My Update to Ohmwrecker (Part of my upcoming diver/fighter/Juggernaut itemization update)

TheGoomyGamer·10/24/2017, 12:12:01 PM·4 votes·589 views

Some of you may remember a Mage Item Update I did a while ago, and im that I promised a fighter itemization update. In this update I'll be looking at items for Fighters, Divers and Juggernauts. An item that stuck out like a sore thumb was ohmwrecker. NO ONE buys this item in its current state, period. WHy buy an item like that when you can simply buy some HP and armor to dive with ease anyway? It's useless. So I focused on the tower interaction and split it into 2 (Technically 3) Items. This is a quick look at some of the changes I'll be putting forward in the upcoming item update. Please note that all numbers are experimental and subject to change, and it is merely the concept of the item I propose to you. SO, without further ado, introducing:


#The Ohm Shard Line These items are extremely useful for either taking or defending turrets. I have explored the concept of Ohmwrecker's interaction with towers and set of two opposing items to help either defend turrets against sieges, or assist you in dives. While only Ohmwrecker and the Shard of Ohm should be classified as diver itemization, I'm putting both here for clarity. Similar to the hydra items and the Lost Chapter upgrades in my Mage Itemization update, you can only buy one of these at a time (Including Shard of Ohm)

Shard of Ohm https://imgur.com/erLiUz6 1300g item 1028 +item 1029+600g Stats: +200 HP +25 Armor Unique Passive: Essence of Ohm Nearby allied towers gain +15 Armor and Magic Resist. Nearby enemy towers lose (10 AD) worth of damage vs you.

OhmGuard https://imgur.com/JKvbnPs 2600g item 3105 + https://imgur.com/erLiUz6 + 200g Stats: +400 Health +55 Armor +30 Magic Resist Unique Passive: Essence of the Ohmguard Nearby allied towers gain +25 Armor and +25 Magic Resistance.

Unique Active: Blessing of the Ohmguard Nearby allied towers are blessed with a bolt of life, granting them a shield of 100-400 (Based on Level) that lasts for 6 seconds, and regenerates 25-100 (Based on level) every second (Cannot exceed max shield value). For the next 6 seconds, the towers gain +50% Attack speed and the resistances from Essence of the OHmguard are doubled.

This item is a powerful anti-siege item. I feel like the numbers might be a bit high, and it might become mandatory in this meta, so if this were a thing then turrets would be buffed and pushing power nerfed (Along with this item's defensive capabilities slightly) so that it wasn't a must-buy. Note that you lose the offensive capabilities of Ohmwrecker or Shard of Ohm. Also, this has a lengthy cooldown, so use it sparingly.

Ohmwrecker item 3056 2800g item 1037 + https://imgur.com/erLiUz6 + 300g Stats: +45 AD +300 Health +35 Armor Unique Passive: Essence of the Ohmwrecker Nearby enemy towers lose (20 AD) worth of damage vs you.

Unique Active: Wrath of the Ohmwrecker Nearby enemy towers are struck with a bolt of energy, preventing them from attacking for 1.8 seconds. Once the effect ends, the turrets will resume attacking the target it should be (Turrets will keep targeting a unit, and are simply unable to attack it) but the ramping damage is reset. A tower cannot be affected by this effect more than once every 12 seconds. (120 second cooldown)

This item is a good snowbally item for divers, ideally a second pickup. The active means that you can dive enemies with lowered risk - however, the disable duration is relatively low, making it better for snowballing. The ohmwrecker active also has a very long cooldown, meaning you should use it sparingly. Note also that you give up on the buff to allied towers when you pick up the Ohmwrecker over the Ohmguard.

Tell me what you think of these three concepts! I'm always looking for feedback to hopefully transition into a better final update when the time comes. Thanks for reading!

4 Comments

THE RlVER KlNG10/24/2017, 10:08:28 PM1 votes

this is pretty cool

ohmwrecker would probably be too good on someone like trynd or xin but the shard of ohm is a neat idea and makes the ohm line relevant and buildable

Zulfurya10/25/2017, 12:41:40 AM1 votes

I think OhmGuard delivers a better response than your new Ohmwrecker iteration mainly because it suffers from some of the same things as current Ohmwrecker, feeling too passive or unappreciated.

The reason I like your OhmGuard is because you move from a more passive or not as visibly impactful to something players can react to in a more active way but I still don’t think it delivers enough interactivity which brings me to an idea I also had for Ohmwrecker, but first, there’s a minor thing with OhmGuard and correct me if im wrong but doesnt all items always have stats that are present in their previous upgrades only. It makes sense at least to me that it should work this way since it feels weird to get different stats from the ones you are currently itemizing.

Now on to my idea, while this iteration goes back to Ohmwrecker roots, being only one of its kind and with defensive stats, I like it because it adds a moment of interactivity, at least in my opinion. I got this idea from watching a Galio use his Shield of Durand while he was nearby an enemy turret, because of the taunt animation and the fact that the turret was already aiming someone else, for a brief time it looked like if Galio was doing some sort of EMP on the turret, much like your new Ohmwrecker iteration. And so it began, the idea is that you start a charge (that just like Galio’s ability it doesn’t let you cast or attack while performing it) for the next x seconds, creating a zone around you that deactivates all enemy turrets (maybe wards and traps too?) inside the radius and grant invulnerability to allied turrets.

The reason I like the way this works is because players can play around it, they can force you to retreat from the area, displace you or focus you. This can happen in both situations, as you are the one defending a turret or sieging the enemy turret, it goes further from the press the button and carry on, it creates a threat that all players can play around making interactivity in a more active way. Also if going for the idea that also affects wards and traps I like the idea that since it gives defensive stats only and because it’s a charge ability that doesn’t let you take any other actions, it will still be bought by tanks and some fighters that can make it work.

Anyway that’s all I got for now, its pretty late here and sorry if my post ended by disregarding your proposal but I hope this helps to improve your idea.