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Old 01-02-2010, 07:28 PM   #1
Sgt Failure
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Default [Remake] Magina - The Antimage


We all know that Magina is only good for 2 things:
Beeing fed in pubs
Beeing the guy with possible fastest attackspeed in game (Because of his ridicilous Base IAS)

So, my suggestion is to change his spells, just a little, to still fit his theme, aswell as making him more initiator, and gicing his skills equal chance to be picked wherever in the game. So, here is the new proposed AM (Numbers can be changed):




Anti Mage
Magina

Background Story: Twin sons to the great Prophet, Terrorblade and Magina were blessed with divine powers: Terrorblade granted with an unnatural affinity with life forces; Magina gifted with energy manipulation. Magina's eventual overexposure to the magics is gradually augmenting his elemental resistances and has bestowed him the unique ability to move faster than light itself. Now, broken by Terrorblade's fall to the dark side, Magina answers the Sentinel's call in a desperate bid to redeem his brother. Every bitter strike turns the Scourge's evil essences upon themselves, culminating in a finale that forces his enemy to awaken to the void within and spontaneously implode.

Notes:
  • Change Bestowed -> Bestowing and Augmented -> Augmenting
Strength - 18 + 1.2
Agility - 22 + 2.8
Intelligence - 18 + 1.8

Notes:
  • Increased base INT to fit his new skillset
  • Reduced Base Strength because of new magic shield




Affiliation: Sentinel
Damage: 49 - 53
Armor: 3.1
Movespeed: 320
Starting HP/MP:492/234
Attack Range: 100 (Melee)

Spell Shield - (Pseudo Passive, Psuedo Active, AoE-Buff, Self-Buff)
____________________Whenever Mana is lost around Magina, he collects it's in his twinblades, for later use as a magic shield. When activated gives all nearby allies a shield that absorbs an amount of magic damage depending on the mana collected. Uses ALL current saved mana when activated. Upon activation removes 1 random debuff from Magina. Once cap is reached, it gives a bonus to attackspeed and magic resistance.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
75
15
N/A
400 (Shield) 1000 (Gather)
5
Stores up to 240 Mana, Shield absorbs 0.6 damage point per mana absorbed upon activation. 12% IAS and 8% Magic resistance at cap.
2
75
15
N/A
400 (Shield) 1000 (Gather)
5
Stores up to 360 Mana, Shield absorbs 0.6 damage point per mana absorbed upon activation. 18% IAS and 12% Magic resistance at cap.
3
75
15
N/A
400 (Shield) 1000 (Gather)
5
Stores up to 480 Mana, Shield absorbs 0.6 damage point per mana absorbed upon activation. 24% IAS and 16% Magic resistance at cap.
4
75
15
N/A
400 (Shield) 1000 (Gather)
5
Stores up to 600 Mana, Shield absorbs 0.6 damage point per mana absorbed upon activation. 30% IAS and 20% Magic resistance at cap.
Notes:
  • Now it scales entire game, and give Magina a bit more of support role.
  • Mana is calculated to nearest 5 points upon activation, for easier coding.
  • Damage absrobation does NOT stack with other similar effects (Pipe)
  • Units being immune to Pipe, is NOT immune to this
  • Affects all living allied units in AoE, even magic immune and avatar'd
  • Whenever mana is lost, in any way, 100% of that mana is saved in a variable to this spell.
  • Counts only mana lost by Enemies insisde AoE
  • Any way, nether ward, manaburn, casting spells, drain mana works
  • IAS and Magic Resist buff is also given to illusions

Blink - (Active, Ground Target)
____________________After a very brief meditation, Magina quickly moves away in the blink of an eye.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
50
12
200-1000
N/A
N/A
Blinks to target location
2
50
9
200-1075
N/A
N/A
Blinks to target location
3
50
7
200-1150
N/A
N/A
Blinks to target location
4
50
5
200-1150
N/A
N/A
Blinks to target location
Notes:
  • Have a 0.33 seconds delay
  • If targeted outside max range, only blink 4/5 of distance
  • NO CHANGES

