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Psychic

Page history last edited by Softmints 8 years, 5 months ago

Saphiel, Psychic

Backline, Ranged

 

The most reliable of the elves, Saphiel can turn the tides of most fights by giving her team the boost they need to win.

For attentive players who enjoy pure support and teamwork.

 


 

Innate: Wandering Eye (Channeling)

Extends Psychic's vision in a line, gradually allowing her to see a linear slice of the map.

 

Telekinesis

Instantly teleports a target unit up to 600-800 range in the target direction. Any trees or rocks along the way will be destroyed. This can target self, allies, or enemies. The target will be immune to mines for 2-3 seconds.

 

Barrier

Applies a temporary barrier to the target unit. If the target comes into contact with an enemy unit, or would take damage, the barrier will activate for 0.6 seconds before expiring. While active, the barrier knocks away nearby enemy units touching it, and absorbs all incoming damage. This ability has a local cooldown (cannot be applied to the same unit again for 15 seconds after expiration).

 

Psybeam (Channeling)

Target a unit, and deals damage along two lines parallel to Psychic and that unit. There is a gap between the lines, so it won't hit a targeted enemy if they don't move. If she is at full health, also inflicts a burn.

 

Ultimate: Miracle Eye

After a short delay, damages enemies in the target area who are not currently visible (either through fog of war or invisibility). Also reveals that area for a short duration.

 


 

Notes:

  • One of the all-time classic RoW heroes.

  • Despite Telekinesis seeming like the most imbalanced ability ever, it turns out to be just "very good". Most of the dangerous situations (such as being blinked into the enemy tower) can be avoided with diligence.
  • Barrier is one of the most creatively rewarding abilities in the game. It can be used on self, allies, or enemies, for clutch saves, interrupts, or setting up knockbacks. Using it offensively with Telekinesis can be super-effective, though it will use both her defence mechanisms.
  • A long-standing problem with Psychic has been her lack of meaningful item choices. Her base abilities are so impactful on their own that it doesn't really matter what she builds.
  • Trivia: Miracle Eye originates from a hero called 'Numbers' in Ninjas on Battle.net. 

 

Comments (1)

Gahn said

at 5:28 pm on May 2, 2013

A thought on Telekinesis:

The current values (cost, cooldown, distance, etc) don't really give Saphiel much incentive to level up this ability early game as her other abilities give greater advantages when leveled up. Telekinesis is probably the strongest, if not one of the strongest, abilities in terms of utility, and the steep mana cost increase per level combined with low relative gain per level make it a one point wonder, allowing Saphiel to focus on her other abilities without giving it much thought.

Some ideas that came to mind were:
1) The Mana Cost could be increased at earlier levels, while retaining the same mana cost at level 4. An increase in mana cost earlier on would better reflect the skills strength and utility, and by keeping the level 4 cost unchanged, you would increase the likelyhood that the player might level it, as the cost increase in comparison to the effect increase would be more favourable. For example. mana cost could be changed from 60 / 100 / 155 / 225 mana to 105/ 130/ 170/ 225 mana.

2) The Cooldown could be changed so that it scaled as the player leveled the ability. This would likely mean an increase in its cooldown at earlier levels, but it would give the player additional incentive to level it because they'd be gaining both a decrease in its cooldown and an increase in the teleport distance in return for the increase in mana cost. For example, cooldown could be changed from 21 seconds to 26/ 24/ 22/ 20 seconds.

3) You could decrease the cast range at early levels, making the level 1 values more effective at initiating/selfcasting, and make the cast range scale with the ability level. This would reduce its effectiveness quite a bit early game, but would once again provide incentive to the level the ability past level 1. For example, cast range could be changed from 500 range to 300/ 400/ 500/ 600 range. (I feel as though this one would be too harsh, at least with the values I suggested)

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