Maes - The Harrowed Vigilante (Champion Marksman Concept w/ Lore)

lCantPauseltMom·4/15/2016, 8:50:30 PM·1 votes·625 views

Maes - The Harrowed Vigilante

Primary Role: Marksman Secondary Role: N/A

Lore: There is no hope.

I learnt that one early on. Hope is for the weak; the fools who believe in something to get them through the day. Hope is for the senseless; the people who will dare anything while there is a fool's hope there. Hope is for those who have not known a life without it.

The City of Progress, self proclaimed and stalwat.

They bring innovations to the people. They build futures for everyone. They are a beacon of light for everyone to see.

But even the brightest lights dull.

They dont tell the people about those whose lives have been changed for the worst. They dont mention whose lives really profit the most from their economic innovations. They dont say a word to anyone about the experiments gone wrong.

I should know, I'm one of them.

Not born but bred for a purpose. Not bred but born without hope. As of now however, I realise the truth of it al.

At the end of it all, all you have left is hope.

Hope for a better life. Hope for a brightr future. Hope for a chance at something greater than yourself.

Its time to stop listening to those who destroy all hope.

*The innovators and pioneers. The lawmakers and marketeers. The experimentors and scientists. *

I'll show them a life without hope I'll show them an end without mercy. I'll show them what they taught me.

There is always hope if there is one fool left to fight for it.

Passive: Internal Systems

Maes has his resource pool substituted with Heat, with a total pool of 200. His Heat resource pool is split in half, with 0 being Frozen and 200 being Overheated. 100 is Maes' neutral zone, where he is operating at normal levels. For every 10 points under the Neutral zone, Maes loses 2.5% attack speed and 1% movement speed. If Maes hits 0 Heat his suit becomes Frozen; reducing his movement speed by 15% and preventing him from auto attacking and using abilities which require Heat. The suit's heating system will immediately kick in and charge Heat over 2.5 seconds, where he will be back in the Neutral zone. Once he is Neutral again, Maes becomes unfrozen. For every 10 points over the Neutral zone, Maes gains and 1.5% movement speed. If Maes hits 200 Heat his suit becomes Overheated; increasing his movement speed by 15% and preventing him from using abilities which produce Heat. The vents on the side of his mounted handcannon open to allow air intake, allowing him to auto attack but at the cost of 35% attack range and bullet velocity. The cooling system will kick in immediately and begin to lower Maes' heat levels over 2.5 seconds until they are at Neutral levels. Auto attacks generate heat by 5 per shot unless Overheated. Some abilities generate Heat while others drain Heat.

First Ability: Venting Lead Type: Toggle

Maes opens the vents of his handcannon, draining Heat per shot while increasing the attack speed and damage of his handcannon by 15/20/25/30/35% (As on-Hit damage). If Venting Lead is activated while Maes is Overheated, the bullet becomes heated itself and melts through the target, increasing the damage by 30/40/50/60/70% damage instead. This only works while Maes is at 200 Heat. Venting Lead wil automatically toggle off if Maes enters the Frozen state at0 Heat. Heat Cost: 5 per shot (10 Heat per Overheated shot) Cooldown: 0.5 seconds at all levels

Second Ability: Heat Sync Type: Self Cast

Maes creates a barrier around himself from his Heat reserves, giving himself a 40/90/140/190/240 (0.5 bonus Attack Damage) shield for 3 seconds. While the shield persists, Maes cannot lose nor generate Heat. If the shield breaks prematurely, Maes gains 30 Heat instantly. Heat Cost: None at al levels Cooldown: 10/9/8/7/6 seconds

Third Ability: Jump Jets Type: Cone/Line Skillshot

Maes activates his jump jets to launch himself backwards up to 450 units away. This range extends by 1 for every point over the Neutral zone Maes' Heat is up to 100 bonus range (550 maximum range) and retracts by 1 for every point under the Neutral zone he is up to 50 (400 maximum range). Maes cannot use Jump Jets while he has under 50 Heat. When he jumps backwards, Maes' jump jets scorch the ground in front of him in a 60º cone at 150 range, dealing 60/100/140/180/220 (0.4 Attack Damage) physical damage to all targets hit and melting away 8/12/16/20/24 (0.2 bonus Attack Damage) of the target's armour for 4 seconds. The range of the cone doubles while Maes is Overheated. Heat Cost: 50/45/40/35/30 Cooldown: 20/18/16/14/12 seconds

Ultimate Ability: Blazing Overkill Type: Single Target

Maes lets loose a barrage of bullets at a target after a brief delay, dealing 100/150/200 (0.65 Attack Damage) physical damage, up to 200/325/450 (1.2 Attack Damage) physical damage to the target the lower their health is. Afterwards Maes immediately looses 100 Heat over 1 second. Maes can only use this ability while at 200 Heat. If Blazing Overkill kills the target, the cooldown is reduced by 40% and Maes only loses 50 Heat. Heat Cost: 100 at all levels (50 on a successful kill) Cooldown: 90/80/70 seconds

Hope you enjoyed reading about Maes, feel free to leave a comment below if you liked, hated, orjust had ideas or suggestions. Thanks!

2 Comments

Yianiy4/16/2016, 12:05:58 AM1 votes

I feel like his passive is very punishing :o

hugemike4/16/2016, 6:35:55 AM1 votes

I would play him, it sounds really interesting and the kit is really fluid.