SummaryDargoth is a Dark Sorcerer. He is a general for the Forces of Darkness. He can summon minions and has quite a few debuffs and attacks, he is a mix of a support character and offensive.
AppearanceHe is hooded with a cape covering most of his body and seemingly floats around with a dark purplish cloud at his feet. He holds a staff with a large gem in the top of it which glows when he uses his dark magic.
BackgroundDargoth was trained from birth to be a sorcerer. He was born with a birthmark that indicated he was a chosen one, and that he'd bring balance to magic in general. By the time he was a teenager he was as powerful as many of the elder sorcerers and mages of the land, but a great misfortune befell him. His parents were murdered by a jealous sorcerer. Dargoth took it on himself to hunt that sorcerer down and kill him, not without taking many injuries. His so called friends and teachers did not help him but instead looked down on him after that incident and he was excommunicated from their community. He grew with anger and turned to the darkness.
Strengths
Weaknesses
Abilities
Summon Shadows(Active): Dargoth slams his staff on the ground and lifts it back up, the staff glows a dark purple which creates shadows from enemies which he calls on to become his minions. When Summon Shadows is used, all units in range (TB Fire Ring range) take 150-250-350-450 damage and 2/3/4/6 shadow minions are created. The cast time is 1.5 seconds with high mana cost and recast of 15 seconds.
Shadow Minions(Minion): The shadow minions will have around the same HP as the Lord Erebrus minions and around the same base damage.
Shadowy Field(Active): Dargoth sways his staff out infront of himself indicating an area on the nearby ground, this area glows purple and shadowy glowing hands come out and grasp everything within the circle. The range will be bigger then the TB flame circle but smaller then QoT Thorn AOE. It will grasp all units for 2/4/6/8 seconds and DGs for 2/2/4/6. This ability also gives a movement speed debuff of 10% for 5 seconds. The cast time is 2 seconds and recast is 15 seconds with a high mana cost.
Grasp of the Shadows(Active): Dargoth points his staff out infront of him at the target and launches a large shadowy hand at the target. This hand grips on to the enemy slowing him down while causing DoT damage by squeezing the target. The range is about that of the TB fireball and deals 250/500/750/1000/1250 over 10 seconds while slowing the enemy movement and attack by 5%/10%/15%/20%/25%. The fifth level of this ability causes AoE DoT, dealing 50 damage a second to enemies near the target and including the target (about the 3/4 of the range of ring of fire). It has a cast time of 2 seconds and a recast of 20 seconds with a high mana cost.
Fear of Shadows(Passive): The ability gives Shadow Minions 6/12/18/24 more damage and debuffs any unit in melee range with a 2.5%/5%/7.5%/10% movement and attack speed debuff.
Shadow Bolts(Active): Dargoth shoots Shadow Bolts from his staff at the target, causing them to hit and explode. The attack will continue until the ability ends or the target is unable to be attacked (due to range/death). Shadow Bolts deals 100/150/200/250/300 damage a hit with upto 5 bolts at 1 second per bolt and an extra 50% of that damage to any enemies near the target. The 6th level of this ability adds a debuff to the explosion lowering the armour of all enemy units in range of the explosion by 500 for 10 seconds (this does not stack per bolt). It has a cast time of 2 seconds and a recast of 15 with a high mana cost.
Fear Incarnate(Passive): Dargoth uses his Shadow abilities to create a massive shadow around himself in order to scare nearby enemies, causing them to be debuffed with movement and attack speeds by 2.5%/5%/7.5%/10% (does not stack with Fear of Shadows). It has about the same range as the TB permafrost.
Shadowy Protection(Passive): Dargoth empowers the Shadows of nearby friendlies which allows them to help protect their units. This ability provies 100/200/300/400/500 armour to units in range. Range will be similar to TB permafrost range.
Empower the Shadows(Passive): Shadow Minions,Fear of Shadows, Shadowy Protection, Fear Incarnate and Shadow Grasp gain a 10%/20%/30%/40%/50% bonus in abilities.
