- Joined
- Jul 3, 2013
- Messages
- 25
I REALLY wasn't sure where to put this thread, and I ended up settling on this one. If it's wrong tell me where I should relocate this xD
So I'm trying to make a Blade Dancer for a Dota-esque map, though the skills and how the hero's being made is more similar to League of Legends.
The hero is heavily combo-based, and is more of a melee caster than a carry. Is also a pseudo-assassin.
Current skills:
Passive: None so far, probably something to help with mana management, or adding bonus effects to his other skills, or both, idk! xD (considering the combo-based skill set). Halp pls.
First: None so far, this is what I'm having the most trouble with. Halp pls.
Second: Dance Macabre (aoe around self, cast on button press)
AOE damage + slow. The damage is magic based but ignores magic immunity, deals bonus damage based on STR and AGI.
Third: Blade Waltz (single targeted ability with bonus aoe)
Teleport to target, dealing a bit of magic damage (to main target only) + some bonus aoe physical damage based on AGI (to main target+nearby enemies).
Basically, a teleporting frost nova without the slowing effects.
Ulti: Dragon Dance (single targeted ability)
Basic targeted ability, relatively low cooldown. Deals physical damage 3 times in rapid succession with increasing damage on each hit. Invulnerable while attacking. Costs health instead of mana.
My main problem is that I want the passive, or the first skill, or hell, both, to somehow make the transition between each skill flow really well and make it really seem like a dance.
For example, something like...
Blade waltz to initiate, attack once, perhaps the passive ability affects this somehow, using Dance Macabre, and somehow, the passive has a bonus effect tying in with this, using the first skill, with some bonus effect from passive or tying with other spells, attack again with maybe-passive-bonus and finishing with Dragon Dance, and by the time you use the ultimate, the other cooldowns should be back off cooldown, use them, Dragon Dance, rinse and repeat
So I'm trying to make a Blade Dancer for a Dota-esque map, though the skills and how the hero's being made is more similar to League of Legends.
The hero is heavily combo-based, and is more of a melee caster than a carry. Is also a pseudo-assassin.
Current skills:
Passive: None so far, probably something to help with mana management, or adding bonus effects to his other skills, or both, idk! xD (considering the combo-based skill set). Halp pls.
First: None so far, this is what I'm having the most trouble with. Halp pls.
Second: Dance Macabre (aoe around self, cast on button press)
AOE damage + slow. The damage is magic based but ignores magic immunity, deals bonus damage based on STR and AGI.
Third: Blade Waltz (single targeted ability with bonus aoe)
Teleport to target, dealing a bit of magic damage (to main target only) + some bonus aoe physical damage based on AGI (to main target+nearby enemies).
Basically, a teleporting frost nova without the slowing effects.
Ulti: Dragon Dance (single targeted ability)
Basic targeted ability, relatively low cooldown. Deals physical damage 3 times in rapid succession with increasing damage on each hit. Invulnerable while attacking. Costs health instead of mana.
My main problem is that I want the passive, or the first skill, or hell, both, to somehow make the transition between each skill flow really well and make it really seem like a dance.
For example, something like...
Blade waltz to initiate, attack once, perhaps the passive ability affects this somehow, using Dance Macabre, and somehow, the passive has a bonus effect tying in with this, using the first skill, with some bonus effect from passive or tying with other spells, attack again with maybe-passive-bonus and finishing with Dragon Dance, and by the time you use the ultimate, the other cooldowns should be back off cooldown, use them, Dragon Dance, rinse and repeat