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Old 07-30-2009, 09:21 AM   #1
R.B.Economy
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Default [INT-NEUT] Intenadus the Rune Wizard


Intenadus the Rune Wizard

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CHANGELOG

5 August 2009
• Added description to Rune Mastery.
• Extract now has the same mana cost for all levels.
• Rune Mastery gives a fixed chance to Extract instead of scaling.
• Further improves Extract's cd by Rune Mastery.
• Improved Lock's tooltip and changed its name to Energy Lock.
31 July 2009
• Removed damage from Light Rune and Dark Rune and scaled its effects.
30 July 2009
• Posted Hero suggestion.
• Replaced Rune of Suppression with a better icon.
• Made Extract's cd improvable by Rune Mastery.


FOREWORD

This hero has complicated spells, so it might turn you off if you're not into complicated abilities. I don't really like complicated abilities either, but it seems that people are not interested in simple abilities, because they wanted new heroes to have that 'wow' effect, hence this suggestion. It has runes as his theme, which currently no hero has. Since a hero as complicated as Invoker can be created, I think Rune Wizard is simpler, although more complicated than most heroes. I know most people will comment on numbers although as always, I'm still saying "Vote on concepts, not numbers". Anyway, it's just a suggestion, so feel free to contribute or comment! Enjoy~

BACKGROUND STORY

Intenadus used to be called by the name of Gregory, born to a simple peasant family. He was a still a child like everyone else when his father discovered that he turned some of his farmed crops to mysterious shapes of glowing energy. Knowing of Gregory's potential, his family sent him to magic school. Gregory's inner ability was awoken soon enough, and he became an excellent wizard, proficient in runic magic. He learned how to extract life energy from living beings, good or evil, and form various runes at his disposal. Being able to manipulate runes, he can shatter them at will, or use runes to aid him in combat. As Gregory's mastery in runes reaches the level of the greatest wizards, he's given a wizard name suiting to his power, Intenadus.

Can learn Extract, Rune Control, Rune of Suppression and Rune Mastery.



PLAY STYLE

Rune Wizard is primarily played as a support caster and AOE damage dealer. However, he can scale into DPS dealer late game due to his spell frequency and good Agility growth. His drawbacks are weakness at close combat, low health and low armor, thus he should always engage his enemies using his runes to his advantage to provide maximum support for his allies.

STATS

Strength : 17 + 1.6
Agility : 19 + 2.0
Intelligence : 21 + 2.2

Affiliation : Neutral
Attack Range : 600
Movespeed : 300
Base Damage : 44 - 53
Armor : 1

ABILITY 1

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Extract
Extracts a part of a unit's life force to form a rune. Rune formed depends on the unit extracted. Rune is immune to physical damage but takes damage from spells. Rune effects and casting range improve per level.

List of runes by extracted unit:
Tree : Life Rune
Friendly Creep : Spirit Rune
Hostile Creep : Blast Rune
Friendly Hero : Light Rune
Hostile Hero : Dark Rune

Mana Cost : 55
Cooldown : 6 (-1 for each level of Rune Mastery)
Cast Range : 600/700/800/900 (+200 units for each level of Rune Mastery)
Rune Duration : 10
Rune Health : 100
Rune Generation Delay : 1.5 second (After 1.5 second once Extract is casted, the rune will appear on the location of the target during the cast, so if the unit is moving, the rune will not end up on the same location as the target.)
Rune Activation : Rune is self-activated by close proximity (Within 100 units), similar to Techies' Mines.

• All runes created by Rune Wizard are excluded from unit-based abilities, such as Chain Frost, Echo Slam, Soul Rip, Eclipse

Life Rune (Extract casted on a tree)
Destroys the tree instantly. Activation grants instant health recovery.
Level 1 - 100 health recovery.
Level 2 - 125 health recovery.
Level 3 - 150 health recovery.
Level 4 - 175 health recovery.

• Can only be activated by ONE friendly hero.


