This is a complete rework of Artemis. She's still a single-target-focused hunter.
Passive: Silent Hunter:
Artemis gains a stack of Still Target for every second she is out of combat. When she has 100 stacks, Artemis' next basic attack on a god will stun the enemy hit for 1 second. This effect consumes the stacks. Artemis has permanent stacks equal to her critical strike chance.
In addition, Artemis has reduced noise to enemies when she uses her abilities or fires a basic attack.
1: Moonlit Arrow:
Artemis blesses her arrow, channeling for 1 second before firing a single shot, piercing all enemies and dealing 90/155/220/285/350 (+100% of your physical power). Every enemy pierced reduces the damage by 10%, up to 50%.
Commentary
This has a total range of 110 feet, or 2x the distance of a basic attack, and it is an extremely narrow skillshot. Primarily intended to finish off enemies or poke, but not too good at wave clearing.
Cooldown: 10 seconds
2: Vengeful Assault::
Artemis gains 35/45/55/65/75% attack speed and gains 20% movement speed for 3/4/5/6/7 seconds, and immunity to slows.
Commentary
This is virtually unchanged except for the immunity to slows, which I felt was necessary due to her slow being removed.
Cooldown: 18/17/16/15/14 seconds
3: Suppress the Insolent:
Artemis fires a volley of arrows in a 15-foot radius circle, dealing 80/135/190/245/300 damage (+80% of your physical power) and silencing enemies hit for 0.5/0.75/1.0/1.25/1.5 seconds.
Commentary
I tried to make this more powerful for late game.
Cooldown: 15/14/13/12/11 seconds
Ultimate: Transgressor's Fate:
Artemis gains one trap every 35/30/25/20/15 seconds. She can hold a maximum of three traps.
Artemis lays down a trap. The trap deals 60/80/100/120/140 (+35% of your physical power) every second for three seconds, rooting and crippling enemies. The traps snare enemies within a 5-foot radius, and are invisible and act as wards.
Commentary
Now that the trap is an ultimate, there is no reason not to make her traps into actual traps, and not snares made of green noodles.
If I understand correctly you always have stacks equal to your critical strike chance. This should either be set to a percentage of your critchance, or set a cooldown on the stun, as it could be a VERY frequent stun.
Gah, that passive, make it something slightly more original please. Not some half-***ed Ashe copy.
A counter suggestion being something along the lines of:
Master of the Hunt
Artemis has a 20ft longer range on her basic attacks, and for every chained shot on the same target gets a 5% critical chance buff with a max stack amount of 6. Artemis also has reduced noise on all sound effects.
(end of passive)
This passive gives her no reason to want a leap, the new version of still target is better but harder to do right and the reduced sound noise is something more original that I agree on.
Thoughts on the counter suggestion?
Also, why do people want an Artemis re-work?
Nope. 30% crit chance, even on one target, WITH 20 feet of basic attack range, is way too much. 20 feet is slightly less than half a basic attack's range. I wanted to use up the ultimate slot yet give her hard CC, and also an incentive to get crit chance.
Besides, a lot of the stuff in this game comes from LoL.
And people think that Artemis simply isn't very good compared to more recent hunters like AMC and Apollo and Neith. She's a victim of power creep.
Ult seems kinda... broken isn't the word. Abusable? Just lay half your traps across the lane and its like a new wall if theres an enemy nearby. 3 seconds of immobility is a LOT of time to kite or kill, even if they can use skills or auto. Maybe make the cap 5 across the board. Or 6, still a bit fuzzy about in game distances.
Just thought of something. You can hold 3 3 second roots that are on a one second cooldown. You can root someone for 9 seconds straight. 5 or 6 second cooldown would prevent her from chaining them stupidly easily but she could still use them out of combat easily enough.
Just thought of something. You can hold 3 3 second roots that are on a one second cooldown. You can root someone for 9 seconds straight. 5 or 6 second cooldown would prevent her from chaining them stupidly easily but she could still use them out of combat easily enough.
Hmm. How about this: Art can't place a trap on another trap, but keep the 1 sec CD. That way, if she has three traps stored, she can quickly form a wall.
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