Level 1
(Q!)Power Conduit: Each Static Field hit that damages an enemy reduces the cooldown of Power Spark by
.355s per enemy hit.
-
Hit 200 enemies to reduce the cooldown of Power Spark by 5 seconds. Hit 400 to gain a second charge of Power Spark. Destroy 20 sparks with your abilities to gain
20% bonus damage on Static Field.
Passive: Extends the range of Wing Tunnel by 20%
(W!)Nether Resonance:
Quest: Slow enemy heroes 10 times with Nether Tempest & Nether Breath. Each Slow of
40% or more on heroes by Nether Tempest and Nether Breath increases the damage of either Nether Tempest by
5, or Nether Breath by
10, up to
50 and
100.
Completing both grants
10 more energy generation on Nether Tempest, and 10/s less consumed by Breath. Does not affect Leylines calculation.
Passive: Extends the range of Nether Breath by 10%
(E!)Master of the Arcane: Arcane Blast leaves a second mark on each target hit in the explosion radius.
-
Each additional hero hit by Arcane Blast and Every Multi-hit Barrage increases the damage of Blast by
4, up to
80. Barrage gains
3.3 per missile, stacking indefinitely. Dying resets stack bonuses on Arcane Barrage. Upon reaching
80 damage of blast, The cooldown is reduced by 2 seconds, and range is increased by 15%.
Scalebane Tutor:
Passive:
Ranged auto attack damage is increased by
15%, and can now Generate
5 Energy per auto attack.
Aspect Form gains
20 basic attack damage,
5% additional slow per stack, and an additional
5 energy per auto attack, doubled versus heroes.
(D!) Taste of the Nether: Passive: Remove the cost on
Aspect Form. While inside,
Aspect Form drains
5 energy per second increasing by 1 every second, and grants
1% Ability Power, increasing by
1% per second while in form. Ability Power bonuses persist for 5 seconds after leaving form.
-
Reaching 25% Ability Power from
Taste of the Nether causes future uses of
Aspect Form to start at
10/s with
15% ability power.
Reaching 40% grants 15% faster Cooldown recovery rate in either form.
Reaching 55% grants an additional 15% cooldown reduction, and lowers the cooldown of (W) by 3 seconds, (D) by 5 seconds, and increases
energy gains by
50%.
/!\ New / Feedback Requested /!\
(Price of Power?)
Level 4
Isolationist: Aspect form gains an additional
2% maximum health per level, and Malygos is granted 20% movespeed if he is Further than 20 units from a visible enemy team unit.
The Last of His Kind: Malygos gains
200 bonus health inside of aspect form. This bonus is doubled if he is the last hero alive on the team. Permanently gain
50 maximum health per teammate death, up to
200. These bonuses do not scale with level.
RECKLESS MORTALS!: Being Stunned, Rooted, or Silenced grants Malygos a spellshield, reducing the next incoming Ability damage by 50%, and causes his cooldowns to regenerate 20% faster for 2 seconds. Spellshield can only occur once every 15 seconds.
Level 7
(Q?)Power Hungry:
Active ability: Gives Malygos the ability to consume a Power Spark within (
3.5) his range, removing the ability for it to generate a Static Field, but granting him
25% ability power for 8 seconds. This ability can stack twice, but the duration will not be refreshed after surpassing
25% ability power.
Passive: Lowers the cooldown on Power Spark by 5 seconds, and increases the speed Wing Tunnel brings in Power Sparks by 50%.
(W!)Grasp the Ungraspable: Nether Breath can now be moved in the direction of the cursor and will follow movement slowly. Malygos remains stationary while channeling.
-
Passive: If Malygos has finished one of his Leylines quests, Nether Vortex & Breath gain 10% damage & Nether Vortex grants 10 more energy gained.
(E!)Arcane Empowerment: Arcane Blast grants an additional stack of Marked on explosion radius, Arcane Barrage now also applies Marked.
-
Detonate 20 Marked debuffs to give Marked a bonus of
95 damage to the target when detonated.
Nethertalons:
Passive: Once every 20 seconds inside of
Aspect Form, Malygos will gain an additional
100 spell damage on his next auto attack against heroes, and teleport a short distance in their direction when in range. Successful auto attack damage strikes reduce this cooldown by 1 second per instance.
Level 10
(R1) Surge of Power -- Malygos levitates off the ground for .75s, drawing power in before channeling a beam of pure energy onto the target of his choice.
(R2) Arcane Vortex -- Malygos summons a pair of arcane winds at a target location that Slow or briefly stun enemy heroes caught in the Vortex.
Level 13
Lessons of the Nether:
Active ability:Malygos shifts into the void for .5 seconds, placing himself in stasis. 45s Cooldown.
Thick Scales:
Passive: Malygos gains 10 Physical armor at the cost of 10 Spell armor. Each auto attack against him generates
2 energy.
Enchanted Scales:
Passive: Malygos gains 10 Spell armor at the cost of 10 Physical armor. Each instance of ability damage against him generates
2 energy.
Level 16
(Q)Unlimited Power: Static Field energy gains are
doubled, and explosions of Power Sparks launch a Power spark in the direction of the nearest enemy hero if the Static Field damaged a hero.
Passive: Wing Tunnel gains an additional 20% range in the center area.
(W)Break the Unbreakable: Targets slowed recently slowed by Nether Breath have their spell armor reduced by
5 per .65s for 2 seconds when the slow stacks. This stacks up to
15, refreshed when new stacks are applied, increasing the damage they take from abilities by
15%.
