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Old 03-12-2012, 07:22 PM   #1
N1ceB0at
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Post [Sentinel/AGI] Fandral - Nature Spirit


 
 
 Strength: 18 + 1.6 
 Agility: 25 + 2.4 
 Intelligence: 23 + 2.0 
   
 Affiliation: Sentinel 
 Damage: 41 – 47 
 Armor: 2.0 
 Movespeed: 295 
 Attack Range: 450 
   


 Crossroad
 
  
 Thorns coming from earth sorround the opponent, preventing him from moving until disappears or be destroyed.
  
 Level 1: Strangle 1.5s
 Level 2: Strangle 2.0s
 Level 3: Strangle 2.5s
 Level 4: Strangle 3.0s
  
 Targeting Type: Area(200)
 Casting Range: 800
  
  12
  115/130/145/160
  
 Note
  • Interrupts channeling spells.
  • Targets can turn, attack and cast spells but can't move or regenerate.
  • The thorn is immune to magic and needs 3 attacks to be destroyed.
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Old 03-12-2012, 10:15 PM   #2
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Any comment no matter how simple it is, will be of great help
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Old 03-12-2012, 10:51 PM   #3
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Nice concept;

First skill : Simple, but effective. It is your gank tool. Not really original but it fits well the hero.

Second skill : Looks like swarm, but more simple. I've always liked this spell but it never fitted the hero who got it; here, it's a perfect match.

Thrid skill : too situationnal and too weak.
Nature's poison : Nature can poison or cure, depending on how you use it.
Dispel the target and make him/her unable to receive buff for 3/3.75/4.25/5 sec.
Slow enemy's MS or increase allied MS.
( You can think of the numbers ).

Ultimate : Maybe a total disarm is a bit strong.
Suggestion :
Expose Weakness : The enemy feels their weakness more than ever
Reduce enemy's damage by 60/100/140 and AS by 40/55/70% for 3/4/5 sec.
Mana cost : 150/250/350.
Cooldown : 140/100/80.
This huge reduction of damage and AS have 2 advantages :
1) It allow basher to proc so it's less imba.
2) This spell just make any carry, even if super farmed, useless for 4 sec. This version allow them to deal damage in the very late game ( but vry very late game ).

Anyway, T-up on the concept.
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Old 03-12-2012, 11:32 PM   #4
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Quote:
Originally Posted by Fongus View Post
Ultimate : Maybe a total disarm is a bit strong.
Suggestion :
Expose Weakness : The enemy feels their weakness more than ever
Reduce enemy's damage by 60/100/140 and AS by 40/55/70% for 3/4/5 sec.
Mana cost : 150/250/350.
Cooldown : 140/100/80.
This huge reduction of damage and AS have 2 advantages :
1) It allow basher to proc so it's less imba.
2) This spell just make any carry, even if super farmed, useless for 4 sec. This version allow them to deal damage in the very late game ( but vry very late game ).

Anyway, T-up on the concept.
I like your sugestion, but seems to be more powerful than global disarm ( more duration, less mana and high values)

I discuss about Global disarm with some friends, and they thought is IMBA. I think 3s Global Disarm is less "gamebreaker" than Guardian Angel 5/6/7s physical invulnerability in a huge AoE. Those skills are very similar, a Global disarm is more useful if with out of battle, but in push and teambattles Guardian Angel is more powerful

About "Thirt Skill" I thougth add a poison/cure before, but this hero already has many disables and effects( Entangle, Manaburn, Landmark/Summon, Disarm, Dispe, Magic Damage). You don't think this will be imba? Maybe cause a small damage fits

Tks for your comments I will review the hero
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Old 03-13-2012, 07:22 PM   #5
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Guardian angel have only a 600 aoe while your ulti is global. It makes them really different. Guardian angel is useful only if omni is in the fight.
With spirit + ulti you deal damage and help without being here.

About the numbers i gave, cooldown is a bit short indeed.
Maybe 180/150/120 seconde is better.

About third skill, many hero have slow + stun ( lion, rhasta, ogre ... ).
But i thougth to something else that would solve the problem.

Remake Crossroad :
LevelManacostCooldownDurationEffect
190182.25Strangle and deal 15 damage per second
2110183Strangle and deal 30 damage per second
3130183.75Strangle and deal 45 damage per second
4150184.5Strangle and deal 60 damage per second
* Roots have 150/200/250/300 hp and are magic immune.
* Every physical damage received by the root is also received by the target like physical damage.
* Blink or being pushed away will instantly kill the root; the spell is broke but the target take the damage.
* Damage dealt per second are magical.

