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Astromancer - Damage/Support

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Astromancer - Damage/Support

Postby GingerGiant » 22 Feb 2010 09:01

The Astromancer

Stats

Damage
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Protection
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Health
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Mobility
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Control
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Combat Role

The Astromancer brings celestial power to the field of battle. His magic lets him harm foes while healing allies.

Lore

Power comes in many forms. Ages ago, an isolated people sought answers from the stars. Through generations of rigorous study, they learned the secrets of the night sky. Guided by the cosmos, they could divine years of good harvest, and prepare for years of famine. A select few, however, learned to harness the power of celestial bodies. They were granted sway over fate and destiny. Those descended from this bloodline have come to be known as Astromancers.

The pressence of an Astromancer is a sign of bounty. In times of peace, the Astromancers use their magics to promote growth in plants, and cure the sick. However, it is only in battle that Astromancers unleash their true powers. The Astromancer's enemies all suffer the same fate, but they may choose the means of their undoing.

Abilities

*Casttimes and Cooldowns are measured relative to other casttimes and cooldowns, respectively.

(Buffs/Debuffs)

Infusion - Deals 6 damage over 3 seconds. If the enemy attacks an allied unit, the ally is healed for the remaining damage of the debuff, exhausting all stacks. Stacks 3 times. Once Infusion reaches maximum stacks, additional applications do not reset its duration.
Dementia - Insanity turns friend and foe alike invisible for 4 seconds.
Fortune - Increases healing received by 50% for 4 seconds, or until 48 health has been restored.
Wish - Heals 9 damage over 3 seconds. If the ally attacks an enemy unit, the enemy is damaged for the remaining damage of the buff, exhausting the buff.


Infuse - M1 (Directional)
A bolt of celestial energy. Deals 9 damage and inflicts Infusion.
Casttime: (1) Very Short
Cooldown: (1) Very Short
Range: 6 Vanguards

This is, obviously, the Astromancer's basic ability. Each applied stack has the potential to cause a 6-unit change in hitpoints, whether the target chooses to attack or not. The healing can also affect the Astromancer. This debuff won't heal enough damage to completely mitigate an attack, but might discourage attacking.

Comet - M2 (Directional)
A bolt of searing power. Deals 20 damage plus any damage remaining in stacks of Infusion. Exhausts all stacks of Infusion. Enemies with 3 stacks of Infusion are knocked back by the bolt.
Casttime: (2) Very Short
Cooldown: (3) Short
Range: 9 Vanguards

A good complement to Infuse. This lets the Astromancer deal a solid 20 damage whether the target is close or far away, but with an added bonus for use against foes who have stacks of Infuse. The three-stack knockback gives it a little more "oomph". Whether or not the knockback is triggered, it removes all stacks of Infuse. I figure it will be a fun combo to look forward to.

Shooting Star - Space (Hover)
The Astromancer glows with brilliant light, and rockets through the sky toward a target location as an immaterial and invulnerable shooting star. He applies Wish to any allies he flies over.
Cooldown: (6) Medium
Range: 8 Vanguards, 2 Vanguard AoE

Primarily, this ability looks cool. He arcs high up into the air, and plummets to the targeted location seconds later. Obviously, he cannot be harmed while he's in the air.

Star Fall - Q (Hover)
Calls down one celestial meteor each .4 seconds for 2 seconds. Each deals 5 damage to a primary target and inflicts Infusion, and deals 4 damage to secondary targets in an AoE.
Casttime: (5) Medium
Cooldown: (5) Medium
Range: 9 Vanguards, 1.5 Vanguard AoE

These meteors come crashing down quickly. You can lead each meteor to a different target. The meteors are not locked into a heading until they appear on-screen. In fact, you will be locking in the next meteor while the previous meteor is still on screen.
Only one enemy can ever be the "primary target," which is the only target this ability applies Infuse on, and only take 5 damage per meteor. Secondary targets do not receive Infuse, and only take 4 damage per meteor. The Primary target is the enemy closest to the center. This spell works a little like the opposite of most other healing secondary skills, which have a primary healing target in an AoE, and heal secondary effects for other allies in that AoE.
Note that the Astromancer has to sit still while casting.


