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Old 02-04-2010, 02:25 PM   #1
1bAt0
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Default [INT-SENT] Anitu, Arcanist


Foreword: I am currently looking for anyone who has the time and patience to make me a testmap for this hero idea. It is currently in its final stage and I wont be making any major tweakings or ability reworking once it is finalized.

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CHANGE LOG
Feb 14, 2010
• First off, Happy Lunar New Year and Valentine's Day (so much red in one day @.@)
• Major number tweakings to almost all his skill set.

Feb 13, 2010
• Nerfed E.Blast's damage from 100/150/175/200 to 100/125/150/175 damage. Buffed its mana cost from 135 to 105.
• Buffed Esoteric Flux's duration from 4 to 7 seconds but the stun duration is half of the remainder of the Flux's duration.

Feb 10, 2010
• Buffed E.blast's AoE from 425/450/475/500 to 550 for all levels and casting time to 0.75 seconds.
• Did a major tweaking on Arcane Volley. Added passive intelligence gain to Clearcasting.

Feb 9, 2010
• Added background story thanks to FuhrerKanzler02 and king_james. Changed movespeed from 305 to 300. Buffed casting time of Energy Blast and Arcane Volley. Nerfed Clearcasting's cooldown from 20/15/10s to 25/20/15s. Nerfed Arcane Volley's damage per missile from 60% to 55% of hero's int.
• Added push-back effect to Energy Blast but nerfed the MR reduction.

Feb 7, 2010
• Tweaked Energy Blast to make it more stable, thanks to kings.empire for the suggestion. Changed attacking range from 600 to 500.
• Reduced leash range of Esoteric Flux from 650 to 600.

Feb 5, 2010
• Skill positioning adjusted, tweaked Arcane Barrage, and changed skill 3 to Esoteric Flux.
• Changed names: from Arcane Barrage to Arcane Volley;
• Removed Arcane Volley's debuff name: Arcane Instability. Fixed an issue with Energy Blast and Arcane Volley.

Feb 4, 2010
• Posted in PD forum under Hero Idea suggestion section.
• Fixed some typos. Tweaked some numbers in Arcane Barrage. Removed the passive mana regen in ultimate.


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INTRODUCTION



Summon Arcanist

A weaver of arcane and manipulation, Anitu has travelled far and wide within the regions of the world to attain the secrets behind the flux of energy. But with such a capacity for knowledge for the arts of the arcane, Anitu found scripts of profound energies enabling him to focus onto a state of clarity called Clearcasting. This control of magnificent prowess combusted his palms to set ablaze, but in return for raw power, Anitu was never the same. Once Anitu enters the battlefield, blasts and waves of uncontrollable force scowered his enemies in fear as their defensive capacity perished, they can only watch in terror as magic itself rains upon them in a volley of lights that will ultimately bring their much needed death. Background story by king_james and FuhrerKanzler02

Strength - 19 + 1.9 Per Level
Agility - 15 + 1.5 Per Level
Intelligence - 24 + 2.5 Per Level (Main Attribute)

Learns Energy Blast, Esoteric Flux, Arcane Volley and Clearcasting

Attack range of 500
Movement speed of 300

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HERO INFORMATION

Affiliation: Sentinel
Role: Mana intensive DPS caster
Theme: Spell weaver



Anitu, Arcanist

Starting Hitpoints: 511
Starting Mana: 312
Starting Damage: 41-46
Starting Armor: 1.1

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HERO ABILITIES



Energy Blast

Blasts an area around you with energy, dealing damage. Enemies caught in the blast in the last 8 seconds suffers a reduction in magic resistance by 4/5/6/7%. Effect stacks up to -28% magic resist.

Level 1 - Deals 85 damage.
Level 2 - Deals 110 damage.
Level 3 - Deals 135 damage.
Level 4 - Deals 160 damage.

Cooldown: 4 seconds for all levels
Mana Cost: 75/85/95/105

Ability type: Active
Targeting type: Instant
Duration is 8 seconds
Area of effect is 550 for all levels


Notes:
• Damage type: Magic.
• Pushes affected units back by 125 range over 0.5 seconds, away from the caster.
• Blasted units will not be pushed beyond the area of effect.
• Energy Blast will not interrupt the affected units actions.
• A tree is destroyed if a unit being pushed by the blast collides with it.
• The debuff timer restarts with each hit before the duration runs out.

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Esoteric Flux

Projects a ball of volatile energy that flows through nearby enemies which amplifies the damage they take by 20% but lessens by 2% with each jump. Targets that are hit by this ball is trapped in a flux of energy, any affected unit that moves 600 units away from each other breaks the connection, cancels the debuff, and will be stunned for half of the remainder of the duration. Jumps 5 times.

