작성자 | Aelixir | ||
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작성일 | 2012-09-10 20:10:56 KST | 조회 | 792 |
제목 |
Ash. Khastiana
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*For previous Change-logs check the very bottom of this suggestion post.
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INTRODUCTION
Ash.Khastiana
"War is upon us, and wishing for peace will not make it so."
Khastiana is a protoss warrior. She calls herself a 5th level Khala adept, which enables her to enhance her shields, can experience moments of precognition in combat, and could make incredible leaps.
Strength - 41 + 8 Strength Gained Per Level (Main Attribute)
Agility - 24 + 3 Agility Gained Per Level
Intelligence - 25 + 4 Intelligence Gain Per Level
Learns Phase Shift, Khala Hardened Shields, Twin Cannon and Immortal Solace.
Attack range of 1.5
Movement speed of 2.8
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HERO INFORMATION
Affiliation: Templar Caste
Role: Caster/Tank
Theme: Skill-shot based Crowd Control - Initiator.
Immortal
Ash'Arak.Khastiana
Portrait: Selendis
Voice: Mothership
Starting Hitpoints: 929
Starting Mana: 325
Starting Damage: 20.5 ( 40.5 Including Primary Stat Bonus)
Starting Armor: 4 + *2
*(Inherent)
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HERO ABILITIES
Heroic Passive: Xel'naga Clockwork
Portion of Strength is added to Intelligence:
During her journey to Shakuras, Khastiana learned much of the ancient ways of the Xel'naga. Upon her crippling injuries sustained as a Zealot warrior during her defense of an ancient Xel'naga temple on Artika, Khastiana was endowed with honors by her general Protoss Praetor Maudun with an ancient Immortal Prototype found within the very temple. This prototype has engineering far superior to that of any other Immortal known to the Protoss. The machine allows the very user the knowledge of all battles it has previously fought.
10% Strength + (1.11 * CharLvl)% Strength is additional Intelligence. (Totals to 30% Strength by level 18)
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[Q] Phase Shift:
(Skill Shot)
Khastiana Discharges energy phasing from current location to target a location dealing 10% maximum HP +(20% INT) at the initial location while stunning all nearby targets at the final location. 2 unit radius stun/damage.
Level 1 - 10% maximum HP +(1% INT)% 0.75 Second Stun Duration.
Level 2 - 10% maximum HP +(2% INT)% 1.00 Second Stun Duration.
Level 3 - 10% maximum HP +(3% INT)% 1.25 Second Stun Duration.
Level 4 - 10% maximum HP +(4% INT)% 1.50 Second Stun Duration.
As a Level 5 Khala Adept, Khastiana can accelerate her mass to a velocity exceeding light allowing her to relocate her body effortlessly through the void. This technique takes so much force that some raw energy is discharged upon transit while some is carried with her upon exit.
In Depth Skill Explanation:
This Skill is a solid utility skill with a capability to produce serious damage. This skill is capable of being used for initiation and escape, however, it has a lengthy cool-down and should be used with discretion. There is a cast-time delay of three quarters of a second to allow the opposition a chance to prepare. When the spell is being cast, the unit will stop moving and begin to spark, emitting blue static as a warning queue for enemies and for aesthetic purposes. The reason this skill's damage is based mainly off of your HP pool is to reinforce players to build Khastiana as a tank and not just as a pure caster. By end game with a health pool around 3-4 thousand and roughly 250 INT, you could theoretically do around 660-700 Spell Damage. This is of course, based upon the fact that you do indeed have 3k+ HP pool and roughly 300 INT. The damage is merely a reflection of a possible output when fully equipped.
Duration is 0.55-1.50 Seconds
Casting Range is 7 Units
Casting Time is 0.75 Seconds (Channeled)
Cooldown: 26/24/22/20 Seconds
Mana Cost: 100/125/150/175
Possible Uses:
Q -> onto target -> Stun
Q -> Away from target -> Damage
Q (when already on target) -> Damage & Stun
Q -> Escape (Possible Damage)
When Playing:
When Playing Against:
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[W] Khala Hardened Shields
(Toggle-able)
Unit activates siege suppression shields: reducing all damage. Upon deactivation, increases damage dealt to Khastiana.
