[Item Concept] Tank Upgrade to Tear of the Godess

TakaDama·6/22/2016, 12:51:17 PM·4 votes·573 views
Innervating Locket

[u]Tank Tear Upgrade[/u] [i]Recipe:[/i] Tear of the Goddess + Giant's Belt + 850g [i]Total Cost:[/i] 2100g [i]Stats:[/i] 380 Health 250 Mana [i]UNIQUE Passive: Awe:[/i] Gain Health equal to 20% of your Maximum Mana. Refunds 15% of mana spent. [i]UNIQUE Passive: Mana Charge:[/i] Each time you cast a spell or spend Mana, you gain 8 maximum Mana (4 second cooldown). Bonus caps at +750 Mana.

Transforms into Super Tank Tear Upgrade at 750 Bonus Mana.

[u]Tank Tear Upgrade[/u] [i]Recipe:[/i] Tear of the Goddess + Giant's Belt + 850g [i]Total Cost:[/i] 2100g [i]Stats:[/i] 380 Health 1000 Mana [i]UNIQUE Passive: Awe:[/i] Gain Health equal to 20% of your Maximum Mana. Refunds 15% of mana spent. [i]UNIQUE Active: Blue Cleanse:[/i] Consumes 15% of Current Mana to remove all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 0.5 seconds for each 50 Mana Consumed (150 second CD).

Just a random idea I had to try and fix Locket by having it scale much like Archangel's Staff and Manamune. I definitely see it being used on Yorick (as he is now), Udyr (whose reliance on stance-dancing pretty much requires him to have either blue or some form of mana), and Singed (oh boy: Singed would love this late-game).

5 Comments

Primordial God6/22/2016, 1:47:50 PM3 votes

All I'm seeing is singed god tier relic

X Anivia X6/22/2016, 1:21:09 PM1 votes

NO MORE TANKS D: However...idk. Make it a non-unique instead of Awe and I might consider it.. It'd satisfy my impossible dream of running three summoner spells- flash ignite and cleanse.

Cubíx6/22/2016, 1:32:45 PM1 votes

Instead of making a new item, why not rework frozen heart into a tear item? I mean it already gives mana and armor, just add an active when you max the mana and there ya go.

LankPants6/22/2016, 2:34:07 PM1 votes

[i]UNIQUE Active: Blue Cleanse:[/i] Consumes 15% of Current Mana to remove all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 0.5 seconds for each 50 Mana Consumed (150 second CD).

Why would this be at all useful for a tank? Most tanks don't really care about CC, that's why the old Juggernaut Enchant and Spirit of the Ancient Golem pre 25% bonus HP were garbage and generally unused. The champions who are negatively effected by CC are bruisers and guys like Yi, who would probably buy an item like this 100%.

Anti-CC just isn't very useful for tanks like Sej, Amumu, Maokai and Malphite. Those guys will function just fine through the effects of CC with persistent AOE effects or just engage a fight before there's an opportunity to CC lock them. Even in a scenario where these tanks get CC locked it's generally beneficial to their team, you waste all your CC on a champ who takes several seconds to go down in a fight and you're not winning that fight.

Champs who benefit from anti-CC are bruisers, who need to constantly stick to targets. Champs like Darius and Jax would make far better use of an item like this than any actual tank.

If you want to make it an actual tank item then giving it an effect that offers either control or damage is far better. When you look at other items which are built by tanks they generally have passives and actives which offer some sort of control item 3512 item 3143 item 3110 item 3026 item 3800 or some damage item 3025 item 3068 item 1409 item 3075 . The only item I can think of that really goes against this is item 3190 , but that's a very supportive item in it's nature and arguably less of a tank item than the others because of it and will often be bought by a support over a tank.

Sad Tyrant6/22/2016, 6:19:43 PM1 votes

This would break Singed