User blog comment:Tridan V2/Sylias, The Molecular Master/@comment-11434673-20130923200722

Here we go. Btw, I find that having class is a great way to get ideas and concepts too. Its odd, but very effective.

Emergency Fission: Its like Volibear's passive, but for mana... I'd remove the health cost and reduce the cooldown. Volibear's doesn't have a cost, outside of having to be below % health, and is only on a two minute cooldown but his gives health (probably the stronger stat between the two). Also, for the sake of math, make the mana restored 32% over 8 seconds (thats 4% per seconds vs 3.75% per second).

Protron: Too low of cooldown for a HoT (heal over time). With 40% CDR (not hard for a support to get), you'd be able to heal two people at once, with a 2 second healing overlap. Also, please scale the self-heal a bit so it works late game (the AP % doesn't have to be much, but some is better than a very low flat). The MS boost needs to be lowered. 50% for 5 seconds is way too much. Lulu's Whimpsy only gives 35% for the 5 seconds and has a cooldown of 7.2 (with 40% CDR) and 2.2 seconds of cooldown after the duration. Please fix the heal scale per level (25/15/20/30 is what you have each level set at). Making it constant will keep each level worth getting. 25 each level is a good start (your overall healing will be increased by 10 at max level).

Neutron: Should be named Electron. Same problem as Proton. Too low of cooldown for a 5 seconds DoT. You can refresh the the DoT even before it finishes dealing its maximum damage; or you can have to enemies with the DoT on them with 2 seconds overlap. I'd increase the damage per second, which increases the total damage. You should also increase the total cooldown (to allow it to deal damage without the possiblity of interrupting the damage dealing process). Right now, it deals less damage than Soraka's Starcall direct damage even over the 5 seconds. Make the damage per level constant, please (5/3/4/6 per level gain). Having the ability icon swap back and forth between these two abilities would get rather annoying and would be... annoying. I think it would be best for it to just display the icon of who you last casted the ability on (ex. If you targeted an ally, it would show Protron, but if you targeted an enemy, it'd show  Neutron).

Electron: Should be named Neutron. Level 4 and 5's mana costs are the same. I'd either scale that to 95 or reduce all the previous levels by 5 so that it ends at 90, without repeating. Can you please add an AP scale to the damage. If you think the damage would be too high, then go ahead and reduce the base damage to compenstate for the added scale. The damage of the mark goes from 15/25/35 -> 175/185 (at level 18), which deals more damage than the base of your Neutron. I think the flat strengthens the Support's damage, but might weaken the Mage's damage'''. '''

Wormhole: No! Bad idea. Its like half of TF's ult, but for your whole team. Enemies would have to be stupid to follow you through the wormhole and its the perfect initiator. 2500 units away your team sits, awaiting the time, in which your whole team could be instantly on their carries, with no way to stop you! It'd be a real shame to keep it the way it is with how completely broken it is. You can keep the concept but change what it does (maybe make it increase the casting range of all your spells much like Xerath's Locus of Power).

Molecular Disruption: The damage per second's AP ratio is wrong. The way you have it says that the spell will deal 50 + 70% AP per tick (70% * 8 seconds = 560% AP!). Should read: 50 + 10% AP (I increased it to make the math easier in game, and total damage would increase by 10% of your AP) per tick. That 70% would be fine if the spell read: deals 400 + 70% AP damage over 8 seconds. Molecular Disruption has a pretty long casting time. Longer DoT duration and even longer every other part. This spell, from start to finish, takes 17 seconds to go. 3 second channel, plus 8 second DoT and slow duration, plus a 3 second pause and another 3 second slow before the end. If you can, you should reduce the total time, from start to end, of this ability to better fit League's faster paced play style. Question: Why does it deal a DoT and slow, then deal initial damage? I find this ability to work similar to Shadow Strike from WC3, but just in reverse. It deals its DoT at the start then slows and deals initial. It'd make more sese for the initial damage to come first (the breaking of their molecules), followed by the slow and DoT (molecules falling apart or even trying to repair themselves). You could probably even make the slow happen during the channel (you are breaking into their molecular structure), followed by a brief stun (their molecules being broken; no more than 0.5 seconds) then apply the initial and DoT (with a weaker slow).

Stats: Way too much AD per level for a ranged Mage. Most Mages get about upper 2's to about 3 AD per level.

As for Neutron and Electron, the reason behind the name swap is this. Electron is a negatively charged atom (part). Which makes it the opposite of a Protron. Protron heals, shouldn't the damage be an Electron? Also, because Neutron is neutral, it should be the one that increases the power of the other abilities, and not be tied to one or the other (protron or electron). Anyways. Nice concept, nice to see a HoT. Looking forward to seeing changes made and what other have to say about the idea. Good luck!