Mana Break - (Passive, Orb Effect)
____________________Magina's Enchanted blades burn mana on each attack, depending on level. Deals 0.6 physical damage per mana burned. If he is not attacking for some time, he will burn additional depending on the enemy's max mana.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
N/A
N/A
N/A
N/A
6
Burns 28 Mana per hit. If not attacking for duration, next attack burns an extra 10% of enemies max mana.
2
N/A
N/A
N/A
N/A
6
Burns 40 Mana per hit. If not attacking for duration, next attack burns an extra 10% of enemies max mana.
3
N/A
N/A
N/A
N/A
6
Burns 52 Mana per hit. If not attacking for duration, next attack burns an extra 10% of enemies max mana.
4
N/A
N/A
N/A
N/A
6
Burns 64 Mana per hit. If not attacking for duration, next attack burns an extra 10% of enemies max mana.
Notes:
  • Same old Mana Burn, with a new effect added
  • Duration restarts whenever attacking
  • The extra mana burn is added, for extra effect
  • Have no cap, will show a buff once ready
  • If it will "Mana-Crit" on next attack, and an illusion is created, it will also have it for its first attack but reduce to 4%, not removing it from Magina

Mana Void - (Active, Single-Target AoE)
____________________Magina creates a powerful void, imploding the target unit for each mana point lost. After the initial blast, the main target will suffer again whenever it loses more mana for 3 seconds. Stuns the main target for 0.25 seconds.


______.________._______.___._______.__________________________.
 
Mana
Cooldown
Cast Range
Area of Effect
Duration
Effects
1
175
80
600
300
3
Deals 0.5x missing mana of main target to all targets in AoE. Whenever main target loses mana under buff, it will by dealt an additional 0.3x mana lost in damage.
2
250
80
600
300
3
Deals 0.75x missing mana of main target to all targets in AoE. Whenever main target loses mana under buff, it will by dealt an additional 0.4x mana lost in damage.
3
325
80
600
300
3
Deals 1.0x missing mana of main target to all targets in AoE. Whenever main target loses mana under buff, it will by dealt an additional 0.5x mana lost in damage.
Notes:
  • Added an after effect, but only on main target, making it a lot effectiver in 1v1 situation
  • Will have an AoE indicator such as stormbolt
  • Purgeable
  • The after damage is individual for each mana point lost, counting only it from that instance
  • Scepter upgradeable:
    Increases duration of After buff to 6 seconds, and making i deal damage in AoE. Increases main multiplier by 0.15
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Last edited by Sgt Failure; 01-15-2010 at 09:19 PM.
Old 01-02-2010, 08:19 PM   #2
Killmachine
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Default Re: [Remake] Magina - The Antimage

Waow! Awesome! T-Up for this brilliant suggestion!
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Old 01-03-2010, 06:37 AM   #3
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Default Re: [Remake] Magina - The Antimage

God,nice idea,would like to see it implemented soon....
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Old 01-03-2010, 07:03 AM   #4
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Default Re: [Remake] Magina - The Antimage

Amazing, I just love the Spell Shield and Mana Break suggestions. I don't think the change to Blink is needed, it would make the suggestion overpowering as a whole.
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Old 01-03-2010, 07:12 AM   #5
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Default Re: [Remake] Magina - The Antimage

His str gain must 1.2 so don't make it to 1.6
magina is fine he doesn't need any remake
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Old 01-03-2010, 07:56 AM   #6
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Default Re: [Remake] Magina - The Antimage

