[Hero Conscept] Mariner - Eerie Specter Of The Deep

aim2win85

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The Deep is home to many strange aquatic lifeforms, but it is also host to the unfortunate souls that were lost to the seas overhead. One such spirit has made it to land, searching for it's green and gooey prey.

Inspiration: Angel's Egg (The fishermen), Pyke (LoL), Kalista (LoL), The Angler (Inscryption)

Backstory: The Mariner has no face, no voice, no hopes or dreams, no desires. He simply hunts. If it moves, may his harpoon pierce its flesh. If it fights, let it bleed out from it's wounds. It's all he knows. One day, he spotted Viscous approaching the surface to participate in the ritual, so he followed. His pray cannot escape his gaze until it has perished. He follows mindlessly, walking down the streets of New York whilst attracting the fearful and confused gazes of those walking by. He tracked Viscous as he toured New York, waiting for the time to strike. He followed him to the site of the ritual, and we will participate for no other reason than to finish his prey.

Design: The Mariner is in a trench coat and flat cap. His pants slide under his fishing boots. His clothing and body are faded blue and sopping wet, almost as if they were made of water itself. His face is washed away, leaving nothing put spiraling water. In the spiral, a spirit inhabiting the head of the body is visible, shining a dim blue light. His body emanates a low blue light, shining brightest at the head where the spirit is. At his side is a large harpoon, donning many fishing lines and hooks with a prominent harpoon head at the end. The rope at the bottom of the harpoon seemingly fades away, showing no clear end to the rope.

In gameplay terms, The Mariner is a long range sniper, capable of dragging enemies in for the kill. His long harpoon range allows him to Reel in his foes from afar, his watery body allowing him to Submerge into the ground and walls, and his Fishing Net being capable of holding foes in place.

Weapon: Scale Ripper
Ammo: 1
M1: The Mariner throws a harpoon. This harpoon will stick in an enemy and tick their health down. The harpoon will be dislodged once line-of-sight is broken, causing him to pull it back in slowly.
M2: Throws the harpoon. The harpoon does not stick and is recalled immediately, dealing a bigger burst of weapon damage, but doesn't tick their health down.

Melee: The Mariner swipes at an enemy.
Heavy Melee: The Mariner takes out a knife and delivers a fierce stab

Ability 1: Fishing Net
Cooldown: 40 seconds
Description: The Mariner throws a wide capture net in front of him 12m out. The first enemy hit by it is Immobilized for 2 seconds. Enemies hit by the capture net also receive a 60% slow for 4 seconds after the Immobilize wears off.
T1: Increased throw distance by 10m
T2: Fishing Net gains charges. 15 seconds between charges. +1 charge
T3: Fishing Net applies 20% Bullet Resistance shred

Ability 2: Submerge
Cooldown: 45 seconds
Description: The Mariner's body collapses into water. He may move through the ground similarly to Mo & Krill's Burrow, except he may also travel up walls. This ability is active for 15 seconds. This ability reduces his move speed by 40%. His speed cannot be reduced further. He also regenerates his health drastically, allowing him to relocate to higher ground while also sustaining himself. Can be cancelled early.
T1: Removes movement speed penalty, still immune to slows
T2: Grants 20% Bullet & Spirit Resistance while ability is active
T3: Enemies who make contact with Mariner while he's Submerged are blasted into the air, briefly preventing Stamina abilities.

Ability 3: Reel
Cooldown: N/A
Description: When Mariner's harpoon is stuck into an enemy, you may hold M1 to apply a slight pull, causing you and the enemy to be dragged towards each other. Whoever has the higher movement speed is pulled less and who ever has the least movement speed is pulled more. If an enemy is stationary, only the enemy is pulled. The longer you can pull someone, the more damage your harpoon's DoT will do.
T1: +minimum damage bonus, +maximum damage bonus
T2: When enemy is being pulled by Reel, you are less affected by the pull, allowing you to pull the enemy more efficiently.
T3: The harpoon no longer dislodged immediately upon breaking line of sight. the harpoon remains stuck for 3 seconds before being dislodged.

Ability 4: Beasts Of The Deep
Cooldown: 210 seconds
Description: The Mariner creates a watery gate to The Deep, allowing creatures to come out and devour your foes. The ability takes 2.5 seconds to start up before dealing a high burst of Spirit damage. Enemies in the ability are launched up and stunned for 2 seconds after being hit. The ability may be casted on walls and ceilings as well.
T1: Applies 50% Bullet & Spirit Resistance shred
T2: Decreased cooldown by 30 seconds
T3: The ability leaves a lingering whirlpool after the initial burst, causing enemies to be pulled towards the center slowly. Lingers for 10 seconds.

The Mariner excels at holding targets down from a great distance away, weakening them for your team to finish them off. With this persistent hunter on your team, may no prey escape you.
 
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