If there are no hostile units near the target, it will be stunned instead for half of the duration (ex: 4/2=2 second stun).

Level 1 - Lasts 4 seconds.
Level 2 - Lasts 5 seconds.
Level 3 - Lasts 6 seconds.
Level 4 - Lasts 7 seconds.

Cooldown: 12 seconds for all levels
Mana Cost: 150 for all levels

Ability type: Active
Targeting type: Enemy unit
Casting range is 700
Area of effect is 500


Notes:
• Damage type: Magic
• Allowed targets are any hostile units (neutral, creeps, heroes).
• The area of effect means the distance the Esoteric Flux can jump.
• The energy ball moves at a speed of 633 until it has made its first contact, at which point it moves at a speed of 966.
• As long as the connection from it's preceding or succeeding affected unit doesn't break, there wont be any stun.

To better explain the mechanics of this spell, lets refer to the figures below. Figure A shows the path and the affected units of Esoteric Flux with X = 400, Y = 400, and Z = 200 units in distance.

When Z becomes 700 distance away from the predecessor, as shown in Figure B. This breaks the connection from the preceding affected unit and the unit that broke the connection automatically cancels the debuff and gets stunned for the remainder of the duration.

As for Figure C, the second affected unit moved 800 distance farther away from its succeeding affected unit, as represented by Y, cancelling it's succeeding affected unit's debuff and getting stunned in the process for the remainder of the duration.


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Arcane Volley

Uses all force orbs that has been created to set them off at a single target. 60% of your intelligence is dealt as damage, per orb, and deals extra magic damage to the target after 4 seconds (*see debuff below). Passively creates 1 force orb every 6 seconds which gives you 0.2 mana regeneration per orb.

Level 1 - Max of 2 orbs.
Level 2 - Max of 3 orbs.
Level 3 - Max of 4 orbs.
Level 4 - Max of 5 orbs.

Debuff: For 4 seconds, 15% of total damage taken is dealt at the end of the duration as magic damage, regardless of damage source (physical/magical/pure/mixed).

Cooldown: 15 seconds for all levels
Mana Cost: 85/120/165/210

Ability type: Active/Passive
Targeting type: Enemy unit
Target debuff duration is 4 seconds
Casting range is 800
Casting time is 0.5 seconds


Notes:
• Damage type: Magic
• Initially creates 1 force orb when learned.
• The animation is almost the same as Quas of Invoker for the force orbs of Anitu.
• When Arcane Volley is used either: A) Force orbs will launch consecutively from the caster to the target; OR B) Force orbs will simultaneously launch from the caster to the target.
• Each orb has a moves at a speed of about 833.
• The missile animation of each launched orb will be like the missile animation of a hero with Desolator, but tinted blue if possible. Open for suggestion.
• Displays the damage of the 5-second-duration-debuff above the target.

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Clearcasting

Expert in manipulating energy, the Arcanist focuses his mind into a state of clarity in order to enhance his spells which, at a certain point in time, causes the next Energy Blast or Esoteric Flux or Arcane Volley to be free of cost. Permanently adds your intelligence by 22/30/38% of your base intelligence.

Level 1 - 25 second cooldown.
Level 2 - 20 second cooldown.
Level 3 - 15 second cooldown.

Ultimate type: Passive

Notes:
• Able to cast a spell free of mana cost, averaging from 2 to 4 free spells per minute.
• A blue or indigo glow animation on both Anitu's hands will indicate that Clearcasting's effect is ready for use.

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HERO SYNERGY (will update soon)

[img]Hero Head Icon[/img]
Hero Name
Hero Synergy Explanation

[img]Hero Head Icon[/img]
Hero Name
Hero Synergy Explanation

[img]Hero Head Icon[/img]
Hero Name
Hero Synergy Explanation

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ITEM SYNERGY (will update soon)

Early Game Items
[img]Item 1[/img][img]Item 2[/img][img]Item 3[/img][img]Item 4[/img][img]Item 5[/img][img]Item 6[/img]

Middle Game Items
[img]Item 1[/img][img]Item 2[/img][img]Item 3[/img][img]Item 4[/img][img]Item 5[/img][img]Item 6[/img]

Late Game Items
[img]Item 1[/img][img]Item 2[/img][img]Item 3[/img][img]Item 4[/img][img]Item 5[/img][img]Item 6[/img]

__________________________________________________

Credits to:
  • Dark_Kenshi and PD for the template, model, model icon.
  • WoWwiki.com for the icons.
  • This hero suggestion is obviously inspired by WoW's Arcane Mage.
  • Thanks to kings.empire, FuhrerKanzler02, king_james, CrucialMistake, IplayRandom and NoThlnG for their contributions.
  • Suggestions Thread members for their feedbacks and reviews regarding this hero idea.
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Old 02-04-2010, 05:04 PM   #2
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Default Re: [INT-SENT] Anitu, Arcanist

Skill 1 - Does the amplified damage from the missiles apply after each missile apply? For example, if I shoot one missile and the target then gets amplified damage, would the follow missile get the amplified damage from the missile?

