Developer's Blog
Register Low Fi Mark Forums Read

Reply
 
Thread Tools
Old 01-05-2012, 10:08 PM   #1
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline

Default [Int Scourge] The Electrocutioner



Naa'Djin, The Electrocutioner

  
Strength
Agility
Intelligence
19+2.2
19+1.0
24+3.0





At the peak of the rising Gnoll Empire, Naa'Djin had a talent many of the wood Gnoll's seem to lack, Intelligence. For that reason alone, the King of Gnolls put Naa'Djin in a very important position, to be the kingdoms prime defender and General of the Gnoll army. When the King heard of the war of the ancients he saw it as an opportunity to push the Gnoll Empires boundary even further. Naa'Djin, seeking new challenges, offered to be sent to fight for the scourge representing the might of the Gnolls, the king agreed and Naa'Djin went. In battle both the scourge and sentinel learned of Naa'Djin's addiction to electric based power. Fond of using a conductive fluid material that hampers his adversaries capabilities, combined with his electric bomb, it would be wise for the sentinel to watch their step. When threatened he can set up high voltage tripwires that can hinder even the most massive of armies, hindering their movement. He promised he would show the world the might of the Gnolls, and he is here to keep his words.





Base Damage:42-50
Starting Hp/MP:510/312
Affiliation:Scourge
Armor:2
Movespeed:295
AttackRange:120(Melee)





Conductive Glue [T] [Self Apply]

The Electrocutioner leaves a trail of conductive glue as he walks, enemy who chooses to walk the trail has their movement speed and turnrate reduced.


 ManaCooldownC.RangeAOEDurationEffects
150+1% of total mana every 100 rangen/an/a1254s until trail disappears5% MS reduction, -4% turnrate.
250+1% of total mana every 100 rangen/an/a1254s until trail disappears10% MS reduction, -7% turnrate.
350+1% of total mana every 100 rangen/an/a1254s until trail disappears15% MS reduction, -12% turnrate.
450+1% of total mana every 100 rangen/an/a1254s until trail disappears20% MS reduction, -15% turnrate.
Notes:
  • Toggle on/off
  • Automatically toggles off once you're out of mana.



Electric Bomb [E] [Target:Ground]

Naa'Djinn throw's an Electric bomb at a location, after a delay the bomb will explode, dealing damage. If the bomb explodes on Conductive Glue Trail then the trail will conduct the electricity, dealing dps to enemy units on the trail.


 ManaCooldownC.RangeAoEDurationEffects
150914002003.5s delay100 explosion damage, 30 dps for 4 seconds max.
260915002003s delay150 explosion damage, 40 dps for 4 seconds max.
370917002002.5s delay200 explosion damage, 55 dps for 4 seconds max.
480920002002s delay250 explosion damage, 70 dps for 4 seconds max.
Notes:
  • Damage:Magic
  • Bomb stays in the air for 1 second before landing (similar to toss)



Adaption [R] [Passive]

The Electrocutioner is able to Adapt his powers to greater might, increasing their capabilities. Conductive Glue - Phasing, increases movement speed. Electric Bomb - reduces cooldown, adds damage. Tripwire - Reduces cooldown and mana.


 ManaCooldownC.RangeAoEDurationEffects
1n/an/an/aAoEForeverConductive Glue-Phase+5%M.S. Electric Bomb-1s cd reduction, +10 damage, +10 dps.Tripwire- 2s cd reduction, -20 mana.
2n/an/an/aAoEForeverConductive Glue-Phase+7%M.S. Electric Bomb-2s cd reduction, +20 damage, +20 dps.Tripwire- 3s cd reduction, -30 mana.
3n/an/an/aAoEForeverConductive Glue-Phase+10%M.S. Electric Bomb-3s cd reduction, +30 damage, +30 dps.Tripwire- 4s cd reduction, -40 mana.
4n/an/an/aAoEForeverConductive Glue-Phase+12%M.S. Electric Bomb-4s cd reduction, +40 damage, +40 dps.Tripwire- 5s cd reduction, -50 mana.
Notes:
  • Bonus movement speed only applies when Conductive Glue is on.



Tripwire [W] [Ground Placement]

Naa'Djinn Places a starting point to start a high voltage tripwire that will be set somewhere else. If an enemy unit triggers the trapwire, the trapwire explodes, purging and shocking any unit in 150 aoe.


