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Old 07-16-2009, 04:33 AM   #1
Rheingod
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Thumbs up [INT - Scourge] Cujo, Fel Hound *TESTMAP 4.0*


------------------------------------------------------------------------
Introduction:

Test Map! 4.0

--->Cujo_Test_Map.w3x<---

Updated testmap, cosmetic changes, etc. New and Improved!



Summon Fel Hound:

Even for the most hideous of creatures, Cujo was still a good pet. With Pit Lord Mannaroth being his master, Cujo was immersed in mana and arcane energy. Cujo specializes in manipulating mana within anyone, penalizes enemies for having just enough. The Fel Hound also has the ability to judge a person based on whatever force emanates stronger, and punish in kind. Cujo has the ability to connect enemy heroes through their casting essence, punishing their Allies for attempting to harm anyone around Cujo. The most diabolic aspect of Cujo is his ability to destroy the will of his target, turning them from champions into chewtoys.

16 + 1.8
19 + 2.2
23 + 2.5

Learns Equilibrium, Essence Snap, Volatile Reaction, and Balance of Power (Vindicate)


------------------------------------------------------------------------
Hero Info:

Affiliation: Scourge
Role: Anti-Caster/Gank/Support
Theme: Battle Mage



HP: 473
Mana: 299
HP Regen: 0.76
Mana Regen: 0.93
Damage: 41-47
Attack Range: 100
Movement Speed: 300
Attack Speed: 1.7
Armor: 2
------------------------------------------------------------------------
Skills:
Quote:

Equilibrium
Ability Type: Active
Targeting Type: Unit

Level 1: Reduces Maximum mana by 5%/sec while increasing Current mana by 15%/sec for 5 seconds. If it Equalizes, 10% Cripple for 3 seconds. Equalized Mana lasts additional 5 seconds.
Level 2: Reduces Maximum mana by 7%/sec while increasing Current mana by 15%/sec. Lasts 5 seconds. If it Equalizes, 20% Cripple for 3 seconds. Equalized Mana lasts additional 5 seconds.
Level 3: Reduces Maximum mana by 9%/sec while increasing Current mana by 15%/sec. Lasts 5 seconds. If it Equalizes, 30% Cripple for 3 seconds. Equalized Mana lasts additional 5 seconds.
Level 4: Reduces Maximum mana by 11%/sec while increasing Current mana by 15%/sec. Lasts 5 seconds. If it Equalizes, 40% Cripple for 3 seconds. Equalized Mana lasts additional 5 seconds.
Manacost: 90/105/120/135
Cooldown: 14
Casting Range: 600


Notes:
- Can cast on Allies, Cripple does not occur, Equalized mana will.
- Equalized means Current = Maximum mana.
- If mana Equalizes, Cripple occurs and unit retains Equalized mana for additional 5 seconds.
- If after 5 seconds target does not Equalize, original values are restored.
Target's Current mana increases while their Maximum mana decreases. The % Increase/Decrease is based off the values at time of cast.
When Current mana = Maximum mana, Cripple occurs, (% reduction in movement speed [MS], attack speed [AS], and damage), for 3 seconds.
The "Equalized" mana that triggered Cripple stays for an additional 5 seconds, for a total of 8 seconds.

The idea behind this spell is for increased MP% Regen-over-time while adding the drawback of reducing Maximum Mana.
It can be to infuse Allies or cripple Enemies.