Skill 2 - It is all right, kind of above average.

Skill 3 - I think a skill that gives True Sight would be good for the game, but this would be downright ridiculous. This skill alone would make items like Sentries, Dust and Necronomicon almost unnecessary for a team. The True Sight effect needs to be toned down, as in maybe a couple seconds at best.

Skill 4 - I am not a big fan of passive ultimates, but this one is OK.

Overall, I can see what you're going for with this hero. Some tweaks, though, will be necessary I think if you want the concept to work.
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Old 02-04-2010, 05:06 PM   #3
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Default Re: [INT-SENT] Anitu, Arcanist

This hero is actually nice, and i guess you have played WoW a bit ^^

First skill seems good, but i got to ask: Is damaged amplified only magic, or all? Anyway, nice concept, but i think that damage is rather low. With 100 Int (Around level 16) this would only deal 250 damage, and that is when standing still for 3.5 seconds (I know about ultimate). I say buff damage output to a total of 120/180/240/300% of Inteligence, as that really isnt that much ebfore you are fed, wich leads to this: This hero has the same problem as Silencer, no escape ability. And he needs one! Maybe add a ministun to each missile cast, and a stacking slow instead? I have no idea about numbers, but maybe 10% stacking slow per missile for 3 seconds?

Skill 2 is for me a tad to much like Arcane Blast (Whatever it is named) from WoW. Nothing bad, Wc3 is made by Blizzard anyway, but it is a complicated spell, and you will not be able to use its full potential in a single battle, even less against 1v1. I would give this the amplify damage effect to, rather then raw damage increase. Anyway, i like the concept, and it is a good nuke, but remove casting time, it really isn't needed. I will come back to ultimate and this.

Skill 3 is a (boring) stat increase, but it fits the hero, BUT i would like to remove the extra effect, and add something else. My suggestion here is to add this:
"Whenever Active, all nearby spellcasts will give Anitu and the caster a temporary 2 Intelligence, with a 3/2/1/0 seconds cooldown. Each missile fired by skill 1 will add one stack. If Anitu is the caster, he will be given 3 Intelligence. Lasts until deactivated"
Would still drain mana, but fit better, instead of a boring damage aura. This may not be the best suggestion from me, but make it add something unique instead of raw damage.

Ultimate name is from WoW, descreption, and effect. But DotA needs something like this. So, what about making it like Slarks ultimate? Passive with an active? My suggestion would be like this:
"When activated, next spell will be free of cost.
If spell cast is Arcana barrage, the missiles will be fired with 0.4/0.3/0.2 seconds interval instead.
If spell cast is Energy Blast, it will instantly cast 2 spells, the second one causing 60/80/100% of normal damage. Counts as 2 casts.
If spell cast Mystic Eye, manacost per second will be ignored for 3/4/5 seconds. Instantly gives 1 stack of intelligence."
Can only be used within 6 seconds of clearcasting, so no stacking. Keep passsive mana regen, but remove passive spell improvements.
Instead, you could add that any target by YOUR spells will have their magic resistance reduced by 4/5/6% per stack.

PS. Ask King_James for stories, if he have time, as he is (Atlest i think so) the best story writer on this forums at the moment.
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Old 02-04-2010, 05:09 PM   #4
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Default Re: [INT-SENT] Anitu, Arcanist

-Nice model choice
-Icon set looks aesthetically great!

Since I'm only interested in the concept, I will not be delving into the balancing some stats unless there is an inherent inbalance.

Arcane barrage:
- the damage should only amplify from the arcanist's own spells and/or regular attacks. amplifying all allied spells and attacks is seriously imbalanced. especially considering this is just a non-ultimate skill.
- Damage table: Arcane barrage under energy BLAST or burst? you should say that this refers to the next skill.

Energy Blast( or Energy Burst?)
- so this skill is just casted once and then it deals the initial damage in the AOE around arcanist?