Quote:
Originally Posted by Killmachine View Post
Waow! Awesome! T-Up for this brilliant suggestion!
Thank you
Quote:
Originally Posted by -Intricate( View Post
God,nice idea,would like to see it implemented soon....
Haha, i don't think is such big of a possibility, but thanks.
Quote:
Originally Posted by Necro View Post
Amazing, I just love the Spell Shield and Mana Break suggestions. I don't think the change to Blink is needed, it would make the suggestion overpowering as a whole.
I'll think about it, thanks alot for support
Quote:
Originally Posted by Raxen 07 View Post
His str gain must 1.2 so don't make it to 1.6
magina is fine he doesn't need any remake
And why must his strength gain be 1.2? I guess you play him alot of APEM games... Well, i'm not alone thinking that magina needs a buff.
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Old 01-03-2010, 08:20 AM   #7
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Default Re: [Remake] Magina - The Antimage

This remake is actually pretty sweet. Magina actually helps his team out whilst still being able to carry himself and ya know, being a real anti-mage and stuff. T-up
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Old 01-03-2010, 01:06 PM   #8
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Default Re: [Remake] Magina - The Antimage

The numbers seem awfully high.
I mean, 196 mana? That's !!
Maybe if it was just double the mana burn. I'd think it would be nice.

Anyway, this is a clean remake. I like it, except for blink. It just seems too op.

T-Up
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Old 01-03-2010, 07:25 PM   #9
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Default Re: [Remake] Magina - The Antimage

The number kinda lame and need buff/nerf.
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Old 01-03-2010, 09:20 PM   #10
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Default Re: [Remake] Magina - The Antimage

Mana break
In one word: IMBA...
This destroys agi/str heroes manapool in 2 swift strikes...
He's an antimage, so if tweaked this skill should be tweaked to do more damage to int heroes than agi/str which in this form it does not.

Blink
One of (if not THE) most powerful basic skill in DotA doesn't need a buff imo...
Also we already have a blind man with illusions (TB).

Spell Shield
Nice concept, but numbers need a nerf imo...
@lvl4 it can be used as a passive 40% spell shield and 100% IAS if you don't use the active component (if i understand it correctly = do the math and tell me where I'm wrong).

Mana Void
Just don't know...
It makes the skill a silence/nuke from nuke.

Also since break/void buffs in 6.55 Magina is sometimes (almost often) used, and this is a buff to all 4 skills, and his str gain...
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Old 01-03-2010, 10:13 PM   #11
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Default Re: [Remake] Magina - The Antimage

So wait. I Mana Void a hero with 400/800 mana, mana void deals 400 unreduced damage. Then i hit him ONCE, he looses mana under debuff, another 200-250 unreduced damage is dealt. Then I hit him again during the debuff, ANOTHER 200-300 damage is dealt, since ulti says WHENEVER opponent looses mana.

So every 2 hits within 5 seconds buff duration would deal full Mana Void damage to that single hero? Need HEAVY tweaking.

But the concept is very nice, T-UP anyway.
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Old 01-03-2010, 10:25 PM   #12
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Default Re: [Remake] Magina - The Antimage

τ-up Spell Shield mana break Mana Void
T-down Blink coz is too imba set illision's damage 50% or get more than 300% damage coz 100% dm and 100% take is imba
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Old 01-03-2010, 10:28 PM   #13
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Default Re: [Remake] Magina - The Antimage

Good but i dislike the spell shield idea. Keep working on it.
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Old 01-03-2010, 10:28 PM   #14
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Default Re: [Remake] Magina - The Antimage

Changed numbers, made some (I think) heavy nerfing on most spells. Thanks for all feedback
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Old 01-04-2010, 12:40 PM   #15
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Default Re: [Remake] Magina - The Antimage

the mana void suggestion is not a very good 1..
bcoz mana void is a exploding nuke...
when mana void is released it explode to surrounding area..
and u wan to make AM can only kill one hero using AM ulti..
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Old 01-04-2010, 06:08 PM   #16
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Default Re: [Remake] Magina - The Antimage

I can't believe i didn't post on this suggestion yet oO

Great approach to magina's problems...

Perfect buff to mana break... but i think you nerfed too much your previous suggestion... this "critical" only happens once per battle... 3x mana burn is too much (early game)... ok i agree... but 8% max mana reflects that in a 800 mana pool you are just burning more 64 mana... I believe that you could increase this percentage up to a 20% max mana ( lower than NA mana burn ).