------------------------------------------------------------------------
Quote:

Essence Snap
Ability Type: Active
Targeting Type:Area

Level 1: If target's HP% > MP%, deals 75 damage. If target's MP% > HP%, next spell cast has no effect. Lasts 3 seconds.
Level 2: If target's HP% > MP%, deals 150 damage. If target's MP% > HP%, next spell cast has no effect. Lasts 4 seconds.
Level 3: If target's HP% > MP%, deals 225 damage. If target's MP% > HP%, next spell cast has no effect. Lasts 5 seconds.
Level 4: If target's HP% > MP%, deals 300 damage. If target's MP% > HP%, next spell cast has no effect. Lasts 6 seconds.
Manacost: 80/100/120/140
Cooldown: 12 seconds
Casting Range: 600/650/700/750
Area of Effect: 300/325/350/375


Notes: If HP% = MP%, damage will Prioritize.
This has the potential to do chaotic things. Because this is AOE, this will be damage/Silence/mix of both. It damages the higher HP crowd, and Silences the higher MP crowd. Can be used to initiate, or escape. Could make for some interesting team fights AOE size and better casting range than Undying's Decay (AOE increases per level, Undying's is constant).
------------------------------------------------------------------------
Quote:

Volatile Reaction
Ability Type: Active
Targeting Type: Unit


Cujo links enemy Heroes together, attaching their mana pools together. Affects Enemy Heroes/Neutrals only.

Level 1: Any spell cast removes 60% of the spellcost from all Linked mana pools. Max 2 Links. Lasts 10 seconds.
Level 2: Any spell cast removes 70% of the spellcost from all Linked mana pools. Max 3 Links. Lasts 10 seconds.
Level 3: Any spell cast removes 80% of the spellcost from all Linked mana pools. Max 4 Links. Lasts 10 seconds.
Level 4: Any spell cast removes 90% of the spellcost from all Linked mana pools. Max 5 Links. Lasts 10 seconds.
Manacost: 90/100/110/120
Cooldown: 25

Notes: Explanation of skill below!
The spell itself is cast exactly like Medusa's/Razor's OLD Chain Lightning. This only affects heroes/neutrals, because creeps can't cast . Any time a Linked hero casts a spell, the mana cost of that spell is taken out of all Linked heroes pools. Casting hero is not penalized additionally. Penalizes Enemies for a dim-witted, trigger-happy players while under Volatile Reaction.
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Quote:

Balance of Power
Ability Type: Passive
Targeting Type: Self

Level 1: Gains 1 charge for every enemy spell cast around Cujo. Each charge adds 1 Armor/%3 Magic Resist. Max 5 charges.
Level 2: Gains 1 charge for every enemy spell cast around Cujo. Each charge adds 1 Armor/%3 Magic Resist. Max 7 charges.
Level 3: Gains 1 charge for every enemy spell cast around Cujo. Each charge adds 1 Armor/%3 Magic Resist. Max 9 charges.
Area of Effect: 800*


Notes:Explanation below.
Balance of Power does 2 things. Grants 1 HP/MP per charge. Any enemy spell that cast around Cujo adds a "charge". These charges power up your sub-skill, Vindicate. These charges remain until you cast Vindicate. When you cast Vindicate, you lose all the charges.
------------------------------------------------------------------------
Quote:

Vindicate
Ability Type: Active
Targeting Type: Area

Level 1: Deals 60 damage/charge, then Banishes for .4 seconds/charge.
Level 2: Deals 60 damage/charge, then Banishes for .4 seconds/charge.
Level 3: Deals 60 damage/charge, then Banishes for .4 seconds/charge.
Manacost: 150/200/250
Cooldown: 60/55/50 seconds
Area of Effect: 500
2-Pulse spell. First pulse is the damage effect. The second effect is Banish, Pugna's Decrepify. This is an AOE of effect spell around Cujo.
------------------------------------------------------------------------
Strategies:
Primary Skill Build:

Level 1: Equilibrium
Level 2: Volatile Reaction
Level 3: Essence Snap
Level 4: Equilibrium
Level 5: Essence Snap
Level 6: Essence Snap
Level 7: Essence Snap
Level 8: Equilibrium
Level 9: Equilibrium
Level 10: Balance of Power
Level 11: Balance of Power
Level 12: Volatile Reaction
Level 13: Volatile Reaction
Level 14: Volatile Reaction
Level 15: Stats
Level 16: Balance of Power
Level 17: Stats
Level 18: Stats
Level 19: Stats
Level 20: Stats
Level 21: Stats
Level 22: Stats
Level 23: Stats
Level 24: Stats
Level 25: Stats

