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Crulamin - Corrupted DruidStrength ![]() 20 + 1.7 Agility ![]() 21 + 1.8 Intelligence ![]() 24 + 2.7 Affiliation: Scourge Damage: 50-56 Armor: 3 Movement speed: 300 Attack Range: Melee (128) Base attack speed: 1.7 Missle speed: Instant Sight range: 1800/1000 ![]() ![]() he Corrupted Druid is an caster with an melee attack. This works well for him, because his spells have very short area of effect so he needs to be close to his victim to nuke him. He has an unique passive offensive and defensive passive, which entangles anybody who attacks Crulamin and anybody who is attacked by the Corrupted Druid. He can force nature to attack his enemies, by casting Insect Swarm, which deal severe damage over time to many targets. Crulamin has an last-hitting skill, called Soul Harvest, which heals him whenever the spell kills somebody. His ultimate provides an area of effect disable, which causes enemies to run in fear within an small area, which is same as Crulamin's casting range. or ![]() Entangling roots Whenever Crulamin attacks, he has a chance to entangle his target. Additionally, whenever you are attacked within 350 units from Crulamin, you have a half of the chance to be entangle them with roots. Deals 35 damage at all levels. Does not occur if the target is already affected by his entangling roots. Does not stack with other bash effects. 1 - Lasts 0.5 seconds. 15/7.5% chance. 2 - Lasts 1 second. 20/10% chance. 3 - Lasts 1.5 seconds. 25/12.5% chance. 4 - Lasts 2 seconds. 30/15% chance.
![]() Insect Swarm Releases 3 insect swarms, which bite the nearest enemies within 350 units from Crulamin, which is not affected by insect swarm. If the target is killed, the swarm attacks the next nearest enemy from the previous target. After 15 seconds, all insects return to its owner. Swarm will flee from it's target if it goes in water, finding another target if possible. Otherwise, it returns to the caster. 1 - Deals 10 damage per second. 8 second cooldown. 140 mana cost. 2 - Deals 15 damage per second. 8 second cooldown. 170 mana cost. 3 - Deals 20 damage per second. 8 second cooldown. 200 mana cost. 4 - Deals 25 damage per second. 8 second cooldown. 230 mana cost.
![]() Soul Harvest All units within 350 units from Crulamin have their soul instantly ripped. Any unit which dies of this spell, gives its soul to the caster, healing him. The less damaged the unit was, the more it heals. 1 - Deals 60 damage. Max 120 heal. 10 seconds cooldown. 115 mana cost. 2 - Deals 120 damage. Max 240 heal. 10 seconds cooldown. 130 mana cost. 3 - Deals 180 damage. Max 360 heal. 10 seconds cooldown. 145 mana cost. 4 - Deals 240 damage. Max 480 heal. 10 seconds cooldown. 160 mana cost.
Feared to the bone All enemies within 600 units from Crulamin are scared to the bone, causing then to randomly move within an 350 area with 522 speed for a short time. 1 - Lasts 3 seconds. 120 seconds cooldown. 200 mana cost. 2 - Lasts 4 seconds. 100 seconds cooldown. 300 mana cost. 3 - Lasts 5 seconds. 80 seconds cooldown. 400 mana cost.
