This time, I will be doing something different. I will present two versions of the entity in question, and ask which one is better.
Lore: What commander would abandon her soldiers?
Hervor Alvitr is not the strongest valkyrie, nor the fastest, nor the most beautiful. Her most formidable assets are her keen mind, and the loyalty she inspires in her subordinates. She leads her sisters-in-arms into battles beyond the hopes of mortals, against the nigh-invulnerable trolls and the powerful Vanir, battles that would scar her and mark her, but never break her.
When the two tribes of gods joined together, Hervor Alvitr relinquished her seat to Freya, who became the queen of the Valkyries. She became her always-reliable second-in-command, becoming renown not only for her skill at arms, but her sound advice for the new queen. Even if she were no longer their commander, Hervor Alvitr was just as respected.
But now, Freya is gone. Valhalla is near-empty, as the gods go to war. And Hervor Alvitr must once again perform her duty as a leader and rally her troops to battle.
Ragnarok is upon us. The war of the gods has begun. And even if the gods die, even if the world perishes in flames, Hervor Alvitr will protect those under her banner to the end.
Version 1: Physical Assassin
Passive: Clear Mind:
Hervor Alvitr gains a stack of Focus whenever she hits an enemy with an ability, up to five stacks. Each stack adds an additional 10% of her physical power as additional damage to her next basic attack. Each stack lasts 5 seconds.
1: Decisive Strike:
Hervor Alvitr lunges at an enemy, slamming down her sword at target location, dealing 60/120/180/240/300 damage (+80% of your physical power), and dealing additional damage equal to 20% of the target's missing health. A successful hit with this ability lowers all other cooldowns by 2 seconds.
Cooldown: 14/13/12/11/10 seconds
2: Shield Runes:
Hervor Alvitr gains a shield that blocks the next ability that hits her. The shield lasts 2 seconds.
Cooldown: 16/15/14/13/12 seconds
3: Sundering Strike:
Hervor Alvitr slashes in a small cone, dealing 40/70/100/130/160 damage (+50% of your physical power). Enemies hit lose 20% of their power for 3 seconds. After successfully striking a target, this ability turns into Pressing Advance for the next 3 seconds.
Cooldown: 12 seconds
3: Pressing Advance:
Hervor Alvitr dashes to the enemy hit by her Sundering Strike, and her next basic attack deals 90/130/170/210/250 additional damage (+50% of your physical power), and cripples and slows enemies for 2 seconds.
Slow: 15/20/2/30/35% Reverts to Sundering Strike after Activation
Ulttimate: High Ground:
Hervor Alvitr takes flight, doubling her movement speed and gaining immunity to crowd control. The range on her basic attacks, Decisive Blow, and Sundering Strike are extended. The total duration is 6 seconds.
Cooldown: 80 seconds
Role: She's more like an assassin-bruiser, since her burst isn't very high. She depends on blocking attacks and such to spam Sundering Strike as much as possible. Her Pressing Advance can also be used to chase, and her ultimate like like an inverted Regurgitate; nothing is stopping enemies from leaving, but she can chase extremely well.
Version 2: Physical Support
Praise the Sun!
Passive: Rally and Rout:
Hervor Alvitr's abilities apply a debuff called Rout to her enemies. Allies' attacks or Hervor Alvitr's basic attacks on an enemy with Rout gain a buff called Rally. Both buffs/debuffs lasts 3 seconds.
1: Captain's Call:
Hervor Alvitr and her allies within 40 feet gain 15/20/25/30/35% movement speed for 5 seconds. Rallied allies become immune to slows.
Cooldown: 12 seconds
2: Valhalla's Shield:
Hervor Alvitr bashes an enemy with her shield, knocking them back and dealing 60/125/190/255/320 damage (+50% of your physical power). Routed enemies are stunned for 1 second.
Cooldown: 15 seconds
3: Skyward Strike:
Hervor Alvitr orders a Valkyrie to attack. The Valkyrie dives from the sky and slashes in a 15-foot radius circle, dealing 40/80/120/160/200 damage (+50% of your physical power). Routed enemies are slowed by 50% for 1 seconds.
Cooldown: 6 seconds.
Ultimate: Flight of the Valkyries:
Hervor Alvitr summons her fellow Valkyries to aid her. Valkyries strike enemies within 40 feet every second, dealing 30/60/90/120/150 damage (+25% of your physical power). Routed enemies are slowed by 15/20/25/30/35% for 1 second. Hervor Alvitr can still move and attack as normal. This is basically a more utility-oriented Zhong Kui ultimate.
