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Old 07-24-2009, 02:52 PM   #1
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Default [Remake]Goblin Techies



Original skills : Goblin Techies

Why remake techies:

LandMine:
- 100 casting range, damage type: mixed.
- Camp in forest/river/lane side plant Landmine and hope enemy hero pass through it? LOL.
- I just use illusions, necrobook, tame a neutral creeps go walk around to clear the landmine? Landmine is a joke that techies just pray someone will steps on it.

Suicide:
- Damage type: mixed, max it early level (gang around with suicide?) make you useless in late game. Max it later is pointless since it mix damage, I rather take stats over it.
- Useless self-deny skill.

Remote mines:
- Another camping in front of tower and hope enemies push without gem or ward? Useless when team push.
- Plant at enemies way back home and hope he pass it with red HP?

3 babysitting skills, omg.

Do not tell me how make mines useful even enemies with gem or ward, that's useful against newbies only. Team push with ward or gem just a 5v4 battle if you have techies on your side.


----------------
NEW REMAKE
----------------


Str 17+2.0
Agi 14+1.0
Int 25+3.2

Quote:
Remote Mines.
Plants an invisible mine that will only activate when triggered. Lasts 5 minutes.

Level 1 - Deals 300 damage, max 2 mines placed at a time.
Level 2 - Deals 400 damage, max 4 mines.
Level 3 - Deals 500 damage, max 6 mines.
Level 4 - Deals 600 damage, no cap.

Manacost: 140/160/180/200 mana
Cooldown: 22/18/14/10 seconds.

- Combine landmines and remote mines.
- Damage type: mixed
- Remote mines becomes a normal skill, because it's too easy to counter by a gem in team push.
- Instant casting time.



Quote:
Stasis Trap
Remain.

Quote:
Kamikaze!
Techies plant a bomb on a target. The bomb will explode deal area damage when the unit die. It deal more damage and wider area if the bomb was planted on a Hero. Techies can activate the bomb anytime if plant on himself.

Level 1 - Deals 75 damage on creeps, 100 damage on hero, 650 damage on techies.
Level 2 - Deals 150 damage on creeps, 200 damage on hero, 850 damage on techies.
Level 3 - Deals 225 damage on creeps, 300 damage on hero, 1150 damage on techies.
Level 4 - Deals 300 damage on creeps, 400 damage on hero, 1550 damage on techies.

Manacost: 100/120/140/160 mana.
Duration: 25 seconds.
Cooldown: 25 seconds.
Casting time: Instant.
Casting range: 150/200/250/300.

- For suicide fans at early game, just plant it on yourself and activate it. It's still the same.

Quote:
Kidnap by Zeppelin
Techies summon a Zeppelin to kidnap the Heroes within the target location, and bring back to them.

Level 1 - Max 1000 range, 160 AOE, zeppelin flies in moderate speed.
Level 2 - Max 1300 range, 180 AOE, zeppelin flies in fast speed.
Level 3 - Max 1600 range, 200 AOE, zeppelin flies in very fast speed.

Manacost: 200/225/250 mana.
Cooldown: 20 seconds.

- This skill work like this: techies target an area (almost same as WD's Maledict AOE), a zeppelin appear and flies to the target location
- The Zeppelin pick up all units (ally and enemy, Heroes only) at the targeted aoe when it reach, then back to the location where techies cast this spell and unload them.
- Zeppelin doesn't bring Techies along, and it is visible (Not sure it should be invulnerable or can be destroy).
- For the speed I'm not very sure about the number, lv1 should be like Elune's Arrow, double at lv2 and triple at lv3?
Aghanim's Scepter
Increase all spells cast range.



Synergy : When stunned by statis trap -> Kidnap with Zeppelin -> to the place you plant your statis trap and remote mines.

If fail, the VISIBLE Zeppelin still fly back, and enemy would know where you plant your babysit 24 mines. It's fair isn't it?

What do you guys think? Discuss.
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Last edited by teng); 10-06-2009 at 09:28 PM.
Old 07-24-2009, 02:58 PM   #2
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Default Re: [Remake]Goblin Techies

dont touch techies.
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Old 07-24-2009, 03:00 PM   #3
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Default Re: [Remake]Goblin Techies

1) Remote Mines as a normal skill still makes no sense since it still does not solve his weakness to true sight.

2) Time bomb is pretty good

3) Kidnap is like Nether Swap on Steriods, t-down sorry.
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Old 07-24-2009, 03:07 PM   #4
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Default Re: [Remake]Goblin Techies

T-down
But i still like the time bomb.Land mine is better than the remote mine..
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Old 07-24-2009, 03:12 PM   #5
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Default Re: [Remake]Goblin Techies

Quote:
Originally Posted by HappyCat View Post
1) Remote Mines as a normal skill still makes no sense since it still does not solve his weakness to true sight.

2) Time bomb is pretty good

3) Kidnap is like Nether Swap on Steriods, t-down sorry.
1) At least not both land mines and remote mines. Try to look at synergy with the ultimate skill, kidnap them to the place where you plant the bomb??? Free gem.

2) Thanks.