Mystic Eye
- Hm, I'm kind of against any skills that reveal invisible units. Theres already dust and wards for this purpose, any hero-skills repeating this functionis needless. How about revealing the true enemy unit among illusions? Its a completely new skill, yet it still sticks well with the revealing theme of the Dalaran eye
- How about only boosting intelligence when this eye is active as well? It makes more sense, as the eye grants all these benefits only when activated. Granting the arcanist and all nearby allied units a free static intelligence boost seems kind of imbalanced.

Clearcasting
- Don't complicate this skill too much. Either provide the bonus mana regen, or provide the passive with the cooldown. Not both mana regen and passive. I prefer the passive, as that is more synergistic to the story and the other skills .The bonus mana seems like a random unneeded bonus.

This hero seems like a spell-spamming hero; to balance the numerical stats will definitely take significant effort. But I like how you really made the skills so synergistic. Casting energy blasts empowers itself and arcane barrage.
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Last edited by Mystique-; 02-04-2010 at 05:44 PM.
Old 02-05-2010, 05:56 AM   #5
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Default Re: [INT-SENT] Anitu, Arcanist

Interesting concept. However, I think that the third skill in synergy with the first skill is too... powerful? Imagine this scenario:

According to you, this hero has an intelligence of 25 + 2.6 every level. So, If I use this hero and I'm on level 11, I would have a total intelligence attribute of 53.6 (Assuming I did not use the +2 to all stats skill). Then, assuming that by this time, I already have my 3rd skill on level 4, I would gain an additional 24 intelligence, which brings my Int attribute up to 77.6 or simply 78. Let us divide 78 to 2, which brings it to 39 + 50 (the constant damage you added to the first skill) bringing the damage of Level 4 Arcane Barrage to 89 per missile x 5 = 445 damage! Not to mention that there is also the Amplify Damage buff that will last for five seconds so the 445 damage will increase further per instance per missile (!). With this synergy between Arcane Barrage and Mystic Eye (I have not yet addressed the almost unlimited True Sight capability), then with the right items, you could deal as much as 650-850 (!!) damage on this simple process. IMO, this damage would be a bit imbalanced, don't you think? (Note that I have not yet added Int increase from items in the calculation.

I guess the way to balance this is to tweak Mystic Eye's intelligence gain? I guess a rework from 12/16/20/24 to 6/9/12/18 isn't so bad... Also, the Mystic Eye's True Sight ability is just too much. A lessened duration perhaps?

Also, interesting ultimate. I would like to commend you on a very unique skill you've just made. ^_^

Overall, despite some number imbalances, I guess this hero's concept is not bad at all. With more tewaks and balances, I T-Up this hero. c:
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Old 02-05-2010, 06:01 AM   #6
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Default Re: [INT-SENT] Anitu, Arcanist

Btw, if you want help on a background story, I'll be glad to help. ^_^
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Old 02-05-2010, 07:37 AM   #7
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Default Re: [INT-SENT] Anitu, Arcanist

1st: nuke
2nd: nuke
3rd add MANA
4th add MORE MANA
Analysis:
1st:
Blast the crap out of enemies and weaken them in the process, good in ganks, good in teamfights, good solo.
2nd:
Blast even more out of them! Here you need to be close to the target for it to be any good-> Not good with low hp
3rd:
I think its a bit evil with truesight, other than that i think its pretty lame to give silencer 24 int extra xD No other complaints here.
4th:
His other skills are stronger i think, but as a mastery it could do to be here.. Anyway i think 3rd skill is much stronger.
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Old 02-05-2010, 08:19 AM   #8
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Default Re: [INT-SENT] Anitu, Arcanist

@Sgt Failure
The amplified damage works on any damage source (i.e. physical, magical, mix, or pure). It may look like underpowered at first but I consider this to be his only --potentially burst damage-- nuke from his skill set (probably the only). Even if a level 1 Arcane Barrage at 25 total Int deals almost a minute amount of damage but you also have to consider the potency of the debuff that deals magic damage equal to the accumulated extra damage from any damage source within 5 seconds. Much like Orchid Malevolence w/o the silence stuff. I may reduce some numbers here and there, particularly on the amplified damage part.

The casting time for Energy Blast is removed or turned to instant when Clearcasting is at level 3. Though this sure is mana intensive but this skill sets-up a combo for Arcane Barrage, considering that he only has 2 nukes without any disables.

I dont intend to give this hero something to disable the opponent (stun, slow, silence, etc.) because I designed him to be more of a DPS/spammer kind. Since Mystic Eye is somewhat unstable right now, I might consider the possibility of doing so. As for the ultimate, I removed the passive mana regen and I think I am happy with it right now, thanks for the suggestion though.


