Antonidas by VikingEagle

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Antonidas

By: VikingEagle
Last Updated: Dec 30, 2015
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Antonidas

Talents

Level 1:
D: Archmage - Also permanently increases your Maximum Mana by 2 for every kill made by a basic ability.
W: Arcane Implosion - Increases damage to Minions and Mercenaries by 50%.
Q: Reduced to Ruble - Deals 50% extra damage to Structures and drains 5 ammo over 3 seconds.
Arcane Teachings: Whenever you collect a Regen Globe, you let out a pulse that restores 5% of nearby allies’ Maximum Mana and 1% of yours.
Magical Sentry: Places a Magical Sentry on a Friendly Structure that reveals Invisible units within the Struture’s sight range. Magical Sentry is permanent, but only one can be active at a time. Cooldown: 30.

 
Level 4:
Q: Inferno Blast - Increases explosion radius by 40%.
E: Arid Hunters - Scorpions deal 50% extra damage to and receive 20% less damage from non-heroic targets.
D: Aha! - Increases Mana refund to 7.5% and Cooldown reduction by 0.75.
Arcane Infusion: Antonidas specific version of Promote. Increases a Lane Minion’s Damage to non-heroic targets by 100% and it deals 100% splash damage for 30 seconds. If used on a Catapult, increase its AoE by 100% instead of granting it extra splash damage. Has 2 charges. Can be used on your Summons.
Envenom.
 
Level 7:
W: Arcane Eruption -  Increase Range by 75%.
W: Arcane Extermination - Whenever a minion is killed by Arcane Explosion, they explode again dealing 76 (+4%) damage to nearby targets. Kills made by this explosion do not count toward Master of the Arcane.
E: Infused Carapace - Scorpions take 50% less damage from spells.
E: Venomous Stinger - Every 6 seconds, Scorpions sting enemies dealing 98 (+4%) damage over 3 seconds. DoT does not stack.
 
Level 10:
Heroic Abilities
 
Level 13:
Q: Pitcher - Increase Range by 100%.
Q: Flame Shield - If Fireball passes through an ally, give them a fire shield that deals 24 (+4%) damage to nearby enemies for 3 seconds. You do not receive a shield.
W: Arcane Annihilation - After casting Arcane Explosion, you cast another one for free after 3 seconds for 50% of the damage. Kills made by the second explosion do not count toward Master of the Arcane.
Invisibility: Become Invisible for 4 seconds. Invisibility is broken once you attack, use an ability, or receive damage. Cooldown: 20.
Ice Block
 
Level 16:
E: Nest - Summon 6 Scorpions instead.
Q: Critical Mass - Fireball passes through targets, dealing its damage to each one it passes through. This effect only occurs once every 0.5 seconds.
D: Arcane Brilliance - Kills also add 2% ability power to the next use of one of your ability, maximum of 24%.
Counterspell: (Passive) Whenever a nearby enemy hero uses a basic ability, prevent that spell from being cast and the enemy hero can't use that ability again for 8 seconds. Cooldown: 30.

Level 20:
R1: Teleport: Ally - Mass Teleport is now a targeted spell that teleports you to a selected friendly unit and summons the Dalaran Troops. Teleport has a 2 second casting time. If cast on yourself, the ability is cast like it normally would be. Global Range.
R2: Polymorph: Dragon - If cast on yourself, you transform into a Mighty Blue Dragon for 12 seconds. While a Dragon, your Maximum HP is increased by 75%, your Basic attack damage by 100%, you deal 50% splash damage,  your movement speed by 20%, and your Ability Power by 20%.
D: Presence of Mind - Kills also reduce your Heroic Ability’s cooldown by 0.5 seconds, maximum of 6 seconds of cooldown reduction per spell.
Bolt of the Storm

Skins

Master Skin:
  
Skin Variations: Purple with BlueBlue with Gold, and Grey with White.

Enchanter:


Description: "He is an enchanter, there are some who call him...Antie."

Skin variations: Black with YellowBlue with WhitePurple with Black.

Changes: 
Scorpions are now Vicious Killer Rabbits
Dalaran Troops now resemble characters from the film: Footmen - Sir Robin the not quite so brave as Sir Lancelot   Mage - Sir Bedevere   Archer - French Taunter
Polymorph: Sheep transforms enemies into newts, until they get better, and the level 20 talent transforms you into the Black Beast of Aaaauuuggghhhh. 

Sample Quotes

Ready: "You require my assistance?"
Move 1: "As you wish."
Move 2: "Very well."
Move 3: "Alright."
Move 4: "Perfect!"
Move 5: "If you insist."
Attack 1: "To battle!"
Attack 2: "For glory!"
Attack 3: "For Dalaran!"
Attack 4: "For the Alliance!"
Attack 5: "Infury frostaris sedaa!"
Casting Mass Teleport: "Behold, the armies of Malarian!"
Casting Polymorph - Sheep: "A mindless beast. Hmm, not much of a difference."
Jaina Kill: "It seems I am not as great of a teacher as I thought..."
Arthas Kill: "You are a disgrace to your father's name, Arthas!"
Ping - Help Me: "I require your assistance!"
Ping - Help Ally: "Our ally requires assistance!"
Ping - Kill Hero: "Let us vaporize this hero."
Ping - Capture Mercenaires: "Mercenaires...Hmph, I suppose they could be useful."