25 Energy to activate.
10 second cool down post-deactivation at all levels.
Level 1 - 15% Damage Reduced. 25 Energy + (10% INT)/Second. Damage increased by 30% for 10 seconds after deactivation.
Level 2 - 20% Damage Reduced. 35 Energy + (10% INT)/Second. Damage increased by 25% for 10 seconds after deactivation.
Level 3 - 25% Damage Reduced. 45 Energy + (10% INT)/Second. Damage increased by 20% for 10 seconds after deactivation.
Level 4 - 30% Damage Reduced. 55 Energy + (10% INT)/Second. Damage increased by 15% for 10 seconds after deactivation.
Unlike any Immortal known to the Protoss, Khastianas vessel is imbued with the will of Khala. Through deep meditation and affixation upon this Khala, Khastiana has be able to infuse pure Khali Essence into the already impressive immortal Hardened Shields. This upgrade has come with a cost, requiring Khastianna time to recuperate her spirit after using the ability.
In Depth Skill Explanation:
This is a pure utility skill. As a Tank, you will be initiating and taking damage, and at the same time, trying to focus your enemies into attacking you instead of some of your weaker allies. At some point you will need to mitigate a portion of that damage. This is where your Khala Hardened Shield comes into play. Very potent at mitigating damage all sources of damage, yet, comes with a price. You will have to retreat to find safety as you will eventually become vulnerable. Keep this in mind that once you start, you can not stop without exposing your weakness.
Duration is Toggle. (Until Mana is Expired)
Casting Range is Self
Casting Time is Instant.
Cooldown: 10 Seconds Post De-Activation (Cool-down begins as the Spell is Toggled Off or You run out of mana.)
Mana Cost: 25 at all levels to activate.
Possible Uses:
Q -> Initiate -> W to Sustain Damage
W -> Kite -> Q/E/R
Q -> R-> W To ward off Further Damage
W -> Bait ->Q Away
When Playing:
When Playing Against:
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[E] Twin Khali Cannon
(Skill Shot)
Khastiana braces herself and launches her Khali infused twin cannons: blasting enemies that come in contact with the beam towards the far end of the projection.
Level 1 - Deals 20 + (30% INT) Spell Damage per 0.5 seconds unit is struck by the beam. Mini Stuns as damage is dealt. Channeled for 2 seconds.
Level 2 - Deals 30 + (30% INT) Spell Damage per 0.5 seconds unit is struck by the beam. Mini Stuns as damage is dealt. Channeled for 3 seconds.
Level 3 - Deals 40 + (30% INT) Spell Damage per 0.5 seconds unit is struck by the beam. Mini Stuns as damage is dealt. Channeled for 4 seconds.
Level 4 - Deals 50 + (30% INT) Spell Damage per 0.5 seconds unit is struck by the beam. Mini Stuns as damage is dealt. Channeled for 5 seconds.
While being infused with the ancient machine, Khastiana used her gifts to re-live the last battle of the previous warrior of the ancient Immortal. Khastiana saw a tragic tale of an ancient Xel'naga who's thirst for power was unquenchable. The warrior learned of an extraordinary power that laid deep within the very Xel'naga Temple where Khastiana was crippled defending. The ancient power was said to have been strong enough to manipulate the realm of the Khala itself. The warrior discovered and delved into this newfound power, however, was unaware of a transcending protection placed upon it to make sure it never fell into the wrong hands. This warrior was stricken of his immortality at the very cost of this power and perished. With this insight, Khastiana learned that this power could only be obtained through just use of the Khala and not for selfish deeds. Being pure of soul, the bonds between this power and that of Khastiana were formed. Khastiana could now manipulate the very fabric of the Khala, embedding the raw energies into her Twin Cannons.