 ManaCooldownC.RangeAoEDurationEffects
125015Up to 700 range100 Trigger AoEPurge lasts 3 seconds 20% AS&MS purge, 200 damage
225015Up to 700 range100 Trigger AoEPurge lasts 3 seconds30% AS& MS purge, 300 damage
325015Up to 700 range100 Trigger AoEPurge lasts 3 seconds40% AS&MS purge, 400 damage
Notes:
  • Lasts forever
  • Damage:Magic
  • maximum of 10 Tripwires
  • Has 300 HP
  • Invisible
  • Once started you can press the hotkey again to end the tripwire
  • Purge affects magic immune units
  • Everyone can see Naa'Djin setting up the tripwires
  • Takes 1 second once the trap is set to become activated and invisible
  • Blinking or teleporting will end the tripwire.

  Reply With Quote
Last edited by Hemoxyte; 01-27-2012 at 01:21 AM.
Old 01-05-2012, 10:21 PM   #2
Subotai
Member
 
Subotai's Avatar
 
Join Date: Oct 2010
Posts: 1,106
Blog Entries: 1
Subotai is offline
Default Re: [Int Scourge] The Electrocutioner

Skill 1 : ok, a slowing fireflies with incoming synergy.

Skill 2 : I think dmg is quite high, concept is pretty good and fun

Skill 3 : well just plain number increase, what about : the electrocutioner's magic paralyse his floes flesh. Any unit dmged by any of his spell is slowed by 4/8/12/16%.
doesn't fit skill set, but it could be a nice passive.

Ulti : i am not sure to have got it : is it just land mine or there is a link between many mines, but then which explode ?
__________________

Willy, The little wendigoHampti Shell, The Chaos Turtler
Lord VoldemortLuck, the Sky Guardian
  Reply With Quote
Old 01-05-2012, 10:53 PM   #3
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline
Default Re: [Int Scourge] The Electrocutioner

Quote:
Skill 1 : ok, a slowing fireflies with incoming synergy.
Thank you
Quote:
Skill 2 : I think dmg is quite high, concept is pretty good and fun
It's a 250 damage nuke, but it takes 2 second (at lvl4)before exploding, you can easily move away from it before it explodes.

Quote:
Skill 3 : well just plain number increase, what about : the electrocutioner's magic paralyse his floes flesh. Any unit dmged by any of his spell is slowed by 4/8/12/16%.
doesn't fit skill set, but it could be a nice passive.
Already has one slow, plus it's supposed to be like ogre magi's multicast or witchcraft.

Quote:
Ulti : i am not sure to have got it : is it just land mine or there is a link between many mines, but then which explode ?
It's a tripwire, sort of like a land mind.... ill give you a visual 0----------------0 The zeros are the starting and ending point, they link to form a tripwire, if any unit tries to cross it then they get shocked and purged.
  Reply With Quote
Old 01-05-2012, 11:07 PM   #4
Subotai
Member
 
Subotai's Avatar
 
Join Date: Oct 2010
Posts: 1,106
Blog Entries: 1
Subotai is offline
Default Re: [Int Scourge] The Electrocutioner

For skill 2 : its 290 + 110 dps with passive...
hm the 1s toss delay is included in the 3.5->2s delay I suppose ?

And as soon as the trail is "electrocufied", it deals dps for the time remaining of the current trail : I mean new trail doesn't get dps ?

If it gets too complicated mb make it burst dmg !
__________________

Willy, The little wendigoHampti Shell, The Chaos Turtler
Lord VoldemortLuck, the Sky Guardian
  Reply With Quote
Old 01-05-2012, 11:36 PM   #5
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline
Default Re: [Int Scourge] The Electrocutioner

Quote:
hm the 1s toss delay is included in the 3.5->2s delay I suppose ?
yes.
Quote:
For skill 2 : its 290 + 110 dps with passive...
Quote:
And as soon as the trail is "electrocufied", it deals dps for the time remaining of the current trail : I mean new trail doesn't get dps ?
His first skill is like fireflies except with my effect, and it consumes mana, now if the bomb explodes on the glue trail the trail lits on electricity, making it deal extra dps, if the electric bomb just explodes but not on the trail then it won't do anything except the damage, but it is still spammable with low mana cost and cd.

By the way the damage isn't really much because you need atleast level 12 and a medium mana pool to do real damage, this guy is also melee.
  Reply With Quote
Old 01-08-2012, 12:40 AM   #6
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline
Default Re: [Int Scourge] The Electrocutioner

any other reviews =/
  Reply With Quote
Old 01-08-2012, 04:20 AM   #7
Subotai
Member
 
Subotai's Avatar
 
Join Date: Oct 2010
Posts: 1,106
Blog Entries: 1
Subotai is offline
Default Re: [Int Scourge] The Electrocutioner

to clarify, for the trail, it is (50+1%) per 100 unit, or 50 activation +1% per 100 unit ?