@NHP54
Does the amplified damage from the missiles apply after each missile apply? Yes they do. I admit that Mystic Eye right now is somewhat unstable. I will probably change it some time soon but the INT gain won't be removed.

I will and am trying to nerf and tweak somethings here and there and hopefully I can come up with a more balanced hero idea. Thanks for dropping by.


@Leak-
Thanks for you commendations, I appreciate that.

The amplified damage isnt really that overpowered, it only last for a short time and the amplified damage is dealt at the end of the duration as magic damage (Heroes have innate magical resistance). Numbers may be nerfed to balance it out. As for Energy Blast, the first instance deals initial damage but whenever it is cast in succession (i.e, casting Energy Blast X times in a row) and as long as the 'special' debuff duration doesnt run out---damage and mana cost of Energy Blast is incremented (with a special case to Arcane Barrage).

As for the Mystic Eye, it is somewhat unstable right now and is on the verge of being revamped but still with the INT boost. Thank you for your suggestion for the ultimate, Ive taken it into consideration since it is more logical than what I have come up. Spell-spamming is what I am after when I thought up of this hero .


@FuhrerKanzler
As for the Energy Blast-Mystic Eye-Arcane Barrage combo, yeah it does seem powerful but only at the right conditions (not to mention the accumulated mana cost for that combo). Plus, he only has 2 nukes, one being less potent but beneficial (Energy Blast). And dont forget that this deals magic damage, magic damage is reduced by magic resistance--heroes have innate magic resistance, not to mention the items that offers to bulk up your magic resistance.

But to contrast things with other existing skills in dota.
Quote:
Let's take Ogre Magi for example: at level 11, assuming a level 2 Multicast and level 4 Fireblast--- potential damage for Fireblast is around 275, 550, or 775 magic damage, not to mention the stun.

against

Arcanist at level11: assuming 60 total int, level 4 Arcane Barrage, level 4 Energy Blast (casted 4 times prior to casting Arcane Barrage), and level 3 Mystic Eye (take note that we skip Clearcasting for Mystic Eye)--- potential damage for Arcane Barrage is around 450, that is if you can keep up with Mystic Eye And Energy Blast mana cost otherwise it will only deal 200 damage paired with Mystic Eye or 400 damage paired with 4 instances of level 4 Energy Blast.
Though I have to admit, the potentiality of Arcane Barrage combo is great if paired with the right set of items and as the game progresses. As for the Mystic Eye, it will have to undergo some changes since it is unstable right now (as I have said among other posters).

As for the story, you are more than welcome to try, just PM or post it here if you feel like contributing. Credits will be in order.
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Old 02-05-2010, 09:55 AM   #9
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Default Re: [INT-SENT] Anitu, Arcanist

Alright here goes :
Good idea here, skills overall are pretty unique, now lets dig deeper -

First skill is very nice, I like the multy missile style it has, I think there isnt enough of that in dota, late game this might be overepowered IMO since your INT is very high.

Second skill is alright as well, very balanced IMO, since it has a low CD but increases in damage pretty fast, not sure how effective this "around you" concept is, since it really takes out the killing fleeing heroes factor out of it, not to mention the first skill is channeling so coupled with that you really have no chance of killing heroes on the run!

Third skill is still weird to me, is it only an INT boost right now cause I dont understand the part on the bottom, is it edited or deleted or what?
Anyway I dont like a passive INT boost, at least not that way, its forced synergy at best, I think you should make good use of this hero's theme and role, lets think of something like - "Every time Anitu kills a unit, he lowers the magic resistance in an area around the unit, triple effects for a hero killed".
I dont know its just a suggestion do as you plz.

The ulti is ok - it makes up for this hero's mad demand of mana late in the game and passively enhances his spells which is somewhat of a forced synergy, but its ok in my book.
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Old 02-05-2010, 12:28 PM   #10
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Default Re: [INT-SENT] Anitu, Arcanist

Attributes: Hmmm. I see a rather decent Int growth on this guy, although he's no Pugna. Nothing outstanding, really.

Arcane Barrage: Considering Energy Blast boosts this skill's damage, you might want to remove the damage amplification on this. Otherwise, not a bad skill.

Energy Blast: Feels kinda like one of those skills that just contribute to Magic Stick/Wand charges, with minor benefits to self. You probably want to increase the damage it gives, or increase the AoE.

Mystic Eye: It feels unfinished, might want to finish this up before we can comment on it.

