Hero Idea: Lightning Construct
Jun 5, 2014 19:48:30 GMT
Post by Sarenarass on Jun 5, 2014 19:48:30 GMT
Innate: Positive/Negative Charge: /
When one is used, the other ability becomes active. Units marked with charges will have their resistance reduced (lasts 30 seconds). If two units that are marked with the same debuff get too close to each other touch they will both take damage and be knocked away from each other. If two units with the opposite charges get too close both will lose the debuff. Can override a charge by placing a new charge on the unit.
Maybe?: Do damage if you apply the same charge on a unit twice.
Electric Pylon:
Erects a pylon in the targeted area. Pylons are invisible unless you get close enough to them. Use the Positive/Negative innate to mark Pylons as either Positive or Negative. Pylons will automatically connect with each other if within 400ish range. If both pylons are marked the same then once they connect (WITH LIGHTNING) they will both explode, dealing damage in a small radius around them. If two oppositely charged pylons connect they will flicker a stream of lightning between them. If nearby enemies that are charged with the same charge as the pylon come too close they will be zapped. If they are oppositely charged to the pylon they will both lose the debuff (de-activating the pylon).
Max: Four Pylons.
Lightning Bolt:
Charges a lightning bolt. While charging the bolt, the hero will become immobile and right clicking will simply change the hero's facing direction. Using the ability again will release the bolt:
0-2 second charge: Only 50% of maximum damage. Can be used to charge a pylon, increasing its damage.
2-3 seconds: 75% damage. Will knock back targets slightly (including pylons)
Around 4 seconds: Full damage, will knock back targets (including pylons)
5-7 seconds: 60% damage, will knock back targets a lot. Overcharges Pylons after knocking them back causing them to explode after several seconds.
8 seconds: Will discharge, causing the charged lightning bolt to disappear.
Note: If pylon is negatively charged, firing at it will pull it to you instead of away. This applies to units too.
Maybe: Could have a bar only visible to the hero showing how long it has been charged.
I have some other ability ideas but I don't like them much. This is more of a rough concept that I thought could be interesting to expand on... albeit a bit complicated.
When one is used, the other ability becomes active. Units marked with charges will have their resistance reduced (lasts 30 seconds). If two units that are marked with the same debuff get too close to each other touch they will both take damage and be knocked away from each other. If two units with the opposite charges get too close both will lose the debuff. Can override a charge by placing a new charge on the unit.
Maybe?: Do damage if you apply the same charge on a unit twice.
Electric Pylon:
Erects a pylon in the targeted area. Pylons are invisible unless you get close enough to them. Use the Positive/Negative innate to mark Pylons as either Positive or Negative. Pylons will automatically connect with each other if within 400ish range. If both pylons are marked the same then once they connect (WITH LIGHTNING) they will both explode, dealing damage in a small radius around them. If two oppositely charged pylons connect they will flicker a stream of lightning between them. If nearby enemies that are charged with the same charge as the pylon come too close they will be zapped. If they are oppositely charged to the pylon they will both lose the debuff (de-activating the pylon).
Max: Four Pylons.
Lightning Bolt:
Charges a lightning bolt. While charging the bolt, the hero will become immobile and right clicking will simply change the hero's facing direction. Using the ability again will release the bolt:
0-2 second charge: Only 50% of maximum damage. Can be used to charge a pylon, increasing its damage.
2-3 seconds: 75% damage. Will knock back targets slightly (including pylons)
Around 4 seconds: Full damage, will knock back targets (including pylons)
5-7 seconds: 60% damage, will knock back targets a lot. Overcharges Pylons after knocking them back causing them to explode after several seconds.
8 seconds: Will discharge, causing the charged lightning bolt to disappear.
Note: If pylon is negatively charged, firing at it will pull it to you instead of away. This applies to units too.
Maybe: Could have a bar only visible to the hero showing how long it has been charged.
I have some other ability ideas but I don't like them much. This is more of a rough concept that I thought could be interesting to expand on... albeit a bit complicated.