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Old 12-15-2011, 07:13 PM   #1
MaxQuest
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Arrow [INT-Sentinel] Aenor - Arcane Scholar


Added on 15th december 2011
In collaboration with Inreet
Download Testmap v1b


Arcane Scholar
Aenor

Strength    -Agility   Intelligence

__________

17 + 1.9    -18 + 2.0    24 + 2.9



 Arcane Blast Quickly condensates arcane energies to deal magic damage to his enemies.
 Arcane Dome Creates a protective dome that prevents enemies from entering the area, and deflects a percentage of ranged attacks.
 Discontinuity Opens two portals, allowing instant teleportation between them. Can be used by both friends and foes.
 Empower Empowers next Aenor's spell, improving it's effect.


Affiliation: Sentinel _____ Attack Animation:0.35 / 0.5
Damage:50 - 55 Casting Animation:0.3 / 0.35
Armor:2.2 Base Attack Time:1.7
Movespeed:300 Missile Speed:1200
Attack Range:600 Sight Range:1800 / 1000
One of the most versatile wizards, Aenor has a great selection of spells that can fit any situation. Arcane Blast is an impressive harassment tool, which evolves into a great farming and pushing utility. Arcane Dome represents a protective barrier. The dome prevents enemies from entering the area; and also deflects a part of ranged attacks. Discontinuity, in a nutshell, is a worhole. It allows instant teleportation between summoned portals. Through these can be used by both friends and foes alike, Aenor is the one who decides when to summon, or close them, making possible spectacular escapes, as well as bringing new ganking strategies to life. Ultimate further elevates Aenor's abilities. And it also defines the role Aenor will fit in selected setup. Empowered Blast is great for ganking - stunning all affected enemies. Empowered Dome - is an ultimate support ability, since it provides extra magical resistance. Additionally it protects from magic immune melee heroes. And lastly, Empowered Discontinuity - is just made for team battles and pushing.
Native roles: supporter, pusher, anti-pusher.
Situational roles: ganker, caster semi-carry.
Magic takes many forms, but none hold more wonders than the Arcane. Shields that match the toughest frost magic, psionic blasts able to wreck as much devastation as fire and if used correctly, able to tear apart the fabric of time and space. Highly unstable and dangerous to both wielder and foe alike, few magi have dared plumb the Arcane for its secrets, and none have learned more than Aenor. Responsible for the very shields that protect Dalaran itself, Aenor is rarely seen outside the Council of Six. But as the war between the Sentinel and the Scourge comes to a close, the Kirin Tor has one more card to play in aid of the Sentinel. Enter the Arcane Scholar. 




Arcane Blast
Skill Type:Active
Cast Type:Unit, Point
Hotkey:R
Quickly condensates arcane energies to deal magic damage to his enemy for 55 + extra 65 damage per each arcane charge. Has small aoe effect and can target units or ground.


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Charge limit
1
 
90
 
10
 
700
 
150
 
1
2
 
100
 
8
 
700
 
175
 
2
3
 
110
 
6
 
700
 
200
 
3
4
 
120
 
4
 
700
 
225
 
4

Notes:
  • Deals magical damage
  • 0.3s detonation delay
  • Damages structures for 1/3 of regular damage.
Targeting:
  • Can be targeted on the ground - causing a delayed aoe damage in the pointed area.
  • Or can be targeted on an enemy unit - causing a delayed aoe damage that will harm both the unit and surrounding enemies at the detonation time.
Arcane Charges:
  • Current number of charges is visible by the number of flying orbs around Aenor (akin to invoker's wex orbs)
  • On detonation current charges are depleted.
  • Charges are restored (automatically) over time.
  • Increasing Aenor's INT parameter will lead to faster restoration.
  • The formula for charges restoration is: one charge per [3 - min(2, floor(int / 50))] seconds:
    • _0 - 49 (int): 1 charge per 3 seconds.
    • 50 - 99 (int): 1 charge per 2 seconds.
    • 100+ (int): 1 charge per 1 second.
    So bassically it allows him to use blast more often at the cost of reduced damage, unless his INT parameter is high enough.


Arcane Dome
Skill Type:Active
Cast Type:Point
Hotkey:D
Creates a protective field that knockbacks all enemies and prevents them from entering the area. Additionally it deflects a percentage of incoming ranged attacks, causing them to miss allies under the dome. In case Aenor loses his concentration, leaves the area or is disabled, the Dome dissipates after a short delay.