Spirit Rune (Extract casted on a friendly creep)
Kills the unit instantly if it has 50% health or lower. Activation grants instant mana recovery.
Level 1 - 100 mana recovery.
Level 2 - 125 mana recovery.
Level 3 - 150 mana recovery.
Level 4 - 175 mana recovery.

• Can only be activated by ONE friendly hero.


Blast Rune (Extract casted on a hostile creep)
Kills the unit instantly if it has 50% health of lower. Activation deals damage to all nearby enemies.
Level 1 - 80 damage.
Level 2 - 120 damage.
Level 3 - 160 damage.
Level 4 - 200 damage.

• Damage type : Magical
• Can only be activated by enemy units / Heroes.
• Damage AOE : 350 (+50 for each level of Rune Mastery)


Light Rune (Extract casted on a friendly hero.)
Activation grants increased movespeed and bonus damage.
Level 1 - Increases ms and damage by 10% for 3 seconds.
Level 2 - Increases ms and damage by 20% for 4 seconds.
Level 3 - Increases ms and damage by 30% for 5 seconds.
Level 4 - Increases ms and damage by 40% for 6 seconds.

• Can only be activated by ONE friendly hero.


Dark Rune (Extract casted on an enemy hero)
Activation causes decreased movespeed and damage.
Level 1 - Reduces ms and damage by 10% for 3 seconds.
Level 2 - Reduces ms and damage by 20% for 4 seconds.
Level 3 - Reduces ms and damage by 30% for 5 seconds.
Level 4 - Reduces ms and damage by 40% for 6 seconds.

• Can only be activated by ONE enemy hero.
ABILITY 2

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Rune of Suppression (Active)
Places a rune on a location that is immune to physical damage. All enemies around the rune takes returned damage. If the rune is destroyed before it expires, all nearby enemies are stunned. Rune has 100 HP. Rune lasts 10 seconds.

Level 1 - 7% of damage returned. Stuns for 1 second.
Level 2 - 14% of damage returned. Stuns for 1.75 second.
Level 3 - 21% of damage returned. Stuns for 2.5 seconds.
Level 4 - 28% of damage returned. Stuns for 3.25 seconds.

Mana Cost : 170
Cooldown : 15 (-2 for each level of Rune Mastery)
Damage Return AOE : 350 (+100 for each level of Rune Mastery)
Stun AOE : 350 (+50 for each level of Rune Mastery)
Cast Range : 800
ABILITY 3

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Rune Control
Grants Runes Wizard advanced control over his runes. He may shatter them at will to deal damage to enemies, or lock the runes, disabling the runes from being self-activated. Learns Shatter and Energy Lock.

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Shatter (Active)
Forcibly discharges the energy of all runes formed by him, dealing damage to nearby enemies. Rune effects are not activated by this.
Level 1 - 100 damage.
Level 2 - 160 damage.
Level 3 - 220 damage.
Level 4 - 280 damage.

Mana Cost : 25
Cooldown : 15 (-2 for each level of Rune Mastery)
Damage AOE : 350 (+50 for each level of Rune Mastery)

• Damage type : Magical


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Energy Lock (toggle to unlock)
Passively gives sight to all runes. Locking turn all runes invisible and prevent them to be self-activated. Locked runes last 45 seconds.

Level 1 - 100 units sight range.
Level 2 - 200 units sight range.
Level 3 - 300 units sight range.
Level 4 - 400 units sight range.

Mana Cost : 0
Cooldown : 0
Duration : 45 (+5 seconds for each level of Rune Mastery)

• Runes that expires under Energy Lock will not activate.
• Turning off Energy Lock will immediately expires all runes that have lasted for more than 10 seconds, and will not activate their effects. This is to prevent Energy Lock being abused by toggling to extend the duration of runes.
ULTIMATE ABILITY

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Rune Mastery (Passive)
As the master of runes, Intenadus gains exceptional magical strength, especially in runic abilities. Gives Extract a 30% chance to randomly affect additional targets and passively improves Rune of Suppresion and Rune Control per level.