In Depth Skill Explanation:
By far one of the strongest single target crowd control's that would be implemented into Aeon of Storms, Twin Khali Cannons are designed to be a very difficult but equally rewarding skill shot spell designed to not only shut down individual targets, but to help manipulate the battlefield. Using this spell to indirectly isolate players or directly control team fights is a valuable asset to any team composition. The skill takes a total of 7 seconds to complete. Once the Skill has been activated, the user can not move until the beam has finished, however, during the first two seconds of casting time, the player is still free to cancel the skill (Like Drakes Ultimate). Any target that comes in contact with the beam itself will become the new designated target of the beam. For example. Khastiana fires at Zeratul who is standing immediately infront of her. Zeratul is now being pushed back every 0.5 seconds and stunned during this duration taking damage. If any enemy comes between the beam's connection, that enemy will become the new target of priority, releasing Zeratul from the beam's focus. This can subsequently happen until the end of the duration. If the beam has pushed its target to the maximum range of the beam, the target is released providing there is terrain for the target to walk upon.
Duration is 2/3/4/5 Seconds*
*Units at the end of the beam are no longer effected by the spell providing there is walkable terrain for the given unit.
Casting Range is 10 Units.
Casting Time is 2 Seconds at all Levels
Cooldown: 36/32/28/24 Seconds
Mana Cost: 100/125/150/175 Energy
Possible Uses:
E -> Harass
E -> Push/Counter Initiate
E -> Manipulate Lane -> Q Clear Wave
W -> Bait -> E
Q -> E -> Push unit out of Position
When Playing:
When Playing Against:
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[R] Ultimate Ability: Immortal Solace
Khastiana explodes draining all energy and dealing damage based upon energy spent to all units within an 8 unit range. Kastiana is then temporarily incapacitated and takes increased damage after using the ability. While incapacitated, Khastiana will recharge a portion of her energy. Spell Damage.
Level 1 - Deals 35% energy spent as spell damage done. Incapacitated and damage taken from all sources increased by 30% for 4 seconds. Gains 30% maximum energy + (2% INT)%. Damage Dealt by this ability is reduced by 20% per every 2 Unit range away from Khastiana.
Level 2 - Deals 45% energy spent as spell damage done. Incapacitated and damage taken from all sources increased by 25% for 4 seconds. Gains 30% maximum energy + (4% INT)%. Damage Dealt by this ability is reduced by 20% per every 2 Unit range away from Khastiana.
Level 3 - Deals 55% energy spent as spell damage done. Incapacitated and damage taken from all sources increased by 20% for 4 seconds. Gains 30% maximum energy + (6% INT)%. Damage Dealt by this ability is reduced by 20% per every 2 Unit range away from Khastiana.
As Khastiana came to, she realized she was now a greater being. During her infusion, Khastiana was gifted by a second vision. This vision was of the great Executor Tassadar upon the day of his transcendence in the Khala as he destroyed the Overmind. Upon Tassadar's final moments, Khastiana witnessed the true essence of Being emit from Tassadar. She witnessed the immortal nature of the Khala. With insight of Tassadar's great deed, Khastiana too, has learned of the power of the Immortal. Khastiana can focus all of her Khala into one massive energy bomb. Upon detonation, all corruption is extinguished along side Khastiana herself. However, now one with the Immortal, Khastiana knows no death. She is revived back to consciousness as the Khala restores her being.
In Depth Skill Explanation:
This is Khastiana's greatest ability. She can exhaust all her energy to deal a massive scale area of effect attack. This ability provides no team benefit other than damage. On a personal scale the skill can be used to restore Mana for key situations, sacrificing damage for possible energy. The skill has a three minute cool down and can be used to create an advantage during team fights. Khastiana will be rendered useless for 4 seconds taking amplified damage. Further damage amplification would be taken if Khala Hardened Shields were active prior to the event. Aesthetically it would look like a large shield growing outwards from Khastiana and damaging all that it touches during the event. Khastiana would then power down (or turn dark and glow faintly) during the duration of her incapacitation.