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Area of Effect
 
Max. Duration
 
Dissipation delay
 
chance to miss
1
 
110
 
24
 
400
 
280
 
2.4
 
1.0
 
24%
2
 
120
 
24
 
400
 
300
 
3.2
 
1.4
 
32%
3
 
130
 
24
 
400
 
320
 
4.0
 
1.8
 
40%
4
 
140
 
24
 
400
 
340
 
4.8
 
2.2
 
48%

Notes
  • The spell is not channeling, but several conditions may affect the dome duration.
  • Loss of concentration by using any spell or item that requires mana to cast, will start the dissipation process, by the end of which the dome disappears.
  • Stunning, hexing or pausing Arcane Scholar will start the dissipation as well. Through in this case, the process may be stopped if Aenor regains hero control before the dome has completly faded away.

Technical Notes
  • Causes knockback of 280/300/320/340 range over 0.4 seconds, centered on the middle of the target AoE.
  • Doesn't break channeling spells.
  • Each 0.1s performs a check if there are enemy units in area, and if so - pushes them in the opposite direction from center.
  • Provides flying vision over inner area.



Discontinuity
Skill Type:Active
Cast Type:Point
Hotkey:T
Opens two portals: one in front of Aenor and another in 400-800 proximity, allowing instant teleportation between them. Both friends or foes can use the portals, through enemies loose 10% of max hp on each traveling. Portals are open only for a certain duration, or until a certain number of teleportations was made. Aenor can close the portals at any time.


Level 
Mana Cost
 
Cooldown
 
Casting Range
 
Teleportation charges
 
Max.Portal Duration
1
 
100
 
20
 
400-700
 
2
 
6
2
 
120
 
18
 
400-800
 
4
 
8
3
 
140
 
16
 
400-900
 
6
 
10
4
 
160
 
14
 
400-1000
 
8
 
12

Teleportation notes
  • Teleportation can be ordered by right-clicking the portal model. It will occur instantly if in 150 range, otherwise hero will start running towards the portal.
  • Teleportation takes 0.4s time.
  • Teleportation places a debuf, that prevents repeated teleport for 1s.
  • During teleportation, heroes are hidden and invulnerable to any damage except direct HP removal.
  • Heroes cannot teleport (by right clicking the portal) while they are stunned/paused/snared/etc. * Hexed heroes can use portals as long as they retain the movement ability.
  • If portals were closed during hero teleportation, that hero will instantly reappear at initial location.
  • Surrounding trees will be destroyed in case there is not enough space for the teleported hero.
  • Enemies receive 10% (of max hp) damage as direct hp removal.


Portals - targeting:
  • Closest portal appears 100 units in front of Aenor.
  • Farther portal appears at the targeted location (if pointed within range)
  • If targeted farther than 800 units away, farther portal will appear at exactly 800 units from Aenor's location, in targeted direction.
  • If targeted closer than 400, farther portal will appear at exactly 400 units from Aenor's location, in targeted direction.
  • Farther portal can be summoned in fog, but not on impassable terrain (terrain should be clean in 200x200 area, to avoid portal-swap combo to enclosed cliffs)

Portals - properties:
  • Portals appear instantly.
  • Portals provide 500 obstructed vision.
  • Portals have zero colission size.
  • Portals look like vertically aligned runed-circles, being ~200 units in diameter.




Empower
Skill Type:Active
Cast Type:Self
Hotkey:E
Empowers the next Aenor's spell, improving it's effect.


Level 
Mana Cost
 
Cooldown
1
 
60
 
24
2
 
80
 
18
3
 
100
 
14
_
 
________________
 
________
 
Arcane Blast: deals damage as it would be fully charged and also stuns affected targets for 2.5 seconds.
Arcane Dome: also increases magic resistance by 12%/16%/20%/24% based on dome's level.
Empowered dome is protected from dissipation, and is potent enough for preventing magic immune enemies from entering the area as well.
Discontinuity gains a flare effect: upon opening, both portals release a fast extending wave of disruptive energy, that harms the enemies it comes in contact with. Extends at 800 speed over 200-radius aoe and deals 200/250/300 damage.