Level 1 - Gains 10 Intelligence. Extract has 30% chance to randomly affect 1 additional target.
Level 2 - Gains 20 Intelligence. Extract has 30% chance to randomly affect 2 additional targets.
Level 3 - Gains 30 Intelligence. Extract has 30% chance to randomly affect 3 additional targets.

• The random target mechanics is similar to Ogre Magi's Bloodlust on Multicast.
• The targets that can be affected include trees, hostile creeps, friendly creeps, enemy heroes and friendly heroes.
• Example : Intenadus has level 3 Rune Mastery, he then casts Extract on an enemy hero. The 30% chance triggered, so Extract will be casted on 3 random additional targets. In this example, it affected a tree, an enemy creep and a friendly creep. So there will be a total of 4 runes created. Life Rune, Blast Rune, Spirit Rune and Dark Rune.
SYNERGY

• Extract is the trademark ability, which is where all the power of Rune Wizard comes from.
• Rune of Suppression will deter enemy AOE heroes, while you're free to unleash your AOE havoc.
• Rune Control enables you to utilize your runes the way you want it, when you want it.
• Rune Mastery improves Rune Wizard and all his abilities, making him a constant AOE threat.
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Last edited by R.B.Economy; 08-07-2009 at 04:26 AM.
Old 07-30-2009, 09:25 AM   #2
chadpiety123
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Default Re: [INT-NEUTRAL] Intenadus the Rune Wizard

Looks like a very interesting hero. But I can't really comment much because I can't quite understand how extract works.
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Old 07-30-2009, 09:29 AM   #3
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Default Re: [INT-NEUTRAL] Intenadus the Rune Wizard

Wow, it scares me =P.
The icon of Rune of Suppression is ugly, fix it please.
Nice concept, I like it ;].
Ulti improves main stats, like Trax's and Brad's ultis =), also improving runes, o :P.
T-up man, much time it took surely!
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Old 07-30-2009, 10:16 AM   #4
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Default Re: [INT-NEUTRAL] Intenadus the Rune Wizard

Quote:
Originally Posted by chadpiety123 View Post
Looks like a very interesting hero. But I can't really comment much because I can't quite understand how extract works.
When you cast Extract on a unit, a rune is created after 1.5 seconds. The rune created is different depending on the unit that you cast Extract on. If the unit is a tree, you get Life Rune. If it's a friendly creep, the creep is killed, and you get Spirit Rune. If it's a hostile creep, the creep is killed, and you get Blast Rune. If it's enemy hero, you get Dark Rune. If it's friendly hero, you get Light Rune.

Rune of Suppression is a totally unrelated ability, as it serves to suppress an area to let Intenadus and his team gets the upper hand in AOE spell casting.

Rune Control has 2 sub abilities: Shatter and Lock.
Shatter allows you to shatter all created runes, locked/unlocked. Shattered runes will deal AOE damage.
Lock allows you to lock all runes from self-activation while at the same time extending their duration and giving sight. It also allows you to co-ordinate your runes more.

Rune Mastery is pretty self-explanatory, a passive ultimate that gives INT bonus scaling 10/20/30 and not 12/24/36 because it also improves all other abilities. The INT bonus will help to boost his mana pool/regen for more spell frequency.
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Old 07-30-2009, 10:27 AM   #5
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Default Re: [INT-NEUTRAL] Intenadus the Rune Wizard

And how can he specifically do that (upperhand on AoE spellcasting) with Rune of Supression?
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Old 07-30-2009, 12:19 PM   #6
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Default Re: [INT-NEUTRAL] Intenadus the Rune Wizard

