A simplified Invoker concept to fit LoL: Synth the Magical Scientist

#11Nanahara715Posted 1/21/2013 6:42:59 AM
Is it just me, or is there zero synergy between earth and the other two? Like, to get the most out of fire or water, you want them to be near the center, but earth would displace them from the center...?
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#12LimeInCoconutPosted 1/21/2013 6:53:58 AM
The term you're looking for in League lore is 'Hextech'
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#13Ikethelord3Posted 1/21/2013 6:58:33 AM
With all his skills on a 12 second CD, that means he could put out all three elements and deal, what, 500 damage on a .8 AP ratio every 12 seconds in a large AoE? I dig the kit but the numbers definitely need tweaking. Perhaps putting each individual fusion of his ult on a separate CD, for instance.
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#14LimeInCoconutPosted 1/21/2013 8:18:19 AM(edited)
Synth, the ________

-Innate: Eternal Knowledge:
Synth gains 3 ability power every minute spent alive. A third of this bonus AP is lost upon death.
Synth has a brief global cooldown on his skills after each cast, lasting .2 seconds.

-Q: Element of Fire:
After a short delay,Synth conjures a pit of fire at target area, which persists for 3 seconds. Enemies passing through the fire are dealt damage over time and are burned for five seconds, dealing additional damage over time..
Range: 750
Cooldown: 12/11.5/11/10.5/10
Cost: 80 / 85 / 90 / 95 / 100 mana
Magic Damage while in fire: 30 / 55 / 80 / 105 / 130 (+ 45% AP) per second
Burn debuff Damage per second: 15 / 25 / 35 / 45 / 55 (+ 10% AP)
Diameter of AOE: 350

-W: Element of Water:
Synth places a whirlpool at target area for 3 seconds, slowing enemies in it and pulling them towards its center over the duration.
(Essentially slows enemies walking away from the center, and speeds them walking towards center of AOE, pulls if standing still, does not interrupt channeling but will still displace)
Range: 625
Cooldown: 12/11.5/11/10.5/10
Cost: 100 mana
Speed change: 12% / 15% / 18% / 21% / 24%
Diameter of Whirlpool: 500
Pull distance per 0.5 seconds: 50


-E: Element of Earth:
Synth violently raises an impassable stalagmite from the ground at target point, knocking up and displacing enemies at the center for .75 seconds and dealing physical damage to surrounding enemies. This stalagmite will remain out for 4 seconds.
Range: 850
Cooldown: 12/11.5/11/10.5/10
Cost: 90 mana
Damage: 70 / 110 / 150 / 190 / 230 (+ 70% AP)
Diameter of Stalagmite: 150
Diameter of impact damage: 275


-R: Arcane Experiment:
Synth places a rune at target area, fusing all elements inside it to create a combined elemental effect at the center of the ring. Effects will be based on what elements were combined. Spells cast inside the ring cease to continue their individual effects after combined.
Range: 800
Cooldown: 48/34/20 seconds
Cost: No Cost
Diameter of Ring: 500
Ring Duration: 8 seconds

Element of Fire + Element of Water:
Thick steam flows around the area for 3 seconds, dealing magic damage every 0.5 seconds. Enemies inside this steam are slowed, and have a chance to miss basic attacks
Magic damage per 0.5 seconds: 30 / 45 / 60 (+ 15% AP)
Slow: 25%
Chance to miss: 15% / 30% / 45%
Diameter of AOE: 500


Element of Water + Element of Earth:
The surrounding ground becomes quicksand for 3 seconds, severely slowing enemies in it. After being in the effect for 1.5 seconds, enemies are then rooted for 2 seconds.
Slow: 45/60/75%
Diameter: 500

Element of Fire + Element of Earth: [Now similar to GP ult]
The ground explodes and cracks beneath, raining burning rocks and scorching the land beneath for three seconds where they land, applying burns for three seconds
Explosion damage: 110 / 170 / 230 (+ 60% AP)
Burn debuff Damage per second: 15 / 25 / 35 / 45 / 55 (+ 10% AP) [Dependent on Q level]
Diameter of area where rocks randomly fall: 700
Diameter of persistent AOE and explosion: 500


Element of Fire + Element of Water + Element of Earth:
A massive elemental explosion occurs, dealing magic damage and [moderately, we're not talking Janna or Gragas here, closer to Maokai] knocking back nearby enemies and slowing them by 45% for 1.5 seconds.
Magic damage: 175 / 325/ 475 (+ 65% AP)
Diameter of AOE: 700
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#15RixMaadi(Topic Creator)Posted 1/21/2013 8:44:30 AM
Nanahara715 posted...
Is it just me, or is there zero synergy between earth and the other two? Like, to get the most out of fire or water, you want them to be near the center, but earth would displace them from the center...?


I was thinking that the earth element could be used to block their path, forcing them to go back towards the fire or water element.

And interesting variation LimeInCoconut. There's definitely different ways to go with combining element effects.

I know that the numbers need tweaking and the name and title may not be the best, but I just wanted to show the general idea of how an Invoker type champion could work in LoL and not overwhelm people.
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#16yamas11Posted 1/21/2013 10:38:00 AM
Still too complicated for the fanbase.
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#17Hail_BerserkPosted 1/21/2013 10:41:25 AM
a simplified invoker is right. invoker would trounce 5 of those at the same time with his burden of knowledge
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#18RixMaadi(Topic Creator)Posted 1/21/2013 4:13:00 PM
Ikethelord3 posted...
With all his skills on a 12 second CD, that means he could put out all three elements and deal, what, 500 damage on a .8 AP ratio every 12 seconds in a large AoE? I dig the kit but the numbers definitely need tweaking. Perhaps putting each individual fusion of his ult on a separate CD, for instance.


Well there's also the damage from the fire element and earth element before you combine them all to deal the large AoE damage. Unless I'm misunderstanding what you're trying to say.
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#19Kevman510Posted 1/21/2013 4:22:17 PM
Still too much text for LoL people to remember
#20BhelliumPosted 1/21/2013 4:39:43 PM
tremendous improvement

10/10 would play
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