(E)Arcane Synthesis: Arcane Blast energy gains are
doubled, and Arcane barrage loops back in a helix from the convergence point after repeating a cast of it.
I AM THE SPELL-WEAVER! Active ability: Malygos empowers his talons with arcane energy, increasing his attack
proportionally to the energy consumed, from
25% to 80% of his current energy bar. Will always leave at least
20% of Malygos' maximum energy bar when used. Lasts 8s, 30s cooldown.
Passive: Malygos gains 5% attack speed every time his auto attack slow is reapplied to a target, up to 15%.
Level 20
(R1) Surge Needle: Surge of Power's
costs and
damage are increased by
20%, and killing a target with Surge of Power summons a Surge Needle above their corpse, which Malygos can collect within 20 seconds to reduce the cooldown of Surge of Power proportional to the mana the target had on their corpse when they died.
(R2) Eye of the Storm: Malygos channels additional energy from the Eye of Eternity, increasing Arcane Vortex's size, damage, and speed by
30% while he is near the vortex.
(W)Last Breath:
Active ability: If Nether Breath is channeled with more than 1,000 energy, Last Breath can be triggered to allow Nether Breath to be channeled while moving with both a -15% movement speed penalty and an additional +25 energy per second channeled that triggers a burst of damage when the energy runs out equal to the energy spent, but Malygos cannot cancel the breath or stop until his energy is depleted.
45s cooldown.
(E)Rule of Threes: Arcane Barrage fires all charges at once with additional casts adding on either side of the first, directed at the convergence point. Extra strikes launch 1 second after the first in the nearest position on either side, simultaneously if more than one charge is present.
(Q/Passive)Nexus War Veteran: Auto attacks steal a percentage of life from their victims, 2% in
Aspect Form, 4%
outside of it. Auto attacks inside aspect form can extend the duration of Static Fields by .5s per auto attack.
while the decision to have him use energy instead of mana was a bit of a no brainer in some ways (aspect of all magic...) , the balance issues made me pause a little bit- But I think the energy solution is as elegant as I could come up with-- while it is true that he wouldn't run OoM like other mages might, I thought that if he was wimpy enough inside humanform (slightly stronger than say baby D.va) with no movement increasers or CC, his punishment for expending his dragon power is being reduced back to a form that is primarily used for regaining energy. especially when his biggest damage option(s) do require close proximity to the enemy team or targets, running out of energy means you have to be careful, as you aren't protected by your thick scales and health pool it gives anymore.
and yes, the intent was making him easy to play, hard to master. anyone can line up a dragonbreath, but pulling the entire team and a hidden spark into one after improving your own damage or catching them in a vortex or putting explosive marks on them before doing so, would take more work. The power only persists as long as you execute properly, or your opponents fail by underestimating your ability to destroy them in groups by not spreading.
What did you think of the final level 1 talent?
He does have a baseline quest, yes, but none of them or the rewards directly increase your damage, only extend the duration of time you can remain in form, if pooled, or give you room to whiff a few Es, force a W you may have to cancel, use Q a few times to pull people in.
did you mean 55% ability power? otherwise you may have misread it, the maximum cooldown reduction on hitting 55% AP one time is 30% total in both forms. to get nearly that much ability power if you sat there using no other abilities (to also account for no other drains), you would have needed to pool st least 2000 energy as that is a 55/s drain by that point, or at best 50/s. the point of the build is to reward smart use of energy, because if you dont, just hoping to abuse the bonus ability power, you'll run out too quick.
that's also why all of the level 1 quests are quite good, because really any of them can be taken and you'd still be viable regardless of build-- perhaps better in some areas than others, like the passive W range increase to help catch and keep them in the breath, as it has a short range.
thanks for the feedback though, either way!
From Day of the Dragon:
The faceless wizard turned to see a bit of the ice on one wall pull away - and transform into something nearly akin to a man. Yet the legs were too thin, bent at too awkward an angle, and the body resembled more that of an insect. The head, too, had only a cursory resemblance to that of a human, for although there were eyes, nose, and mouth, they looked as if some artisan had started on a snow sculpture, then abandoned the idea as fruitless once the first marks of the features had been traced.
A shimmering cloak encircled the bizarre figure, one that had no hood, but a collar that rose into great spikes at the back.
Some more details are mentioned shortly afterwards:
The stick-thin legs worked well on the snow and ice, the claws at the ends digging deep. Krasus was reminded of the poles men in the cold climes used to push themselves along on their skis.
And even more:
Malygos' form suddenly expanded in all directions, and his skin took on a reptilian cast. The coloring of that skin changed, too, from an icy white to a dark and frosty silver-blue. His limbs thickened and his visage grew longer, more draconic. Malygos did not complete the transformation, though, stopping at a point that left him resembling a horrific parody of dragon and insect, a creature of nightmare.
There is no any image of how he looks like in this form, but I have some unfinished concept art that I can show you. I think this form would be interesting to see, because it is a nice reference to older Warcraft books and because this would make him look distinct from Kael'thas and any future elf mage and Blizzard admitted that they like when heroes aren't too similar.
Either way I thought the idea would be nice to have a CC resistant slow mage to combat some of the more annoying strategies involving the abundance of them.
Something vaguely elflike, bearded possibly to match his dragonform, would be neat, but I'm interested to see what their wonderful art team would do with a blank slate like that.