/8 (@levels 1/5/9/13/17) Focus stacks per second. At 100 stacks, Ashe will gain 300 units bonus range and critically strike on her next basic attack. Thereafter, Focus stacks will reset to an amount equal to her critical strike chance. Focus can only occur again if Ashe has not attacked anything in the last 3 seconds. Focus does not work against structures.
With a 900 range basic attack for your Focus shot this will help you either initiate with a combination of a critical strike and Frost Shot or follow up more easily with Enchanted Crystal Arrow followed with a Focus basic attack. The reasoning I decided not to change much about this ability is that I consider Focus as lying in wait and then make that perfect, lethal shot. I will grant some quality of life buffs that interact with Focus and her abilities.
Frost Shot (Q): Cooldown: 15/14/13/12/11 seconds; Cost: 30/40/50/60/70 Mana Passive: Ashe's basic attacks apply a stack of Frost to her targets for 2 seconds; a maximum of 5 Frost stacks may be on the same enemy.
Passive: Enemies with at least one stack of Frost are slowed by 13/16/19/22/25% (does not stack). Focus increases the slow by 200% for 2 seconds.
Active: Ashe stuns enemies with Frost stacks for 0.25/0.3/0.35/0.4/0.45 second per Frost stack (1.25/1.5/1.75/2/2.25 seconds maximum stun duration)
Because the game has evolved in a way that makes slows nowhere near as useful as they once were (cough cough, Kalista). I decided to give Ashe her slow all the time (which she already gets), but slightly weaker, and grant Ashe a stun that is based on how many basic attacks she got off on her target(s). This will allow Ashe to be that awesome kiter and/or play-maker identity she once had within the new evolved League of Legends with champions running around that are not phased at all by slows, but are devastated by stuns! Frost stacks can still be applied even to slow immune champions.
Volley (W): Cooldown: 14/11.5/9/6.5/4 seconds; Cost: 60 Mana; Range: 1200 units Ashe fires 7 arrows in a 57.5º cone, dealing 120% physical damage to each target hit. Each arrow will only hit one enemy, and each enemy will only be hit by one arrow, each arrow may critically strike. Volley applies the current rank of Frost Shot.
*So Volley has had a power shift here granting it more late game scaling with the potential of the arrows being able to critically strike (not with Focus). With the base damage removed (even with a higher ratio) the early game damage does take a small hit so the cooldown is lower at earlier ranks to compensate,
Hawkshot (E): Cooldown: 60/55/50/45/40 seconds; Range: 2500/3250/4000/4750/5500 units Passive: Ashe gains 3 bonus gold each time she kills a unit or destroys a structure.
Active: Ashe animates a hawk to scout for her, granting sight for 2 seconds as it flies towards a target location. Hawkshot grants a 1000-radius area of sight for 5 seconds when it reaches its destination. The sight extends into brushes.
Unchanged. Hawkshot is a cool ability and there is not much you can change about it; a hawk flies out and scouts the area. Good to prevent face-checking brush and good for Ashe to prevent the enemy from brush kiting, plus bonus gold on executes emphasizes earlier access to items to grant hyper marksman status earlier.
Enchanted Crystal Arrow (R): Cooldown: 100/90/80 seconds; Cost: 100 Mana; Range: Global Ashe fires a giant arrow in a straight line. If it hits an enemy champion, it will deal 250/425/600(+100%AP) magic damage and stun that champion for 1-3.5 second(s), based on the distance the arrow traveled. Additionally, enemies within a 250-radius of the impact take half the damage and are slowed by 50% for 3 seconds. Enemies stunned by Enchanted Crystal Arrow cannot be stunned by Frost Shot until 6 seconds has passed.
The ability is unchanged, but since Frost Shot can now stun there is a safety feature here to prevent perma-stun-lock-chaining. This is essentially to make Enchanted Crystal Arrow to remain as that ultimate engagement tool and have Ashe as that play-maker marksman which is a really cool identity to Ashe which I really like on her.
Hope you like my ideas and have a nice day everyone! ^.^ ~ Stacona
EDIT: Focus: Effect cannot occur again until after 3 seconds has passed once Focus has been used up; to prevent dumb builds if someone wants perma-900 range and no damage with 100% critical chance, now this is impossible to achieve.
Frost Shot: Focus no longer applies 5 frost stacks but instead triples the current rank's slow strength for 2 seconds.
Volley: Cooldown adjusted to 14/11.5/9/6.5/4 from 13/11/9/7/5 seconds No longer increases Frost Shot's current rank of slow based on Volley Rank
and some crit runes gets me there, and none of these items are weird on Ashe.
+ sCDR blues. Anyway, it's easy to repair this in the passive, just have the focus stacks reset to a maximum of 75 or some such.