Duration Instant -> 4 seconds Immoblized
Casting Range is 8 Units
Casting Time is 1 Second (Can not stop once cast)
Cooldown: 180/180/180
Mana Cost: 0 - Consumes all mana.
Possible Uses:
Q -> R (Teamfights)
R -> Mana Regen
When Playing:
When Playing Against:
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Talents
The following section goes over recommended Talent trees: Protect/Vitalize (0/11/14) - Protect/Vitalize (0/13/12) - Energize/Vitalize (0/10/15)
Primary Build: Standard Savvy
Difficulty: Easy
0/11/14
A build that incorporates current standards of obtaining protect. Note that two points in Savvy will be extremely important for late game team fights, as the energy benefits from kills and assist as well as the added health will help you survive the downtime from Immortal Solace. This is the basic formula for less advanced players.
Secondary Build: Counter/Savvy
Difficulty: Moderate
0/13/12
This build still runs Protect/Vitalize, however, capitalizes on the talent Counter to help deter auto-attack heros from focusing you during/post initiation. The fact that you will be damage amped could lead to substantial damage returned to the enemy allowing you a bit of breathing space as you engage and disengage a team fight. Notice that you will not have quite the same movement speed or the full benefits from Savvy.
Exceptional Build: No Protect - Energize
Difficulty: Severe
0/10/15
This build is based around an All-In-Win strategy and is not really recommended unless you know exactly what you are doing. It is based around spamming/poking prior to initiation, then energizing while engaging with your Phase-Shift into Immortal Solace. This build will compliment a very aggressive play-style.
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Skill Order
The following is a brief representation of an optimal Skill order which possibly could be used. It is indeed situational but will expand into three roles - Carry-Mid/Long-Lane/Short-Lane.
Carry-Mid Skill Order: Utility Support/ Ganker
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Explanation: As a carry mid you are most likely soloing against another hero. With her given skill kit, Khastiana is very potent at a 1v1 scenario, providing the fact that you maintain a constant harass and land your skill-shots. Keep in mind that your basic attacks are indeed melee and that most of your harass will be based upon poking at range with your abilities. Proper management of your cool-downs and energy will be needed to ensure that you are prepared for any incoming ganks. Try to hold onto your Phase-shift as an emergency escape. A good plan could also be clearing waves as soon as possible so that you can proceed to gank side-lanes with your Phase-Shift. The primary focus here is leveling your ranged harass first while placing only one point into your other skills since they will used for utility till middle or late game.
Long-Lane Skill Order: Defensive
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Explanation: Long lane is a very dangerous lane for most melee heroes. Capitalizing on Khastiana's innate survivability will be crucial for survival while also solidifying your roll as a tank for early to mid-game team fights (if any). Make sure that you keep a good eye on who is missing as you are vulnerable ganks. Save your Phase-Shift to ensure your survival as you are highly vulnerable to ganks from mid.
Short-Lane Skill Order: Aggressive
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Explanation: Short lane can and will be the strongest lane for Khastiana. Early points in Phase-Shift will allow for great harass and initiation for your bottom lane mate to combo off high damage. The ability to get in quickly while maintaining the initiation with your Twin Khali Cannons will make easy zoning of your enemies. Be careful however, as you are very vulnerable to counter-ganks if you are the one initiating.
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Items Build/Synergy
The following table contains a brief guide containing information on how this character would be built in a competitive AoS scenario. Remember this is merely a suggestion and not necessarily the most viable build. All builds depend of variable circumstances particular to each game.