Eclipse - E (Directional)
A sphere of tangible darkness. Any enemy unfortunate enough to come into contact with the sphere is inflicted with Dementia.
Casttime: (6) Medium
Cooldown: (7) Long
Range: 9 Vanguards

Eclipses are seen often associated with craziness, and other bad things. This is the Astromancer's only guaranteed crowd control effect. Only one target is affected by Eclipse.

Align - R (Hover)
The stars align, favoring the target and applying Fortune.
Casttime: (3) Short
Cooldown: (8) Long
Range: 5 Vanguards

Throw it on an ally who's about to take a beating from Infused foes. It functions similar to a damage shield, except with healing instead. This move works well with Infusion , as it can turn a small heal into a very big heal, but without going overboard.

Celestial Cannonade - Ultimate (Hover)
The Astromancer calls down a gigantic column of celestial energy for 2.5 seconds. It deals 6-11 damage each half-second to enemies, and heals allies for 9-14 points each half-second. The magnitude is greater the closer a player is located to the center of the column. The beam focuses on your cursor, and will follow your cursor slowly.
Casttime: (9) Long
Range: 3 Vanguard diameter

It's a freaking ION CANNON! And it heals people? Win.

Appearance

Physically, Astromancers are tall and thin with sharp, elven facial features. Their posture suggests timeless authority, and their ages are not reflected in their appearance.

These wizards wear ornate robes with distinct edges. In a satchel on their backs they carry several star charts and documents of importance. Scientific instruments such as sextants, compasses, and spyglasses are fixed to their belts. Of particular interest is an Astromancer's head wear. This hat is roughly 30 centimeters tall, and shaped like a long box. It sits on their head, one edge aligned with the bridge of their nose; if their noses pointed north, then each corner is aligned with a cardinal direction. The tip of each corner (at the top of the hat) make a sharp, accented point that sticks out and away from the hat. The top of the hat has a gentle incline, with "North" as the highest point. A hood flows out of the bottom sides and back of the hat, covering those sides of the Astromancer's head and neck. In front, the hood connects with a shawl that flows down across the front of the Astromancer's robes. The shoulders are adorned with metal crescents that rise above the neckline.

In their right hands, Astromancers carry a bronze/silver staff. At the top of the staff, several metal circles with inlaid spheres oscillate around each other. It looks like a solar system diagram. The spheres represent celestial bodies. Near the top of the staff's neck, the staff splits to support the ornament. The rest of the staff is polished and smooth.

Designer's Commentary

My friend kept bugging me (and continues to bug me) to create a dragon champion for League of Legends, because shortly after I suggested a champion, a very similar champion showed up on the Test Realm (Gragas). After suggesting the Spelunker for BLC, I decided to create a Bloodline with very little CC. I decided upon creating a monk-like character, and I figured an Astronomy theme would provide a rich source of lore.
Whenever I make a suggestion for a character, I like to draw inspiration for abilities based on how I imagine the character animating in my head. Infuse started out as a melee skill. I imagined the Astromancer running in, smacking people, and blasting them away with Comet. I soon realized, though, that having Infuse be melee would not lead to many max-stacks of Infusion, since he would be very easy to hit. I left Infuse at short range, and I realized that my Astromancer would make a better wizard than a monk. This helped a lot when I went on to create his other abilities, because it meant he was no longer restricted to melee for most of his attacks.
The nice thing about Astronomy is that it is associated with stars, precognition, the moon, and a great variety of other things. The main features I focus on are shooting stars, good fortune, fate, and the heavens. I created the Infusion mechanic as a means to mitigate damage from attacks without a damage reduction debuff. The Astromancer infuses his foes with heavenly energy. When he infuses someone, the energy burns them, or is released to heal one of the Astromancer's allies. I think it conveys that the same powers he uses to benefit civilization can also be used for war.
Star Fall is probably my favorite spell, second only to Eclipse. It touches on the Astromancer's other major theme, which is flipping other mechanics to suit a different purpose. It's very similar to the Alchemist's Secondary skill, healing extra for the primary target, and splashing onto other nearby allies, except this time it is damage. Lots of damage. Plentiful bounty is the other "flipped" spell. It is like one of the damage shields that break after a certain point, except the massive healing bonus stops after a certain time or heal cap is reached. It is intended to work particularly well with Infusion, acting as a much stronger damage mitigator than Infusion on its own.
Eclipse. My favorite spell. It took a particularly long time to think up a fun CC ability to use with a projectile. I knew I wanted to work in something to do with Eclipses, and that whatever it did, it would be particularly negative. Full moons are associated with dementia, and so I worked the mechanic to "eclipse" a player. It has a unique spin on the Blind effect, letting foes see themselves so they can run around, but turning everyone else invisible. It's certainly a freakier Blind. The afflicted can do nothing, or attack wildly, which can inhibit their ability to aim. They can still see the ground. But, if their aim is hampered, they you can probably get in a couple stacks of Infusion before they actually hit something and remove the debuff. Or, they will be unlikely to waste their stronger skills, and you have no need to fear their weaker abilities as long as Infusion is triggering.
The ultimate's previous incarnation had some primary/secondary area effect stuff going on and applied Infuse, but I felt like it needed a more direct support effect. So I just decided on a straight-up damage/heal combo affected by how close the target was to the center. I imagine the Astromancer cutting a swathe across the field of battle with this thing. Enemies running away from it, allies running towards it. It also has a much more awesome name now.