Notes
  • After using Empower, Aenor has to cast next spell within 7 seconds in order to benefit from empowerment.
  • Aghanim effect: reduces cooldown to 22/16/12, and reduces mana cost to zero.



CREDITS:
Icons:
- Wet-water - Arcane Blast
- Elfsilver Lord - Arcane Dome
- NFWar - Discontinuity
- Stygian - Empower

Template:
- Captain Planet (aka The][nquisitoR).

Background Story:
- Forceflow

Testmap:
- Inreet (v1)

Suggestions:
- Lancey_ - Spells AoE adjustments. Slight rebalancing of ultimate.
- Farm_Bot - Empowered Arcane Dome rebalancing.
- Vot1_Bear - General polishing and descriptions' improvements.

CHANGE LOG::

- 02-01-2012:
  • Discontinuity range rescaled: 400-800 => 400-700/800/900/1000
  • Added testmap! (v1)
- 12-26-2011:
  • Improved descriptions for arcane dome, empowered arcane dome and empowered discontinuity for better comprehension.
  • Empowered discontinuity: swapped explosions for flare effect.
- 12-23-2011:
  • Arcane Blast: added explicit note regarding charges regeneration in relation to INT parameter.
  • Arcane Dome: explicitly noted that it doesn't break channeling spells.
  • Arcane Discontinuity: renamed to just Discontinuity.
  • Discontinuity: portals can no longer be summoned on issolated cliffs (to eliminate cases like: venge teleporting to cliff for further swapping)
- 12-22-2011: - Empower will improve effect of next spell, only if cast withing 7 seconds from using Empower.
- 12-21-2011:
  • Arcane Dome: cooldown reduced: 28 => 26
  • Empowered Discontinuity: it's damage now depends on the level of ultimate, instead of level of arcane blast. (resulting in 200/225/250 for Empower of level 1, 2 and 3 respectively)
- 12-17-2011: - Minor cooldown and template adjustments.
- 12-16-2011:
  • Arcane Blast aoe has changed: 175 => 150/175/200/225
  • Empower cooldown reduced: 40/32/24 => 28/22/16
  • Empowered Arcane Blast no longer stuns magic immune targets.
  • Empowered Arcane Blast stun duration reduced: 3 => 2.5s
  • Arcane Dome now prevents magic immune targets from entering the area, as long as Aenor is inside the Dome himself.
- 12-15-2011: - Submitted suggestion.

* List of hero suggestions based on similar (apprentice wizard) model: (open the spoiler)

- 12-30-2009: Achrone, the Time Mage (submitted by NoThlnG)
- 01-29-2010: Azriel, Rune Mage (submitted by eleazar03)
- 05-28-2010: Rallan, The Elemental One (submitted by kozak)
- 07-09-2010: Eldin, the Elemental Wizard (submitted by NoThlnG)
- 06-21-2011: Arthurus Irae, Magic's Wrath (submitted by Antonius_Block)
- 12-15-2011: Aenor, Arcane Scholar


Attached Files
File Type: w3x ArcaneScholar.TestMap.v1.w3x (2.22 MB, 34 views)
File Type: w3x ArcaneScholar.TestMap.v1b.w3x (5.36 MB, 103 views)
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Last edited by MaxQuest; 02-07-2012 at 08:29 AM.
Old 12-15-2011, 09:19 PM   #2
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Default Re: [WIP][INT-Sentinel] Aenor - Arcane Scholar

Sounds like an interesting hero.

Skill 1 - Looks pretty good. I feel like the area's a little small and would be easy to get out of in the cast time. Maybe an area of 250 instead? The charges also seem like they need more fleshing out. Is there a cap? Does the cap increase per level? I also think the restoration of charges needs changing. At the moment, they restore at a rate of 1 every 3 seconds at less than 50 intelligence, 1 every 2 at 50-100, and 1 every second at 100+. Maybe tie the rate of restoration to the skill's level?

Skill 2 - I like the idea. Again, it seems pretty small. Maybe you could also increase the size of the field per level?

Skill 3 - Sounds good, but maybe the teleport time should be equal to the cast time of the first skill, so you can place down a portal on an enemy, then blast where he's going to come out and nail it perfectly.

