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Old 02-07-2010, 09:25 PM   #1
talkingmuffin
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Default [AGI-Sentinel] Nemosus, Nature's Fury


Nemosus, Nature's Fury


Background Story: coming soon

BASIC INFORMATION

Affiliation: Sentinel
Theme: Nature

Strength: 16 + (1.6)
Agility: 27 + (3.4)
Intelligence: 17 + (1.8)

Health: 454
Mana: 221

Damage: 47-56
Armor: 3.8
Range: Melee (150)
Movement speed: 295
Sight range: 1800/1200


ICON SET


Icons by:
  • Explosive Seeds (Unknown)
  • Rampant Growth (ike_ike)
  • Splinter (CRAZYRUSSIAN)
  • Seed of Death (Infinitynexus)


SKILLS



Explosive Seeds

(Target Area Nuke)

Nemosus has adapted to the explosive methods of war that his enemies have become fond of. Using a creation of his own, Nemosus throws explosive seeds at random in a target area. The seeds explode 2 seconds after landing. When the seeds explode, they deal damage to all enemies within 150 AoE. All enemies damaged by the seeds have a 20% chance of being entangled for 2 seconds.

This picture is a representation of how this skill will look in a radius.


Level 1:

Throws 4 seeds to random positions in a designated area.

Damage - 20 per seed (physical)
Duration - 2
Cooldown - 15
Manacost - 100
Cast Time - Instant
Cast Range - 500
Area of Effect - 350

Level 2:

Throws 6 seeds to random positions in a designated area.

Damage - 20 per seed (physical)
Duration - 2
Cooldown - 15
Manacost - 120
Cast Time - Instant
Cast Range - 500
Area of Effect - 350

Level 3:

Throws 8 seeds at random positions in a designated area.

Damage - 20 per seed (physical)
Duration - 2
Cooldown - 15
Manacost - 140
Cast Time - Instant
Cast Range - 500
Area of Effect - 350

Level 4:

Throws 10 seeds at random positions in a designated area.

Damage - 20 per seed (physical)
Duration - 2
Cooldown - 15
Manacost - 160
Cast Time - Instant
Cast Range - 500
Area of Effect - 350



Rampant Growth

(Target Area Nuke)

Nemosus taps into the life within the earth to create a rampant growth effect in the area. Enemies that try to leave the area are slowed by a percentage based on their distance from the center.

Level 1:

Slows by 10% per 100 units from center.

Damage - 20 per second (magic)
Duration - 5
Cooldown - 24
Manacost - 100
Cast Time - Instant
Cast Range - 500
Area of Effect - 450

Level 2:

Slows by 15% per 100 units from center.

Damage - 30 per second (magic)
Duration - 5
Cooldown - 22
Manacost - 120
Cast Time - Instant
Cast Range - 500
Area of Effect - 450

Level 3:

Slows by 20% per 100 units from center.

Damage - 40 per second (magic)
Duration - 5
Cooldown - 20
Manacost - 140
Cast Time - Instant
Cast Range - 500
Area of Effect - 450

Level 4:

Slows by 25% per 100 units from center.

Damage - 50 per second (magic)
Duration - 5
Cooldown - 18
Manacost - 160
Cast Time - Instant
Cast Range - 500
Area of Effect - 450



Splinter

(Target Unit/Area Nuke)

Nemosus shoots a massive quantity of incredibly sharp splinters at a target unit or target area in a line. The splinters deal initial damage entering the target and cause a damage over time as they set in. If a unit is hit by a certain amount of splinters, they will be stunned.

Level 1:

Shoots 20 splinters. If a unit is hit by at least 15, they will be stunned for 1.5 seconds.

Damage - 4 per splinter (physical), .5 damage per second per splinter (physical)
Duration - 5
Cooldown - 25
Manacost - 100
Cast Time - .5
Cast Range - 800
Area of Effect - 50

Level 2:

Shoots 30 splinters. If a unit is hit by at least 20, they will be stunned for 1.5 seconds.

Damage - 4 per splinter (physical), .5 damage per second per splinter (physical)
Duration - 5
Cooldown - 25
Manacost - 125
Cast Time - .5
Cast Range - 800
Area of Effect - 50

Level 3:

Shoots 40 splinters. If a unit is hit by at least 25, they will be stunned for 1.5 seconds.