Quote:
Originally Posted by chadpiety123 View Post
And how can he specifically do that (upperhand on AoE spellcasting) with Rune of Supression?
Rune of Suppression will make an area become dangerous for enemy AOE casters. They take returned damage as they attack and cast spells. Even more so if it's AOE spells. If the AOE spell destroys the Rune of Suppression, they risk a 3.25 AOE stun (it practically discourages all chain AOE nukers such as ES, Enigma, Puck, CM, TS, etc). So the Rune of Suppression actually do what it says, suppress. As the enemies can't afford to risk letting AOE freeflow in the battle, Rune Wizard's team gains the upper hand.
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Old 07-30-2009, 12:25 PM   #7
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Default Re: [INT-NEUTRAL] Intenadus the Rune Wizard

t-up on concept but this hero is too dependant on a 6 second cd spell. Extract needs to have a lower cd buffed by rune mastery or sth.
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Old 07-31-2009, 12:57 AM   #8
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Default Re: [INT-NEUTRAL] Intenadus the Rune Wizard

CD lowered. Need more comments please~
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Old 08-04-2009, 11:25 AM   #9
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

A good idea would be for rune of suppression to be created at 100/1000 HP (red HP) instead of 100/100 HP, so you can deny it for the stun.
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Old 08-04-2009, 11:53 AM   #10
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

First off before i give a review, i just wanna say that i love how neat and clean the output and everything is, that really makes this hero a good read. But this isn't the full review yet, i need some clarifications.

Extract is a really good concept. I wouldn't need to point out anything wrong because i find all the runes pretty balanced, but just one question, sorry to ask if it has been written but i wasn't really sure, where does the rune appear? Where you casted it right? Like if you cast it on Naix, it will appear beside Naix? Please explain, other than that i ifind no problem, its just Life Rune will be abused and Intenadus will no longer need tangoes.

Also, in Rune of Suppresion you stated that there is a return damage? To whom?
Quote:
Places a rune on a location that is immune to physical damage. All enemies around the rune takes returned damage. If the rune is destroyed before it expires, all nearby enemies are stunned. Rune has 100 HP. Rune lasts 10 seconds.
So if you attack them they return damage to you or is it the other way around.

Rune Control is fine, its like a free ward, and can come in handy, last hitting, i suggest a slow to be added, like Lanaya's Traps, but maybe 10/20/30/40% slow only, don't go over.

Multicast similarity but in a different light. So let's say you extract a life rune (tree) another friendly unit will be affected, right? And if its a blast unit, another 50% low lifed unit would get affected? Other than those concerns, i think its fine.
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Old 08-05-2009, 02:06 AM   #11
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

Quote:
Originally Posted by cezar_sl View Post
A good idea would be for rune of suppression to be created at 100/1000 HP (red HP) instead of 100/100 HP, so you can deny it for the stun.
It would make the stun too easy to be achieved. The idea is to discourage enemies from staying in the area during the fight or take returned damage as they fight. The rune strongly discourages AOE spells because if they use AOE spells and it destroys the rune, it will risk them to the AOE stun which is far more dangerous than returned damage. If friendlies were to be allowed to deny the rune and achieve the stun, it would be overpowering. Thanks for commenting anyway.

Quote:
Originally Posted by king_james View Post
First off before i give a review, i just wanna say that i love how neat and clean the output and everything is, that really makes this hero a good read. But this isn't the full review yet, i need some clarifications.

Extract is a really good concept. I wouldn't need to point out anything wrong because i find all the runes pretty balanced, but just one question, sorry to ask if it has been written but i wasn't really sure, where does the rune appear? Where you casted it right? Like if you cast it on Naix, it will appear beside Naix? Please explain, other than that i ifind no problem, its just Life Rune will be abused and Intenadus will no longer need tangoes.

Also, in Rune of Suppresion you stated that there is a return damage? To whom?
So if you attack them they return damage to you or is it the other way around.

Rune Control is fine, its like a free ward, and can come in handy, last hitting, i suggest a slow to be added, like Lanaya's Traps, but maybe 10/20/30/40% slow only, don't go over.

Multicast similarity but in a different light. So let's say you extract a life rune (tree) another friendly unit will be affected, right? And if its a blast unit, another 50% low lifed unit would get affected? Other than those concerns, i think its fine.
Rune of Suppression will make enemies take 28% of the damage they do within the AOE of the Rune. That means if Krob casted a Carrion Swarm, she takes 28% x 300 damage = 84 magical damage (63 damage after resistance). If Void physically attacks a creep dealing 80 damage, he takes 22.4 damage (16.8 damage after resistance). Returned damage is magical.

