A split decision: What is this? a magic warrior or a warring mage?
Champion concept: A champion that utilizes fury for their abilities costs. Currently I have one version that generates fury by auto attacks and extra fury if damaged and their abilities would consume fury but would create shielding equal to the fury consumed. Another version would also generate fury with attacks, but fury would grant ability power with that fury and their kit would be designed towards that of a mage/support over that of a bruiser/fighter. I would rather pick one over the other is my dilemma here.
Purpose behind idea: Fury based champions must be engage in combat in order to be effective and continuous fighting works best for them. The difference in the above ideas is not in their damage type, as I would design both with magic damage in mind, but one would likely be geared toward a tankier build than the other. Another aspect of Fury based champions is admittedly their tankiness and survivability. Both being aspects of a fighter/bruiser.
Mock build #1: Based on the warrior with magic idea, this character would deal in mostly magical damage for the majority of their kit which is mainly for dueling rather than team-fighting. The ultimate would be how they could properly deal with a teamfight in a mage-like fashion as until then, their kit can only deal in single target or immediate area damage, while the ult will provide no more range, it provides more coverage of the immediate area.
passive-fury generated by auto attacks and taking damage. % of health bar lost=% fury bar filled. When abilities consume fury a shield is also gained closely based on the amount of fury lost.
q-Ashe q styled ability. turn on, fury gain on hit is replaced by losing fury on hit to deal extra magical damage. while off you could gain attacks speed or else just have nothing happen and the "on mode" damage buff be really high. Passive would make dueling very complex as while this is on you would be relying on being hurt to supply fury but each attack would grant a shield to diminish that damage taken and by proxy the amount of fury gained by being hurt.
w-clear self of cc and deal magic damage in an area around you. fury lost by using this to double as a shield and maybe the fury also increases damage?
E-consume fury and dash forward to knock around everything in the way (would be physical damage). would work reeeeeally well in being a niche way of trap clearing as you could dash through trap laden areas and be shielded while you break them. Also great for initiating into a fight. if I had to reduce the shield effect to only one ability granting a shield by consuming fury this would be it. I have also had a version that grants movement speed if you hit a champion.
R-starts up a temporary rage mode that would grant attack speed for increased fury generation and give special buffs to abilities. q would give a "ravenous hydra" effect to the bonus damage if it is active w would heal for champions hit by the attack e would gain a second cast with half the max range.
Mock build #2: Telling it upfront that this idea is based largely off the Warlock of the Destiny franchise but is similar to the above idea in that the kit is controlling the immediate area. mobile fights are not recommended, but this character would be ranged and could likely generate more fury from a safe distance than the above could
passive-fury generation by auto attacks and maybe also from some other method, mainly though the special aspect of this version is it would grant ability power as well based on some percentage of the bar that is filled. would be a constant buff so taking an item like nashor's tooth could make auto attacking more than just a way to gain fury. For this character that is mage-like the ability would definitely be called "angry magic" because they use "anger" to cast abilities, and hurting others/being hurt would make them angrier which would grant them power.
q-main power, would create an aoe at a target location that has a small blast and then deals in dot within the blast zone. would have a fairly low cd and could be set up to have multiple "pyres" going at once. in reference to the warlock again, this is based on the solar/vortex grenade and therefore could have a slow effect applied to people hit by the blast.
w-potentially this could be the q instead, but it would be a basic auto attack buff. the buff would be in dealing extra damage over time, and may also grant movement speed or be granted to an ally instead of just being for yourself. Based of The scorch ability of the sunwalker subclass, this wouldn't take much fury, but instead it could return fury for each tick of damage dealt by the dot effect, which could be extended by attacking? (would not be true for the ability if it could be given to allies)
e-probably not a good idea for a fury champion but this could be a per sec cost ability that grants a heal ally/damage enemy self aoe. Fury consumed would have to be balanced between a set cost that doesn't increase and doesn't affect the ability stats or a percentage cost that does affect the strength of the ability. Honestly just going more towards that sunsigner subclass idea as I always thought this could be something that subclass should have been able to do.
r-Tied to the voidwalker subclass from destiny, this ability would be an explosive blast that would be launched like a skillshot and would gain charges as you level it up but since it is similar to corki's and xerath's power (it would be fairly long range) then it would need to be between the two in terms of execution method and CD type (activate and then use all charges or one charge at a time?)
To anyone who reads this I apologize for the piss-poor format and grammar errors but this is really posted more for me to read anyway. Post comments at your leisure but be sure to think a bit about what all I have here before you do so as again, this was more to aid my sometimes poor memory than to discuss so I may not respond to all comments very quickly.