Itherael by jACEofSpades

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Itherael

By: jACEofSpades
Last Updated: Nov 15, 2018
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Itherael

Archangel of Fate

Knowledge of the future grants power over the present. For this reason, Itherael, the archangel of Fate, is a vital member of the Council. He alone possesses the ability to decipher the threads of destiny woven in the celestial Scroll of Fate. His boundless sight grants him perspective others cannot fully comprehend.

Health: 1,526 (+4.0%) | Regen: 3.17 (+4.0%)
Mana: 500 (+10) | Regen: 3.00 (+9.8%)
Atk Speed: 1.00 per second | Ranged: 5.5 | Damage: 63 (+4.0%)

Combat Trait

1
Balance of Fate (D)
Trait (Active)
Cooldown: 0.5 seconds

Activate to switch between Fate's Will and Fate's Wrath.

Passive: Fate's Will grants Itherael 20% Attack Speed.

Passive: Fate's Wrath grants Itherael 10% Spell Power.

Primary Abilities

1
Artisan's Beam (Q)
Mana: 45
Cooldown: 8 seconds

Vector Targeting

Draw a line in the ground, after 0.75 seconds a beam will explode dealing 120 (+4% per level) damage.
2
Intertwine Fate (W)
Mana: 50
Cooldown: 9 seconds

Intertwine the fates of you and an ally granting them your currently active Balance of Fate Passive for 4 seconds.
3
Tipping the Scales (E)
Mana: 40
Cooldown: 7 seconds

Activate to empower your next 2 Basic Attacks, stacking up to 8 maximum empowered Basic Attacks, to deal 20% more damage. All empowered Basic Attacks are lost upon death.

Heroic Abilities

1
Destiny's Fulfillment (R)
Mana: 100
Cooldown: 80 seconds

Grant Itherael and all nearby Allies the bonuses of both Fate's Will and Fate's Wrath for 6 seconds. Effects do not stack with Intertwine Fate.
2
Talus'ar's Wrath (R)
Mana: 90
Cooldown: 60 seconds

Triple the effects of Fate's Will and Fate's Wrath for 5 seconds. Only one passive may be active at a time. Does not effect the bonuses granted to Heroes targeted by Intertwine Fate.

Tier 1 (Level 1)

'
1) Artisan's Guile (Q)

! Quest: Hitting enemy Heroes with Artisan's Beam increases its damage by 2, up to 50.

! Reward: After hitting 25 Heroes, Artisan's Beam explodes a second time after 0.75 seconds.
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2) Everlasting Fate (W)

Intertwine Fate now last for 6 seconds.
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3) The Scales Tip Further (E)

! Quest: Basic Attack enemy Heroes with empowered Basic Attacks.

! Reward: After hitting 25 Heroes, increase the amount of stored Basic Attacks to 12.

! Reward: After hitting 50 Heroes, increase the empowerment of Tipping the Scales to 30% more damage.
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Tier 2 (Level 4)

'
1) Thicker Strokes (Q)

Increase the width of Artisan's Beam by 15%.
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2) Hindering Power (E)

Your empowered Basic Attacks now slow the target by 10% for 1 second.
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3) Continued Pursuit (E)

Upon death, only lose half of stored empowered Basic Attacks rather than all.
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Tier 3 (Level 7)

'
1) Given unto You (W)

When using Intertwine Fate while Fate's Will is active the targeted Hero will heal for 15% of their Basic Attack damage done.
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2) Powered Protection (W)

When using Intertwine Fate while Fate's Wrath is active the targeted Hero will be shielded for 10% of their Spell Damage done. Lasting up to 4 seconds after Intertwine Fate ends.
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3) Quickening Your Destiny (W)

Intertwine Fate also increases movement speed by 10% for its full duration.
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Tier 4 (Level 10)

'
1) Destiny's Fulfillment (Heroic)

Mana: 100
Cooldown: 80 seconds

Grant Itherael and all nearby Allies the bonuses of both Fate's Will and Fate's Wrath for 6 seconds. Effects do not stack with Intertwine Fate.
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2) Talus'ar's Wrath (Heroic)

Mana: 90
Cooldown: 60 seconds

Triple the effects of Fate's Will and Fate's Wrath for 5 seconds. Only one passive may be active at a time. Does not effect the bonuses granted to Heroes targeted by Intertwine Fate.

