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Old 07-29-2010, 12:18 PM   #1
0verp0wer_BR
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Default [Sent-Int]Ther'ian, Storm Sorcerer


Hi there, you all. Here goes my 2nd Hero Suggestion, a wizard with power over the weather.
Please, notice that the "Notes" sections are used for a better description of the skills effects, while there are "Reasonings and To-do list" sections with extra information about the skills or comments on the things I still need. These can change from time to time.



Storm Sorcerer
Ther'ian



__Strength___Agility__Intelligence_

__________

_21 + 2.0__15 + 1.3__24 + 2.9_



MoveStopHold PositionAttack
PatrolScreen of Clouds - AlliesScreen of Clouds - EnemiesHero Abilities
Static OverloadBattle DriftHail Blast





The Storm Sorcerer is a supportive caster focused on break enemies' formation and slow them, allowing his allies to finish them. Static Overload can clear creepwaves in a few seconds, and also damage enemy heroes for its duration. Screen of Clouds has a unique feature, being separated as two skills, one for supporting allies, other for crippling his enemies, but with no chance for mending if the wrong target was chosen, leading players to make quick decisions. Battle Drift affects the speed of everyone around him, everytime they get damaged, increasing the chances for wounded allies to flee and enemies to die. Hail Blast will pick the weaker or more coward enemies in the back lines with never before seen power, and can certainly drive them into chaos. The lack of a disable of his own, paired with the need for being in the middle of the battle will make him a tricky hero to play with.


When the Storm Sorcerer first stepped in the fields of battle, it is said that the very winds danced about; a phenomenon that soothed the Forests, but crippled the Blight. As the enemies approached, the seasoned wizard charged the clouds and commanded them to strike; displaying precision by hitting only enemies despite the whimsical moves of electricity. And even though the Storm is inherently deadly, years of research have given Ther'ian the ability to conjure impenetrable fogs to support his allies. But among his magical feats, the spell that truly defined him was the might of Hail that devastates all who block his path to victory. Until the battle ends, Ther'ian will be a disastrous threat to the Scourge, but a paramount aid to the Sentinel.



Static OverloadAbility Type: Active
Targeting Type: Instant
Ability Hotkey : C

____________________Ther'ian summons lightning that hit random enemies around, charging them with electricity, wich damages them as they get discharged.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
19020N/A6005Hits 5 targets, 105 strike damage, 15 duration damage
211020N/A6005Hits 7 targets, 120 strike damage, 25 duration damage
313020N/A6005Hits 9 targets, 135 strike damage, 35 duration damage
415020N/A6005Hits 11 targets, 150 strike damage, 45 duration damage

Notes:
  • Damage Type: Magical
  • Duration damage is dealt every 1 second

Reasonings:
  • His farming tool. Isn't 100% reliable, though
  • DoT combos with Battle Drift
  • Less targets early means you can't always be sure to hit the heroes you want to

Screen of CloudsAbility Type: Active
Targeting Type: Unit
Ability Hotkey : E

____________________Ther'ian involves a target with clouds, wich will protect an ally from damage or cause extra damage to enemies.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
16032600N/A6sAlly gains 15% damage reduction/Enemy has 25% chance to take extra dmg
26028600N/A6sAlly gains 20% damage reduction/Enemy has 25% chance to take extra dmg
36024600N/A6sAlly gains 25% damage reduction/Enemy has 25% chance to take extra dmg
46020600N/A6sAlly gains 30% damage reduction/Enemy has 25% chance to take extra dmg

Notes:
  • Damage Type: Magical
  • Extra damage is 24/40/56/72% of the original damage and is split in 2 instances, with 1s delay each
  • After learning this skill, two different buttons will appear, for casting it on allies or enemies, with independent cooldowns

Reasonings:
  • Help your allies when they are in trouble, without interfering with Battle Drift, or damage your enemies again so they get even slower

Battle DriftAbility Type: Aura
Targeting Type: ???
Ability Hotkey : R

____________________Mystical winds follow Ther'ian around the battlefield, seeming to engage wounded enemies in battle while invigorating himself and his allies when threatened.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1N/AN/AN/A60051% AS and MS reduction to enemies/2% AS and MS increase to self + allies
2N/AN/AN/A70052% AS and MS reduction to enemies/3% AS and MS increase to self + allies
3N/AN/AN/A80053% AS and MS reduction to enemies/4% AS and MS increase to self + allies
4N/AN/AN/A90054% AS and MS reduction to enemies/5% AS and MS increase to self + allies