Damage - 4 per splinter (physical), .5 damage per second per splinter (physical)
Duration - 5
Cooldown - 25
Manacost - 150
Cast Time - .5
Cast Range - 800
Area of Effect - 50

Level 4:

Shoots 50 splinters. If a unit is hit by at least 30, they will be stunned for 1.5 seconds.

Damage - 4 per splinter (physical), .5 damage per second per splinter (physical)
Duration - 5
Cooldown - 25
Manacost - 175
Cast Time - .5
Cast Range - 800
Area of Effect - 50



Seed of Death

(Target Unit AoE DoT/Nuke)

Nemosus implants a target with a seed that grows within the target, dealing damage over time. The seed's growth causes the target to be slowed. If the target implanted with the seed hasn't moved 500 range by the end of the growth, it explodes and stuns the target and all enemy units around it.

Level 1:

Slows by 5% movespeed per second. Stun lasts 2.5 seconds.

Damage - 25 per second (physical), 100 on explosion (physical)
Duration - 5
Cooldown - 90
Manacost - 175
Cast Time - Instant
Cast Range - 450
Area of Effect - 450 (explosion AoE)

Level 2:

Slows by 10% movespeed per second. Stun lasts 3 seconds.

Damage - 35 per second (physical), 150 on explosion (physical)
Duration - 5
Cooldown - 85
Manacost - 200
Cast Time - Instant
Cast Range - 450
Area of Effect - 450 (explosion AoE)

Level 3:

Slows by 15% per second. Stun lasts 3.5 seconds.

Damage - 45 per second (physical), 200 on explosion (physical)
Duration - 5
Cooldown - 80
Manacost - 225
Cast Time - Instant
Cast Range - 450
Area of Effect - 450 (explosion AoE)



Creator Notes:
  • Nemosus is supposed to be a very high nuking capable agility hero, so bear with the fact it has 4 spells
  • The synergy should be pretty obvious, if someone has a question on it please ask for the explanation
  • He has low INT gain to make it a challenge to use all of the spells at once
  • The stats gains per level are supposed to rival that of Rooftrellen, whom has 7.4 per level (Nemosus has 6.8)


Changelog:
  • Nemosus created 2/7/10
  • Changed stats growth and starting stats
__________________

[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Last edited by talkingmuffin; 03-25-2010 at 11:10 PM.
Old 02-09-2010, 01:35 AM   #2
cc.jmk!
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

Wow, i really like your skills :O i have almost nothing to comment on them, as they seem to well balanced.

1) Seed count is a little bit low IMO. Remember they deal physical damage.. so even when landing all 4 seeds on the same target would deal a really marginable damage. I see two paths to solve this; but i need an explanation first.. the 20% rooting chance is FOR EVERY SEED? or 20% If he has being hit by at least 1 seed?

..if it's option A: Increase seeds damage steadily.
..if it's option B: Increase seed count.

2) Slow effect ends if they get out of the 500 AoE? the more far away they are, the slower they became; but it counts when they where WHEN THE SPELL WAS CAST, or when they are actually? (meaning that as they escape, they become more and more slowed?)

3) I'm a little bit confused by the AoE.. They'll all travel within 50 range? that makes it a 99.99% chance of stunning xD I would either make the AoE bigger, or.. nothing.. make the AoE bigger :P

4) Interesting :O i'm again concerned for the low damage it deals for being Physical. Give it a nice boost ^^ Kaboom-damage is also quite dull I really like the skill concept, but it's almost no worth the use with that lame damage. Also, 5 seconds is quite a long time to get rid of it, but 3 seconds, synerging with your slow, is a perma-boom. I would suggest 4 seconds, then. ^^

Quite a nice skill-set, took me a while to see the synergy (i still can't get the synergy with Splinter, but i'm fucking in love with that skill) but i like what i see.

An aside note appart from the hero. Please, check my hero suggestions and see how i use spoilers for skill tables. They help so much in ordering the suggestion. Also, use skill tables :P not just skill wall-of-text's

Greetings! ^^ and of course, you'r free to review any of my heroes (you have already done to the Sludge, from what i can recall, but it suffered some changes, so you'r free to pass-by again )
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Old 02-09-2010, 02:30 AM   #3
talkingmuffin
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

Quote:
Originally Posted by ccjmk View Post
Wow, i really like your skills :O i have almost nothing to comment on them, as they seem to well balanced.