EDIT : and i have a suggestion.

what about giving him a semi surge when putting down tripwire ? first it allows it to be noticeable (like techies mines), and it could be used to land a ulti + trail.

because the guy has no ms boost, yet would need good positionning.
__________________

Willy, The little wendigoHampti Shell, The Chaos Turtler
Lord VoldemortLuck, the Sky Guardian
  Reply With Quote
Old 01-08-2012, 03:29 PM   #8
Haasva
Member
 
Haasva's Avatar
 
Join Date: Dec 2011
Location: France
Posts: 441
Blog Entries: 1
Haasva is offline
Default Re: [Int Scourge] The Electrocutioner

I like very much the first and second skill. About ulti I think 15 max tripwires is too hight. And what said Subotai about ms boost is a good idea.
  Reply With Quote
Old 01-08-2012, 04:19 PM   #9
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline
Default Re: [Int Scourge] The Electrocutioner

Quote:
to clarify, for the trail, it is (50+1%) per 100 unit, or 50 activation +1% per 100 unit ?
the latter.
Quote:
what about giving him a semi surge when putting down tripwire ? first it allows it to be noticeable (like techies mines), and it could be used to land a ulti + trail.

because the guy has no ms boost, yet would need good positionning.
Interesting idea but he already got a bonus movement speed while his conductive glue is toggled on, his passive gives phasing and bonus m.s. He is also melee, as for the ulti, i forgot to add the note that everyone can see you making the tripwire, and once it's set it takes 1 second to go invis and become active (like statis trap/land mine).
  Reply With Quote
Old 01-09-2012, 09:54 AM   #10
Name Rater
Member
 
Name Rater's Avatar
 
Join Date: Jul 2011
Posts: 440
Name Rater is offline
Default Re: [Int Scourge] The Electrocutioner

please change
his strength to:19
and agility to: 17

and your calculation is wrong,If his int is 24 his mana points(MP) will be 312
Starting Mana:|Starting INT|x|13

thank you.
__________________
[tab]
Suggestions
Philosopher's Stone
Azeroth's Prix{|}
  Reply With Quote
Old 01-09-2012, 09:40 PM   #11
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline
Default Re: [Int Scourge] The Electrocutioner

Whoops my bad, will fix, Thank you. Any skill reviews?
  Reply With Quote
Old 01-09-2012, 09:52 PM   #12
Subotai
Member
 
Subotai's Avatar
 
Join Date: Oct 2010
Posts: 1,106
Blog Entries: 1
Subotai is offline
Default Re: [Int Scourge] The Electrocutioner

Me again.
See, if you start a trail, then trow a bomb at it, gaining dps, and you maintain the trail (1% per 100 unit = about 10000 unit available), you will easily be able to sustain in for 1000-2000 units, keeping someone into the trail.

So then the dps can be permanent ?

what if you throw another bomb into the trail ?

suggestion : if bomb fall on trail, deals dps on enemy with glue buff within 900 units for max 4s. Would be a way to cap it, but there are many.
__________________

Willy, The little wendigoHampti Shell, The Chaos Turtler
Lord VoldemortLuck, the Sky Guardian
  Reply With Quote
Old 01-10-2012, 12:18 AM   #13
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline
Default Re: [Int Scourge] The Electrocutioner

Quote:
suggestion : if bomb fall on trail, deals dps on enemy with glue buff within 900 units for max 4s. Would be a way to cap it, but there are many.
I thought about giving it a max time, but decided against it because i thought that his ulti is pretty much the same costing as storm spirits, and it would be pretty easy if you an disable this guy and run, i will think about it more but i think i will implement it because someone actually suggested it.

btw adding another bomb wouldn't do anything currently.
  Reply With Quote
Old 01-18-2012, 01:59 AM   #14
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline
Default Re: [Int Scourge] The Electrocutioner

Bumping for reviews.
  Reply With Quote
Old 01-18-2012, 02:14 AM   #15
Pickr
Member
 
Pickr's Avatar
 
Join Date: Dec 2011
Posts: 75
Pickr is offline
Default Re: [Int Scourge] The Electrocutioner

i think 15 tripwires are too much.
  Reply With Quote
Old 01-18-2012, 09:19 PM   #16
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline
Default Re: [Int Scourge] The Electrocutioner

Quote:
i think 15 tripwires are too much.
well how is it too much? do you suggest a nerf?
  Reply With Quote
Old 01-19-2012, 09:30 PM   #17
kibestar
Member
 
Join Date: Oct 2010
Location: São Paulo, SP, Brasil
Posts: 38
kibestar is offline
Default Re: [Int Scourge] The Electrocutioner

1st skill - Seems a bit weak for its bizarrely high mana cost (50+1% max mana per second will eat your mp swiftly). Though coupled with the passive its pretty good.