Tier 5 (Level 13)

'
1) Broaden Horizon (Q)

Increase the range of Artisan's Beam by 15%.
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2) Empowered Further (E)

Tipping the Scales now empowers Itherael's next 3 Basic Attacks.
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3) Impeding Their Fate (Active)

Cooldown: 40 seconds

Activate to hinder an Enemy Hero, decreasing their Basic Attack Speed by 20% and Their Spell Power by 30% for 5 seconds.
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Tier 6 (Level 16)

'
1) Artisan's Clarity (Q)

Each enemy Hero hit by Artisan's Beam increases the damage of the next Artisan's Beam by 10%. This bonus stacks up to 3 times.
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2) Double Down (W)

Intertwine Fate now has 2 charges.
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3) Cut Them Down (E)

Empowered Basic Attacks that target Heroes now deal an additional 2% of their maximum Health as damage.
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Tier 7 (Level 20)

'
1) To Keep the Balance (Heroic)

Destiny's Fulfillment now last for 10 seconds.
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2) Their End is Nigh (Heroic)

While Talus'ar's Wrath is active, Hero Takedowns extend its duration by 3 seconds.
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3) Fate's End (Trait)

You now gain both passive bonuses from Balance of Fate. Additionally, Intertwine Fate benefits from both bonuses as well.
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1
[-]
Porco (1) | November 16, 2018 3:46am
Nice concept. I have a question : is artisan's beam a vectorial target skill? (i think it should be), or do you REALLY draw a line with your mouse (cool be even better!)

Some suggestions :
-Grant empowered basic attack some aoe spell damages to make it benefit from both of your passives

-Continued pursuit : I think it could be cool (for an angel of fate) to decrease revive timer, depending on how many charges you lost upon death.

-a teleport ability at level 20 would be cool, something personal like : teleport to target location and consume all your empower charges, range depending on how many stacks you lose...
1
[-]
Challenge (8) | June 19, 2017 2:28am
Liking the updates, one last bit of feedback if you want it.

The new heroic seems great ( i like it a lot more than the last), but the single target CD should be lower than the group one. The group one would have to be closer to like 90 second CD and the perosnal would like 50-60 seconds.

On the Q and E, i still feel like your Q and E could be combined of sorts. Since only each one benefits from only half of your trait you basically would be spam changing your trait just for whatever ability you was about to use rather than what would actually help the situation. (basically creating a spam fest of which trait you was about to use).

D kind same as above, both parts of the traits should be valued no matter the build and such. If you wanted to go full melee you basically dont have a reason to go your other trait unless you wanted to buff someone with your W. I feel like adding another benefit to both would drastically increase the dynamic which not only benefits your W it also benefits the playstyle as a whole (example granting passive movement speed on attack power, or armor with spell power). So youd have the melee trait on when you need to escape, help someone else escape, or gap close, and youd have the spell power on when you are a about to burst, help someone else burst, or survive some sort of offensive engage/ability

Lastly, theres only one thing we know for a fact about Ithereal in terms of combat capabilities, and that is hes avid teleporter almost to the point where he doesnt even walk or floats, he just teleports where he wants to be at any time.

1:20 and 2:40

I feel like if you merged his Q and E abilities, you could make some use of his teleportation abilities in some fashion as an additional ability, which doesn't hurt the over arching theme you are going for still.

Regardless, still love the concept, im glad you are updating it frequently.
1
[-]
Emithius | June 19, 2017 2:18am
To quote Uther, the Light Bringer, "I like it"!
1
[-]
DakDez17 | June 18, 2017 10:00pm
I really like the concept, keep updating it!!!
2
[-]
Challenge (8) | June 14, 2017 3:22pm
So while this seems insanely early WIP, I would like to know if you was serious about updating it and stuff. Cause i really like the overall idea. Ill comment on the design itself.

The trait is super cool, ive been toying around with the concept of mage/AA hybrids but i havent found one i really like, because right now offically we only have 1 AA/Mage hybrid in the game and thats falstad. But it needs to feel impactful enough to really be a decision making trait however and not just : well time to Q, press trait. Time to E, press trait. Maybe something like the melee one increases movement speed and the ability power one gives armor? im not sure, but im sure you can think of something.

Q: Neat idea, i like it honestly. Would probally add a passive here where you can briefly teleport to enemies hit. Teleporting was really the only thing people know ithereal does. I dont see this aspect in your concept so it would be a nice add and also makes sense since you have both ability power and AA as his trait. Maybe make it his e, i dont know.

W: Has potential, but currently not very exciting because the actual trait isnt exciting. But buffing the trait would also make the W exciting, so hey the design is good!

E: Broken. Just stack it till you end up one shotting heroes lol. No risk vs reward or counterplay there. Not to mention it feels like a hamfisted way to justify the AA portion of the trait. Can do better here.

R1. Super cool, but may want to make it give untalented versions of trait, assuming you change the trait to be more impactful, talented versions of your trait could be messy and broken since the variance of effect would be too high.

R2. Basically sylvannas wailing arrow but slower, no silence, and 1/6th the cd. I dont like it honestly, i feel like theres a lot more you can do with the trait and theme of a hybrid damage dealer

All in all, despite the rough draft, i see insane potential in how awesome this could be, probably the first ithereal concept ive actually liked. Got my vote
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