Ult - Okay, I think it's a good idea too, but the mana cost seems to go up too much compared to the benefits it gives. If the effects it gives on each ability were increased per level of ult (for example, blast's stun would be 2/2.5/3) the mana cost would be more worth it. I think the stun on arcane blast might be a little long, especially for going through magic immune targets. Maybe 2 seconds would be more fair? Arcane discontinuity seems like it gets the short stick on buffs. The blasts do deal pretty fair damage, but does it have the same effect as the default blast? Would it reset your charges as well? I think there's a lot of potential for it that isn't being used.

Really good idea overall!
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Old 12-15-2011, 10:40 PM   #3
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Default Re: [WIP][INT-Sentinel] Aenor - Arcane Scholar

Thanks. You've made a good point regarding aoes and stun duration )) I've marked the things taken into consideration with blue (open the spoiler) and updated the template.

Quote:
Originally Posted by Lancey_ View Post
Sounds like an interesting hero.
It indeed is :shy: )) I just wanted something creative - an INT hero that depending on skill and item build can fit most of the roles, aka supporter, ganker, nuker, chaser and pusher. And it looks like Aenor indeed has such potential.

Skill 1 - Looks pretty good. I feel like the area's a little small and would be easy to get out of in the cast time. Maybe an area of 250 instead? The charges also seem like they need more fleshing out. Is there a cap? Does the cap increase per level? I also think the restoration of charges needs changing. At the moment, they restore at a rate of 1 every 3 seconds at less than 50 intelligence, 1 every 2 at 50-100, and 1 every second at 100+. Maybe tie the rate of restoration to the skill's level?
- aoe: ok, changing the area to match Leshrak's split earth. Seems fair.
- regarding getting away: I will edit the tooltip, to make it clear that you can either use it by targeting the ground (can be useful against an invisible foe) or target an enemy directly.
- regarding charges: I was probably editing the template at the moment you were reading it) There is a limit of charges Aenor can get. It bassically equals to the rank of the spell. The ideea is the following: on level 7 (with arcane blast at rank 7 and 60 int for example) you can either use in every 8 seconds for full effect (55 + 4 charges = 315 dmg per 120mp), or use it twice during that period for (2*(55 + 2charges) = 360 dmg per 240mp). Bassically you wont cast it often on early levels, but it might be very useful for finishing an escaping enemy, when you cannot afford to wait extra 4 seconds. (ofc if 180 damage will be enough for that purpose)

Skill 2 - I like the idea. Again, it seems pretty small. Maybe you could also increase the size of the field per level?
Sounds resonable. AoE will increase slightly per rank. Instead have increased the cooldown by 3 seconds to be more consistent with the ulty.

Skill 3 - Sounds good, but maybe the teleport time should be equal to the cast time of the first skill, so you can place down a portal on an enemy, then blast where he's going to come out and nail it perfectly.
Teleport time is 0.4s, and since arcane blast can be targeted directly on enemies, the fact that you will deal damage is basically guaranteed )

Ult - Okay, I think it's a good idea too, but the mana cost seems to go up too much compared to the benefits it gives. If the effects it gives on each ability were increased per level of ult (for example, blast's stun would be 2/2.5/3) the mana cost would be more worth it. I think the stun on arcane blast might be a little long, especially for going through magic immune targets. Maybe 2 seconds would be more fair? Arcane discontinuity seems like it gets the short stick on buffs. The blasts do deal pretty fair damage, but does it have the same effect as the default blast? Would it reset your charges as well? I think there's a lot of potential for it that isn't being used.
- I decided to abandon ideea of empowerment increase per each rank of ultimate, because it would add too many details, and people tend to avoid walls of text. So the final ideea was short and simple: to make it possible to use empowered spells more often. And this is the reason of mana cost increase. I guess I havent reflected it clearly by numbers, so will adjust them slightly. And since cooldown at rank 3 gets reduced to 14, stun duration will be reduced as well.
- Arcane Blasts dealt with empowered arcane discontinuity - deal the same damage as fully charged regular arcane blast (of the current rank) and doesn't deplete Aenor's charges. This is mainly a pushing tool, or a small bonus to aoe team clashes, when you decide to pass the stun.

Really good idea overall!


But it's still a WIP =) So I will keep adjusting it sligtly.