Notes:
  • The slow/haste is applied every time a unit takes damage
  • Stacks up to 10 times (-10/-20/-30/-40% to enemies and 20/30/40/50% to self and allies)

Reasonings:
  • His signature skill: increase/decrease speed based on instances of damage taken

Hail BlastAbility Type: Active
Targeting Type: Unit
Ability Hotkey : T

____________________Ther'ian raises a magic hail, wich fiercely chases its target damaging all enemies in its path. As the hail hits enemy units in its way, it grows stronger, in an attempt to obliterate its target.


______.________._______.___._______.__________________________.
 ManaCooldownC. RangeAoEDurationEffects
1250110750250N/A150 initial dmg + 30 per unit already hit. Limit of 420 damage.
2350110750250N/A250 initial dmg + 40 per unit already hit. Limit of 530 damage.
3450110750250N/A350 initial dmg + 50 per unit already hit. Limit of 600 damage.

Notes:
  • It's from dota-allstars, credits go to baconcrip;
  • Each extra damage added to the spell from units already affected are applied with 0.05s interval, as independent damage instances.

Reasonings:
  • A nuke wich benefits from Battle Drift aswell


Well guys, is this a decent, at least, hero introduction?
Can you help me?
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Last edited by 0verp0wer_BR; 06-10-2011 at 07:39 PM.
Old 08-04-2010, 12:50 PM   #2
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

The thing is, the ideas are rather bland and overused.

Here's a great sugestion you might want to use:
http://www.playdota.com/forums/28128...ty-wind-surge/
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Old 08-04-2010, 01:51 PM   #3
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

What do you mean with overused?
Sure, DoT skills are pretty common, but it sinergizes with the slow. In fact, it's the key for the slow.
Then we have a way to protect your allies without screwing with the bonus speed they gain, and the Ulti is a twist from Power Shot and Hook, that will make your enemies think twice about their positioning...
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Old 08-04-2010, 01:54 PM   #4
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

Norm Felloak is a good name
The Element builder/Scalper

Good hero
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Old 08-04-2010, 02:47 PM   #5
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

Quote:
Originally Posted by The Lord God View Post
The thing is, the ideas are rather bland and overused.

Here's a great sugestion you might want to use:
http://www.playdota.com/forums/28128...ty-wind-surge/
this Wind Surge is edi taken by me for my Marina...lol...

hurmmm no offense, but i hate elemental spell been put into one hero...and y must the ice/snow become the ultimate? is that the other elements is not good enough for an ultimate...hahaha thats why i hate to create a hero with elemental thingy, as i can't find the balance within the elements itself, unless you create an ultimate that combines all the elements (which is kinda weird and sucks right?) hahaha my suggestion here would be, choose one element only and try to execute a great hero with the chosen element, as you can focus on creating more synergetic and versatile spells from it.

Ignore what i'm saying if you simply don't like it...
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Old 08-04-2010, 04:38 PM   #6
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

I'm not going to review just yet.

I want to know some things 1st...

I don't get the cloud themed skill or maybe I misunderstand your wording. Let's take lvl 1 for example. Does it mean a 50% chance exists that allies under the cloud will be healed/unaffected instead of damaged when they're attacked and that enemies will receive 55% extra dmg when they are attacked? This is how I'm sort of reading it. I still don't get it though.

The wind themed skill is ridiculously weak. You do know that %7 AS = +7 AS right? 7% IAS = 7 agi.

If you wanna do the storm theme, I suggest you go for something like rain and/or hail and not snow. And, like Pink_Lotus said, it's quite tricky to nail down the ulti with elemental skills. In this case I will go with rain and hail as an ulti since wind, clouds, lightning and thunder usually precedes the rain and hail from one's perspective.

One more thing...I'm (crazy) about lightning,thunder,wind and rain....I love storms. I'm crazy about them. It's a reason why I won't just pack up and leave my country.
So u better do a good job here...
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Old 08-04-2010, 04:55 PM   #7
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

Eletro-magnet themed, maybe?

