AP Item Concepts

Stacona··2 votes·352 views

I am going to give ideas for new utility mage items (yes can be used for supports as well, obviously), a disengage item (this will be classified under a strategic diversity item), a new AP/MR item for mages so the new Abyssal Scepter can come into LIVE for the tanks and bruisers, and finally new AP and CDR items most likely building out of Fiendish Codex mainly for options and customization.

NOTE: My ideas will be based on the AP items changes as well.


[001; ap, cdr, utility buffing]: Recipe: Needlessly Large Rod (1250g) + Fiendish Codex (820g) + 430g = 2500g

Statistics: +100 Ability Power +10% Cooldown Reduction +UNIQUE Passive: Your shields and heals are increased by an additional 60(+15%AP) (one-third of this effect for multi-target shields and heals). +UNIQUE Passive: Your slows and hastes are increased by an additional 5%(+2% per 100AP); if a slow is already 70% or greater then it cannot be increased further from this effect.


[002b; low tier item, ap and health regen]: Recipe: Amplifying Tome (435g) + Rejuvenating Bead (180g) + 185g = 800g

Statistics: +30 Ability Power +100% Health Regen

[002c; low tier item, ap and mana regen]: Recipe: Amplifying Tome (435g) + Faerie Charm (180g) + 185g = 800g

Statistics: +30 Ability Power +50% Mana Regen

[002; ap, regens, team play rewards, disengage and supporty]: Recipe: 002b (800g) + 002c (800g) + 002c (800g) + 600g = 3000g

Statistics: +100 Ability Power +150% Health Regen +100% Mana Regen +UNIQUE Passive: Whenever you haste, shield, or heal an ally champion other than yourself then restore 10% of your missing Mana (1.5 seconds cooldown). +UNIQUE Active: Cleanse all stuns, slow, roots, or snares on the target ally champion or yourself and knock-back all enemies surrounding that unit (150 seconds cooldown). [Range 800 units; knock-back AoE 600 units]


[003; ap, mr, spell 'absorption']: Recipe: Negatron Cloak (850g) + Blasting Wand (850g) + Null Magic Mantle (500g) + 600g = 2800g

Statistics: +60 Ability Power +80 Magic Resistance +UNIQUE Passive: Absorb spell damage storing up 40% of all spell damage dealt, before resistances apply, to you up to a cap of 40(+130%AP); you cannot store up spell damage while this item's active is on cooldown. +UNIQUE Active: Unleash a powerful bolt of magic in the target direction dealing magic damage equal to the value you stored up to the first enemy champion struck (15 seconds cooldown). [Range 1200 units]


[004b; low tier, ap, mana]: Recipe: Amplifying Tome (435g) + Sapphire Crystal (400g) + 65g = 900g

Statistics: +30 Ability Power +300 Mana

[004c; low tier, mana, cdr]: Recipe: Sapphire Crystal (400g) + 200g = 600g

Statistics: +300 Mana +UNIQUE Passive: 10% Cooldown Reduction

[004; ap, mana, cdr, cost reduction]: Recipe: 004b (900g) + 004c (600g) + Fiendish Codex (820g) + 480g = 2800g

Statistics: +80 Ability Power +650 Mana +20% Cooldown Reduction +UNIQUE Passive: Reduce Mana costs by 30%.


[005; ap, cdr, reducing cooldowns] (Mana Champions Only): Recipe: Needlessly Large Rod (1250g) + Fiendish Codex (820g) + 930g = 3000g

Statistics: +100 Ability Power +20% Cooldown Reduction +UNIQUE Passive: Increase your Mana costs by 15% to cause your spells to reduce the cooldown of all your spells by 1 second whenever they deal damage to an enemy champion (0.25 second for Multiple Target and Damage over Time spells).

Spells that do not use Mana cannot have their cooldown reduced from this effect.


6 Comments

GinoSoldier2 votes

These items have insane potentials, i think you went too strong on the passive/active effects of some. However, i goddamn love these ideas, wish rito would read this up and tried 'em out on PBE, if with some toned down powers.

Stacona1 votes

These are concept ideas, so first iteration will of course not be most balanced ever, but they are to give ideas for Riot to make new items is the main point to the post

GinoSoldier1 votes

{quoted}

These are concept ideas, so first iteration will of course not be most balanced ever, but they are to give ideas for Riot to make new items is the main point to the post

Well, as an AP Sona (either Mid or Supp) main, lemme tell you that AP/CDR/Sustain Buff item would 100% become my second buy (after Lich's Bane for power spike) every damn game. Even if it was weaker. I'd only go for the 002 item in certain cases, but it's still a better option by far to the current Michaels, which it could (should?) replace.

Either way, it's probably too late now, but i do wish we could know if anyone at Rito had seen these.

Stacona1 votes

the disengage item is an item i want to be more for a situational pick more than anything it should not be stronger than morellos and such

the utility mage item i tried to set it up so it is a very tempting item for utility mages can buy it most games- so like lulu, orianna, karma and such can get the item even kayle, diana, nidalee get to too (it does not have to be a team shield or heal to get buffed)

GinoSoldier1 votes

{quoted}

the disengage item is an item i want to be more for a situational pick more than anything it should not be stronger than morellos and such

the utility mage item i tried to set it up so it is a very tempting item for utility mages can buy it most games- so like lulu, orianna, karma and such can get the item even kayle, diana, nidalee get to too (it does not have to be a team shield or heal to get buffed)

Well, since i'm single mindedly centered on Sona, here's what her W and E would look like with the 001 item;

At lvl 5, W heals for 105+0.2%, and shields for 120+0.2 (+30 shields with max R) The 001 Item basically raises that to 155+0.3, and shields to 170+0.3 (+30 with max R) That's legit a near 50% increase on her spell, however the increase isn't nearly as significant on just about anyone else other than Soraka, and maybe Alistar (that's scary).

What i would suggest, is to keep those base values (or near enough) but have it split by how many people are affected by the heals/shields. Only issue would be how it'd interact with abilities that can shield multiple people at different times, like Lux's W. Also, would it interact with item heals/shields like Michael's/Locket?

And really, the Speed part of it feels almost underwhelming in comparison, at 1000 AP it barely gives 20% extra value. Which is nice, granted, but not a main selling point. Also, would that interact with item slows/hastes as well?

Stacona1 votes

You can reduce the effect for AoE heals and shields; Spell Vamp is already programmed to be one-third for AoE spells--- even though one-third seems low to me so maybe half the value

the item would interact only with direct hastes, slows, heals, and shields that the champion has- to avoid things like locket and rylais abuse--- i balance around 500 AP so Orianna has a 40% haste/slow, she gets this items it becomes a 50% haste/slow it is to make the utility stronger but not on absurd levels

also soraka has high ap ratios on all her heals already, so adding 50+10% ap to soraka is the least i am worried about, the weaker heals would be more trouble some because then it can be like 50% increases, so halving the effect for multi-target shields and heals will probably be for the better

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