P.S. I have revised the Empower Arcane Blast ability. It won't stun any longer magic immune units, since it would be pretty unfair against such heroes like enigma or bane. Instead Arcane Dome now prevents magic immune enemies from entering the area. This can be very useful against lycan, balanar and akin.
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Last edited by MaxQuest; 12-16-2011 at 01:01 PM.
Old 12-17-2011, 05:22 AM   #4
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Default Re: [WIP][INT-Sentinel] Aenor - Arcane Scholar

Quote:
Originally Posted by Lancey_ View Post
Sounds like an interesting hero.

Skill 1 - Looks pretty good. I feel like the area's a little small and would be easy to get out of in the cast time. Maybe an area of 250 instead? The charges also seem like they need more fleshing out. Is there a cap? Does the cap increase per level? I also think the restoration of charges needs changing. At the moment, they restore at a rate of 1 every 3 seconds at less than 50 intelligence, 1 every 2 at 50-100, and 1 every second at 100+. Maybe tie the rate of restoration to the skill's level?

Skill 2 - I like the idea. Again, it seems pretty small. Maybe you could also increase the size of the field per level?

Skill 3 - Sounds good, but maybe the teleport time should be equal to the cast time of the first skill, so you can place down a portal on an enemy, then blast where he's going to come out and nail it perfectly.

Ult - Okay, I think it's a good idea too, but the mana cost seems to go up too much compared to the benefits it gives. If the effects it gives on each ability were increased per level of ult (for example, blast's stun would be 2/2.5/3) the mana cost would be more worth it. I think the stun on arcane blast might be a little long, especially for going through magic immune targets. Maybe 2 seconds would be more fair? Arcane discontinuity seems like it gets the short stick on buffs. The blasts do deal pretty fair damage, but does it have the same effect as the default blast? Would it reset your charges as well? I think there's a lot of potential for it that isn't being used.

Really good idea overall!



I like it too..
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Old 12-17-2011, 02:40 PM   #5
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Default Re: [WIP][INT-Sentinel] Aenor - Arcane Scholar

Thank you Name Rater.

I have "polished" the abilities once again. Also I hope spell descriptions are even more clear now. Anyway let me know if something appears vague or ambiguous to you.
-----------
Suggestion is now "officially" moving from [WIP] to [Reviews] stage.
At the moment hero appears both interesing and balanced to me. The main emphasis being made on versatility. Thus the list of roles that he could fit, ranges from supporter and pusher to ganker and even caster semi-carry. Depending on line-up, he can act as his team needs most at any given moment, without altering much his item-build.
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Last edited by MaxQuest; 12-19-2011 at 07:59 PM.
Old 12-18-2011, 04:32 AM   #6
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

very cool idea
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Old 12-19-2011, 12:35 AM   #7
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

Holy shit, I think I'm in love.

Implement this hero ASAP.

The portal idea is... just... epic.

But enough with the jaw breaker, now to the review:

Arcane Blast: Good Nuke, nice gank tool when ult is up, and a decent farm ability even with no charges and could be very spamable when suficient mana is available (bloodstone FTW). Small AOE, but with perfection, you'll never miss a blast. The thing is: those 0.3 seconds delay for the blast, they have an animation? Because, with that tiny AOE, animation for the pre-blast would just make the enemy hero clink once, and he'll be most likely safe. Maybe increase the AOE for a very small amout with the ult, or make it an instanst cast abillity. The effect I imagine for this one is like a Pugna's Nether Blast, but white or grey.

Arcane Dome: So, what would the effect of this be? A grey, flatter chronosphere maybe? Can really fuck up with Sniper, Mirana and ranged DPS's in a team battle, while your cooldowns are recharging. The knockback, as you said, can fuck up Lycan and alike, and also send some enemy heroes to a cliff, or make them unable to reach a tower, while you, with no problem whatsoever, deny the tower. Nice "pseudo-chanelling" concept, you can attack and move, but not cast spells.

Arcane Discontinuity: Nice juking, gank, or support skill. Can be used in many ways, like linking the ground to a cliff and stay there on top damaging a melee enemy hero, or to surprise assault and enemy team in Roshan. The 10% damage for foes who use the portal is it magical damage, or direct HP removal? Does the portal gives True Sight and flying vision for the area and duration? I think that an average flying vision (about 500-550 range from the center of the portals) on both the portals could be nice, you know. Also, any ideia on the collision size, and model size for the portals? The effect for this could be that portal that is available on the World Editor of the Frozen Throne. Originally, it's a purple portal with 5 dots on it's sides. Take the model, reduce it's size and turn it grey-like.