Reasoning: This is an extremely offensive build. The idea behind this skill build is you forgo a level 6 Balance of Power to focus on maxing Essence Snap and Equilibrium. Get one level of Volatile Reaction, because it has 60% Spellcost drain (Max 2 Linked), and if you are laning against 2 Heroes, it's great to get Early. You can initiate with Essence Snap to lower heroes, Equilibrium the "caster", and start swinging.

Around Mid game, you will probably have decent enough items, and leveling Volatile Reaction will start to benefit the big group fights you'll inevitably face. Focusing on supporting your Carry and helping out with ganks. Cujo has no "killing" spell, but he can certainly do enough to help with a gank. Balance of Power becomes destructive towards any Enemy, or beneficial to any Ally.

Late game, you should be helping your team push, support with Equilibrium if Ally needs Mana, and hoisting the heads of your enemies and crying out in bloody victory!

Dream Items:




------------------------------------------------------------------------
Credits:
- Paladon -> Equilibrium icon
- KelThuzad -> Essence Snap icon
- Mr.Goblin -> Volatile Reaction icon
- Trying to find the names of Balance of Power, Vindicate. Whoever it is, thanks!
- Zirath -> Testmap, Icon color changes
- Pyro.Archer. -> Entire Cujo skill/debate development.
- Maw2, JJE92, Audacious -> Solid reviews/opinions.
- The rest of PlayDota -> Being fans of Cujo!

------------------------------------------------------------------------
Changelog:

Quote:
8.07.09
- Updated Testmap version 4.0
- Added to Skill Synergy section.

8.06.09
- Updated Icons.
- Changed static damage for Vindicate (35/40/45 --> 70/75/80)
- Changed mana cost for Vindicate (125/150/175 --> 150/200/250)
- Reworked %'s of Volatile Reaction. (75/80/85/90% --> 60/70/80/90%)

8.05.09
- Change Vindicate's damage formula.
- Tweaked max charges for Balance of Power (4/5/6 --> 3/4/5)
- Uploaded new Testmap.

8.04.09
-Added Testmap! Thanks Zirath!

8.03.09
- Reworked Balance of Power
- Added a new skill, Vindicate.
- Changed cooldown of Essence Snap (10 seconds --> 12 seconds)
- Changed color of all Icons. (Thanks Zirath!)

7.30.09
- Added Strategies section.
- Reworked Volatile Reaction.
- Changed Balance of Power's Icon.

7.29.09
- Added Strategies section.
- Reworked Volatile Reaction.

7.26.09
- Added more information about Equilibrium

7.24.09
- Initiated
- Changed duration of silence on Essence Swap (2/3/4/5 --> 1/2/3/4)
- Reworked Volatile Current
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Last edited by Rheingod; 09-17-2009 at 10:26 PM.
Old 07-16-2009, 04:37 AM   #2
Pyro.Archer.
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Default Re: (INT - Scourge) Synthax - Felhound

It came out nice, now come play dota
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Old 07-16-2009, 06:01 AM   #3
Rheingod
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Default Re: (INT - Scourge) Synthax - Felhound

Bump^
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Old 07-16-2009, 06:06 AM   #4
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Default Re: (AGI - Scourge) Synthax - Felhound

Hmm...

An agility caster, maybe your on to something here

I like the concept, I like the abilities, Im not a fan of the felhound, just too bland for a hero

T-up regardless, put some more work into this and it will come out nice
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Old 07-16-2009, 07:39 AM   #5
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Default Re: (AGI - Scourge) Synthax - Felhound

Quote:
Originally Posted by OverGamer View Post
Hmm...

