Link to Original Thread: CDC #7 - Calling the Gamechangers - #56 by Lostariel-21800
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Universe: Diablo [i.e. these guys: `https://vignette.wikia.nocookie.net/diablo/images/5/51/BLOOD_CLAN_SORCERER.jpg/revision/latest?cb=20140520014152`]
Role: Specialist/Support [New characterization = DEFINITELY support]
Can heal bit more than Medivh (still not a healer of his own => i.e. the “healing” outcome somewhat comes on what his opponents do), as well as = can probably be also more destructive to his opponents overall
He’s a “sorry, but hold on” type of hero that has “neutral damage” attribute to his spells (meaning dealing damage to allies as well as opponents in the same time), luckily there’s a HUGE POWERFUL TRAIT (the Orb of Chaos) that he can use (but not everywhere, and not for long), in order to make up for the mistakes or cause even more havoc to the opponent
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Character backstory
Killoran wasn’t that bad at following his Tribal’s teachings, with an exception of one flaw = the spirits and spells he acquired in his early teachings = tended to hurt not just tribe’s opponents’ “specimens” used for teaching the ways of a Blood-Clan Occultist, but rather EVERYONE (including his not-so-patient shamanic teacher :D)
Alas = the Shamanic leader had enough of him, and the tribe’s council voted to outcast this “cursed” young poor individual… Before leaving, a distant Oracle from a tribe relative of the Blood-Clan gave him a one very weird, mysterious , and RARE artifact = The Orb of Chaos in order to aid him in the outside world (even in the Nexus) during his what it is about to become a life full of adventures
Though a hidden blessing = the Orb has also one strong curse = cannot be separated from it’s currently-chosen “master” OTHERWISE their life spirits start to decay due to it’s corrupted/destructive elemental nature… Having to carry it almost AT ALL TIMES WHEREVER Killoran goes, got his “presence” in the Nexus
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Trait = Orb of Chaos
Orb of Chaos can be moved everywhere on the battlefield (use D) with a relatively fast speed . It’s “blessing” is that Killoran can effectively reverse all his “unintended damage” done by it being able to “engulf” other targets and do a reverse-curse. Therefore the Orb of Chaos can temporarily/effectively PROTECT a target chosen by it’s master (not Killoran himself though). Whenever pressed the D key on a hero the Orb of Chaos quickly spreads out and “engulfs” the target hero from all sides => EFFECTIVELY REVERSING the effects of damage taken and healing received for that duration
[Stats: Damage taken of Engulfed heroes becomes a 50% received heal, and healing received becomes 150% damage taken. Killoran loses 3% of his MAX HP per second (5% if engulfed target is further than 6 range points of his own)]
Q = Sticky Bomb (trap), hurl a bomb on a target (or ground), effectively preventing the next two AA on the target it lands. Two AA make it explode (if a melee hero doing a direct damage to it (as well as some minor AoE on detonation) ]
[On his way to the Nexus, Killoran met some wreckage of some strange (and very dangerous) creatures that appear to have left it unchecked (well known to his Tribe’s elders and his Tribe’s Oracle refers to them as “Demonhunters”)… Still, picked some up (just in case) for days better or worse to come. He also found out that though hurting anyone nearby, these seem to be (majorly) not cursed by that curse of his own. Therefore effectively reducing the “unwanted effect” of his damage done]
[ Direct damage dealt to the attacker (if melee) = 274 (4%) . Bearer takes 25% of damage from the explosion. CD = 7 SEC, 30 MANACOST ]
Q = Shard of Protection (trap), place a Shard on a target, effectively preventing the next two AA on the target it lands. Two AA make it burst into pieces doing small AoE damage nearby (if a melee hero doing a direct damage to it (as well as some minor AoE on detonation)]
[A tradition that his Tribe knew for a while making the most-accomplished Blood-Clan sorcerers use for self/protection and safety while treading the outer world.]
[ Direct damage dealt to the attacker (if melee) = 274 (4%). CD = 7 SEC, 30 MANACOST]
W = Chaotic Overbreak Throw a curse (tether two), which after a delay does damage to affected targets based upon how far from each other at it’s expiration
[Though not as good as the elders of his tribe = Killoran seems to have had enough time to STUDY the Orb and apply a similar/temporary Curse (though a bit empowered by a “recipe” of his own) two targets that would “feel the same pain” he does with the Orb. Should be fair to let others know the “taste of his medicine” he has to endure all his lifetime for at least a shortwhile, no ?]
[DPS = 60 initial, bonus damage dealt = 28 per point of distance, 2.25 seconds countdown period, CD = 14 SEC, 65 MANACOST]
E = Fire Chains = Cast on a target by your own choice, after 0.75 wind-up the “ever so annoying” Fire-chains “triangle” appears between you, the Orb, and that particular target you chose
[A rather easy skill Killoran learned from his first few lessons of Shamancy in his Tribe. Should be your most “painless” form of waveclear but you still have to be careful to keep your Orb near you]
[ Duration = up to 2.75 seconds. DPS = 64 per tick, 2 ticks a second, CD = 10 SEC, 65 manacost]
R1 = Hell Charger = Mount up and aim this bad boy toward “your most hated opponent”'s direction. After a small wind-up the Hell Charger furiously charges dealing damage to everything it tramples and knocks back opponents on it’s path. P.S. = you can link Fire-Chains on the Hell-Charger as well
[ Though Killoran hasn’t got this particular “traditional tribe” skill completely mastered (as his elder peers tend to), he still knows a thing or two on how to ride some Hell Chargers into battle. Oh, and if you don’t want to end on the other side where the Hell Charger goes, you might wanna re/consdier dismounting yourself from it on time (during the wind-up period, or somewhere in the middle)]
[ CD = 75 sec, wind-up = 1 second. DPS = 640 to first unfortunate victim hit, rest of them take half the damage amount]
R2 = Levitation = Use your Orb to Levitate (silence and LEVITATE) a hero of your choice uncontrollably mid-air for a longer duration. Percentage of the damage dealt this way PERMANENTLY becomes a shield for you (well, at least until not destroyed or until your next Levitation)
[Channeled ability, Killoran stands in place while doing this, gets some shields based upon damage dealt (thank God, can afford keeping the Orb away while doing at least this). The levitated target though Silenced but still intact/safe as if in a “safety bubble”. Can watch how some of his “peers” take lots of damage (some of them die even) and give shields to Killoran, as lightning/storm sparkles originate from it hitting nearby targets (prioritizing heroes)]
[Heroesfire link will follow when talent tree is done]