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god rework idea thread

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Forum » God & Item Ideas » god rework idea thread 2 posts - page 1 of 1
Permalink | Quote | +Rep by crippler38 » April 24, 2014 2:20pm | Report
I personally would rework ares, because he is just kind of weird for a god of war, now I'm not high level or anything but please give your opinion on how I think ares should be, and post what you would rework a god as and give ability details as well, for example for ares

God:Ares, God of war
Pantheon: Greek
Role:Magical,Melee,Tank

stats, I think the current base stats for ares are fine

Passive: spoils of war = when a god is killed while shackled to ares, ares gets a stack of spoils of war, each stack increases his current stats by 1%, max ten stacks, all stacks lost on death

Explanation: I feel Ares' current passive, while great, is not that useful for him considering his terrible scaling, and on top of that it makes you want to buy a certain type of item over all others, and he can't even really USE ability power since it is all in base damage, only ability that has any scaling worth a **** is his ult, and are you really using that because it is oh so great of a damage dealer? sometimes, but not enough.


Ability 1: shackles, line skillshot = Ares shoots a chain out that does (15/30/45/60/75+15%) damage to all minions it passes through, any god hit will get a chain attached to them that deals the same damage per second for 4 seconds, during this time ares steals 15% move speed from the target from each god chained, if ares hits a god he can fire another chain after two seconds at no cost, max 2 extra shots CD = 10 seconds, Mana cost = 70/75/80/85/90

Explanation: I like shackles, the damage is just a bit much for some people, and I hate the cd on the current shackles, so I figure lower it, it works better with what I think his kit should include anyway


Ability 2: Stand your ground, toggle buff = Ares increases his protections by 20/30/40/50/60 and lowers his move speed by 15% while in use, any damage delt to ares is lowered by 1/2/3/4/5% while the buff is active, cc is reduced by 10/10/15/15/20%, allies within 30 ft receive half the buff with no move speed debuff and no damage mitigation, every unique shackle increases the buff by 5 CD = toggle on, five second alternate time, Mana cost = 80

Explanation: Ares current 2, bolster defenses, is basically made to keep you fighting around ares, as his his whole kit, however I do find that it could use a bit more of a boost but I didn't think that would be very fair without a negative, so it is mostly a buff with a nerf, a side grade in my opinion

Ability 3: Burning fury, radius = Ares' battle fury burns enemies around him, any enemy within 15 ft of Ares, enemies are dealt (10/15/20/25/30+10$) with 1/1/2/2/3% of their hp as extra magical damage every half second for five seconds, for every unique shackle you deal an extra 1% damage to that target, deals knockback and 50% more damage to minions (15/22.5/30/27.5/45+15%) CD 15 seconds, mana cost = 70/75/80/85/90

Explanation: there are two guardians that everyone agrees can NOT jungle, Bacchus and Ares, heck even GEB can jungle, and besides, that flamethrower also is a silence, I haaate that, so this basically makes it so you can deal a bit more damage and actually attack during it, downside is that range is pretty low but you're melee, who cares

ULTIMATE: DEATH ROW, radius = the chains of Ares grow in strength, their size is doubled and another shackle is re applied with the shackle lifetime refreshed (basically two shackles for eight seconds, sorry if that is not clear) additionally, any enemy god within 20 of an enemy with these new shackles after two seconds are hit with a new shackle for 6 seconds new shackles deal (50/50/75/75/100%) of current shackle damage, this counts as an aditional unique shackle for shackle (max 3/3/4/4/5 unique shackles per god, move speed does not go past 45% reduction/boost per god) ares can re use this ability again within 4 seconds to anchor himself to the ground and not allow any enemies shackled to walk any farther away from what they are shackled to, ares is immune to cc while anchored, shackles are broken from cleanse effects, CD 90 seconds, mana cost 100

EXPLANATION: I love no escape, I really do, but it is so easy to counter and so... annoying, basically it is only good against bad players or people without cc immunity when you use it, makes Ares super easy to counter, but now, you can cripple a whole team for 6 seconds, and run like a race car burning them all to hell, or you could anchor them to prevent escape, of course you could just get your teeth kicked out, but at least you got options on both sides now instead of just either dead or not with no middle ground whatsoever really.


PROFILE
ARES
GOD OF WAR
PASSIVE, SPOILS OF WAR = 1% stat buff per stack, all stacks lost on death, max stacks = 10, gain a stack per enemy killed while shackled to ares
ABILITY 1, SHACKLES = (15/30/45/60/75+15%), same range and effects as before, cripple, move speed leach, all that, 10 second CD, mana cost = 70/75/80/85/90

ABILITY 2, STAND YOUR GROUND = (20/30/40/50/60 +5 per unique shackle) protection buff, 15% self move speed debuff, 1/2/3/4/5% damage reduction on ares, 10/10/20/20/30% cc duration debuff, buffs halved on allies, radius = 30, mana cost = 80, CD 5

Ability 3: BURNING FURY = (10/15/20/25/30+10%) every half second with 1/1/2/2/3% max hp damage, damage increased by 1% per unique shackle, %hp buff is halved so .5% per shackle, CD 12, mana cost 70/75/80/85/90