Rune Mastery makes Extract has a chance to affect multiple targets. Targets can be a tree/friendly creep/hostile creep/enemy hero/friendly hero/self. It's like 30% chance to cast Extract on 1 + 3 random targets simultaneously (like Bloodlust with Multicast).

Thanks for the review!
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Old 08-05-2009, 03:38 AM   #12
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

This is an absolutely fantastic idea, the concept is really quite interesting. Its not nearly as complicated as I first thought it was going to be and the layout is real good and easy to read. I'd love to see something interesting like this get into dota, I may come back with additional imput later but at the moment I think its looking pretty good.
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Old 08-05-2009, 06:12 AM   #13
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

Awesome!
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Old 08-05-2009, 07:57 AM   #14
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

This hero would own everyone in early-mid game. Extract and Rune control simply has too poweful synergy. and there is no cap on the total amount of runes, not to mention 2 sec cd and almost negligible mp cost. Rune control mixed with different rune types can produce the same effect of unlimited wards, techies' mines, lanaya's traps, a multicasted AoE bloodlust, lich's dark ritual and hp fountain made from trees. Rune of suppression is simply too good a support/initiator spell. It forces the enemies to move out of it's range, like midnight pulse, so it can force enemies to get hit by AoEs or force them into ganks. If they don not move you can kill them easily due to the returned damage. a possible strategy would be to send in LoA with readied borrowed time and spamming aphotic shield and solo 5 heroes, then drop the rune of suppression close to them, you'll get pentakill sure ftw lolz. Counters gay carries such as Troll Warlord and like a *****. If they dont fall for it, Frostmorne wipes them off. if they run, reactivate blast runes or reactivate+shatter all the runes behind them while they are passing. Gotta hurt. This works like techies' static trap, if rune control affects it. but even if it doesn't, it is the best preparation and/or dislocation spell in DotA. The diversity of rune types are simply far too gay and considering that Blast runes are actually useless since any rune can become a blast rune by shatter, and it deals 80 more damage, it works like remote mines this way. The way the runes can be invisible and locked is ok but if it is toggleable then it is seriously gay. And 0 mana cost+0 cd makes Energy lock simply imba, you can place all your runes in perma lock and lie in wait, then when they come, bam! Reactivate and own. They are even workable if the enmies have dust of gem, because of shatter. 450 AoE shatter will definitely hit something. Need serious nerfing or he'll be the one in the Frozen Throne lol.
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Old 08-05-2009, 08:12 AM   #15
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

lol i forgot to reply to this?

yeah, t-up. hes perfect.
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Old 08-05-2009, 08:33 AM   #16
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

Quote:
Originally Posted by newnar2004 View Post
This hero would own everyone in early-mid game. Extract and Rune control simply has too poweful synergy. and there is no cap on the total amount of runes, not to mention 2 sec cd and almost negligible mp cost. Rune control mixed with different rune types can produce the same effect of unlimited wards, techies' mines, lanaya's traps, a multicasted AoE bloodlust, lich's dark ritual and hp fountain made from trees. Rune of suppression is simply too good a support/initiator spell. It forces the enemies to move out of it's range, like midnight pulse, so it can force enemies to get hit by AoEs or force them into ganks. If they don not move you can kill them easily. The rune is not invisible so the enemy creeps will do the honour of destroying it, and thus stunning the entire area. This works like techies' static trap, if rune control affects it. but even if it doesn't, it is the best preparation and/or dislocation spell in DotA. The diversity of rune types are simply far too gay and considering that Blast runes are actually useless since any rune can become a blast rune by shatter, and it deals 80 more damage, it works like remote mines this way. The way the runes can be invisible and locked is ok but if it is toggleable then it is seriously gay. And 0 mana cost+0 cd makes Energy lock simply imba, you can place all your runes in perma lock and lie in wait, then when they come, bam! Reactivate and own. They are even workable if the enmies have dust of gem, because of shatter. 450 AoE shatter will definitely hit something. Need serious nerfing of he'll be the one in the Frozen Throne lol.
Which ability has 2 second cd? Extract has 3 seconds cd, but that's only achievable at level 16, which he learns Rune Mastery level 3.