If Hervor Alvitr or one of her allies within the radius would die during the effect, the ultimate immediately ends, and the slain soul is restored to it's body, bringing it back to life at 35% health.
(Lower cooldown since unlike Zhong Kui, you don't have to attack a 80-protected, CC immune monstrosity to end the effect. Also doesn't heal.)
Lasts 4 secondsCooldown: 70 seconds
Role: Physical support. She can peel with her Valhalla's Shield and has some early aggresion with her poking skill. Her waveclear isn't great, and neither is her damage, but she can be a huge asset, especially with her speed buff.
First up, go with the physical support.
Secondly, I think converting her into a magical guardian/tank would be better, since we don't have many tanks (plenty of mages and assassins) and we hadn't had a new tank (Vulcan rework doesn't count) in a long time. And yes, I know there aren't many Warriors as well, but I think that the last 10 gods, 7 of them were physical, none a Guardian, so...
Now as for the skills, If you decide to hear my advice and convert her to a magical tank, I think you'll figure out on your own how to change the abilities to a more supportive tank and less damage-ish.
Regardless, the abilities are all great, only one problem with the ult, as I disagree about reviving, but not protecting. So, instead try and consider to make the ult prevent a single death of one ally. I.e, lets say your ult is up, and you were teamed up with... Zeus. And the enemy gloriously balanced Mercury killed him, your ult will end and the killing blow of Zeus will hit you instead while he is healed by a % of the damage that was supposed o be caused to him. Something along the way of that.
Other then that, great job.
I really really like both kits, but i think that for the support role to work better, lowering the damage output (especially on the 2) would make her more supporty. Otherwise she could just be built all damage and still do wonderful.
I prefer the physical support, as I'm personaly not too keen on the assassin version. An assassin relies of heavy burst damage to quickly take out their enemies, but I don't really see her being able to do so.
Her first two abilities are defensive, sure, they are very GOOD defensive abilities, but I wouldn't say she needs both. I personally prefer the dash out of the two, as it makes her able to catch up to enemies ans escape, as well as give her some utility in fights.
Her 3...hm. Let's put it this way: It's kind of wierd. It deals decent damage, reduces the power of enemies and has a pretty long cooldown. As her only damaging ability, it is...wierd. I don't want to say bad, but to be honest, it kind of is. The fact that it reduces the POWER of enemies hit is also odd. It makes her even MORE survivable, which she doesn't need.
If we were to compare her to four other assassins:
Loki has great burst damage from his abilities and passive, and has a decent defensive ability.
Bakasura can take out enemies with the help of the massive penetration from his 1 and 3, which goes perfectly with his passive and ultimate. His defensive ability is also good.
Ne Zha is capable of taking out with the help of his ring, sash and ultimate. He also gains good basic attack improvements from his 2, and his passive gives him good sustain in the early game.
Thanatos is able to chase down enemies and instantly execute them. He is amazing: A percentage damage ability, an ability that makes it easier for him to catch up to enemies and damage them through their protections, an ability with good damage and a freakin' silence, as well as an execute. He also has incredible sustain and defense with his passive. Do I need to say more?
If you compare Hervor Alvitr to these four, you clearly see the thing here.
Q: What does she currently need? A: Damage or some kind of offense.
Q: What does she currently not need? A: More defense.
Now, another thing that I haven't even touched on is her ultimate. To me, it just seems underpowered. So, she gains movement speed, cc immunity and slightly increased range on her basic attack and third ability for 3 seconds. It also have a long 80 second cooldown.
It's just...odd, again.
It doesn't say how much movement speed though, so I can't really judge about that. Although I see some problems here:
1. The duration. It needs to be much longer, maybe not for the cc immunity, but the speed need a longer duration.
2. The cooldown. 80 seconds for this little? Needs to be shorter.
3. She doesn't need more of this utility/defense. Sure, you can use it to catch up to enemies, but for what? A 3 sec boost to movement speed with cc immunity, and with a 80 sec cooldown. Many goods have cc immunity on their ultimates (Apollo, Artemis, Anhur, Fenrir, Zhong Kui e.t.c.) but their durations are higher (about 2 seconds for Anhur, 5 seconds for Zhong Kui) and their ultimates have something better than a movement speed increase added to them.
I know you are creative, and I'm sure you can figure out something to do with this :)
BTW, I love the support version, although I think making her magical would be better.
First up, go with the physical support.