1) Seed count is a little bit low IMO. Remember they deal physical damage.. so even when landing all 4 seeds on the same target would deal a really marginable damage. I see two paths to solve this; but i need an explanation first.. the 20% rooting chance is FOR EVERY SEED? or 20% If he has being hit by at least 1 seed?

..if it's option A: Increase seeds damage steadily.
..if it's option B: Increase seed count.

2) Slow effect ends if they get out of the 500 AoE? the more far away they are, the slower they became; but it counts when they where WHEN THE SPELL WAS CAST, or when they are actually? (meaning that as they escape, they become more and more slowed?)

3) I'm a little bit confused by the AoE.. They'll all travel within 50 range? that makes it a 99.99% chance of stunning xD I would either make the AoE bigger, or.. nothing.. make the AoE bigger :P

4) Interesting :O i'm again concerned for the low damage it deals for being Physical. Give it a nice boost ^^ Kaboom-damage is also quite dull I really like the skill concept, but it's almost no worth the use with that lame damage. Also, 5 seconds is quite a long time to get rid of it, but 3 seconds, synerging with your slow, is a perma-boom. I would suggest 4 seconds, then. ^^

Quite a nice skill-set, took me a while to see the synergy (i still can't get the synergy with Splinter, but i'm fucking in love with that skill) but i like what i see.

An aside note appart from the hero. Please, check my hero suggestions and see how i use spoilers for skill tables. They help so much in ordering the suggestion. Also, use skill tables :P not just skill wall-of-text's

Greetings! ^^ and of course, you'r free to review any of my heroes (you have already done to the Sludge, from what i can recall, but it suffered some changes, so you'r free to pass-by again )
For Seed Explosion, it is 20% chance for every seed. Making it almost impossible for an enemy hit by all seeds not to be entangled after level 1.

For Rampant Growth, the slow and area are determined by the center of the casting point. The enemy hero gets slower as they get further from the casting point until they break free. The slow effect DOES end if they get out of the AoE.

For Splinter, I kind of wanted it to be a hit or miss thing, similar to Mirana's Arrow or Hook. They are hit or miss spells that are basically waste or win.

For Seed of Death, the main purpose of it being 5 seconds is the synergy with the other spells. The enemy can be entangled, stunned, and slowed. If played right that enemy has little to no chance at escaping from Nemosus.

Thanks for the review. I will be getting to your heroes as soon as I can (I have near 10+ hero reviews to do from requests and payments).
__________________

[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 02-09-2010, 08:18 AM   #4
sandwichmelek
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

Mini review:

Starting stats:
Pretty high as opposed to Harbinger's 69(you have 65)
Stats gain:
7.0 is huge, and i doubt he needs all that agility. Doesn't suit him to have that high agility gain, nerf it to 2.7
Model:
Doensn't look to agile for that part.

First skill:
Don't see why you have a 2 second delay, 1.5 is enough. The AoE is to big for 20 seeds, and damage is mediocre. More seeds or higher damage. This sounds a little like scatter shot.

Second skill:
The slow is here to land you're spells, fair enough.

Third skill:
50 range is like a pointer, this is a guarranted stun. Make the AoE more like silence(250AoE)

Ultimate:
Rippoff of cold-feet. It is the same without the explosion part.
Synergy:
First you cast second spell, for the slow, then first, for the possible entangle and damage, then ulti for the dot and AoE nuke, and finally third spell if he tries to run away. Simple.
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Old 02-09-2010, 08:31 AM   #5
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

explosive seeds:





^^
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Old 02-09-2010, 01:00 PM   #6
talkingmuffin
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

Quote:
Originally Posted by sandwichmelek View Post
Mini review:

Starting stats:
Pretty high as opposed to Harbinger's 69(you have 65)
Stats gain:
7.0 is huge, and i doubt he needs all that agility. Doesn't suit him to have that high agility gain, nerf it to 2.7
Model:
Doensn't look to agile for that part.

First skill:
Don't see why you have a 2 second delay, 1.5 is enough. The AoE is to big for 20 seeds, and damage is mediocre. More seeds or higher damage. This sounds a little like scatter shot.

Second skill:
The slow is here to land you're spells, fair enough.

