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CAC 1 - Part 5f - E Skill Voting

Creator: Jebus McAzn August 4, 2011 4:37pm

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Jebus McAzn
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Permalink | Quote | PM | +Rep August 4, 2011 4:37pm | Report
This will be a poll to determine the community's favorite version of the E skill.

This will be a Bold Vote poll.

When voting, keep in mind our original concept and our total skillset.

The template for our skills is:

Trojan995 wrote:
FINAL SUBMISSION:

Passive: CAC1 gains a speed boost after the extent of an enemy crowd control spell is worn off.

Q: Passive: CAC1 deals extra damage and silences the enemy every (x)th attack, .

Active: CAC1 launches a projectile that deals damage and silences the enemy.

W: CAC1 tethers enemy champion. If enemy champion leaves the range of the tether, the enemy is slowed (significantly) and (other CC?).

E: CAC1 inflicts damage over time and a debuff upon the enemy for (medium-long) duration. If the enemy is healed within the extent of the debuff, 50% of the heal is instead given to CAC1.

R: CAC1 damages and fears (or some type of CC) target enemy for (very short) duration. If, after the duration of the fear, (x) amount of enemy champions are nearby target enemy, the fear is renewed. Max (x) seconds. Additionally, every tick that the fear is renewed, CAC1 gains bonus attack damage (attack speed, maybe?) for (longer than the CC duration) seconds.


All following numbers are subject to change.

Our Q skill is:

Trojan995 wrote:
Passive: Every 5 attacks, CAC1 silences the enemy for 0.5 seconds and deals (35/45/55/65/75) physical damage.

Active: CAC1 fires a projectile that deals (65/100/135/170/215) (+1 per bonus attack damage) physical damage and silences for (1.5/1.5/1.5/2/2) seconds.

Range: 600
Cooldown: (22/18/14/10/8)


Our W skill is:

Trojan995 wrote:
W:

CAC1 tethers enemy champion to the ground at CAC1's feet for (2 / 2.5 / 3 / 3.5 / 4) seconds and takes (35 / 45 / 55 / 65 / 75) (+ .2 per AP) magic damage each second. If enemy champion leaves the range of the tether, the enemy is slowed by (20 / 30 / 40 / 50 / 60)% for 4 seconds and takes (60 / 120 / 160 / 190 / 220) (+ 1 per AP) damage.

Range of activation: 650
Range of tether: 800
Cooldown: 18

Reasoning: These numbers make it kind of a mind-game for the enemy. They can either sit within the tether, remain un-CC'ed, and take periodic damage, or they can instantly snap the tether, get away while slowed and take burst damage. Snapping the tether way-late will make the enemy take both periodic and burst damage, which can add up to be a LOT. This makes the enemy stay and fight or GTFO quickly, but not both. I put good AP ratios because this can't really be abused by stacking AP, so why not gain benefit from what little AP one could possibly have, such as from a Trinity Force . The cooldown would be high so that it wouldn't really be viable to be used more than once in a fight.


Our R skill is:

Lott wrote:
R: CAC1 does {250/400/600} (+50% AP) magic damage and silences target enemy for {1.5/2/2.5} seconds. If, after the duration of the silence, {3/3/2} enemy champions are nearby target enemy, the silence is renewed and the target loses {10/20/30} armor and magic resist for 5 seconds. (Maximum {2/3/4} renewals). Additionally, every time the fear is renewed, CAC1 gains {5/15/25}% Attack speed for 5 seconds.



Here are your submissions:



TehGus wrote:
E: CAC1 inflicts 12/24/36/48/60 (+0.15:AP) damage per second and a debuff upon the enemy for 5 seconds. 50% of any healing effect (including lifesteal, spellvamp and potions) the target receives will be given to CAC 1 instead.


Trojan995 wrote:
E:

CAC1 inflicts (55 / 95 / 125 / 165 / 195) (+ 0.8 per AP) damage over (4 / 4.5 / 5 / 5.5 / 6) seconds and puts a debuff upon the enemy. If the enemy is healed within the extent of the debuff, 50% of the heal is instead given to CAC1.

Range: 650
Cooldown: (26 / 24 / 22 / 18 / 16)

Reasoning: The long duration makes it so that the heal transfer is actually possible, without "oh let's just not heal this target for 2 seconds, it can become a real nuisance. The debuff would be QSS/cleansable, so that vladimirs and swains would have no trouble getting it off if it proves to be THAT troublesome. This would mostly be like a tristana E, but with less damage due to the MASSIVE utility. The cooldown would be forever high because the duration is really long, and it'd be really annoying if it could be constantly reapplied.



CAC 1 shoots a projectile at target enemy, dealing {15/25/35/45/55} physical damage on impact and poisoning the target, dealing an additional {10/15/20/25/30} (+0.2 per ability power) magic damage per second for the next 4 seconds and causing 50% of all healing on the target to be given to CAC 1 instead (does not include lifesteal/spell vamp or regeneration)

Range: 650
Mana cost: 60/65/70/75/80
Cooldown: 15 seconds

Reasoning: Going along with the concept art, this would be akin to some kind of poisonous, magical dart that let you steal healing effects. In addition, the poison allows for some interesting, albeit situational abuse with Cassiopeia (simply for flavor). The damage itself is pretty negligible. At rank 5, it only deals 175 damage. It's meant to be a skill like an Ignite, stopping clutch Soraka heals, etc, but is meant only to directly counter healing supports like Soraka/Sona/Taric right now, making this AD carry very strong in the current AD+Support bottom metagame. It fails to counter skills like Maximum Dosage or Transfusion, meaning that this champion does NOT have a simple substitute for Ignite. The cooldown is long enough that you can utilize it a few times in a teamfight, but not so often in lane that it becomes impossible for the support to do anything.
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Permalink | Quote | PM | +Rep August 4, 2011 7:01pm | Report
Is there a "This champion doesn't have an E Skill" option?
Otherwise,
Jebus McAzn
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Permalink | Quote | PM | +Rep August 4, 2011 10:18pm | Report
I would go with Trojan's, but the long *** cooldown is not working for me. Imma go with Jebus

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I'm in favor of Jebus McAzn's version, however I strongly suggest to raise the dot damage as well as the impact damage. They are way underpowered. To make use of the skill, too many things are required, especially since lifesteal, vamp and regen doesn't count. First off, you need an opponent with a heal. Second, you need to predict who will be healed. And finally, which will no matter what be the most troublesome part, you'll be forced to actually give the debuff to the enemy before they get healed, in order to get a bit of the heal for yourself. As there's a pretty low chance you'll manage to actually do this(Considering a 5v5 mid situation, with harass and everything going on, as well as a tank standing in the way, or forcing you to run back), I find that the skill also desperately needs to deal some damage as well. It'll be nothing but the tiniest of pokes this way, and even if you make the cooldown short, because of the low damage output, I still find that, in this state, the skills seems to me quite a bit useless, unless you actually can manage to find yourself in that perfect scenario, of predicting the next heal, and land the skill before it happens, which will then only give you half the heal: Now is that worth it, considering the amount of damage you might be forced to take, in order to land the debuff? You tell me.
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Permalink | Quote | PM | +Rep August 7, 2011 10:38am | Report
Jebus

to me the E should counter external heal (other champs + items. so lifesteal, pots and supports but not their own skills.

And the damage is actually fine on it. You don't want it to be that high, since it already has such a high utility, aswell as the rest of the kit already being extremely potent.
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