Clearcasting: Pretty sure this type of skill has been suggested somewhere around, nothing too special really. Given the manacost of his skills, this really shouldn't be in his skillset. You might want to consider a rework.
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Old 02-06-2010, 04:17 AM   #11
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Default Re: [INT-SENT] Anitu, Arcanist

This review will be mini and condensed. I apologize I don't have much time to write a lot. Plus I just finished homework and another hero review ( You know how it is, lol. )

Skill 1 - Okay idea, seeing it is meant to be spammed. I think your damage chart is confusing me on how much damage it is really doing though. This character needs to be a mana tank to do that much though. Were talking 700 mana just to get it to it's last stack and almost 200 mana for each other time. It reminds me of Arcane Explosion on WoW, in fact it's the same idea and icon. Nothing terribly wrong with that, but it seems unoriginal to me. The base idea though has potential.

Skill 2 - I like this skill. Unique idea. It's a new way to looking at multi target spells like "Chain Lightning". This is good. I'd suggest keeping this spell relatively close to the same idea, and maybe tweaking the numbers a bit. I think they're fine, but I'm rushing and someone else might catch something I'm not.

Skill 3 - Another WoW spell. It's almost the exact same idea. It's good for the hero, it's useful. But kind of boring and unoriginal. I'd suggest changing it

Ultimate - If it's passive how does it have a cooldown? I think you mean to say it's a self buff. It's a good enough ultimate. This spell is all over classes in WoW. I know Mages, Priests, Paladins and maybe Shamans can get it? (Correct me if I'm wrong on Paladins). But this time I will not dock you for it, because it's not even close to a rip-off. Just a similar concept. It helps the hero but it's kind of boring to have a passive ultimate, but it's been done before.

Overall - I hope I didn't focus to much in the negatives. There is good within this idea. Some tweaking, maybe new spells and revise you'll have a fairly polished hero.
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Old 02-06-2010, 05:59 AM   #12
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Default Re: [INT-SENT] Anitu, Arcanist

Stats: Stats gain of 5.9 is 0.4 below the average. Maybe because the skills are rather powerful. Let's take a look shall we?

Skill 1: Very nice. Self-synergetic too...the more often you cast it, the more powerful it becomes. So original, yet so simple and I must say rather cruel Not many comments here other than you need to update the damage table for the skill. It still reads the damage as 75/95/115/135 instead of 75/100/125/150

Skill 2: Hmm. This ability, while very solid and would work very very nicely with Fatal Bonds, needs another effect IMO. Perhaps a slow which also is reduced with each jump? Or perhaps a purging effect? It's up to you but I just feel this ability is missing something. I like the damage amplification aspect though.

Skill 3: Cluster rockets but with a twist? I like this very much. The pathetic damage from early game will most likely mean this isn't taken before level 5 or 6 at least, but mid game this will be a very heavy nuke indeed ^_^ The Arcane Instability buff will make your enemies REALLY hate you. Even if they kill you, you could still get them with that bonus damage Very nice, no suggestions here.

Ultimate: It seams almost a bit weak. But if you think about it, from level 16 onwards, every 16 seconds you get a free nuke ^_^ SWEET!! Zeus would probably gives his hammer in order to be able to do this. This is actually a very powerful ultimate and in my opinion doesn't need that much changing.

Overall: this is a solid hero who could easily hold his own as a supporting caster. He's better than some other heroes I've reviewed/looked at. A few tweaks needed here and there, but apart from that this hero is pretty well finished. He just needs more reviews I think. Good job.

If you think I have misinterpreted anything or want some changes reviewed, give me a pm.

The_Juggernaut
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Old 02-06-2010, 06:19 AM   #13
Rathman55
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Default Re: [INT-SENT] Anitu, Arcanist

Quote:
Originally Posted by The_Juggernaut View Post
The_Juggernaut
No kidding the hero is good, but it's originality is something to look into. It's an Arcane Mage off World of Warcraft. Nothing totally wrong with that, but it bugs me that he uses the same names and icons on spells. =/
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Old 02-06-2010, 06:31 AM   #14
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Default Re: [INT-SENT] Anitu, Arcanist

Hero Review time

Skill 1: Basic. Reminds me of Quill Spray, but a lot more powerful and mana taxing. Might wanna spice it up with something...how about instead of increasing damage, you lower magic resistance per cast? Would still give similar results imo.

Skill 2: Decently strong, however a lesh of 650 is huge and the chances of using that amplified damage is too short as it only lasts 3 seconds! I suggest increase the duration to scale 3.5/4/4.5/5 seconds to make it more usable. Remember that enemy heroes can move together so the leesh breaking is even slimmer.

Skill 3: Glaives of Wisdom rapid fire style. Not sure if I like the idea of having it only hit 1 unit...then again it's kind of similar to orchid, just without the silence.