Dargoth is heavily reliant on mana and thus will need a lot of mana items to sustain attacks and abilities. His lower HP and lower chance to get HP/Armour items means he has developed abilities that allow him to use shadows for protection, either acting as armour or slowing targets down so he can escape.
I've given him abilities which will mean he won't sit in the back lines commanding minions from there, but instead will be up near the front supporting teammates.
I like how his minion summoning spell does aoe. He is kinda like TB but he can do damage AND debuff without switching forms. I could see him tottaly ruin a UB's speed build. 4 maximum shadows seems a bit too little, maybe rack it up to 8 or 6?
Ah, also, try renaming shadow grasp or shadowy grip since the names are way to similar and might cause confusion. He does not seem OP since he may be easily interrupted because of his long cast times. Fear of shadows seems to give the shadows too much attack damage i think.....but if their health is low, then it's not op. About his strenghts......he does not seem to have THAT much crowd control abilities. TB would kick his ass at crowd control. But he is way better than any fire TB when it comes to dealing flat-out damage and debuffing. Quite ballanced.
I like the ideea. Has the potential to deal crazy dps and debuff with his auras and minions.
Btw, take a look at my demigod if you have the time. Would make a kick-ass team with yours i think.
Well, all in all i like this character.
I think you had a lot of work but you ,,create,, a nice character
I like:
+The idea that the summon of your shadows make damage to nearby enemies +That you have lot of attacks that slows and debuff the enemies +That, like you said, Dargoth is a general who fights in the front and make good damage
BUT: -I think that dargoth is kind of overpowered....In my oppinion he makes to much damage as an general, who have minions, which helps him -Because he have a few attacks which slows the enemies, i would like it if he have poisen attacks
Maybe you could add that he have 2Forms: 1. Summon Form, in this form he can summon his minions and make poison and area damage (nit big damage but with your minions very mightful) The second form should be a angry form....your long black robe floats around you and you have a dark purple aura around you. In this form you can shoot your dark bolts..and hold your enemies with grasps ... but i dont know if your DG would be to mightful....that is the part from stardock to say that
I hope you know what I mean and I hope you like my tipps...but I must say: I like your ideas a lot
namnel
@wraid: In my oppinion ist good that you dont have toooo much shadows because Dargoth is very mightfull...and with to much minions he would be overpowered...because he is a DG which makes lesser dmg than TB but have a few minions which balance this lesser damage...and you are right...dargoth would be a nice UB killer...bad for me because I play UB ^^
Yes I've thought about renaming them since a lot seem somewhat similar. And wasn't quite sure how the damage boost for minions would stack up, I thought it wasn't too bad because it is limited number, and also the fact that they also get some debuffs with them. I'll lower the damage a bit.
As for your guy, all the speed debuffs will make it easy to hunt people down in the hunter form .
I don't like the idea of him having 2 forms, and he deals in magic, thus shouldn't have to use poisons as those are normally for those without magic ability. He makes damage but it is quite interruptable and at high costs with recast times long enough to not really be used twice in a fight.
If the enemy runs at Dargoth he will have to run back because he basically has low defense/armour and if the enemy uses speed items he can overcome most of the debuffs. He will be tricky to play I think, been somewhat weak against enemy DG even with his damage and debuffs, he is best used in combination with another DG.
I might tweak his minion abilities so he starts with 2 minions, but will lower their damage. I tried to make a unique DG and one that would greatly help the team but also be able to do some great damage but at a cost.
I made changes
Shadow Grasp is now Shadowy Field and Shadowy Grip Grasp of the Shadows. Fear of Shadows has had damaged changed to 6/12/18/24, which seems more in line with other generals. He now summons 2/3/4/6 shadow minions.
Just remember he is likely to stack a few mana items to keep his spells going. The primary usage of the shadow minions is not quite for damage but the debuff, so to help slow down DGs or even sending them to help slow DGs at other positions of the map, sort of like what people do with bishops.
im quite interested in this character ... nice !
That below in purple is my dg idea i have down:)
http://forums.demigodthegame.com/365308 I too like thsi character. He is balanced and seems very fun too play. Check out my dg ideas and tell me what u think also
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