Empower: Maybe it could increase the AOE for the Arcane Blast on bigger levels of the ult too. Also, let's analize something, Rubicks Null Field magic reduction is 5%, 10%, 15% and 20% on 900 AOE on lvls 1, 2, 3 and for respectively, while Aenor's magic reduction with Arcane Dome and ult reduction is 24%, 32%, 40% and 48%. Even being on only 300 to 360 AOE, it's a bit too much. Imagine, if a Lich ult's, and on the delay that the ult's projectile takes to arrive to an average range an Aenor casts Ult and Arcane Dome, on the targeted party, most of the Lich's ult will be denied. Kind of Imba. As for the portal blast, pretty good, a nice way to kill that persky runaway on red health hero. Maybe in addition with the lower cooldown and no mana requirement with the Agha upgrade, it could, when cast, allows a greater cast range for the other spells. Effect for the ult: just like when Furion has an Agha, add the "rays" to Aenor's hand, but grey. Effects for this skill with Agha: Maybe an aura beneath him, or something like glowing scepter or amor.

Also, I would love to add the link of the hero into my Steam Account, but how do I add myself a signature?

With great emthusyasm to play with this character, http://steamcommunity.com/profiles/76561198047111600
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Last edited by Farm_Bot; 12-19-2011 at 01:49 AM.
Old 12-19-2011, 10:49 AM   #8
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

Quote:
Originally Posted by Farm_Bot View Post
Holy shit, I think I'm in love.

Implement this hero ASAP.

The portal idea is... just... epic.
Thanks for this and for review ^)

P.S. Damn I've accidentally edited this post instead of the first one. Kinda lazy to reconstruct the whole wall of text I had here.. since it's partially outdated now.
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Last edited by MaxQuest; 12-22-2011 at 07:19 PM.
Old 12-19-2011, 11:24 AM   #9
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

Well, about Empowered Arcane Disncotinuity... The double damage is fine, for you don't have a mega damage ult or secondary damage skill. The only thing is: you use Arcane Blast fully charged, then use Empowered Arcane Discontinuity... The Empowered AD will be uncharged right, cause imagine if you catch a hero on the opening portal, and the Arcane Blast with 4 charges each, and even a fleeing hero far away with the other portal. Kind of too much damage for a support hero that could do this at lvl 7. Maybe it could be a 1-2-3 charge blast for every level of the ult, and with Agha a 2-3-4 charge blast for the portals, this way balancing the damage dealt for you lvls.

And... ummm... about the promotion. Editing like you asked for: Thank you for the gift man, hoping we could play together. I'm a pretty decent supporter, you know.
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Last edited by Farm_Bot; 12-19-2011 at 05:27 PM.
Old 12-19-2011, 01:01 PM   #10
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

I was thinking of empowered discontinuity blasts to deal full damage without depleting the charges, such that with a good aim Aenor could triple blast the target for full dmg, just like Nevermore. But since Aenor has some extra utility that Nevermore lacks, I have to agree: dishing such damage is bassically unreasonable.
----
Meanwhile you made a good point with damage rising per level of ultimate. It's a viable ideea. But lets compare it with possible alternatives:
Blasts caused by empowered arcane discontinuity:
- deal 3xINT parameter damage
- deal 55 + 65xNumberOfCharges damage - where number of charges is between 0 and 4, and equals to the lowest ability rank between arcane blast and regular discontinuity
- deal no damage, but slow down all running otwards enemy units by 40% in 225 radius. (i.e. portals are transformed in some kind of engulfing dimension-holes)

Regarding promotion: I've said about worktime, because I am currently at office ^^, and could not install the steam. But I understand your impatience, so I've found 5 minutes and check if there is the inventory thingy accessible via steam website. And.. it is! So you can already confirm the invitation)
P.S. If you cannot find something in their GUI, feel free to pm me. Also you can check your assigned to steam email.
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Last edited by MaxQuest; 12-19-2011 at 06:56 PM.
Old 12-19-2011, 05:33 PM   #11
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

Yeah, a slow could be usefull. Fits more a support. The 3x int damage also sounds nice, making an item build style something close to Obsidian Destroyer. Your idea above really increases the hero's overall utility. Also, when do you have some to spare? Looking foward to play with you.
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Old 12-19-2011, 06:42 PM   #12
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