How is 55 mana an almost negligible cost? Enchantress has more base INT and growth than Intenadus, yet she eventually finds not enough mana to spam Impetus. Yes he can be imba, but only if he gets expensive INT items. So do most heroes which can eventually become imba with the right items.

You also misunderstood Rune of Suppression. It's immune to physical attacks, so only heroes can destroy it. If the enemies actually try the very least to avoid hitting the rune with their AOE, it's possible to avoid the stun. The suppression it gives is pretty much similar to how Pit Lord controls his lane, enemies stay away or take punishments.

Blast Runes are not useless because it's automatic, saves you some mana from casting Shatter and less micro management. It's mainly for farming rather than organized AOE nuke. Yes, you can Extract + Shatter for farming, but you lose more mana in the long run. It will also destroys all runes that you might have coordinated at other locations. That being said, Shatter is mainly used for organized nuke.

Runes can't be perma-locked because they expire according to the duration stated. If they have past 10 seconds but are under locked effect, they will expire immediately upon unlock without activating the effects.

Yes he has the defensive potential ala Techies, but his runes don't last as long as Techies mines/wards, and he can't choose where to generate runes as free as Techies with their mines/wards, which means the damage is not focused and actually spread around. Spread damage weakens the enemies yes, but it's not imba. Given the max duration of runes which is 60 seconds, it's hardly possible to mass runes in one spot like Techies, although it's possible in theory.

You have also missed out a point that the runes are easily countered by spamming AOE spells. Runes has 100HP and is easily destroyed by 1 AOE spell, regardless of whether the runes are locked or not, invisible or not. The low HP means the runes can be destroyed by a level 1 or level 2 AOE spell.

I agree that his runes have potential to be very powerful, but they are certainly easily countered and not imba. Thanks for the comment.
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Old 08-05-2009, 12:48 PM   #17
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

Hmm...sorry my bad for not reading your suggestion properly. After much consideration, I agree that this concept is really revolutionary. However Intenadus is still quite unbalanced due to the different ways each rune works and I think you might wanna change the way life rune is created. Making them from trees seem too convenient, and as I said with that he can create artificial fountains all over the map. Compared to techies, he does have restrictions on the rune placings but he has more diversified runes than techies has mines. So Intenadus proves to be more dynamic in gameplay compared to techies. Also considering that the units he has to cast Extract on are rather common and available, rune placing shouldn't be much harder than mine placing. and the cd compared to techies is simply $%@#.


Oops, just realized I mis-read the "6 (-1 for each level of Rune Mastery)" as "6 (-1 for each level of Extract)"


P.S. A suggestion

PLAY STYLE

Rune Wizard is primarily played as a support caster and AOE damage dealer. However, he can scale into DPS dealer late game due to his spell frequency and good Agility growth. His drawbacks are weakness at close combat, low health and low armor, thus he should always engage his enemies using his runes and controlling them tactfully/dynamically and provide maximum support for his allies.
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Last edited by NeWnAr; 08-05-2009 at 01:07 PM.
Old 08-07-2009, 04:27 AM   #18
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

Suggestion accepted. Thanks! By the way, mind to comment on my Dagon remake?
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Old 08-07-2009, 05:07 AM   #19
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

Dark Rune is useless (except for shattering) since it relies on the enemy player activating it, which relies on them being a complete moron.
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Old 08-07-2009, 07:00 AM   #20
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Default Re: [INT-NEUT] Intenadus the Rune Wizard

Dark Rune can stay invisible with Energy Lock until you unlock them when you're sure the enemy will be on top of it. Even if it's visible, the least it does is limiting enemies pathing, since it discourages enemy from stepping on it, therefore affecting enemies positioning indirectly. And yes, Shatter is also one of the use.
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