Third skill:
50 range is like a pointer, this is a guarranted stun. Make the AoE more like silence(250AoE)

Ultimate:
Rippoff of cold-feet. It is the same without the explosion part.
Synergy:
First you cast second spell, for the slow, then first, for the possible entangle and damage, then ulti for the dot and AoE nuke, and finally third spell if he tries to run away. Simple.
Starting Stats: Did you miss the Creator's Notes? His stats and his stats gain are supposed to rival that of Rooftrellen. Rooftrellen has 7.4 per level, Nemosus has 7.2 per level. Rooftrellen has 59 starting stats whereas Nemosus has 65, as you said. I noticed that is a lot so I'm debating lowering his starting strength.

First skill: The 2 second delay is to make it somewhat of a challenge to be able to use the full power of this skill. Whenever I play a hero with a skill like Scatter Shot, I make the AoE barely include the hero and make the rest of it encompass where the hero will most likely run. That would be the main idea for using this skill effectively. Also, each seed explodes in a 150 AoE, that means 3 seeds placed well could effectively hit the entire 350 AoE.

Second skill: The slow is meant to help land spells and to help control your enemies. All agility heroes love slows and stuns.

Third skill: It is like a pointer. As I mentioned to ccjmk, it is supposed to be similar to Mirana's Arrow and Pudge's Hook. Hit or miss. Go big or go home.

Ultimate: Yes, it is similar to Cold Feet with the need to run a certain distance and can stun if it doesn't, but it is different in the fact that it will explode stunning everyone near the afflicted unit and it slows the unit on its own.

Synergy: I more of thought of it going like this
Rampant Growth
Seed of Death
Exploding Seeds
Splinter
The reasons why I think it should do this is that the Rampant Growth cast first instantly starts the initiation process. The enemy hero is instantly slowed and will either start the fight or run (which will slow them). Casting Seed of Death next will increase the slow, so whether they run or stay they have even more slow on them. Also, with Seed of Death on them now they need to start running but most likely won't get to where they need to soon enough. Exploding Seeds is next because the chance to entangle them while they are being slowed by Rampant Growth and Seed of Death should skyrocket since they aren't going anywhere. Splinter is last because as a last resort you can use this high damage nuke and if you aim on them correctly, stun them. With all of that done, a single hero is dead.


Edit: Thank you for the icon carlvic!
__________________

[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 03-03-2010, 12:25 AM   #7
talkingmuffin
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

I love lamp. I love reviews.
__________________

[Arcane Sanctum] Magic's Vengeance: Want some extra damage for your caster late game?
[Ancient of Wonders] Happy Fun-Time Bomb: It looks as if it's... smiling.
[AGI-Sentinel] Nemosus, Nature's Fury: AoE, spell dependent cousin of Rooftrellen.
[STR-Sentinel] Harpeia, Dust Witch: SHE'S BRINGING THE PAIN TRAIN.
[STR-Neutral] Grok'tul, Warbringer: Tank with strength based spells and a nice passive.
[INT-Sentinel] Astruma, Fallen Star: Very unique, astral based hero.
[AGI-Neutral] Iuguolo, Caustic Cut-Throat: Acid based with unique passive.
[INT-Scourge] Vexistrasz, Flame Aspect: Melee AoE nuker. Great synergy.
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Old 03-18-2010, 07:45 AM   #8
JJE92
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

General Hero Idea: Well, we already have a treant using the nature theme, imo one is enough. Think of either another model or a different theme.
7/15

Skill 1: Challenging, but not really a that new concept, there are a lot of delayed skills in dota. However, the rest of the skill is quite nice, the way the damage is calculated is good, but the damage needs an icreasement, imo 40/40/50/50 would be optimal. Dont forget the delay, its already hard to hit enemies with this. The chance to entangle is quite cool as well.
I just got an idea, how about the seeds will grow to trees, which stay there for a few seconds, this would make it really original and fun, as you can create trees on lanes, create more juking on lane and such things. Damage would need to be decreased to 30/30/40/40 if youd add this, though ^^
7/10

Skill 2: Hmm, just a simple area dps/slow, but the way the slow is coded is nice and original.
6/10

Skill 3: Hmm, imo make it more different from other skills like this. How about this: the splinters are always shot in the direction you are looking.
I personally like the general idea of the skill, it could need a bit more originality, I hope you like my changes ^^
Make the stun counter 15/15/20/20 imo, I think that it should be possible to stun 2 units within one cast, but this would really require luck, skill and enemies who dont disable you.
6/10