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Originally Posted by MaxQuest View Post
- Since enemies are not forced to use the portal, moreover they can chase you through the portal unless you close it fast, direct HP removal sounds more suitable.
If I open a portal on top of an enemy, will it still teleport them? I was thinking you could combo together portals and blasts, or pull fleeing enemies back towards your team.
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Old 12-19-2011, 07:33 PM   #13
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

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If I open a portal on top of an enemy, will it still teleport them? I was thinking you could combo together portals and blasts, or pull fleeing enemies back towards your team.
No =) In order to travel through the portal, hero (foe or ally, doesn't matter) should implicitly right click the portal, and once he gets into 125 proximity he will be teleported. The reason behind this, was to eliminate the cases when enemy hero could be teleported to your tower, snared and easily killed. I had an ideea through... such that empowered arcane discontinuity to behave like this. But it resembles a bit venge's nether swap, and it would be OP with such low cooldown, so I'd better leave this for another hero concept)
I guess such "wormhole" ability could fit the undead apprentice model.



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Originally Posted by Farm_Bot View Post
Yeah, a slow could be usefull. Fits more a support. The 3x int damage also sounds nice, making an item build style something close to Obsidian Destroyer. Your idea above really increases the hero's overall utility.
Yeap) Have to decide which effect to select, through) I guess I'll go through the heroes pool and check the possible combos. Because it should be both effective and non OP.

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Also, when do you have some to spare? Looking foward to play with you.
I enjoy good company as well, moreover it's indeed better to play with friends.
Matchmaking sux pretty hard atm =) (I guess this screenshot can speak for itself)
P.S. I usually play dota 2 on saturdays. And 0-2 games of dota 1 per weekend. Mainly because I have a full-time job. I will pm if I'll see you online)
P.P.S. +2 is my timezone.
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Last edited by MaxQuest; 12-19-2011 at 08:04 PM.
Old 12-19-2011, 09:51 PM   #14
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

^^

All right, man.

P.S. -2 is mine. (At least I think so...)
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Last edited by Farm_Bot; 12-20-2011 at 11:45 AM.
Old 12-19-2011, 10:48 PM   #15
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

I'm impressed i really love that idea.
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Old 12-19-2011, 11:36 PM   #16
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

Very neat suggestion with interesting template and <3 teleportation ftw ! A new revolution for Dark Portal ;D
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Old 12-20-2011, 12:16 PM   #17
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

I mosly like this hero but i think making the dome the active and getting a 4th skill would make this hero better. Theres already 2 passively increases other spells skills in the game and I don't really like either of them. (not to mention karma in lol who is a shit hero) Perhaps if the ultimate really changed how the skills are used instead of just adding bonus damage effects?
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Old 12-20-2011, 12:48 PM   #18
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Smile Re: [INT-Sentinel] Aenor - Arcane Scholar

Thank you tkaczu27 and condorzai I even consider improving it further)
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I mosly like this hero but i think making the dome the active and getting a 4th skill would make this hero better. Theres already 2 passively increases other spells skills in the game and I don't really like either of them. (not to mention karma in lol who is a shit hero)
If I understood you correctly, you are referring to spell shield and null field, right? Then I agree, if dome would be passive - it would be same boring.
But! the Arcane Dome is actually an active spell. Exactly as you wanted)

I guess you have misread a bit the descriptions). There are not just 2 active spells.
You have 3 active abilities and an ultimate that basically empowers these spells with extra utility. Selecting in real-time which ones to use, wont be boring at all)) moreover they are tightly related to a proper positioning.

Quote:
Originally Posted by gofunkiertti View Post
Perhaps if the ultimate really changed how the skills are used instead of just adding bonus damage effects?
So far only empowered discontinuity deals bonus damage. And it is very useful as anti-pushing or bonus farming tool. While other two empowerments grant you and your team the utility you need and can freely choose according to situation)
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Last edited by MaxQuest; 12-20-2011 at 01:45 PM.
Old 12-20-2011, 06:06 PM   #19
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

Great hero man.
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Old 12-21-2011, 02:36 AM   #20
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Default Re: [INT-Sentinel] Aenor - Arcane Scholar

No i was referring to witchcraft and multicast. Im not saying the idea is bad im just saying that if you must use an empowering system I think something that actaully changes thier functionality rather than just adding an extra effect would make it interesting.
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