=> The spell is not aoe anymore, but it is a great disable / nuke spell, that either disable a target or deal great damage.


Remake : Nature's poison.
New name : Nature's revenge
LevelManacostCooldownDurationEffect on allyEffect on enemy
1502515/10Dispel negative buff and gives the buff Natural DefenseDispel positive buff and gives the de-buff Natural Disorder
2502015/10Dispel negative buff and gives the buff Natural DefenseDispel positive buff and gives the de-buff Natural Disorder
3501515/10Dispel negative buff and gives the buff Natural DefenseDispel positive buff and gives the de-buff Natural Disorder
4501015/10Dispel negative buff and gives the buff Natural DefenseDispel positive buff and gives the de-buff Natural Disorder
* Duration on ally / Duration on enemy
Natural Defense : Any target that hit you or cast a spell on you, have 6/10/14/18% to be affected by Crossroad. Last 15 sec or until crossroad is casted.
Natural Disorder : When you attack or cast a spell, you have 6/10/14/18% to be affected by Crossroad. Lasts 10 sec or until crossroad is casted.
* Does not cost mana, or affect Crossroad's cooldown
* When the effect has triggered once the buff is removed ( the buff can't cast 2 Crossroad ).


Remake Expose Weakness : Weapon and armor don't change your weak nature. Passive spell.
LevelManacostCooldownDurationAoEEffect
110075301000Reduce damage by 40.
210065301000Reduce damage by 70.
310055301000Reduce damage by 100.
* This spell affect the 1000 aoe around Fandral and it follows him ( like an aura ).
=> Less strong, but more spammable, plus you need to be here so it can't be used to save an ally on the opposite of the map ( which was not the purpose of the spell ).


So, yes it is a lot of change, but i only modified some mechanism not the original idea to make it more synergic. The spirit of the hero is still the same.
Numbers can be tweak or buff.

These change allow you to have more synergie, and be a better supporter/ganker.
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Old 03-13-2012, 09:16 PM   #6
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

As you said, I buffed Nature poison to be less situacional( Put Damage) and remove the DPS of Crossroad because a Disable AoE with a huge casting range and good DPS and duration is imba

---

If crossroad be a single target spell you will spoil it. A huge Casting Range it's not a good mecanism like before, because you couldn't use on fogs and you lose one of the mainly propose of the skill. There are many single target spells with a good casting range and deal a good damage/disable Chaos Bolt, Disturption, Entangle(Bear). Your version is strong only is a huge Disable/Damage but less original and imba. In other hand there are fell AoE disable with long casting range and good duration( Without Damage or small Damage), Ancestral Spirit, Kinetic Field, Sprout

I like your sugestion about thirth skill to be used on allies too. But a passive croosroad is reallyimba. I thinks just prevent allies to be debuff(Poisons, DPS, Silence) is good and also strong
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Old 03-14-2012, 01:53 AM   #7
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Any sugestion of model?
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Old 03-15-2012, 03:48 PM   #8
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

I need some help about testmap too

It's possible to program? Need GUI and Jazz? Where can i learn more about wc editor?
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Old 03-16-2012, 05:48 PM   #9
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

So here am I ^)

LEt's begin:

1/ Iconset and name are good - i like
2/ Balanced characteristics
3/ Skills:

Nice skill - effective and useful for team

detail a bit in what aoe is damage\manaburn and mb you shold increase number of green spirits + Duration is constant and manacost = 0? mb make the duration for smtng like 2 minutes and after it it is mobile unit, and put some manacost and spirits have some mana regeneration

or --- mb make the unfreeze subskill (with subskill no manacost needed to fade and no cd)to this
Quote:
AwakeUnfades your Green Spirits in the target AOE of 500 5 25
- so this skill also damages ally?
to my mind it is a little imba and

Quote:
Level 1: Disarm 3.0s
Level 2: Disarm 3.0s
Level 3: Disarm 3.0s

+ 200/160/120
lower down disarm time to 2/2.5/3 seconds and it will be ok

overall nice one, hope you like my review and suggestion

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Old 03-16-2012, 06:59 PM   #10
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Interesting suggestion. One thing I would like from it is to try to find a way to fit the ultimate into the overall theme of the hero, not in terms of spell mechanics but storywise, maybe relating it back to nature if you can, expose weakness sounds like something from an assassin/ninja like rikimaru instead of a spirit of nature.
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Old 03-19-2012, 02:13 AM   #11
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

always welcome a female hero :3 and the ulti actually looks like good, it would be nice to have a global disarm since the addition of halberd.
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Old 03-19-2012, 06:00 AM   #12
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

