Versatile Mage Concept

Paradox56·7/10/2017, 4:21:13 PM·2 votes·728 views

Passive - Amplify Magic Basic attacks apply a stack of Amplify Magic per abiltity off cooldown, AS percentage bonus effect for ult, extra AS percentage if all abilities off cool-down

CDR cap increased to 80%, double effect from CDR sources. (Excluding intelligence (cap remains 80%))

Releases powerful energy 2s after death based on what abilities on cool-down:

Frost bolt - all targets affected are slowed by 70% for 1s Fire bolt- all targets affected by 10 stacks of Amplify Magic for 1s Thunder Bolt- all targets are linked by electric chains and dealt damage per chain if not broken after 1s Ultimatum- Can be activated while dead to instantly trigger the effects.

Q - Frostbolt Passive: when ready auto attacks apply 10% stacking slow for .75s, stacks fall of one by one

Active: next auto attack has increased range and slows by 50% for 2s and applies blue mark. Does not stack with its passive slow

W - Firebolt Passive: when ready auto attacks apply stacking magic resist shred

Active: next auto has increased range and applies a dot and applies red mark

E - Thunder Bolt passive: when ready auto attacks apply 50-10% splash damage (based on proximity) in large range (applies on hit effects from items and passives)

Active: next auto has increased range and deals aoe damage in a large area applies yellow mark and spreads marks on target to all affected

R - Ultimatum point and click that activates marks left by regular abilities with effects depending on order of marks

Yellow- If first mark, activates marks on all affected If second, activates non-yellow marks Otherwise, splash damage

Red- If first, doubles numeric effects of all dots on target If second, doubles only firebolt dot Otherwise applies or refreshes fireball dot

Blue- If first, stuns for 2s and slows for 4s If second, stuns for 2s Otherwise, slows

This champion would have two different builds, one focusing on AP and CDR to be a caster that can choose heavy burst, CC, or Aoe.

The other focusing on attack speed, making up for the lack of AP with the ability to stack Amplify Magic.

What do you think would work/wouldn't work on this champion?

5 Comments

Rockman7/10/2017, 4:51:33 PM1 votes

The actives themselves need work to encourage using them. If you're going to have passive effects removed upon use you need a good tradeoff. CDR cap change probably encourages CDR builds more them you need to. Dunno. Ult seems complex for how little it actually fulfills a "combo magic" fantasy.

Passive confuses me but I like the idea of a basic attack elemental. Just needs more gameplay for the player and enemies to play around.

SzGamer2277/10/2017, 6:34:16 PM1 votes

I don't see how you can give a champ 80% CDR without making their earlygame abyssmally weak.

Imagine balancing URF Ryze's damage and cc so much that he could play in standard games without breaking the game, then take away his 80% CDR until he builds two items.

Hell, this guy would probably start Ancient Coin just so he can have 10% CDR at level 1, because I imagine that the cooldowns would have to be mindbogglingly long just so that they don't become oppressive as fuck at 80% CDR.

Keep in mind that doubling CDR scaling doesn't just double spellcasting frequency. 40% CDR increases frequency by 67%. 80% CDR increases frequency by 400%.