Channel time is horrendous, just make it fire rapidly or something...3.5 seconds is too long for something so weak (notice most channeling spells are AoE or huge Hp/Mana drain).

Mana cost is too high for something that only hits one target...

Ultimate: WEAK. Also attached to it is forced synergies that improve is other spells which imo, if you're going to do that, just already have it applied.

Anyways back to his main ultimate, every 32/24/16 seconds he gets a free cast however what if the spell I cast like say his first skill, is only at its first instant? What a waste imo.

Reduce the Cooldown to like 15/10/5 seconds or something because there is no way he'll be able to have the mana capacity to keep spamming his spells anyways.

Overall: Pretty bland made hero that doesn't quite offer much for his team. Small AoE damaging spell that gets harder and harder to spam and resembles Quill Spray in some ways. Skill 2 is pretty interesting however, but 650 leesh is way too forgiving for the enemy (either extend the duration or lower the leesh range a bit). Skill 3 is meh, I personally don't like it concept wise and number wise because its a boring channeling restricting skill. Ultimate is simply weak.

Hope the review helps and looking forward to some improvements.

BTW mind taking a look at one of my heroes? All of them are located in my sig. Thanks!
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Old 02-06-2010, 08:08 AM   #15
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Default Re: [INT-SENT] Anitu, Arcanist

@dixing
Arcane Barrage might be a bit overpowered late game, but let's face it... at late game, everyone tends to get stronger by that time. Even if you have a total of 200 Int at level 20+, 80 magic damage per missile (total of 400 damage or 650 ---succeeding a level 4 Energy Blast's effect) is almost comparable to a full leveled Fireblast with Multicast. Energy Blast can has a dual purpose, either for farming or as an initiate to boost Arcane Barrage's damage. I changed third skill to Esoteric Flux and repositioned some skills for better symmetry. Hope you could check it out.

@crazy sheep
I changed the damage amplification of Arcane Barrage to something that deals magic damage at the end of the duration. Since you are trying to point out some number issues in Energy Blast, I take it that the concept is somewhat ok? Otherwise, numbers can be changed to balance it out. What concerns me most is the concept. Finished reworking his third skill so that his ultimate won't need much of a change since he has become more mana intensive than before.

@Rathman55
I see you got a problem with the names and the icons. I could probably think of a witty name to replace the old ones so that there wont be any "copyright" violation, so to speak. But other than that what else seems to bother you, especially with Arcane Barrage?

Thanks for commending Esoteric Flux, the numbers can be changed whats important is the concept, yes? The ultimate is like Gondar's Jinada which is a passive skill that has a cooldown.

@The_Juggernaut
You actually got most of the details right. As for the damage table in Energy Blast these examples might help:

• 1st instance of level 1 Energy Blast deals 75 damage*.
• 1st instance of level 4 Energy Blast deals 150 damage*.
• 4th instance of level 3 Energy Blast deals 245 damage* (125+40+40+40).
• 2nd instance of level 2 Energy Blast deals 130 damage* (100+30).
• 3rd instance of level 1 Energy Blast deals 135 damage* (75+20+20+20).
• More than 4 instances of level 3 Energy Blast deals 245 damage*.
*Damage per blast/activation.

Now if you accumulate the potential damage of all 4 instances of a level 4 Energy Blast that would be equal to 900 magic damage. But this doesnt mean 900 burst damage since Energy Blast has a cooldown. Getting that 900 magic damage from 4 instances of a level 4 Energy Blast should take you at least around 9 seconds (considering a level 3 Clearcasting and casting of Energy Blast is simultaneous right after its cooldown).

Hope this helps. And I am planning to do some number tweakings soon, so feel free to visit again.

@kings.empire
I think I am fine with the current state of Energy Blast, what you suggested is like a different method but achieves almost the same goal (which is more damage per cast).

I changed the duration of Esoteric Flux to 4 seconds, though I might gonna consider decreasing the leash distance between affected units but at least you like the concept, yes? The channeling time for Arcane Barrage drastically decreases as the level of Clearcasting (ultimate) progresses. Channeling time can decrease up to 0.1 second per missile which should mean a 0.5 second total channeling time of a level 4 Arcane Barrage. The mana cost is high because I have to take into consideration the debuff it causes to the target which is somewhat strong at the right condition (you said it yourself, it almost acts like Orchid Malevolence).

What do you mean have it applied, when you commented on his ultimate? Nothing is wasted when choosing the right skill to be free of mana cost. Its like +1 free skill every 32/24/16 seconds, even if you have insufficient mana to cast that skill, as long as Clearcasting's cooldown ends, you can freely use it as you please. Reducing the cooldown to what you suggested makes it imbalanced IMO, since it would mean getting 1 free skill every 15/10/5 seconds (averaging to 6 free skills per minute, now you see?)