So, considering INT Taverns are full, would it be too much to try to change Skills 2 and 3 to passives (auras) or self-casting like Jinada and Geminaet?
Then I could change the Hero to Agi...
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Old 08-04-2010, 05:16 PM   #8
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

Quote:
Originally Posted by 0verp0wer_BR View Post
Eletro-magnet themed, maybe?

So, considering INT Taverns are full, would it be too much to try to change Skills 2 and 3 to passives (auras) or self-casting like Jinada and Geminaet?
Then I could change the Hero to Agi...
Mmmm electro-magnetism. I assume you know how the 2 are interrelated? By making use of the principles and the relationship between the 2, I believe alot can be accomplished, although rules and laws in real life can easily be bend in dota. Well, if u know what to do and have ideas, go for it.

E: Ok I must say...the lightning theme is quite overused, but maybe not exhausted. I have 1 skill in mind already. Here's the basics (in dota terms ofc):
A hero casts a postive charge on himself/ally or an ally unit and a negative charge on an enemy hero. The closer the 2 are to one another the stronger they attract--> i.e the closer they are to one another, the faster they move towards and the slower they move away from each other. At a certain critical point, the "dielectric constant of air" is exceeded and lightning flairs between the two. The enemy is damaged and stunned/slowed for a brief period. Afterwards, the charges on each hero dispells and game continues normally. On the other hand, the farther they move away from each other, the less they'll be attracted to one another and at some point the charges dispel due to the gap or w/e.

This is a skill that could work. I don't know about originality though (we might need the opinions of others on this).
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Old 08-04-2010, 05:36 PM   #9
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

Quote:
Originally Posted by Telperion View Post
I'm not going to review just yet.

I want to know some things 1st...

I don't get the cloud themed skill or maybe I misunderstand your wording. Let's take lvl 1 for example. Does it mean a 50% chance exists that allies under the cloud will be healed/unaffected instead of damaged when they're attacked and that enemies will receive 55% extra dmg when they are attacked? This is how I'm sort of reading it. I still don't get it though.

The wind themed skill is ridiculously weak. You do know that %7 AS = +7 AS right? 7% IAS = 7 agi.

If you wanna do the storm theme, I suggest you go for something like rain and/or hail and not snow. And, like Pink_Lotus said, it's quite tricky to nail down the ulti with elemental skills. In this case I will go with rain and hail as an ulti since wind, clouds, lightning and thunder usually precedes the rain and hail from one's perspective.

One more thing...I'm (crazy) about lightning,thunder,wind and rain....I love storms. I'm crazy about them. It's a reason why I won't just pack up and leave my country.
So u better do a good job here...
1. Consider the cloud skill as a mix of a castable Void's Backtrack and a chance based WD Maledict.

So, yes, allies will have a % chance to ignore the damage taken, and enemies will have a % chance to take extra damage, every time they get damaged.
So, allies will receive bonus speed without suffering the damage, and enemies will take extra damage and slow.
Obviously, when they are under the skills effect.

2. Why is it weak? Consider that a hero is damaged every 0.5 secs with your DoT Skill, after 2 secs they'll be slowed 5 times, so it's 40% AS reduction.
Anyway, it you still think it's too weak, what numbers do you think could fit?
Also, remember things like Rot deal damage with very short intervals, what means lots of damage instances, wich means lots of bonus/reductions from this skills. Obviously, we can add a cap to it, too


3. Don't blizzards include wind, clouds and lightning? I've never been in one, so I don't really know...
About the hail thing, well, it's not THAT different from snow, right? It can be easily tweaked...
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Old 08-04-2010, 06:39 PM   #10
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

Answers in green.

Quote:
Originally Posted by 0verp0wer_BR View Post
1. Consider the cloud skill as a mix of a castable Void's Backtrack and a chance based WD Maledict.

So, yes, allies will have a % chance to ignore the damage taken, and enemies will have a % chance to take extra damage, every time they get damaged.
So, allies will receive bonus speed without suffering the damage, and enemies will take extra damage and slow.
Obviously, when they are under the skills effect.
Ok thx for clearing this up. I get this now

2. Why is it weak? Consider that a hero is damaged every 0.5 secs with your DoT Skill, after 2 secs they'll be slowed 5 times, so it's 40% AS reduction.
Anyway, it you still think it's too weak, what numbers do you think could fit?
Also, remember things like Rot deal damage with very short intervals, what means lots of damage instances, wich means lots of bonus/reductions from this skills. Obviously, we can add a cap to it, too
Ah, now I see. It's stackable. I think I missed this because there is no cap (atm).