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Entangling roots with Insect Swarm Two damage over time spells work really well. You can watch how your victims health goes down. Insect Swarm is countered by going to water, so a disable is important. Entangling roots definitely help it. You have a disable for 2 seconds, which deals damage, Insect swarm, which deals even more damage and an running enemy. Each time you entangle your target, you deal 120 damage over 2 seconds. Perfect. |
Entangling roots with Soul Harvest This is not a good combo, because Entangling Roots is for hero killing and Soul Harvest is a area of effect healing nuke for last hitting. You can still deal lots of damage with both and Soul Harvest lets you stay longer in lane. You can't farm well with this combo, so I advice not to take it at start. |
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Insect Swarm with Soul Harvest Crulamin is a melee caster, with low health (530 at beginning) so he needs to heal. Soul Harvest is perfect for both last hitting and healing.. With Insect Swarm and Soul Harvest you can clear a creep wave quite fast. At hero level 9, if you have maxed both these skills, you can deal 615 damage to a few units with a small cooldown! |
![]() Entangling roots with Insect Swarm with Soul Harvest Crulamin is melee caster, with low health (530 at beginning) so he needs to heal. Soul Harvest is perfect for both last hitting and healing.. With Insect Swarm and Soul Harvest you can clear a creep wave quite fast. At hero level 9, if you have maxed both these skills, you can deal 615 damage to a few units with a small cooldown! |
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Using Feared to the bone Crulamin's ultimate is an area of effect disable, which causes them to wander around for a small period of time. Units under this effect aren't able to do anything and can't attack, which means you they won't Entangle themselves. However, you can still entangle a unit if you attack it. Fear will let Insect Swarm continue biting the units, dealing up to 75/100/125 damage. Using Soul Harvest might be problem during this ultimate, because they may run away from you very fast and you may miss with it (unless you are standing directly on the unit). The ultimate has a long range (600), which means that you can catch up an enemy hero if he is running away. This spell has a short cooldown for it's power, but it costs lots of mana. In conclusion, this spell will let you run away from ganks, gank with your team or chase an enemy hero. |
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Pros and cons
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Crulamin is not a tanker, but forcing others to attack him will trigger Entangling Roots more often. He also has low health and is a melee INT hero so the bonus health and regeneration is a must. Magic resistance items are optional, depends on your enemies hero set. Best items from Protectorate: Heart of Tarrasque, Shiva's Guard, Vanguard. |
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Items giving a bonus to INT and damage are great for Crulamin. Disable lets him reach his enemy or stop him from running. Necronomicon works well during his ultimate and gives strength and intelligence, but is not core. Force staff is a great item, gives you dot's more time to work. Best items from Arcane Sanctum: Guinsoo's Scythe of Vyse, Force Staff, Orchid Malevorence. |
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Crulamin should gank, but support items aren't what he focus on. You can still get a Arcane Ring and Mekansm if nobody does. Best items from Supportive Vestments: Mekansm, Arcane Ring, Ring of Basilius. |
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Crulamin isn't best at melee damage dealing, but some items from the Weponary may still work on him. Radiance gives a great boots to his damage over time spells and it's definitely the best item from this shop. Manta style is worthless because Entangling Roots won't trigger for them. If you want to be a hybrid, Battlefury will let you have damage with health and mana regeneration, but at a cost of 4350 gold. Lothar's Edge will let you sneak to your enemy and nuke him (better buy phase boots). Best items from Ancient Weaponry: Radiance, Battlefury, Lothar's Edge. |
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I didn't mention about any orb effect yet - Eye of Skadi is the best! If gives a massive boost to stats, slow, health and mana! Perfect, at a cost of 6150. You can also lifesteal, but it won't give you great hp, since you have Soul Harvest for healing. Mjollnir or Maelstorm will further increase your aoe damage, thanks to Chain Lightning. Diffusal Blade is mroe a defensive item, which gives small INT boots, armor thanks to agility, mana burn and purge. Best items from Enchanted Artifacts: Eye of Skadi, Mjollnir, Diffusal Blade. |
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Which shoes for Crulamin? Boots of travel are a bad choice. Phase boots will let you sneak up to your enemy and you won't have to buy Lothar's Edge. Phase also give more speed then treads, give 16 damage and 5 armor and cost less! Phase are the best for Crulamin. If you are planning to buy Orchid Malevorence, buy Oblivion Staves. If you are planning to buy bloodstone, buy a Perseverance. I would take Magic Wand instead of nulls, because it gives you mana to cast Soul Harvest for heal and farming. Best items from Gateway Relics: Phase Boots, Oblivion Staff, Magic Wand. |
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#2 |
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Original, t-up
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#3 | |
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| Last edited by Drikam; 06-13-2009 at 03:09 PM. | ||
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#4 |
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Bump.
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#5 |
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Just another random idea. Does not really fit to the game. Tell me, what's the point of this hero? Just what do you want with his ultimate? Oh yeh? It's fun, so what! Beside fix the CD number on the skills before you want anyone to agree with u. As right now, those numbers are way too imba to be complimented.
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#6 |
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Which skill seems imba to you?
Mayby I could higher the swarm cooldown to 10 seconds or so. But Soul Harvest is very mana draining and deals ~24 damage per second (240 isntant each 10 seconds). Swarm can be countered easily by running into water.. But once again, this counter can be countered eg. by playing in down lane (Scourge) or top lane (Sentinel) so your enemy has a long way to water. And numbers can be nerfed. Everybody tells to vote for the IDEA not NUMBERS.
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| Last edited by Drikam; 06-13-2009 at 04:00 PM. | |
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#7 | |
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![]() Anyways; T-UP, original and good concept. I like it.
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#8 | |
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BTW - Thanks, Diabolic. Sadly, many people vote on the numbers. On paper everything looks different (anybody who has experience in map-making or game-making should know this).
