Roles: Mage, Ranged
Pantheon: Theoi Greek
Pros: High Area Damage
Cons: Low Defense
Lore:
The Anemoi conssist of 4 gods for each wind direction:
Boreas, God of the Northern Wind and Winter (rising from the cold)
Zephyrus, God of the Western Wind and Spring
Notus, God of the Southern Wind and Summer (which also brings storms)
Eurus, God of the Eastern Wind and Autumn
Passive: Change of Seasons
After Anemoi use an ability, the next ability in the hierarchy of seasons will reduce all cooldowns by 2 plus additional 2 seconds reduction to the ability used for each previous successful reduction (I'll explain). Additionally, when Anemoi have completed a full season hierarchically, they gain a 20% magical penetration buff for the next 3 seconds, while using an ability according to the season order refreshes the buff.
Explanation
Let's say you've used the winter ability. The season after winter is spring. So, if you've used the spring ability, the cooldown of your winter ability will be reduced by 2 seconds as well as your spring ability.
If you've used the next ability according to the season hierarchy after spring, i.e summer, winter and spring's cooldown will be reduced by 2 seconds and summer ability by 4 seconds (to match with the general cooldown reduction of previous abilities).
Now, after summer comes autumn, so, if used according to the order, summer, spring and winter will be reduced by 2 seconds and autumn by 6, again, to match.
Note that it doesn't matter with which ability/season you start, it matters which ability is next.
1) Ice Cold Wind
Boreas takes over, activating winter, blowing chilling winter wind in a narrow arch which eventually returns to Boreas, causing 20/40/60/80/100 (+30% of your Magical Power) damage per hit and reducing the target's movement speed by 10% for 3 seconds (max 2 stacks). enemies can be hit only twice.
Ability: Arch
Affects: Enemies
Cost: 60/70/80/90/100 Mana
Cooldown: 15/14/13/12/11 seconds. 2) Wind of Bloom
Zephyrus takes over, Activating spring, blowing a wind around himself, causing 30/60/90/120/150 (+35% of your Magical Power) damage to all enemies within that area and healing you and all allies for 50% of the damage dealt.
Ability: Area
Affects: Enemies & Allies
Cost: 70/75/80/85/90 Mana
Cooldown: 12 3) Summer Storms
Notus takes over, activating summer, blowing a wind in a straight line, causing 60/120/180/240/300 (+85% of your Magical Power) damage.
Ability: Line
Affects: Enemies
Cost: 70/80/90/100/110
Cooldown: 10 seconds 4)Wind of Exfoliation
Eurus takes over, activating autumn, breathing air to his lunges for 0.75 seconds and then blowing it in infront of him while knocking himself back. The wind does 30/60/90/120/150 (+35% of your Magical Power) + 100% of the target's magical protection as addiitonal true magical damage.
Ability: line
Affects: Self
Cost: 70/80/90/100/110
Cooldown: 15/14/13/12/11
Thank you for reading and hoped you enjoyed. Please leave feedback, good or bad, it really helps me alot and warms my heart.
Whoa, it's only an hour from my post XD, don't be in hurry, it's still one month :D. Well i'll give feedback as soon as possible tomorrow in the morning
I was just about to go out to our holiday parade so I hurried.
Happy Hanukah (yes, I'm jewish and I live in a kibbutz).
The main thing I'm uncertain of is the passive. Not the buffs of the passive itself, but the way you achieve them. I don't know if it sohlud be like that, or like Chronos's Wheel of Time, or just change passively only according to time and not to anything else like ability activation.
I think you are severely overestimating the benefits of HP5 and MP5. Passive MP5, at early levels, is only about 1 mana per second. Doesn't really help anyone.
Best case scenario, and I mean the ABSOLUTE best, is fighting someone who rushed Chronos' Pendant for the MP5 in a solo/mid lane. But even then, it won't help much, since 5 seconds later they will start regening mana again. Congrats, you took away 30 mana.
I think a better winter themed move would be heal suppression, or a slow.
Same goes for Spring. It's so...boring. How about simple %-based regen?
1 slows too little. If your god is a mage instead of a mage support, I'd simply put 10% flat. If he is a support, give a better slow.
2 seems overly complicated. Why not simply state it heals for 50% of the damage dealt, and a portion goes to allies?
3 is weak and has too high CD.
4 is also weak since it doesn't do much. Sun Wukong has a similar ability, but it can also do damage.
Wait can i still do 1 of these wind gods, I was planning on doing Aquilo, the roman version of Boreas
Of course you can. The idea of my post was to creat a unique god without an ultimate with 4 different types of attacks/buffs etc.
You can sure as hell make Boreas as a standalone god idea. It's like me taking, let's say the three primal brothers of greek, Hades, Poseidon and Zeus and making them into a single god (not exactly, because they really are the primal, most poewrful gods in greek mythology but you get the idea). Boreas is just 25% of my god idea. It certainly could make 100% of yours.
You have my premission, which you don't really need but it's really nice of you to ask.
Thanks for the feedback. I guess I was underpowering because usually when writing a god idea they tend to be overpowered so I extremed it to the other side a little bit.
Thanks.
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