Blink doens't need a change... not this one...

About Spell shield... amazing.. just amazing
you could add some kind of trigger to react when magina's life is under some point to release the shield ( like aba ult ). The numbers here are great


Mana void...the aditional damage is not in aoe right? With the mana break buff.. this chance is a bit too much...

And about the general remake: Does spell shield store mana from death ward negative regen? Does it stack with pipe? You could add a tip on spell shield to give information about how much mana is stored ( like doom )

Nice idea overall
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Old 01-04-2010, 06:28 PM   #17
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Default Re: [Remake] Magina - The Antimage

mana break is the same i saw in Heroes of Newerth i think (check Magebane), but still good
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Old 01-05-2010, 10:19 AM   #18
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Default Re: [Remake] Magina - The Antimage

i agreed with the others accept the blink.Cause the blink does not really need to be tweaked
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Old 01-05-2010, 12:14 PM   #19
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Default Re: [Remake] Magina - The Antimage

Quote:
Originally Posted by Necro View Post
Amazing, I just love the Spell Shield and Mana Break suggestions. I don't think the change to Blink is needed, it would make the suggestion overpowering as a whole.
this...
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Old 01-05-2010, 01:34 PM   #20
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Default Re: [Remake] Magina - The Antimage

Quote:
Originally Posted by k-xiii View Post
the mana void suggestion is not a very good 1..
bcoz mana void is a exploding nuke...
when mana void is released it explode to surrounding area..
and u wan to make AM can only kill one hero using AM ulti..
I made the AoE multiplier .1 less..... The main is still aoE, and if you want AoE rapage, go for Shadow Fiend, Crix or Enigma

Quote:
Originally Posted by JohnnyBalboa View Post
I can't believe i didn't post on this suggestion yet oO

Great approach to magina's problems...

Perfect buff to mana break... but i think you nerfed too much your previous suggestion... this "critical" only happens once per battle... 3x mana burn is too much (early game)... ok i agree... but 8% max mana reflects that in a 800 mana pool you are just burning more 64 mana... I believe that you could increase this percentage up to a 20% max mana ( lower than NA mana burn ).

Blink doens't need a change... not this one...

About Spell shield... amazing.. just amazing
you could add some kind of trigger to react when magina's life is under some point to release the shield ( like aba ult ). The numbers here are great


Mana void...the aditional damage is not in aoe right? With the mana break buff.. this chance is a bit too much...

And about the general remake: Does spell shield store mana from death ward negative regen? Does it stack with pipe? You could add a tip on spell shield to give information about how much mana is stored ( like doom )

Nice idea overall
Thanks for the great input, really, thanks alot. Im convinced, blink will remain old still, but i will rescale it a bit. About shield, i belive that it wont have an autocast at specific HP, but maybe you could activate Autocast to make it activate as soon as you have 50% of max mana stored?

Now, a normal INT hero has around 80-100 INT lategame, so they have a base off around 1190-1450 manapool. Now realise that you rush in, burning away 80 of their mana with the bonus, thus burning 144 mana total. Most INT heroes gain additional INT items, and its not unusual to have around 2k mana, thus causing a 220 manaburn at the first hit, that is much lategame. 20% would be overpowered, and i think that it still is an great orb, compared with his fast attackspeed. BUT i will remake it a bit, have a look again. Will add some more notes, thanks again.

Quote:
Originally Posted by snhades View Post
mana break is the same i saw in Heroes of Newerth i think (check Magebane), but still good
Is it, really? I have no memory of that, and sadly i gotta say that i play HoN a bit... No, then they have stolen my idea!

Quote:
Originally Posted by radianceJR View Post
i agreed with the others accept the blink.Cause the blink does not really need to be tweaked
Thanks for reply, blink changed back again.

Quote:
Originally Posted by Lightning_Fate View Post
this...
Same as above

Thanks all, im tweaking the skills a bit atm.
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