An agility caster, maybe your on to something here

I like the concept, I like the abilities, Im not a fan of the felhound, just too bland for a hero

T-up regardless, put some more work into this and it will come out nice
Thanks, this is just the foundation. Keep comments/critiques coming!
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Last edited by Rheingod; 07-16-2009 at 07:44 AM.
Old 07-16-2009, 07:44 AM   #6
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Default Re: (AGI - Scourge) Synthax - Death Hound

An agility hero that gain more inteligence than agility? WTF? o_O

Make it like huskar where the agility and strenght is the same gaining... And on this you can use the inteligence and agility as the same gaining.

Just to start, i don't know if the hellhound can be implemented in the DOTA... just saying...

Your first spell is kind of stupid, it's only good if the enemy attack you. Maybe something like the enemie's attack is increased the closer he come to you... and he gain a 5% or 10% more attack if he attack you... i don't know but it sound like a bloodrage without a silence...

It's ok this spell but the numbers are too low. Increase them, some heroes like rexxar and mortred have numbers almost higher than this and they are passive. Something more like 50% evasion or 60AS%... just increase it or lower the mana cost.

This skill is kind of cool, but it make this hero the main reason to buy a difusal blade, To lower the enemie's mana so you can have a giant damage attack passivately.

I don't know what to say about his ultimate, it's a copy that explode/give mana/dps. Okkk... it's great, nothing wrong in there. (the ultimate lower only 1 second of cooldown per improvement? Maybe 2 seconds? 12/10/8)

Your hero isn't bad but it isn't good at all. Some tweaks and change the model and i think it can be great =D
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Old 07-16-2009, 08:46 AM   #7
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Default Re: (AGI - Scourge) Synthax - Death Hound

Okay, here is my view as requested.

Skill 1: It seems this skill is meant to be cast on a carry hero for maximum benefit. Looking at the skill, spells are not included, which limits it greatly. Quite situational.

Skill 2: It's nothing special. Gives an offensive benefit if HP is high, and a defensive one if its lower correct The IAS isn't too high nor too low, and the evasion is meant to be anti-dps?

Skill 3: Seems out of place. You have no way of reducing an opponents mana, so it becomes too reliant on your opponent casting spells, meant to help dps casters I'm assuming.

Ultimate: Original concept, being able to do things with illusions. Implode's numbers should be halved, they're way too high.

So... lets see:
Skill 1: Null
Skill 2: Pass
Skill 3: Fail
Ultimate: Pass

Overall: T-DOWN. None of his skills really synergize with each other. Yeah you can gain HP with skill 1 and that will give you IAS from skill 2 but that's about it as far as I can see. I think some of his skills should be redone. Also, you say he's a ganker/support/control but it looks more of like an anti-carry/dps to me.

Hopefully I wasn't too harsh, just trying to give an honest review.
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Old 07-21-2009, 07:20 AM   #8
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Default Re: (AGI - Scourge) Valax - Nether Beast

Bump^. It's late where I am, will work on this when I get a chance. Please, let me know what you think!
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Old 07-21-2009, 07:22 AM   #9
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Default Re: (AGI - Scourge) Synthax - Death Hound

Quote:
Originally Posted by Maw2 View Post
Hopefully I wasn't too harsh, just trying to give an honest review.
Wanna give me a 2nd chance? Pretty please??
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Old 07-21-2009, 07:25 AM   #10
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Default Re: (AGI - Scourge) Valax - Nether Beast

I like the concept of a Felhound in game, so for that big thumbs up.
the only problem is, i don't see it as a hero, or its got very low hero potential.
Maybe it can fit a theme of a new age caster/pet hero, with a powerful summon thats part of that particular caster's playstyle (much similar to syllabear's bear)

Overall thumbs up to concept.
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Old 07-21-2009, 04:06 PM   #11
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Default Re: (AGI - Scourge) Valax - Nether Beast

