Anaja Chakka - Mana Weaver [United Creeps]

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Perhaps
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Anaja Chakka - Mana Weaver [United Creeps]

#1 Post by Perhaps »

Abilities:
Mana Gemming/Mana Proficiency: [Innate][Self Centered + Passive]
Mana Gemming (Active):
Mana Weaver being highly skilled with shaping mana, Mana Weaver can merge crystals and mana.
For X crystals Mana Gemming will create a Mana Saphire.

When Mana Saphire is used, it will give the hero +x to all stats, +X% mana regeneration, +X Life Regeneration, +X Attack Speed, +X Move Speed, and +X damage for a duration of X.

Passive:
Mana Weaver is skilled at conjuring mana, but always finds improvements.
Gets +[X * (Hero Level)]% mana regeneration.

Power Sphere: [Self Centered Summon]
Charging and encasing a mystical orb, Mana Weaver makes a work of art.
At the cost of an Orb of the Magi Mana Weaver creates a Power Sphere that follows Mana Weaver.
Power Sphere hits [X + (Orb of the Magi Level)] targets burning [X + (Y * Str)] mana and damaging target. Power Sphere gets an ability at for Orb of the Magi levels of +1, +3, +5.
If Power Sphere gets destroyed Mana Weaver get a dummy item that gets replaced by an Orb of the Magi of the same temper level after X duration.

Mana Walker: [Self Centered Summon]
Shaping a form from a mystical armor Mana Weaver creates a souless being.
At the cost of a Sorcerer's Robe Mana Weaver creates a Mana Walker that follows Mana Weaver. Mana Walker gets an ability at for Sorcerer's Robe's levels of +1, +3, +5.
Mana Walker has a magic attack and has an aura that gives defense.

Perfecting Touches: [Single Target Summon]
Mana Walker walker adds abilities to Power Sphere or Mana Walker. Perfecting Touches lasts the duration of Perfecting touches' countdown.
Perfecting Level 3:
Power Sphere Gains Multi Warp (Mass Teleport).
Mana Walker gains Projection (Illusion [Single Target])

Energy Core: [Channeling Target Self or Target Enemy Hero]
Forming a consuming ball of Energy Mana Weaver becomes a hinderance to his enemies.
General: When Energy Core is being channeled allied units and heroes in the area will be granted bonus mana regeneration. The ability drains mana from Mana Weaver every second, if Mana Weaver runs out of mana the channeling will stop.
Target Self: Mana Weaver will take no damage during effect.
Target Enemy Hero: Target hero will be disabled during effect and will take [X + (Y * Str)] damage a second.


Wisp Colony: [Ultimate][Target Point Summon]
The grandest creation, life.
Wisp Colony spawns a unit that converts into a structure (Colony Medium) that has an inventory (not for storage or item usage purpose). Wisp Colony summons Aether Wisps that have attack and can take hits from enemies. If the Wisps move out of range of the colony medium they will perish. The colony has a certain amount of max mana and starts with max mana; mana will drain over time. If the colony medium runs out of mana, it will lose life until it destructs or mana is given to it.

Mana can be kept up by giving the colony medium clarity potions or mana potions; you may also acquire mana by making a "mana harvester," which can be made by giving the colony medium an Enchanted Shell. Harvesters gather mana and bring it back to the colony from Restoration Fountains (The fountain in the middle for Candleburg); Harvesters do not need to be Wisp Colony Radius. The colony will be damaged if it's given health items. You may upgrade Wisp Colonies by giving X Mana Saphires to it, increasing the radius Wisps may go out, increasing max healh, and giving "Unholy Aura."

You may also create Mana Fielder which must stay within the Wisp Colony medium. Mana Fielder provides a radius for Wisps and other Mana Fielders. A chain of Mana Fielders must be connected to a Wisp Colony, meaning "Leap Frogging" out can't be done.

There is no limit to how many Wisp Colonies may be placed.
Wisp Colonies don't have timed life.

Note: Wisp Colony can't be built in Restoration Fountain's healing range.

Talents:
Efficient Gemming:
Increases Mana Saphire's bonus.

Populous:
Increases the maximum allowed Aether Wisps per colony.

Notes:
I haven't come up with abilities for the summons yet.

I would say Mana Weaver is a Satyr with the colors of Dark Blue, Dark Purple, and Cyan.
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DarkNemesis
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Re: Anaja Chakka - Mana Weaver [United Creeps]

#2 Post by DarkNemesis »

Holy shit, Perhaps, your on a role.
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Dekar
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Re: Anaja Chakka - Mana Weaver [United Creeps]

#3 Post by Dekar »

Far too cumbersomely.

All the item stuff stuff will just add useless worker micro and problems like dropping item with full inventory so they can be stolen. Building a network for wisps including ressource gathering wtf. This isnt Wispcraft. Near useless innate + weakened ultimate on maps without generators to get crystals and a bad team. You cant use both item summons at the start of the game because of a lack of gold. You cant even use one when building an obelisk?

And the hero hold skill has no time limit except your own hp?
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Perhaps
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Re: Anaja Chakka - Mana Weaver [United Creeps]

#4 Post by Perhaps »

Well the Mana Saphire is suppose to be really beefed in what it gives you, so it's not suppose to be easy to get. However, you shouldn't jump to concussions on the power of the Mana Saphire, since I gave variable stats and cost. Say it gave +75 to all stats, +500% mana regen, +500% life regen, +500% attack speed, +500% move speed, and +75 damage for 3 minutes, undispellable, while costing 1 crystal to make. I don't think with all that stats and the 1 crystal cost would by "useless." In any case, putting aside the active ability, it has a passive ability to begin with, which is regen per level.

I was already aware of the issue for obtaining regents for the summons at the start. I was hoping for suggestions to get around it, like: a Book of Conjuration, which would be a spell book that disappears when using it, when you go into the book, you pick either Orb of the Magi or Sorcerer's Robe; or coming with the the items unupgraded; or put into the skill and you get the needed item.

The ultimate is suppose to be strong and can be built up to some extent. So I also was going for it be able to be countered, rather than forting up and permanently pushing out with it while it can't be stopped, the other team will be able to break down its health by giving them health potions, or like you said stopping the workers. But again I never stated stats. If a single colony could spawn up to 10 wisps, each wisp had 2000 health, 40% reduction, 200 - 250 magic damage, very fast attack speed, 900 range with splash and it takes 30 minutes for a colony to get down to almost 0 mana and a mana potion instantly fills its mana up, all the while the Medium (structure) and has 8000 life, 75% reduction, 75% magic/spell damage reduction, producing a radius for wisps of 2000 range. Upgrading it with a mana saphire that costs 1 crystal upgrades it by 2000 range, increases health by 1000, and adds 20 armor. At this point can you say it's too weak?

The hold move does not have a time limit, except for BOTH mana and living, and of course interrupts.
"When Energy Core is being channeled allied units and heroes in the area will be granted bonus mana regeneration. The ability drains mana from Mana Weaver every second, if Mana Weaver runs out of mana the channeling will stop."
This applies for both self-target version and enemy hero target version, ergo "General."
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