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Sandbox idea for a third Tear of the Goddess item

Hyxaru February 29, 2016 User blog:Hyxaru

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Currently we have manamune and archangel's staff. Both of which give a distinct power: Gaining mana to cast spells and deal more damage. Recently, a playful idea hit me. What if there was a third option, one which power is giving more mana to cast spells and cast spells more often. In a short term, a cdr tear item. Currently I imagine it like this:

Item name ~ ~ ~

Stats: 250 mana, 75% base mana regen, 10% cooldown reduction.

Unique – Mana Charge: Grants +6 mana (max +750 mana) for each spell cast and mana expenditure. (Occurs up to 2 times every 8 seconds). Gains +1 mana every 8 seconds.

Unique passive: Gain 1% cooldown reduction for every  100 mana. Also reduces mana costs on abilities by 1% for every 1% cooldown reduction obtained from other sources.

Unique passive: Reduces ability cast times by 25%

Transforms at obtaining 750 bonus mana.

Buildt from Forbidden Idol and Tear of the Goddess, plus some gold.

This item plays out like a slightly stronger tear of the goddess. It can also give max cdr from one item, should the champion be able to obtain 3000 mana. To make buying other cdr items equaly usefull, it reduces mana costs on abilities, potentialy by 40% if you go overkill on cdr from other sources. To give it some additional power, it slightly reduces cast time on abilites, should it feel weak.

Item name ~ ~ ~

Stats:1000 mana, 75% base mana regen, 10% cooldown reduction.

Unique passive: Gain 1% cooldown reduction for every  100 mana. Also reduces (normal) mana costs on abilities by 1% for every 1% cooldown reduction obtained from other sources.

Unique passive: Reduces ability cast times by 25%

Unique active: Four upgrade buttons appear above the champions abilities, allowing the player to select one ability. This selected ability will gain 20% bonus cooldown reduction which can go above the 40% cap. Furthermore this ability costs an additional (5% + 1 per second cooldown)  of current mana when used, as well as locking all other abilities for half a second from usage. 300 second cooldown. Using this active again allows you to change the selected empowered ability.

This item would allow the player to get one of his abilities to lower then urf levels of cooldown, however that ability would drain your mana at a steady rate regardless of how much mana you have stashed, as well as 'sharing some of its heat' with the other abilities. Ultimate abilities may be selected, but given their natural high cooldowns, they might not be so spammable after all, after some additional mana costs.

Please leave your thoughts and what you like or dislike about this concept, and what you might do different.

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