Karaia, the Pagan

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Meliarune
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Karaia, the Pagan

Post by Meliarune » Thu Oct 02, 2008 4:40 am

Karaia
Pagan
Intellect-based.


Level 1 Skill:
Brambles
Ground, AoE Indicator

Carpets a large area in solid, thorny brambles. Cripples enemies within for 2 seconds every 3 seconds, extends Bleed by 4 seconds for each condition they suffer from.
Each point increases the chance that a Wicked Treant will raise from the brambles every few seconds.
Wicked Treants have low life, heavy armor, decent Normal damage, a fast melee attack, very fast movement speed, and Thornshield. Stats increase slightly per point. Treants last until death.
Lasts X seconds, longer per ability point.

Note: Thornshield passively causes enemy melee units who attack the Wicked Treants to be Maimed for 1 second.


Level 1 Skill:
Fetid Mist
Ground, AoE Indicator

Conjures a toxic cloud in a medium area. Causes X damage per second and extends Mute by 1 second. Short cooldown.


Level 1 Skill:
-



Level 6 Ultimate:
Ghostfire
Ground, AoE Indicator

Causes spectral flames to crawl from the selected point towards Karaia. Burns units caught in the wake for X seconds.
Brambles and Wicked Treants may be set aflame if the fire passes through, causing enemies within to take 40 damage per second and granting Treants a minor Immolation, dealing 10 aoe damage per second.
Fetid Mist will detonate violently if the fire passes through, causing X (high) area damage and Knocking Down enemies for 2 seconds.

Note: Ghostfire acts much like Zhall's Fissure. No matter where this spell is cast, the fire will initially move towards Karaia. (They came from... Behind!)

Currently at a loss for her third ability, suggestions are welcome.
Last edited by Meliarune on Wed Oct 08, 2008 9:59 pm, edited 2 times in total.
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SetaSoujirou
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Re: Karaia, the Pagan

Post by SetaSoujirou » Thu Oct 02, 2008 10:45 am

With the current combo between the first skill and his ultimate, I wouldn't see much of a reason to get his 2nd and 3rd. So you may want to make it benefit every skill.
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andriejj
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Re: Karaia, the Pagan

Post by andriejj » Thu Oct 02, 2008 3:40 pm

So you just cast all 3 at one area. That's not cool.

Phox
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Re: Karaia, the Pagan

Post by Phox » Thu Oct 02, 2008 9:12 pm

The current ultimate is reliant completely on her 1st ability, so far as I can tell. This isn't good; forced synergy is always a bad thing.

VZManticoran
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Re: Karaia, the Pagan

Post by VZManticoran » Fri Oct 03, 2008 6:17 am

I'm all for a character that is based upon bad things happening when you enter AoEs. Give the first two skills two different AoE DoT-ish moves where the one placed second will nullify the other, a third move that interacts with those two and the ulti, and an ulti that 'activates' the two AoE moves in different ways, and it sounds just fine.

Like, example:

Level 6 Ultimate- Scorched Ground
  • Begins a fire at target point, that steadily grows. When it runs into brambles, they burn fiercer, dealing X more dps.
    If it runs into a gas, it detonates the gas, causing Y damage and Knockback for all foes inside of the gas.
    Normally, causes Burn and slight damage per second. Foes entering Scorched Ground cause Burn to follow them when they leave.
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LightburneR
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Re: Karaia, the Pagan

Post by LightburneR » Wed Oct 15, 2008 4:45 am

A suggestion for the third skill:

Growing Shriek (Channeling)

Karaia sings a song for her plants. Increases the Area of Effect of Brambles and Fetid Mist by x every second this is channeled and Cripples and/or Maims (Maybe Mute, but that would be crazy) enemies in the Area of Effect by y seconds.

Eh, I'm not too sure if it'll work, but it's the best I could come up with =/
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