2nd skill - Looks very strong, and very VERY strong with the passive. Low cd, low mana cost and high damage. And how long does the dps last? It only says "70". It also has an odd casting range scaling - 1400/1500/1700/2000. Check that out?

3rd skill - Simple yet conclusive. An overwhelming boost to the other skills. Maybe nerf the 2nd skill buff included on this one. Also, give it some secondary effect independent of the other spells that makes it worth getting before upgrading the other skills.

Ulti - So its a line-aoe "Land Mine"? Its nice, but I think 15 max is too much. Oh are the wires between the placements visible, or are do they not have any animation (maybe an invisible one)? Otherwise this skill is pretty overpowered if you, for example, place the traps in between normally inaccessible trees or on cliffs, making the deactivation of them virtually impossible.

Overall, I really found this hero interesting!

Would you check my hero out? Its on the sig.
__________________
========/==========/==========/


Ahsh'yazar
Frost Wyrm


Believed to be a cursed fallen phoenix, Ahsh'yazar wreaks havoc with his icy spells. Although he has lost his past fire mastery, the Wyrm is now an adept of the cold arcane skills, blasting his enemies with below negative temperatures and freezing them to death. Beware of his existance...
  Reply With Quote
Old 01-19-2012, 10:37 PM   #18
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline
Default Re: [Int Scourge] The Electrocutioner

Quote:
1st skill - Seems a bit weak for its bizarrely high mana cost (50+1% max mana per second will eat your mp swiftly). Though coupled with the passive its pretty good.

2nd skill - Looks very strong, and very VERY strong with the passive. Low cd, low mana cost and high damage. And how long does the dps last? It only says "70". It also has an odd casting range scaling - 1400/1500/1700/2000. Check that out?

3rd skill - Simple yet conclusive. An overwhelming boost to the other skills. Maybe nerf the 2nd skill buff included on this one. Also, give it some secondary effect independent of the other spells that makes it worth getting before upgrading the other skills.

Ulti - So its a line-aoe "Land Mine"? Its nice, but I think 15 max is too much. Oh are the wires between the placements visible, or are do they not have any animation (maybe an invisible one)? Otherwise this skill is pretty overpowered if you, for example, place the traps in between normally inaccessible trees or on cliffs, making the deactivation of them virtually impossible.

Overall, I really found this hero interesting!

Would you check my hero out? Its on the sig.
First i'd like to thank you for reviewing.

1st review: It might be weak by itself but with his other synergy then it can be really devastating, and it has no cooldown, with the passive granting almost a windrunner-like effect.

2nd review:Would just like to say that when he throws it, it's like tiny's toss, there's a full 3 second delay (1s in the air, 2s activation delay) at level 4, the range maybe can be nerfed a bit but i think it balances out the fact that you can easily dodge it. I'm still thinking about giving the dps a time limit but right now as long as you can keep up toggling conductive glue it will last forever( as you said it eats up alot of mana)

3rd review: Thank you, and as i said for the part about nerfing the boost to the second skill, and i can't think of an independent effect for this skill though.

4rth review: Technically blink dagger (to access cliffs and trees) might be taken just so you can get in the fray really fast, but you can have a ranged to kill it if it is in a cliff, by the way thank you i should add that teleporting will end the tripwire. All of it is invisible.


Thanks again, I'll try to review your hero.
  Reply With Quote
Old 01-20-2012, 01:07 AM   #19
peruano
Member
 
peruano's Avatar
 
Join Date: Dec 2011
Posts: 6
peruano is offline
Default Re: [Int Scourge] The Electrocutioner

mm cool
  Reply With Quote
Old 01-27-2012, 01:20 AM   #20
Hemoxyte
Member
 
Hemoxyte's Avatar
 
Join Date: Aug 2011
Location: I'm posting below bored.
Posts: 2,915
Blog Entries: 3
Hemoxyte is offline
Default Re: [Int Scourge] The Electrocutioner

bumping, Changes:
Tripwire max decreased from 15>10
Dps from electric bomb-conductive glue lasts max 4 seconds from forever.
  Reply With Quote
Reply
  Defense of the Ancients Suggestions Hero Ideas


Forum Jump

Thread Tools