|
|
#1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Member
|
|
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
![]() Naa'Djin, The Electrocutioner
![]() 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. ![]()
Conductive Glue [T] [Self Apply]
![]()
Electric Bomb [E] [Target:Ground]
![]()
Adaption [R] [Passive]
![]()
Tripwire [W] [Ground Placement]
![]()
|
|
|
#2 |
Member
|
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 ?
__________________
|
|
|
|
#3 | ||||
Member
|
Quote:
Quote:
Quote:
Quote:
|
||||
|
|
|
#4 |
Member
|
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 !
__________________
|
|
|
|
#5 | |||
Member
|
Quote:
Quote:
Quote:
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. |
|||
|
|
|
#7 |
Member
|
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.
__________________
|
|
|
|
#9 | ||
Member
|
Quote:
Quote:
|
||
|
|
|
#10 |
Member
Join Date: Jul 2011
Posts: 440
|
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. |
|
|
|
#12 |
Member
|
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.
__________________
|
|
|
|
#13 | |
Member
|
Quote:
btw adding another bomb wouldn't do anything currently. |
|
|
|
|
#15 |
Member
Join Date: Dec 2011
Posts: 75
|
i think 15 tripwires are too much.
__________________
|
|
|
|
#17 |
Member
Join Date: Oct 2010
Location: São Paulo, SP, Brasil
Posts: 38
|
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... |
|
|
|
#18 | |
Member
|
Quote:
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. |
|
|
|
|
#19 |
Member
Join Date: Dec 2011
Posts: 6
|
mm cool
|
|