Secondly, I think converting her into a magical guardian/tank would be better, since we don't have many tanks (plenty of mages and assassins) and we hadn't had a new tank (Vulcan rework doesn't count) in a long time. And yes, I know there aren't many Warriors as well, but I think that the last 10 gods, 7 of them were physical, none a Guardian, so...
Now as for the skills, If you decide to hear my advice and convert her to a magical tank, I think you'll figure out on your own how to change the abilities to a more supportive tank and less damage-ish.
Regardless, the abilities are all great, only one problem with the ult, as I disagree about reviving, but not protecting. So, instead try and consider to make the ult prevent a single death of one ally. I.e, lets say your ult is up, and you were teamed up with... Zeus. And the enemy gloriously balanced Mercury killed him, your ult will end and the killing blow of Zeus will hit you instead while he is healed by a % of the damage that was supposed o be caused to him. Something along the way of that.
Other then that, great job.
I'd prefer her as a physical support, ranging from squishy to bruiser depending on build, since there are none of them (Tyr, Sun, Odin, Herc and Vamana aren't really support).
The main problem I have with your ultimate suggestion is that if it was something like Poseidon's whirlpools, then the ultimate would end, Zeus would be healed for about 65 health, and the next tick of the whirlpool would kill him. I prefer a delayed revival just for that reason.
I really really like both kits, but i think that for the support role to work better, lowering the damage output (especially on the 2) would make her more supporty. Otherwise she could just be built all damage and still do wonderful.
I prefer the physical support, as I'm personaly not too keen on the assassin version. An assassin relies of heavy burst damage to quickly take out their enemies, but I don't really see her being able to do so.
Her first two abilities are defensive, sure, they are very GOOD defensive abilities, but I wouldn't say she needs both. I personally prefer the dash out of the two, as it makes her able to catch up to enemies ans escape, as well as give her some utility in fights.
Her 3...hm. Let's put it this way: It's kind of wierd. It deals decent damage, reduces the power of enemies and has a pretty long cooldown. As her only damaging ability, it is...wierd. I don't want to say bad, but to be honest, it kind of is. The fact that it reduces the POWER of enemies hit is also odd. It makes her even MORE survivable, which she doesn't need.
If we were to compare her to four other assassins:
Loki has great burst damage from his abilities and passive, and has a decent defensive ability.
Bakasura can take out enemies with the help of the massive penetration from his 1 and 3, which goes perfectly with his passive and ultimate. His defensive ability is also good.
Ne Zha is capable of taking out with the help of his ring, sash and ultimate. He also gains good basic attack improvements from his 2, and his passive gives him good sustain in the early game.
Thanatos is able to chase down enemies and instantly execute them. He is amazing: A percentage damage ability, an ability that makes it easier for him to catch up to enemies and damage them through their protections, an ability with good damage and a freakin' silence, as well as an execute. He also has incredible sustain and defense with his passive. Do I need to say more?
If you compare Hervor Alvitr to these four, you clearly see the thing here.
Q: What does she currently need? A: Damage or some kind of offense.
Q: What does she currently not need? A: More defense.
Now, another thing that I haven't even touched on is her ultimate. To me, it just seems underpowered. So, she gains movement speed, cc immunity and slightly increased range on her basic attack and third ability for 3 seconds. It also have a long 80 second cooldown.
It's just...odd, again.
It doesn't say how much movement speed though, so I can't really judge about that. Although I see some problems here:
1. The duration. It needs to be much longer, maybe not for the cc immunity, but the speed need a longer duration.
2. The cooldown. 80 seconds for this little? Needs to be shorter.
3. She doesn't need more of this utility/defense. Sure, you can use it to catch up to enemies, but for what? A 3 sec boost to movement speed with cc immunity, and with a 80 sec cooldown. Many goods have cc immunity on their ultimates (Apollo, Artemis, Anhur, Fenrir, Zhong Kui e.t.c.) but their durations are higher (about 2 seconds for Anhur, 5 seconds for Zhong Kui) and their ultimates have something better than a movement speed increase added to them.
I know you are creative, and I'm sure you can figure out something to do with this :)
BTW, I love the support version, although I think making her magical would be better.
Thanks for the detailed feedback :)
I think I will change her Dodge to be something else. It already feels too much like Chang'e's move, anyway. Now you'd have a decent combo - Sundering Strike, then the new ability, then use Pressing Advantage to catch up.
I think I will change her Dodge to be something else. It already feels too much like Chang'e's move, anyway. Now you'd have a decent combo - Sundering Strike, then the new ability, then use Pressing Advantage to catch up.
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