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VikingEagle | September 12, 2015 10:39pm

I've got some doubts about his polymorph : sheep ultimate, despite liking the concept and the character.

4 seconds of polymorph (They can still move away) every 60 seconds? Doesn't sound too... Great, compared to his other ult, that basically summons an upgraded wave every 35 seconds. I, personally, would pick the teleport ult every day over Polymorph sheep, simply because it isn't that great -- 60 seconds to wait for a 4 second POLYMORPH. I mean the use it's gonna have is to interrupt casts, and not much else, 4 seconds of forcing an enemy to run away every 60 seconds is not a lot, so as far as interrupting casting and stuff goes, Brightwing does it better.

I tend to have a problem with cooldowns, I keep having to come back to a lot of my concepts just to change the cooldowns. I'll try giving it a 40 second cooldown.

Thanks for the feedback!
1
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TheHereticOne (10) | September 12, 2015 8:58pm
I've got some doubts about his polymorph : sheep ultimate, despite liking the concept and the character.

4 seconds of polymorph (They can still move away) every 60 seconds? Doesn't sound too... Great, compared to his other ult, that basically summons an upgraded wave every 35 seconds. I, personally, would pick the teleport ult every day over Polymorph sheep, simply because it isn't that great -- 60 seconds to wait for a 4 second POLYMORPH. I mean the use it's gonna have is to interrupt casts, and not much else, 4 seconds of forcing an enemy to run away every 60 seconds is not a lot, so as far as interrupting casting and stuff goes, Brightwing does it better.
1
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VikingEagle | September 12, 2015 12:15pm
matrix123mko wrote:

I think W1 conjurer skin shouldn't be master skin, only skin. For master skin I suggest some mage tier.

At one point his Master Skin was going to be his Default Skin mixed with the Valorous Kirin Tor Regalia set, but I think the Conjurer Skin works better as it helps sell the point of his age and experience as well as being a nod to the old school fans. Plus it makes him look like Gandalf, and who wouldn't want that?
1
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matrix123mko (8) | September 12, 2015 5:12am
I think W1 conjurer skin shouldn't be master skin, only skin. For master skin I suggest some mage tier.
1
[-]
VikingEagle | September 10, 2015 2:30pm
Noname wrote:

I like the idea of a third warcraft mage next to Jaina and Kael'thas, still I have some problems (or questions):
- Arcane Intellect is also a talent of Jaina. Another name would be needed, I guess.
- Fireball is fine, even if I expected a full arcane mage
- Summon Scorpions is something I totally don't understand. Why is he summoning scorpions? None ever did in the Lore of WoW, or am I wrong?
- Mass Teleport seems kinda weird, but I'm fine with it. Sounds interesting - would they count as normal minions or as summoned?
- Polymorph seems boring next to brightwing's polymorph spell. It's just a stronger version.


1. I named it Arcane Intellect as more of a place holder name then anything. I did recently come up with a more fitting title, "Master of the Arcane" to replace it.
2. People have been making Full Arcane Mage concepts for awhile and I didn't want to compete with them.
3. Like others have mentioned, Summon Scorpions is a Spell all the way back from Warcraft 1.
4. Originally it was just a global Teleport to an ally, but I thought that was both too powerful for Level 10 and didn't give him enough impact in pushes and team fights. Dalaran Troops count as Summons, so they can't be Promoted, but you can use Arcane Infusion on them.
5. I'll give you that one, but what's a more iconic spell then Polymorph? Plus, Sonya's Leap is essentially just a stronger version of Muradin's Dwarf toss, but that didn't stop Blizzard.

Thanks for the feedback!
1
[-]
Mermeoth | September 10, 2015 4:17am
Quoted:
summon scorpions was a skill in warcraft 1 Did the orcs summon spiders?


Yep, they did.
1
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csensenbaugh (1) | September 9, 2015 10:03pm
summon scorpions was a skill in warcraft 1 Did the orcs summon spiders?
1
[-]
Noname | September 9, 2015 7:48pm
I like the idea of a third warcraft mage next to Jaina and Kael'thas, still I have some problems (or questions):
- Arcane Intellect is also a talent of Jaina. Another name would be needed, I guess.
- Fireball is fine, even if I expected a full arcane mage
- Summon Scorpions is something I totally don't understand. Why is he summoning scorpions? None ever did in the Lore of WoW, or am I wrong?
- Mass Teleport seems kinda weird, but I'm fine with it. Sounds interesting - would they count as normal minions or as summoned?
- Polymorph seems boring next to brightwing's polymorph spell. It's just a stronger version.
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