3. Don't blizzards include wind, clouds and lightning? I've never been in one, so I don't really know...
About the hail thing, well, it's not THAT different from snow, right? It can be easily tweaked...
Blizzards include strong winds, clouds and heavy snow but not lightning. Hail is quite different from snow. It consists of balls of irregular lumps of ice (mostly solid state water) and some of the larger stones come from severe thunderstorms. Hail actually form in thunderclouds (cumulonimbus clouds), snow doesn't (afaik). Snow is another type of precipitation, but is much softer than hail stones and consists of snowflakes (which forms differently). U also get sleet, a mixture of rain and snow, but I'm getting too technical about these things. It depends on what u want...it's your choice.
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Last edited by Telperion; 08-04-2010 at 06:51 PM.
Old 08-05-2010, 11:30 AM   #11
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

^I want something that fits the Skillset...
As I see, the Hail thing fits better.
Tx, I'll adapt the description...

About the stackabilty of the slow, can you see a reasonable cap to it? Should I increase the effects, too?
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Old 08-05-2010, 12:33 PM   #12
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

Answers in green

Quote:
Originally Posted by 0verp0wer_BR View Post
^I want something that fits the Skillset...
As I see, the Hail thing fits better.
Tx, I'll adapt the description...
Ok sounds cool to me.

About the stackabilty of the slow, can you see a reasonable cap to it? Should I increase the effects, too?
I'd say to be safe, 30% MS and 40% AS reduction to enemies at lvl 4 should be fine. The debuff will last for some time as well (as long as they remain under the spell). Erm...what exactly happens to allied heroes effected? I know they are buffed, but what is it? Are the AS and MS stolen from the enemy and distributed among u and your allies or something?
Edit: About the intel thing: I don't have a clue what will happen when all the tarvens (including the str and agi) are full. 8 MB seems to be the limit set for the map.
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Old 08-05-2010, 01:50 PM   #13
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

1st skill - i dont get it, is it just like razor's ulti?

2nd skill - the ms and as is kinda too low

3rd skill - 100% xtra dmg!? dats too high

4th skill - kinda like raigor's last skill but has a differnt way of targeting

also, i cant see the synergies in the skills
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Old 08-06-2010, 08:03 PM   #14
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

Sadly, I have no time to answer to you guys right now.

But it'll be the first thing I'll do on Monday...

Have a nice weekend...
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Old 08-10-2010, 12:23 PM   #15
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

@ Telperion: Allies gain MS and AS everytime they get damaged. This buff is independent from the Debuff on enemies.


@ReaC
1. The first skill is a mix of chain lightning, because it has a cap of targets, and let's say, Shadow Strike, or Ignite, or any other DoT skill.
When you cast it, X random enemies around you will be hit by it, "getting electrically charged", and will take damage every 0.5 secs, for the spell's duration.

2. Both of them stack, so your enemies/self+allies will lose/gain AS and MS everytime thei take damage. I still need to get a CAP for it.

3. It's only 50% chance of getting extra damage. Anyway, numbers can be changed, right? What do you suggest?

4. No THAT similar, since you need to target a unit, and the wave will travel towards it. It won't scatter aside like Echo Slam.

Synergies:
Skill 1 is a DoT. So, it means it will activate Skill 2 on your enemies 14 times, all by itself!
Skill 3 will cause another damage instance on your enemies, so add another tick for Skill 2. It will also heal your allies, ensuring they gain the MS/AS, but don't really "suffer" the damage.
Ulti: It will grow for every unit hit, damaging every unit they reach X times, where X = number of units already hit +1.
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Old 08-16-2010, 03:14 PM   #16
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

Well, i can't do a full review yet. I need seven things to rate, and here there only are stats, skills and a model.
So, first skill is allroir for me. Rather creative, but not over-d.

Second - speaking of damage, will the allies get the buff if THEY hit someone, or if SOMEONE hit them?

Third - no serious synergy, yet useful.

Ulti - remove the link. DA is dead, boi. DA is dead... And yeah, is it castable on ground? Right now it looks like an ulti-d Homing Missile.
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Old 08-23-2010, 11:55 AM   #17
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

@1337_n00b

2nd skill - all units get buffed/debuffed when they take damage. So, your ally being chased will gain speed, and may have a chance to escape. Your enemy being chased will lose speed, increasing the kill chance.