1 skill - was at wc3, your changes so simple like 0
2 skill - old nerub + necromicon
3 skill - like bkb, just little changes
4 skill - just global disarm

Hero is stupid and author is no-idea-man.
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Old 03-19-2012, 06:29 PM   #13
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

The Green Sprit don't need mana, it's the same of old "Urn Swarm(Borrow)" of NA, but one skill like "Awake" is necessary to active/desative the skill. Its a strong nuke( early,mid-game) and a useful landmark.

Nature Revenge doesn't damage allies
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Old 03-19-2012, 06:32 PM   #14
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Quote:
Originally Posted by sorairoday View Post
Interesting suggestion. One thing I would like from it is to try to find a way to fit the ultimate into the overall theme of the hero, not in terms of spell mechanics but storywise, maybe relating it back to nature if you can, expose weakness sounds like something from an assassin/ninja like rikimaru instead of a spirit of nature.
She's a peaceful hero, she don't like swords, bows and staffs and Nature either rsrsrsrsrs
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Old 03-19-2012, 06:50 PM   #15
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

I really like the hero ) gj
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Old 03-20-2012, 08:27 PM   #16
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Quote:
Originally Posted by Elemzhan View Post
1 skill - was at wc3, your changes so simple like 0
2 skill - old nerub + necromicon
3 skill - like bkb, just little changes
4 skill - just global disarm

Hero is stupid and author is no-idea-man.
Skill 1 - Non-sense comment to discuss. This skill is different of the most skills on game.
Skill 2 - Ice Frog removes old "urn swarm" and said he wants to use again
Skill 3 - Read again
Skill 4 - Why you want to complicate?
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Old 03-23-2012, 07:52 AM   #17
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Bump ^)
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Old 03-23-2012, 10:18 AM   #18
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

So, here is my review

Skill 1: Nice one. Is it some kind of overgrowth? Without damage?
Skill 2: Is the spirit affected by items from the heroes (janggo, basilius, etc)?
Skill 3: The manacost of this skill is too high. Reduce it.
Ultimate: Instead of static 3 seconds disarm with decreasing cooldown, I'd prefer 3/4/5 second disarm with static, maybe, 140 cooldown.

Your hero has a lot of skill to be spammed, so i think you should tweak her INT.

Mind reviewing mine?
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Old 03-28-2012, 10:04 PM   #19
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Quote:
Originally Posted by aurakasih View Post
So, here is my review

Skill 1: Nice one. Is it some kind of overgrowth? Without damage?
Skill 2: Is the spirit affected by items from the heroes (janggo, basilius, etc)?
Skill 3: The manacost of this skill is too high. Reduce it.
Ultimate: Instead of static 3 seconds disarm with decreasing cooldown, I'd prefer 3/4/5 second disarm with static, maybe, 140 cooldown.

Your hero has a lot of skill to be spammed, so i think you should tweak her INT.

Mind reviewing mine?
Skill 1: Not really no, it's a kind of ensnare
Skill 2: Yes
Ultimate: It's IMBA 3/4/5s of Global Disarm and works on magic immune units. If you compare with others skill like it, you will see

thx for your review
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Old 03-29-2012, 01:31 PM   #20
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Background Story - None

Statistics - No comment

Skills:
Crossroad - Long cast range. Nice skill, very useable for slow attackers. Also, in your review it says "Its a kind of Sprout but prevents enemies to cast spells" but it doesn't.

Swarm - Don't get why the name of the skill is Swarm. It should be kinda like Spirit or something. Also, can the Spirit move while being invisible?

Nature Revenge - More like a Nature Poison to me. But some buffs in there are triggered buffs so even if you removed the buff, the effect will still go on.

Expose Weakness - Needs to be rescaled. 2/2.5/3 is enough and manacost should be 200/300/400. He's an INT, he has high mana pool.

Synergy - Summon first your spirits. Then catch them with your Crossroad and Expose Weakness to prevent them from getting out of your first skill. Remove their power ups with your Nature Revenge. Now that they're caught, they can be easily hit by your spirits.