Ultimate: DEATH ROW = enemies shackled to Ares are given a double strength shackle that counts as two and lasts 8 seconds, after two seconds these shackles spread to enemies within 15 ft that deal (50/50/75/75/100%) damage of a normal shackle, these new shackles count as a unique shackle different from the double shackles, max shackles on one person, 3, Ares can use this ability again within 4 seconds to anchor himself, any shackled enemy cannot move past their current shackle distance until the shackle breaks on its own, they can however, move in any direction as long as they maintain the set distance from the chain, ares is immune to cc while anchored, CD 90, mana cost 100


it's a wall I know but I do want some input, also remember to put in your own rework ideas, be sure to leave your reasons for your opinion as well or else I will just ignore it, any input with reason behind it is appreciated.
nothing

crippler38



Posts: 16
Permalink | Quote | +Rep by crippler38 » April 25, 2014 1:54pm | Report
so since nobody has posted anything I'm just going to post my alternate idea for ares' rework, because I really think he is a bit strange for a god of war, maybe a god of fire or iron, perhaps Vulcan would be better with this sort of kit if you think about it, but anyway, second ares rework go, after this if I have another idea I shall post one more time then not at all until someone replies, at least not in this thread because that would basically be bumping my own thread, impatience ftw EDIT: some of these may of been stated from other threads, I noticed this while I was just surfing after I posted, sorry if I took an idea on accident, if I did let's spread it around to get hirez to put it in maybe/EDIT

ARES:THE GOD OF WAR
GREEK
WARRIOR:PHYSICAL/MELEE
PROS:HIGH DAMAGE, NO MERCY

baseline stats(since this time we're going to have to change them up)
HP 485 + 85 per level (my god his current hp per level is basically warrior level already, I just lowered it by five per level)
PHYS RESIST = 18+2 per level
MAGI RESIST = 30+1 per level (I figure give him some more magic resist to make up for slightly lower physical resist)
HP5 = 8+1
MANA POOL = 200+30
MP5=4+.5
BASIC ATTACK DAMAGE = 35+2.5 per level(+100% phyiscal power) no progression
SPEED=360
RANGE=12
ATTACKSPEED=1+.015
(if you have anything wrong with that then please state why)
PASSIVE: WARMONGER = every time ares does damage to an enemy his rage meter is filled, abilities use rage for a secondary effect if enough rage is available, every % of damage dealt to an enemy increases meter, of damage done, loss of 10% every second not fighting, minions count as a third

EXPLANATION = basically you remove 10% of something's hp, you get 10% of your passive up, so this makes you want to keep fighting, or getting hurt, to keep that bar up for fancy tricks
ABILITY 1 = SPEARHEAD OF WAR = ares throws his spear out leaving a chain trailing behind, when the spear reaches its destination it will attach itself to that spot, either to an enemy god or to a wall, at 25% fury, ares can pull himself to the spear,stunning them, anyone speared by ares is slowed by 15/20/25/30/35%, as well as delt damage over time (20/30/40/50/60+30%) per second for five seconds
stun = 1/1.1/1.2/1.3/1.4
RANGE:1-65 (ares can choose the distance thrown) LEASH RANGE = 80 (target must be within 80 to dash to it)
line skill shot, same speed as current chains
any minion hit is delt tripple damage for one tic
MANA COST:60/65/70/75/80
CD:10 seconds
EXPLANATION: chains are fun, I like their idea, however I do hate that his only form of escape is a speed buff that you have to hit someone with, it's not that great to have a 30% difference between you and another person
ABILITY 2: RULE THE BATTLEFIELD: ares swings his shield around him in an arc, dealing more damage on the edge and moderate damage in between, if at 25% fury, ares can spin again, refreshable per instance
damage: chain 75/100/125/150/175+50%) shield 100/130/160/190/220+50%
RANGE:10-30 radius, shield is 20-30
not sure how fast it would move, I would say about the speed of chaac spin
MANA COST:50/60/70/80/90
CD:12

EXPLANATION: I think it would be fun to be running around spinning a shield around you is all, figure since spartan soldiers used them as weapons for the most part anyway, what with how freaking huge they were, why not have their chosen god use it in a way that only a bad jose could, like a boss
ABILITY 3: true brutality = ares slashes quickly with his short sword, dealing (50/100/150/200/250+60% damage and healing for 30% of damage dealt, for two seconds after his first swing for 20 fury he can stab, disemboweling an enemy and rooting them (duration, 1.5)
stab damage:75/100/125/150/175+90%

first slash radius = tyr swing cone, let's make it faster and half as far away though, so basically a wide melee attack, stab radius is 12, like a melee attack, while total war is in effect the radius is increased to 30
cost

COST:70/75/80/85/90
CD:8 seconds

EXPLANATION:every warrior needs sustain, figure why not have a nice little tyr swing, it mostly just seemed fun, and works nice in a combo with his other abilities
ULTIMATE:TOTAL WAR = ares calls down his chariot of war ,and charges forward, knocking aside all he hits and dealing 200/300/400/500/600+90%
at full rage he ejects spikes from his wheels and his steeds breath fire, increasing the area of effect and adding a damage over time effect that deals 50% of his ult's base damage over 5 seconds in a trail behind him, slowing all in the path by 20%, ares is immune to crowd control while in the chariot and can use his abilities from the chariot

range = 80
speed = move speed + 50
radius 20, in rage, 30 (fire radius is 20 in a trail behind him, the fire from the horses shoots forward, increasing the range of his chariot from the front, enemies hit by the spikes are not knocked aside and are dealt half damage from the ramming
cost 100
cd 90
speed +50%

EXPLANATION: my god (of war), ares should use his chariot for crying out loud, the thing is just too awesome to ignore, and I like guan yu's horse to be honest, and apollo's chariot, so why not let ares get a ride of his own, and while using his abilities during it might be op, he can't turn and he doesn't move all that amazingly fast anyway so why not, as always feel free to comment and leave your own god rework ideas on here, if nobody leaves any form of opinion within a few days I'll just let this thread die
nothing

crippler38



Posts: 16

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