User blog comment:Sir.chloroplast/A crazy Champ idea/@comment-4952847-20130813171026

Glad that you fixed quite a lot of the layout issues since last time! Now it's much neater to read and makes me happy.

Now that you have designated his roles, being an off-tank mage with ranged attack and abilities is an interesting concept.

Overall I'd still say this champion is a bit on the weak side. He has more AoE CCs now, which helps, but none of them are really long enough to create an impact in a fight, which gets worse after tenacity.

It is unique (and looks really fun to be honest) to have a 'taunt-like' mechanism on a mage ranged type champion, but because he is a ranged mage with mediocre mobility (a good base MS doesn't cut it), it feels a bit counter intuitive to go head on into a teamfight and maintain 375 range. His ulti further discourages entering into close range with its huge cast range, and he has no momentum to maintain after he enters anyway because his Q and W have long cooldowns that kind of makes him a sitting duck when he fogs out the enemies.

His ulti looks very OP but it is also quite... weird, mostly on the damage part. The utility it gives is definitely very strong considering it has a huge cast range and AoE, but its damage is very weak especially considering it is panned out over 9 seconds and has a 0.05AP ratio per second (that totals to 30 extra damage per second at 600AP, which is not a lot). If his kit had more damage in his other spells that would not be an issue, but the fact is that his other spells have looooong cooldowns for their damage range and his damage output is very severely limited.

At this stage he looks more viable built AD bruiser than AP simply because his AP ratios are not high enough considering the cooldowns.

A few things to suggest are therefore:

Consider how spells follow up with one another. A full burst with your spells deals 1276 + 155%AP damage, but your character is then useless bar auto attacks for up to 13 seconds. Considering the downtime, a full combo including ulti deals only roughly 100 + 10% AP per second which becomes worse when ulti is on cooldown.

Q: does it need to stun for so long? What if its cooldown was reduced to, say, 6 seconds and has a ministun / pure slow instead of a full on 1.75 second stun? Remember Anivia has a 1 second AoE stun on 8 second cooldown that deals 360 + 1.0AP damage if it hits. Yours can be creep blocked despite its 1900 projectile speed.

W: does its CC need to scale per level? Can it be a 1 point wonder utility spell so other spells can be maxed first? Right now it has more DPS than Q because of the cooldown.

E: it is a great spell overall, but how are you going to utilise its full effects with his other spells? He has no gap closer or other incentive to be in range of the enemies so now this looks more like a free barrier than the taunt you envisioned it to be.

R: the spell itself is great. Great utlity and zoning in a huge AoE and fitting to be an ulti, it's just that his current kit has nothing to follow up with on his own. One thing though, I'd definitely pan the skill over a shorter time frame than 9 seconds. My idea is to divide its damage into 2 parts, an initial shockwave that silences enemies and creates a field that continually slows people and reduces vision, and a second part to collapse the field for a second wave of damage. After all, there is no reason for people to wander into the cloud again when they've escaped it, right?

Overall it's a huge improvement, just that right now he feels a bit more like a support character than a mage. Feels a bit like a ranged Alistar with weaker CC and tankiness. And even Alistar has slightly shorter cooldowns on his Q and W!