Delayed spirit damage , zoning / combo item : Mystic barrage

Stakhanov

Member
This would cause high but very telegraphed damage to a cylindrical zone within 5 seconds :

Mystic barrage - 6300 active spirit item , no requirement

+10% cooldown reduction to all abilities and items.
20 spirit damage per orb , scales with spirit a little.
Orb hits add a stacking debuff of 5% slow and spirit vulnerability for 3 seconds.
Deals only 20% damage to objectives.
Cooldown : 40 seconds.

Windup time : 1 second - shows a wide spread of tiny orbs appearing in rising numbers.
The orbs will quickly (roughly pocket barrage speed) fly parallel with the aim point at the time of the item cast.
Their firing will ramp up from 3 to 12 per second after the delay until 4 seconds later.
While useful to deter enemy movement on its own , this item would combine well with singularity or other area stuns / enemy grouping abilities (like lash ultimate)
Can also be used to farm large camps if you happen to need more big items , or help kill mid boss.
 
Those who cant clear waves in one hit of ability are not supposed to do so. This will allow them to do so, making hunting them a bigger hindrance.
 
Those who cant clear waves in one hit of ability are not supposed to do so. This will allow them to do so, making hunting them a bigger hindrance.
this is a not problem you are askign for not spell users to buy a 6k item, 40s cd to do this. who doesn't clear waves fast? usually bullet people because spell users can do something like pulse bomb or sticky explosive punch and wave is dead. weapon characters get tesla for this or would choose ricochet because it also helps them outside of this niche case this item helps (haze, infernus and even wraith would prefer to keep cards for the fight) and if you pay6k item to help clear large camps, sure. I don't think something like monster rounds for spirit would be healthy, and there was a post about it and most comments were about that of a cheap even easier to clear item.

For OP I very much see mystic flare from skywrath birdman. i would prefer this as a spell. I think it would be more interesting. while dynamo probably would prefer refresher. i can see this just being a solo man team wipe machine right? if someone else feels ok getting it then its so scary to engage. yes issue of stacking effects. I do like the ramping slow and vuln.

every long duration stun is death right? mo and krill already ignore all tanking items because burrow's free stats so they can get very utility items ( magestic reach phantom strike divine kevlar exposure). I would buy this as my 1st big item on him after leap. its ok to have items some heroes use very well. But giving such high lethal thresholds to solo picks can be problematic. you can't be out alone and without a stun because a warpstone mystic flare krill is out and about
 
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