Overall, nice hero. Would be better if she has a background story and a model.
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Old 03-29-2012, 03:13 PM   #21
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Quote:
Originally Posted by ReaC View Post
Background Story - None

Statistics - No comment

Skills:
Crossroad - Long cast range. Nice skill, very useable for slow attackers. Also, in your review it says "Its a kind of Sprout but prevents enemies to cast spells" but it doesn't.[*]Hided Green Spirits are invisible and immobile

Swarm - Don't get why the name of the skill is Swarm. It should be kinda like Spirit or something. Also, can the Spirit move while being invisible?

Nature Revenge - More like a Nature Poison to me. But some buffs in there are triggered buffs so even if you removed the buff, the effect will still go on.

Expose Weakness - Needs to be rescaled. 2/2.5/3 is enough and manacost should be 200/300/400. He's an INT, he has high mana pool.

Synergy - Summon first your spirits. Then catch them with your Crossroad and Expose Weakness to prevent them from getting out of your first skill. Remove their power ups with your Nature Revenge. Now that they're caught, they can be easily hit by your spirits.

Overall, nice hero. Would be better if she has a background story and a model.

Crossroad - Ty. I changed, Crossroad don't cancels spells anymore I think it's IMBA

Swarm - I put this name because he low CD of skill, you create Spirits very fast at level 4. But it's not really relevant, if you sugest a better name we can change. *Hided Green Spirits are invisible and immobile

Nature Revenge - I think about the name. Nature Poison fits better

Expose Weakness - I think 2.0s on early game is useless, the skill already high cooldown and manacost and all other skill are really spamable. The true power of this skill is on Mid-Late Game
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Old 03-29-2012, 03:18 PM   #22
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Stupid question here, don't mind me.
Is the hero male or female?
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Old 03-29-2012, 03:22 PM   #23
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

kkkk

I don't care. But the icon I found or at least fits better on the concept sugest is a female hero


she is female o.0
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Old 03-29-2012, 03:25 PM   #24
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

I see what you mean. The icon has a bit of boobs.
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Old 03-29-2012, 04:16 PM   #25
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Which you prefer I review?
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Old 03-30-2012, 02:49 AM   #26
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Crossroad : Quite weak. A nerfed version of Siren's Ensnare. (Ensnare at level 4 lasts 5 seconds, opponent cannot attack, it cannot be destroyed by any means and only costs 105 mana) You have to power this up somehow if it is her only disable.

Swarm : This is scary. It's like urna swarm except with mana burn instead. Every successful attempt can drain up to 320 mana, which is a freaking lot of mana. I call for slight nerf.

Nature Poison : This one's quite fresh and cool. Nuke that prevents enemy getting pumped up.

Expose Weakness : So a global silence that affects attacks but scales on COOLDOWN. Cool, but the cooldown is rather long for me, maybe make it slightly lower.

Now this is quite a scary concept, anti carry anti spellcasting ganker, one which ensures the enemy has no way of fighting back. I'm assuming she's anti-carry because of a good AGI gain and decent base attack. Base attack time is below average and should be 1.7 or Magina will be mad.
Anyways, quite good, but numbers need tweaking.
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Old 03-30-2012, 12:09 PM   #27
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Quote:
Originally Posted by deathkidkun View Post
Crossroad : Quite weak. A nerfed version of Siren's Ensnare. (Ensnare at level 4 lasts 5 seconds, opponent cannot attack, it cannot be destroyed by any means and only costs 105 mana) You have to power this up somehow if it is her only disable.

Now this is quite a scary concept, anti carry anti spellcasting ganker, one which ensures the enemy has no way of fighting back. I'm assuming she's anti-carry because of a good AGI gain and decent base attack. Base attack time is below average and should be 1.7 or Magina will be mad.
Anyways, quite good, but numbers need tweaking.
About Crossroad you forgot two important things, Casting Range it's one of largest on game and AoE you can Strangle more than one enemy. It's is really dificult to enemy, if he is alone, destroy the thorns.