Well if you think the hero is pretty bland, then you are entitled to your own opinion but I hope I shed some light and cleared some things since youve misinterpreted or undermined his skill set. Still, Im glad you took your time and expressed your thoughts on my hero idea. Thanks.
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Hero Idea Suggestion: Anitu, Arcanist
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Old 02-06-2010, 08:15 AM   #16
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Default Re: [INT-SENT] Anitu, Arcanist

Now I realise I was reading the table the wrong way around XD. No problems there then XD
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Old 02-06-2010, 10:09 AM   #17
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Default Re: [INT-SENT] Anitu, Arcanist

First skill is definitely OP, because of its terribly high starting damage and too low cooldown. I suggest fixing this, but the concept's fine I guess except that its too comparable to Quill Spray except that this one's stronger is magical and costs a lot more mana. They seem very similar though so I suggest remaking this ability.

Second skill is definitely unique, however, it seems too strong if you think about it. It's like a Dream Coil AND Flesh Golem's aura in a single normal ability.

By channel in 3rd Skill, you meant?

Last skill's underpowered in my opinion-- and it's kind of ironic that your other normal skills are too good while this one's kind of suiting for a non-ultimate (this can be changed by adjusting the numbers)
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Old 02-06-2010, 02:37 PM   #18
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Default Re: [INT-SENT] Anitu, Arcanist

Before I give my re-review of this hero, let me first give my story contribution. How about this one:

Quote:
Of all the priests in Dalaran, no one was more powerful than Anitu. While other priests focused on mastering healing magics alone, Anitu focused on mastering Magic in its essence, learning to mold it in different ways. His Arcane knowledge has become so supreme that his mind is cleared of everything else but magic itself. Once Anitu enters the battlefield, the Undead can only watch in terror as Magic itself rains upon them in a volley of lights that will ultimately bring their much needed death.
I have to admit that this story is still a bit in need of reconstruction. But its more than good IMO.

Anyway, for my re-review. I see you removed Mystic Eye. Even though I'm disappointed with its loss, I am impressed with Esoteric Flux. Although it has some ring of FD's Ultimate in it, its still a commendable skill. Nice job.

I think some number balancing might still be in order, but this is already near-perfect. T-Up! c:
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Old 02-06-2010, 04:39 PM   #19
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Default Re: [INT-SENT] Anitu, Arcanist

The reason I suggested to reduce the cooldown of the ultimate because your First Skill is indeed very spammable however 185 mana is retarded.

Also his 2nd skill costs 160 mana and his 3rd skill costs 210 mana.

See how high those mana costs are?

Disappointed you don't like the idea of reducing magic resistance because that would help your other team members with THEIR spells late game as well. Also it would be slightly different that Quill spray so to me, that was a win-win change.

As for scaling the casting time for your first skill...how about from 1.5 to 1.2 to 0.9 to 0.6? IMO that would scale better instead of just two times which is a bit weird.
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Old 02-06-2010, 05:08 PM   #20
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Default Re: [INT-SENT] Anitu, Arcanist

In my opinion, this is a really great concept. Nice skill synergy as well.
First of all, Esoteric Flux should start out low and increase the power with each jump, something similar to Medusa's Mystic Snake. Forgive me for not being able to give you numbers, since I'm not really good at those. Also, you should think about lowering his attack range, since it doesn't really make sense for him to have it at 600.
What I can attempt to think up is a story.
Being born with a powerful magic affinity, Anitu was immediately transferred to a magic academy in Dalaran. Sinking deeper into the arts of the arcane, he, like the others, too felt the hunger for magic. With every new morning, it was harder and harder to control, and therefore Anitu decided to search for a cure. Prowling through almost every library in Dalaran, he finally found an old manuscript that depicted exactly what he needed. Although the manuscript warned him that the process was dangerous, Anitu, being on the edge of a magic breakdown, had no choice. He decided to dabble in what was called 'Node Magic'. A 'Node' was equivalent to a 'lake of energy'. After reading and re-reading the channeling spell many times, he was ready to attempt it. He opened a channel between him and the raw power that pooled inside the underground nodes. The next morning, he found his hunger to be satisfied, his hands creased with burns, and his hair completely silver. Later, when the mages were beginning to be treated as dirt, he fled Dalaran along with the manuscript, and sought the comfort of isolation in the wild. Now, completely mastering the aspects of the Node Magic, he is a force to be reckoned with.
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