Starting Items |
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Sustainer: Allows for early Health Points and lane sustain and is an essential component to your core item build. |
Space Battery: An alternative which also allows for Energy sustain which could prove useful for lane harass. |
Transporter |
Core Items |
Ihan Crystal: Provides exceptional burst damage to your abilities and increases your ultimates damage capabilities dramatically. |
Nitrogen Retrofit: Increases both your survivability and damage out of your Phase Shift while further promoting your Twin Khali Cannon's Crowd-Control, also causes your ultimate to trigger a snare mechanic. |
Timewalker's Greaves: Due to the high Energy consumption and long cool-downs of your abilities this is the most viable choice for movement. |
Chilling Artifact: Energy and Timescale are both major benefactors to any Khastiana build. |
Luxury Items |
Yamato Reactor: Timescale/Strength/Inteligence: Incredible for landing tough cast time skillshots. Major Benefactor when casting your Ultimate Ability. |
Organic Carapace: Strength is always welcome as it is converted to Intelligence thanks to Xelnaga Clockwork. Increased Hit Points will add increased damage to your Phase Shift if needed. |
Argus Crystal: Pure Damage Item. Increases your Mana Pool Dramatically ensuring stronger Ultimates. |
Shrapnel Cloak: Solid Anti-AA. Useful for buying time when you are vulnerable. |
Barbed Plating: Since you take increased damage while you are vulnerable, might as well dish out more to AA Carries while you die. |
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Original Template
CHANGELOGv1.4.1
CHANGELOGv1.4
CHANGELOGv1.3
CHANGELOGv1.1
*Older content.
Heroic Passive: Portion of Strength is converted to Intelligence: 10% + (1.11 * CharLvl)% Strength is converted to Intelligence.
Q: (Skill Shot) Unit Discharges energy phasing from current location to target location dealing 10% maximum HP +(20% INT) at the initial location while stunning all nearby targets at the final location. 0.5 second cast time 7 Unit Cast range at all levels. 2 unit stun range/damage.
Lvl 1: 26 Second CD Stun length: 0.55 Seconds
Lvl 2: 24 Second CD Stun length: 0.75 Seconds
Lvl 3: 22 Second CD Stun length: 0.95 Seconds
Lvl 4: 20 Second CD Stun length: 1.15 Seconds
W: (Toggle-able) Unit activates siege suppression shields reduces all damage, upon deactivation, increases damage dealt to the unit. 25 Energy to activate.
10 second cool down post-deactivation at all levels.
Lvl 1: 15% Damage Reduced + (5% INT) 25 Energy/Second Damage increased by 30% for 10 seconds after deactivation.
Lvl 2: 20% Damage Reduced + (5% INT) 35 Energy/Second Damage Increased by 25% for 10 seconds after deactivation.
Lvl 3: 25% Damage Reduced + (5% INT) 45 Energy/Second Damage increased by 20% for 10 seconds after deactivation.
Lvl 4: 30% Damage Reduced + (5% INT) 55 Energy/Second Damage increased by 15% for 10 seconds after deactivation.
E: (Skill Shot) Braces Self and launches a gravity cannon blasting enemies that come in contact with the beam airborne and towards the far end of the projection. 2 second cast time at all levels
Lvl 1: 20 Second CD Deals 85 + (45% INT) Spell Damage
Lvl 2: 18 Second CD Deals 130 + (45% INT) Spell Damage
Lvl 3: 16 Second CD Deals 175 + (45% INT) Spell Damage
Lvl 4: 14 Second CD Deals 215 + (45% INT) Spell Damage
R: Unit explodes draining all mana and dealing damage based upon mana spent to all units within an 8 unit range. This unit is then temporarily incapacitated and takes increased damage after using the ability. While incapacitated, hero will recharge a portion of his energy. Spell Damage 120 second cooldown at all levels. Instant Cast.
Lvl 1: Deals 45% mana spent as damage done. Incapacitated and damage taken from all sources increased by 30% for 4 seconds. Gains 30% maximum energy + (2% INT)%.
Lvl 2: Deals 50% mana spent as damage done. Incapacitated and damage taken from all sources increased by 25% for 3 seconds.
Gains 30% maximum energy + (4% INT)%.
Lvl 3: Deals 55% mana spent as damage done. Incapacitated and damage taken from all sources increased by 20% for 2 seconds.
Gains 30% maximum energy + (6% INT)%.
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