Ult: This really reminds me of the Ult of my own hero suggestion ^^
Rise the damage, this is a fucking Ult, it should hurt the enemy.
Well, the main problem is its similarity with Cold Feet, I suppose this hero was made before AA. Hmm, on the other hand, this doesnt use a mark, but the hero only has to simply move 500 units, be it at the same place or walking away, right?
Well, Ill think about it, but it could need a remake.
5/10

Synergy: Obvious synergy is obvious, I dont think I have to explain anything here, its quite good.
18/20

Gameplay: Well, your gameplay resembles the gameplay of my hero suggestion ^^
Its pretty good and unique.
13/15

Model/Icons: Fine.
5/5

Stats: AGI wtf? Firstly, AGI is way too high, secondly, this should be changed to an INT hero, it doesnt fit to an AGI hero imo, its a spellcaster. And look at the model lol. AGI?
1/5


Overall: 68/100 = 68%
Overall, quite a nice concept, some things need to be changed (probably model and stats, Ult a bit remade and some minor issues), but still, you have a good hero idea with fun gameplay and synergies.
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Old 03-18-2010, 09:12 AM   #9
slomar33
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

SORRY man but IMO a hero with 4 disables-->> 3 stuns and 1 slow is NEVER gonna be accepted thats too much disable for one guy, sometimes whole teams dont have that many disables so u got to nerf something down.

for your 1st skill i think 2 sec is too much and u need more dmg and lose the entangle.

for #3 make less splinters hitting do the stun. or if they fly in a straight line and really fast maybe its ok but i recon u want it to spread some and hot look like hook.

#2 needs some serious altering so he doesnt have so many stuns/disables
maybe make something that benefists him or allies. keep in mind this is a agi hero not a spellcaster so u cant have 4 nukes disables on him its just too much.


ulty
ulty is good i like it but again with 500 units crossed in 5sec that stun is never gonna activate.
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Old 03-18-2010, 10:11 AM   #10
JJE92
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

^ Its 2 stuns, 1 entangle and 1 slow. But the 2 stuns are rather unreliable, only strong in combos and the entangle is even more unreliable ^^
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Old 03-18-2010, 10:28 AM   #11
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

yes exactly its 4 unreliable disables. its much beter to have one reliable or two noone wants to cast 4 spells and do nothing.

and by the way u really cant say that entangle is unreliabele because u got 20% chance on 10 seeds thats 200% chance and 99% probabilitie thats actually the most reliable thing if u get the timing right the splinters and ulty are way more unreliable. 500 units? thats nothing in 2 sec lethalone 5 sec
look at coldfeets areaa and time and think about how many times u see it disable anybody who knows they should run.
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Old 03-18-2010, 11:13 AM   #12
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Default Re: [AGI-Sentinel] Nemosus, Nature's Fury

Quote:
Originally Posted by slomar33 View Post
yes exactly its 4 unreliable disables. its much beter to have one reliable or two noone wants to cast 4 spells and do nothing.
The disables get more reliable in a combo, that is their strength. On their own, they are rather weak, but in combo, they can be really strong, you just have to know how and when to use them. This is challenging and it seems to me as if this was the intention of talkingmuffin ^^

Quote:
Originally Posted by slomar33 View Post
and by the way u really cant say that entangle is unreliabele because u got 20% chance on 10 seeds thats 200% chance and 99% probabilitie thats actually the most reliable thing if u get the timing right the splinters and ulty are way more unreliable.
Ehhm, you misunderstood something. The AoE of the seeds (150) is not as high as the aoe of the skill (350).
See, I made a picture for you, maybe add it to the skill, its important.

The outer circle is the 350 aoe, the inner circle the 150 aoe, I hope I calculated correctly with paint, but it should look like this ^^
Now, there are two seconds until the skill casts, the aoe of the seeds isnt that high, youd maybe get hit by 3-5 of these seeds and keep in mind that the chances are NOT stacking, meaning a 100% or 200% chance doesnt exist. Each seed has a chance on its own, you can be hit by all 10 of them and still not be entangled, although its very unlikely.

Quote:
Originally Posted by slomar33 View Post
500 units? thats nothing in 2 sec lethalone 5 sec
look at coldfeets areaa and time and think about how many times u see it disable anybody who knows they should run.
Thats what I said above. Its unreliable, but strong in a combo. Thats this hero's strength.
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Originally Posted by Zero(PS) View Post
voting just for the sake of it is not democracy - voting with consciousness is democracy!
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