Vanguard-O-Meter

Image
Last edited by GingerGiant on 09 Mar 2010 18:20, edited 44 times in total.
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The Astromancer - Ranged DPS/Support!

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Re: Astromancer - Damage/Support

Postby Lolex » 22 Feb 2010 09:28

GingerGiant wrote:Vanguard-O-Meter
Image

Haha, brilliant.
The Heralds are the keepers of education for the people with their apparently exceptional memory, tied in with the rhythm of their drums.
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Re: Astromancer - Damage/Support

Postby GingerGiant » 22 Feb 2010 15:38

Thanks, mate! Glad you appreciated it. It helps me visualize things.
Check out my bloodline suggestions...
The Spelunker - Short-range Fighter/Control Hybrid
The Astromancer - Ranged DPS/Support!

Or take a peek at a great new game mode!
Switch! The Game Mode
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Re: Astromancer - Damage/Support

Postby kae » 06 Mar 2010 02:54

Shameless bump on improved Astromancer! It's a revision, read through it again!
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Re: Astromancer - Damage/Support

Postby Snowflake » 07 Mar 2010 04:30

I havn't played yet, so can't say how well it will fit. However, it looks very fun, and Dementia sounds like a pretty unique effect! Good creativity there mate.

This kindof feels like a "control" character despite his lack of traditional disables. Infuse looks like a kind of mindgame, almost. How hard would Comets be to land, do you think?
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Re: Astromancer - Damage/Support

Postby GingerGiant » 07 Mar 2010 04:44

Not too hard. It flies out hard and fast. The trick is getting enough stacks onto the target, and that means making sure they don't land any hits.
Check out my bloodline suggestions...
The Spelunker - Short-range Fighter/Control Hybrid
The Astromancer - Ranged DPS/Support!

Or take a peek at a great new game mode!
Switch! The Game Mode
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Re: Astromancer - Damage/Support

Postby kae » 07 Mar 2010 06:22

Lol Ginger I just realized that melee bloodlines are gonna be entirely raped by your bloodline. Imagine you get one knockback off. How are they gonna get another hit in after that if you keep stacking 3 infusion and m2ing them off everyone all the time. It's like an inf loop, only stopped by their mobility skills. Maybe. If the knockback is big.
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Re: Astromancer - Damage/Support

Postby GingerGiant » 07 Mar 2010 07:52

Naw, knockback isn't that big, and the skill has around a 4-second cooldown. Once they turn and focus on him, he'll have trouble getting his 3 stacks. The knockback is more for flavor.
He himself is fairly squishy, and does not have the strongest mobility mechanic.