3)Do you mean VS's Nether Swap? Nether Swap is instant, not dodge-able within range, and VS will change her position.
Kidnap doesn't bring Techies along fyi, and the Zeppelin is visible, has move speed and not instant (Not sure it should be invulnerable or can be destroy).
The synergy is : When stunned by statis trap -> Kidnap with Zeppelin -> to the place you plant your statis trap and remote mines.
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Old 07-24-2009, 03:15 PM   #6
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Default Re: [Remake]Goblin Techies

Quote:
Originally Posted by teamgary View Post
T-down
But i still like the time bomb.Land mine is better than the remote mine..
Mix damage, uncontrollable for last hit, unable to plant on main lane since will destroy by creeps, no vision...

Mind to elaborate why land mines is better than remote mines?
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Old 07-24-2009, 03:20 PM   #7
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Default Re: [Remake]Goblin Techies

Kidnap = Imba + Abuse + Even more pushing power for techies
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Old 07-24-2009, 03:22 PM   #8
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Default Re: [Remake]Goblin Techies

Quote:
Originally Posted by Floodturka View Post
Kidnap = Imba + Abuse + Even more pushing power for techies
Why? I don't get it.
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Old 07-24-2009, 03:28 PM   #9
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Default Re: [Remake]Goblin Techies

lol i just re-read it and it doesnt suck so much after all.

still, techies is great the way he is. t-down. sorry.
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Old 07-24-2009, 03:30 PM   #10
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Default Re: [Remake]Goblin Techies

Enemy is busy killing one of your towers, and you use the lvl3 zeppelin to pick them up at the tower, you dump them into 24 remote mines, and maybe suicide at the same time. Or it could be easily used to push a lane by picking up your creeps from the base and bringing them straight to the lane. All kinds of crazy uses. Current Techies is good as it is.
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Old 07-24-2009, 03:52 PM   #11
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Default Re: [Remake]Goblin Techies

Quote:
Originally Posted by Floodturka View Post
Enemy is busy killing one of your towers, and you use the lvl3 zeppelin to pick them up at the tower, you dump them into 24 remote mines, and maybe suicide at the same time.
Again, the Zeppelin is VISIBLE, NOT INSTANT (flying in certain speed), and the AOE just almost same as Maledict (very SMALL AOE and very easy to dodge I suppose?)
If fail, the VISIBLE Zeppelin still fly back, and enemy would know where you plant your babysit 24 mines. It's fair isn't it?

Quote:
Or it could be easily used to push a lane by picking up your creeps from the base and bringing them straight to the lane.
Alright, I change it to pick Hero only.
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Old 07-24-2009, 03:56 PM   #12
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Default Re: [Remake]Goblin Techies

Hero only would be more balanced I guess, but still, nothing is wrong with the current techies and the zeppelin changes things completely.
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Old 07-24-2009, 04:00 PM   #13
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Default Re: [Remake]Goblin Techies

The only thing I like is TimeBomb, but others are plain trash. I mean, whats the purpose of techies without regular mines, but having remote at beggining . . . Also, stop it already with Techies remakes, please, there is at least 10 remakes . . .
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Old 07-24-2009, 04:06 PM   #14
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Default Re: [Remake]Goblin Techies

Because I feel babysit planning 10 landmines in forest and remote mines before towers just extremely boring.
What you can do with Techies beside standing at the same spot and plant the mines.
Go around gank with suicide? Team push with statis ward around?
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Old 07-24-2009, 04:09 PM   #15
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Default Re: [Remake]Goblin Techies

Pick another hero like Pudge?

Don't play tech if you don't want to. BTW, IceFrog idea rules. Big time.
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Old 07-24-2009, 04:28 PM   #16
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Default Re: [Remake]Goblin Techies

Quote:
Originally Posted by Floodturka View Post
Pick another hero like Pudge?

Don't play tech if you don't want to. BTW, IceFrog idea rules. Big time.
So can I quote this in all suggestion thread?
Pick another hero like XXXX?
XXX is fine as he is.
Don't play XXXX if you don't want to. BTW, IceFrog idea rules. Big time.
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Old 07-24-2009, 04:35 PM   #17
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Default Re: [Remake]Goblin Techies

remake techies suicide into time bomb.. tats the only good one... lol
you dun touch the other stuff...
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Old 07-24-2009, 04:37 PM   #18
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Default Re: [Remake]Goblin Techies

@ teng

No, you shouldn't say that everywhere, but IceFrog himself told that he does NOT plan to remove nor remake techies. He said that at DA. So, every Techies remake is useless. At least for bigger period (like 6 months). When the time comes, Techies will probably be in Request subforum where Ice wants opinions, just like Chaos Knight's blink remake.
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Old 07-24-2009, 04:46 PM   #19
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Default Re: [Remake]Goblin Techies

Damn you! I would prefer the previous techies.

Time Bomb isn't good. You cast it on yourself, so what? You have to die.. and no hero will attack you at low health, right? :>

Maledict aoe? OMFG I hate this aoe.. it's so small and extremelly hard to hit.. :/

Mines! Techies best skill is probably statis, then mines. Removing normal mines = lower farming ability.

T-down.
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Old 07-24-2009, 05:20 PM   #20
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Default Re: [Remake]Goblin Techies

Leave techies alone! Qq! Leave him alone!!!
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