User blog comment:Elslovako/Sethia - my first concept/@comment-9245010-20130707194938

So, let me take a look on this:

Firstly, because I cannot see the mana costs, I cannot say that much about harassing/lane sustain. This is bad :( Let me take a look on all the skills

Innate: basically a mixture of a Karma and a Swain passive. The 2 sec/lasthit on a really impactful ultimate with a low CD is too strong a bit, but it is situational. The passive also have an effect, when you have your ultimate up, namely it simply restores Mana on every lasthit. This happens on every single lasthit pre-6. Compared to Swain, who has the very same effect, he gains  9 + (1 × level)  mana back. Which means Sethia's mana restore is the DOUBLE of Swain's on level 1, Swain only outscales it on level 12, where it does not matter that much. I think you should make it  restore %mana or make it scale from AP, or something not to have the same passive (just stronger, and with possible Ult CD reduction) as Swain, and also nerf it a bit hard.

Q: An AA reset on a melee AP assassin is kinda strange and unusual, as it makes her AA reliant a bit. It also males Lich Bane a core item on her. As it is highly unusual, I think I should compare this to Poppy, her Q deals the exact same damage + some hp%, so its higher, but Poppy has higher CD early, and does not have the AoE part, on which I will return later. With ult or against isolated (I guess its like Kha'zix's Q, as it is not clear), it deals (100*2*1.17) which is 234 + (60*2*1.17) = 140% of AP plus the Lich Bane, which totals 240%, which is insane, on 800 AP it deals 1920 raw damage. just with her Q. So the base damage is low, but the scale with ult is too high, you should consider tweaking this around, as casters should scale with levels more than items. About the AoE, its about the strength of Tris E, which is okay, but when fed, she will have nice laneclear. It also synergizes well with her innate.

W: A dash with a slow/knock up, somewhat similar to Maokai. with higher range and base damage, but much lower scales (which is good, as Mao is a tank with only some AP items. The slow at early ranks is medicore, but at maximum rank is devastating, and the ultied one is even worse, 3 sec knockup (its the strongest CC in the game, cannot be cleansed!) is hilarious. It has the same strength as a Nunu E, which should be the best slow by far (maybe ~on par with Sejuani). So damage may be good, maybe increase scale, and reduce duration (maybe increase slow amount instead of duration), and it may be good.

E: High CD medicore harass, the ult effect is pretty creative, the CD is high at earlier levels, maybe too high. Both the scales and the flat are a bit low, because its her only harass, but the long range and no miss chance makes it somewhat good. Consider lowering CD and/or giving it more damage.

R: A really strange ability, it makes the target only damage her, but the target also cannot be damaged by anyone else (if I got it correctly, "become is not quite the term you should use here ^^). It also gives a 17% damage buff (wonder why 17, i just cannot understand, but its okay) and some bunus effects to the target. The small duration, and the low damage increase makes it weak as a damage-source (except Q, on which it is broken and overpowered). It also gives 3% spellvamp and lifesteal to the target, which is great for dueling. It also makes tank builds on her fairly interesting (2 sec damage on only tank and than 3 sec knockup? Just too stronk) What really bothers me is her burst damage with some AP and Lich Bane. With, let's say, 800 Ap, she deals (200+240+210+960+320+520)1.17 + 800 (Based on description, lich bane does not benefit from ult) which is 3666.5 damage. Plus around 130 physical from AA. All this in 1 sec, and the enemy is knocked up, so the target cannot do anything as ult and knockup are uncleansable. Oh and this is without red buff or DFG. She has even higher burst then LB, which is kinda too much. All in all, consider increasing %damage increae on this, but nerfing the bonus effect on Q (and maybe W, as it makes it too strong).

TL;DR: Innate mana gain is too high, Q damage is really really too high with ult, W has too much CC for a burst champ, and knockup is too strong, E has too high CC and too little inpact, R is strange but fairly good, %damage boost is a bit too low, but bonus effecct on Q and W is hilarious

And as per usual, these are only my opinion, I just suggest you things, and sorry if I was rageous etc.

Anyways, I like the concept and with some tweaks it may be fairly viable and correct.