I think he could be very interesting to pla. Do you hit the guys in melee, or do you hit the ranged DPS? Or do you hit the healers? There are advantages and disadvantages for any given target, and his heals really don't do much more than mitigate damage unless he casts Plentiful Bounty.
Check out my bloodline suggestions...
The Spelunker - Short-range Fighter/Control Hybrid
The Astromancer - Ranged DPS/Support!

Or take a peek at a great new game mode!
Switch! The Game Mode
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Re: Astromancer - Damage/Support

Postby Rymdkejsaren » 09 Mar 2010 12:17

Hey there's an astronomer among the new bloodlines coming. Related? :shock:
[DTE] - DTE Gaming Community / Multigaming Clan
Soul Warden - Tank/Support bloodline suggestion
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Re: Astromancer - Damage/Support

Postby GingerGiant » 09 Mar 2010 16:49

I don't know. I can't wait to compare them, though. I had a feeling that an Astronomy themed bloodline was in the works. If you think about it, all of the bloodlines perform a "job" within their communities that defines their abilities. In many cultures, Astronomers play a very significant part of daily life. BLC's art style has a lot of African, Oriental, and Aztec/Mayan/Incan influence, and the Mayans were very proficient in Astronomy. It was only a matter of time. Part of the reason I created the Astromancer was because I knew that it was a very viable basis for a new bloodline, and I wanted to help out. I just called him the Astromancer because I felt "Astronomer" was too passive.
Check out my bloodline suggestions...
The Spelunker - Short-range Fighter/Control Hybrid
The Astromancer - Ranged DPS/Support!

Or take a peek at a great new game mode!
Switch! The Game Mode
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Re: Astromancer - Damage/Support

Postby BlackTissue » 09 Mar 2010 18:12

If it is as the same as your suggestion (not identical but the same concept)

It will prove that in BLC,
The player can change and improve the game(which is not common among other games),
meanning that the BLC staff's value the community and care about.
Which mean----------> Great staff=Great game
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Re: Astromancer - Damage/Support

Postby Kurpitsa » 09 Mar 2010 18:23

Well, hjulle (or someone) did say in IRC that the new bloodlines have influences from suggestions made here.
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Re: Astromancer - Damage/Support

Postby Asteroth » 10 Mar 2010 00:36

Oh wow.. i saw this thread when it was first posted and thought "hmmm its interesting.. i have a feeling something might happen" Then the "astronomer" bloodline shows up...

I now very curious to see how the new bloodlines look...
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Re: Astromancer - Damage/Support

Postby Skvid » 10 Mar 2010 09:38

I really like the logic behind the infuse debuff, it adds alot of twist to the spell(s). I'm also fond of the concept in general, and it would be really awesome to see some similarities in upcoming BC.

However i'm not sure if i like the similarity to inhibitor with the 3stacks of M1 and 1 shot of M2 for finisher.
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Re: Astromancer - Damage/Support

Postby GingerGiant » 10 Mar 2010 16:15

I realizeed the similarity when creating the Astromancer, and there are some key differences.

The Inhibitor's M1 and M2 are complements to eachother. They have roughly the same cast time, cooldown, animation, and even total damage. The first is that M2 takes half the damage form M1 and heals himself, and each applies opposite debuffs. One amplifies, the other weakens.

With the Astromancer, his Comet is used to flavor Infuse, as opposed to be its twin. Infuse has a much shorter range than Comet, and Comet never increases the damage done by Infuse. It only "finishes" the damage on the Infusion debuff, with the added bonus of a fair knockback. Comet is the Astromancer's only sure-fire way to make the damage from his debuff stays damage, instead of becoming a heal.

I've mentioned the difference in ranges of the two abilities, too. Infuse has a much shorter range so he cannot easily "kite stacks" without giving melee and other short-range bloodlines to fight back. Comet is much longer ranged and has better damage, giving the Astromancer something to do when he does not want to be close in the fight.
Check out my bloodline suggestions...
The Spelunker - Short-range Fighter/Control Hybrid
The Astromancer - Ranged DPS/Support!

Or take a peek at a great new game mode!
Switch! The Game Mode
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