3rd skill - the sinergy is: your enemy takes damage, then gets slowed. with 3rd skill on, he might get damaged again, then he gets slowed again.
Your ally takes damage, then gets "hasted". with 3rd skill on, he might get healed from the damage taken, increasing his chances to survive.

Ulti: Must target a unit. Like Gush, Viper Strike, Laguna Blade, but has an AoE, damaging every unit inside the rectangle.
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Old 01-18-2011, 12:52 PM   #18
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Default re: [Sent-Int]Ther'ian, Storm Sorcerer

Hey guys, I'm updating the page, please take a look and give your comments
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Old 01-20-2011, 03:28 AM   #19
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Default Re: [Sent-Int]Ther'ian, Storm Sorcerer

Weather is a nice theme...

Let me see some suggestions of manacost.

At level 6, you will have 520 mana without itens.

First skill is not that spammable, but it is made to farm. Well thought.

The second is not meant to be spammable, but is supportive/offensive. Since it is separated into two different skills, the manacost from both can be lowered a bit, maybe 20~30 mana.

I suggest a constant 16 seconds of cooldown to third skill and the manacost must be constant. Although it is your escape/chase mechanism, it will be used only at the end of the fights, what increases a bit the cost of the rest of the skills.

And your ultimate costs 250 mana... It is really powerful. It affects a little AoE. Less than split Earth.

Ok.
For Cloudlet, I suggest 70/80/90/100 or a constant 80 to both.
For Battle Drift, I suggest a constant number between 90~100.


Now, some points on your skills.
The bonus damage of Cloudlet is dealt as which type of damage?
Also, I don't like the supportive Cloudlet + Battle Drift, if your ally ignores the damage, then will the bonus movement speed proc?
Another reason for me to hate supportive Cloudlet is that it is another supportive skill to help tanking + escaping. And to escape, I think you just need Battle Drift.

Increase the AoE of the ultimate to, at least, 300 AoE.
Hope this helps, but remember that this is just my opinion. Don't give up on the weather theme!
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Old 01-20-2011, 10:29 AM   #20
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Default Re: [Sent-Int]Ther'ian, Storm Sorcerer

Quote:
Originally Posted by Ryugo View Post
Weather is a nice theme...

Let me see some suggestions of manacost.

At level 6, you will have 520 mana without itens.

First skill is not that spammable, but it is made to farm. Well thought.

The second is not meant to be spammable, but is supportive/offensive. Since it is separated into two different skills, the manacost from both can be lowered a bit, maybe 20~30 mana.
Sorry man, but there's no Manacost yet.

I suggest a constant 16 seconds of cooldown to third skill and the manacost must be constant. Although it is your escape/chase mechanism, it will be used only at the end of the fights, what increases a bit the cost of the rest of the skills.
Not really. The affected hero will only gain/lose speed during 10s, and each "tick" of speed gained/lost will last for 10s. So, you should cast it at the mid of the fight, or even at the beginning, to get the maximum effect out of all those attacks and spells

And your ultimate costs 250 mana... It is really powerful. It affects a little AoE. Less than split Earth.

Ok.
For Cloudlet, I suggest 70/80/90/100 or a constant 80 to both.
For Battle Drift, I suggest a constant number between 90~100.


Now, some points on your skills.
The bonus damage of Cloudlet is dealt as which type of damage?
Thanks, I'll add it. It's magic damage
Also, I don't like the supportive Cloudlet + Battle Drift, if your ally ignores the damage, then will the bonus movement speed proc?
It's a triggered heal, so yes, Battle Drift can still proc normally.
Another reason for me to hate supportive Cloudlet is that it is another supportive skill to help tanking + escaping. And to escape, I think you just need Battle Drift.
They both combo, because sometimes, only gaining speed isn't enough for you to run, you need the extra heal, and slowing your enemies more is always sweet :P

Increase the AoE of the ultimate to, at least, 300 AoE.
Well, it's a targeted nuke, like Gush, the AoE is just the width to ensure it hits a few units to increase damage dealt at the final target. There's no need for it to be too wide, hitting 5 creeps already ensure a big damage, right?
Hope this helps, but remember that this is just my opinion. Don't give up on the weather theme!
Tx for your feedback
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