She can be a semi-carrier like Windrunner, as you said, she has good AGI gain/base, good physical/magical damage. You a kind of anti carrier with global disarm and manaburn( they usualy haven't good mana)
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Old 03-30-2012, 12:35 PM   #28
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

Oh so it's an area, I didn't see that. That changes everything then.
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Old 03-31-2012, 07:15 AM   #29
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Default Re: [Sentinel/INT] Fandral - Nature Spirit

nice hero idea
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Old 04-01-2012, 05:43 PM   #30
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

ty
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Old 04-03-2012, 06:24 PM   #31
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

bump
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Old 04-04-2012, 08:19 AM   #32
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

rather than expose weakness, based on the description and the effect, id propose the name of ultimate : "Yearn for Peace" or "World Tranquility", change the description part of prophecy into something that explain her longing of her peace for nature (well, she's a nature spirit and there's a certain affinity between nature and tranquility)

and how about adding a sub skill for green spirit, toggling what gonna be their default action when summoned (attacking or hiding), or probably make them hiding by default but the sub skills will allow you to make the automatically attack the person affected by the subskill once the target is within attack range (because you can move all 4 of them to chase the hero if you want to)
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Old 04-05-2012, 10:59 AM   #33
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

Quote:
Originally Posted by brontokz View Post

and how about adding a sub skill for green spirit, toggling what gonna be their default action when summoned (attacking or hiding), or probably make them hiding by default but the sub skills will allow you to make the automatically attack the person affected by the subskill once the target is within attack range (because you can move all 4 of them to chase the hero if you want to)
If I do this, it so easy to play with, it's the same of "Urn Swarm" of NA. Imagine, I want to use Green Spirits to attack but they will hide(default), then need to wait the delay of awake to use again to attack the enemy. I prefer they starting doing nothing
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Old 04-06-2012, 01:02 AM   #34
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

Crossroad - 1000 cast range is HUGE for a disable. And it's essentially 1100 with the AoE

Swarm - Why manaburn? I don't see the synergy of that. Otherwise I like the hide/scouting aspect, which suits his supporting role.

Nature Poison - Should probably be damage over time if it's poison.

Expose Weakness - Interesting Global Silence parallel. I like it, and obviously nice synergy with crossroad. 3 second disarm is kind of lame for an ult though...

Honestly overall this is pretty boring. Nothing flashy or incredibly original, and not much hero presence.
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Old 04-08-2012, 07:59 PM   #35
N1ceB0at
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

Quote:
Originally Posted by Panoramik- View Post
Crossroad - 1000 cast range is HUGE for a disable. And it's essentially 1100 with the AoE

Ok. I already reduce it

Swarm - Why manaburn? I don't see the synergy of that. Otherwise I like the hide/scouting aspect, which suits his supporting role.

Manaburn is useful for you lane Control and chasing. It's better you approach to the enemy without mana, since ensnare doesn't the best disable overall

Nature Poison - Should probably be damage over time if it's poison.

Maybe, it's not relevant, the most important is the idea

Expose Weakness - Interesting Global Silence parallel. I like it, and obviously nice synergy with crossroad. 3 second disarm is kind of lame for an ult though...

Honestly overall this is pretty boring. Nothing flashy or incredibly original, and not much hero presence.

A game with more than 90 heroes hard to see a totally unique hero, I disagree, your opnion

One disable with different mechanism, even know( ensnare) but you possible to destroy and long casting range

"urna swarm" it's orginal but already used on NA and it's been re-used

One anti-buff/debuff skill it's a little original, in my mind, and can be used on enemies and allies with too differents effects

One disarm. We have few disarms on the game
Thx for review
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Old 04-08-2012, 09:43 PM   #36
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

I like this hero! A nice chasing spell for ganking, dickish spirits that burn on impact so enemy has to be careful, support type ability and a unique ulti! I have nothing against the ulti because i mean, Silencer can fuck all types of heroes up with his ulti so why would this be any different? they can still use spells so people like Zeus can carry on.

Only thing is the Thorns. maybe they can have some DPS like 5/10/15/20 so give it something more than just a entrapment cause hey, thorns look like they hurt! hahaha but does this spell stop blinking?

Review mine now!
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Old 04-08-2012, 10:40 PM   #37
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

All ensnare cancel dagger and lothar
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Old 04-13-2012, 10:29 PM   #38
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

Ty
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Last edited by N1ceB0at; 08-15-2012 at 04:00 PM.
Old 08-15-2012, 04:00 PM   #39
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

up
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Old 08-15-2012, 04:11 PM   #40
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Default Re: [Sentinel/AGI] Fandral - Nature Spirit

Crossroad: quite similar to CM's Frostbite.
Swarm: nice nuke and disable. I like it.
Nature poison: it's negating the existence, and what does it mean? Does he disappear from minimap? Becomes invisible? Please, be more explicite.
Expose Weakness: Okay, but the CD should be less.

Overall: mostly a disabler, but quite nice. And how can avatar be removed if it grants magical immunity? Fuck logic!
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