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#9 |
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Yah this is a superb concept. T-UP for sure.
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#10 |
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Now he is imba againts melee units, because he has a 30% to disable his enemy for 2 seconds. This is more then any bash ability for ranged. He has only 325 range, but melee still won't be able to attack him.
He must be melee (Range: 325 -> 150; Damage: 44-48 -> 54-60).
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#11 |
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T-up
Nice idea. Quite original since it actually utilizes the river. Ultimate kinda funny but nonetheless may prove to be a great initiating spell for team battles. Would be fun to see people running to the river due to evil bees of doom and running around like a bunch of rats lol. Anyway just a question...doesn't morphling totally counter this hero ??!(Don't flame me now...just a joke) |
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#12 |
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Good idea, good model, I like his spells, but numbers are weird. Do some tweaking to stats, armor, and damage for balance, and then move speed if you have too. T-Up.
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#13 | ||||
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What to you mean my TWEAK? Im not a native speaker and its quite wierd for me. I should add or lower armor/stats/speed? Or just simply, balance? :P
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| Last edited by Drikam; 06-13-2009 at 07:03 PM. | |||||
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#14 |
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Where has the poll gone FFS? O.o
It went for a walk or what? :F EDIT: Everybody has lost polls, hope the statistics are still somewhere in the database and its a temporary issue.
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| Last edited by Drikam; 06-13-2009 at 07:07 PM. | |
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#15 |
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Whats to stop ur hero from getting basher, and with entangling roots just destroy solo melee heroes?
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#16 | |
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Dota is a team game.
![]() But true, roots shouldn't stack with basher. And they won't! Quote:
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| Last edited by Drikam; 06-14-2009 at 04:59 AM. | ||
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#17 | |
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hello drikam. first, thanks for the effort into this hero, it seems like you put some serious thought into coming up with some unique and interesting abilities. i really like the originality.
the only major complaint i have is that it seems that you neglected that items will heavily alter the moves of Corrupted Druid. just for 1 example, take entangling roots: Quote:
just my 2c.. but thus far i really like the concepts, just needs more polishing based on item builds. |
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#18 | |
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I updated the skill a few seconds before you posted yours.
But the perma-root thing may still happen. Remember: You can go to water and you won't be rooted! If you are entangled, you can't be entangled once again, which means that you always have some time to run away! But IAS is good for 1v1, true. I don't want to get rid of this funny skill. I checked out other bash abitilies: Cranium basher, has a cooldown. We know that. Tiny has a 24% chance to stun for 1.2 seconds and deal 55 damage - to anybody, who is near him and attacks him! Void has 25% chance to stun for 2 (1 on heroes) seconds, dealing 70 damage. Now, its a mix of those two. (I didnt know Tiny has the skill, I though it was a normal bash!! O.o). But anyway, its a mix. Crulamin has 15% chance to be entangled when he attacks you. Dealing more damage then Tiny, but same as Void - but he deals it OVER 2 SECONDS, which means its not instant. And he has a 30% chance to root for 2 seconds (more then anybody), dealing 70 damage over 2 seconds. Void has 25% chance to stun for 1 second and deal 70 damage (instant). Hmm, may seem a bit imbalanced - but remember, Void is an AGI hero and has more attack speed. Even if you get AS items, you still will suck in damage. But on Void, he gets damage and stun. Anyway, you are right. It's a bit OPed. I'll have to lower chance or damage or both or add a cooldown (adding cooldown will break this too much though). What about 'Can't occur on one target more then once per DURATION+1 seconds? 1 - Same unit can't be rooted again for 1.5 seconds. 2 - Same unit can't be rooted again for 2 seconds. 3 - Same unit can't be rooted again for 2.5 seconds. 4 - Same unit can't be rooted again for 3 seconds. Quote:
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| Last edited by Drikam; 06-14-2009 at 05:56 AM. | ||
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#19 | |
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Because it's sweet for farming. You run into creeps and they just get rooted (chance isn't high though, 15% when attacked and creeps have bad attack speed). If it had a cooldown, it would be very bad, because a creep could attack you while you are hunting an enemy hero. And you wouldn't be able to root him!. ![]() Overall, this is not imba now. +Bump, won't let this topic fall.
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#20 |
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Bad idea, seen before, unecessary, boring, lame, imba and finally: gay, those are the words that come to my mind when seeing this.
A huge t-down. edit-> for once im not gonna blame a forced synergy. |
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