Quote:
Originally Posted by AmplifyDamage View Post
I like the concept of a Felhound in game, so for that big thumbs up.
the only problem is, i don't see it as a hero, or its got very low hero potential.
Maybe it can fit a theme of a new age caster/pet hero, with a powerful summon thats part of that particular caster's playstyle (much similar to syllabear's bear)

Overall thumbs up to concept.
Thanks man. I know Felhound's in WoW are Spell Stealing/Anti-caster. But my take on it is it an Agility-based Caster that can manipulate it's surrounding environment to reflect the "magicness" of a Felhound.
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Old 07-21-2009, 04:09 PM   #12
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Default Re: (AGI - Scourge) Valax - Nether Beast

I can help, i have a couple ideas if you want to hear them

-Pyro
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Old 07-21-2009, 04:37 PM   #13
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Default Re: (AGI - Scourge) Valax - Nether Beast

Here are the passives for You:
and
=)
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Old 07-21-2009, 05:00 PM   #14
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Default Re: (AGI - Scourge) Valax - Nether Beast

Bump^. Redid the skills, will update and make pretty later.
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Last edited by Rheingod; 07-21-2009 at 10:55 PM.
Old 07-21-2009, 10:57 PM   #15
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Default Re: (INT- Scourge) Cujo, Hound of the Nether

I like the new skills, im glad you did a complete overhaul

Besides the icons (which i assume are temporary) everything works better

Good Job
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Old 07-21-2009, 11:13 PM   #16
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Default Re: (INT- Scourge) Cujo, Hound of the Nether

I'll give a full review to get people interested. This is a mana control hero as I can see:

1. Pretty good idea. Punishes heroes who rely on Bottle or Voidstone to refill their pool while they run around. After a hero throws down all his nukes, Equilibrium will trap their mana. I'm assuming this can work on allies to increase their mana as well for an extra nuke. All in all, a pretty good spell.

2. Situational skill. Pairs well with Equilibrium to keep mana low enough to get nukes. The silence is still good for heavy caster to take them out for a small period of time.

3. What do you mean by reflect? Deal damage back to enemies? This is a lot like Dispersion except worse because of it is chance based. Though if it acts like Backtrack with a special additional condition for dodging, that pretty strong.

4. A classic Final Fantasy skill. This allows a combo with your other skills that can screw almost any hero. Start with Equilibrium to make their mana pool small. Swap with Balance and nuke them hard with Essence Swap. I assume it can be used on allies.

A pretty good hero but very single target oriented so he'll only be able to take out one hero. Makes for a strong ganker/laner.

For those of you who aren't aware of the name:

http://en.wikipedia.org/wiki/Cujo
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Old 07-21-2009, 11:26 PM   #17
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Default Re: (INT- Scourge) Cujo, Hound of the Nether

I love the concept! He's unique, his spells are unique. However, his ultimate may be broken when you consider the mana-hp gap of most heroes.

Still, that's definitely a T-UP
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Old 07-21-2009, 11:29 PM   #18
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Default Re: (INT- Scourge) Cujo, Hound of the Nether

its % of current hp or mana compared to their max, this was done to compensate for tanks having low mana and vice versa. So its a % of their max that is compared, so every hero that is affected could have either one higher.
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Old 07-21-2009, 11:57 PM   #19
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Default Re: (INT- Scourge) Cujo, Hound of the Nether

Quote:
Originally Posted by Pyro.Archer. View Post
its % of current hp or mana compared to their max, this was done to compensate for tanks having low mana and vice versa. So its a % of their max that is compared, so every hero that is affected could have either one higher.
Then it's perfect! Icefrog could add this hero to the game right now without any regrets.
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Old 07-22-2009, 12:51 AM   #20
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Default Re: (INT- Scourge) Cujo, Nether Hound

Thanks for stealing my ult without even asking permission to use it. http://www.playdota.com/forums/showt...2600#post92600
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