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Old 03-28-2012, 07:49 AM   #1
parawarrior
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Lightbulb [REMAKE] Necrolyte - Adding an Active Ability


Necrolyte's Death Pulse and Reaper's Scythe are unchanged.


Sadism - (Passive)

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Reveling in death and pain, the Necrolyte regains mana for killing units and enjoys watching enemies suffer pain as they lose a percentage of their max health.


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 ManaCooldownCast RangeAoEDurationEffects
1N/AN/AN/A1000N/ARegains 10 Mana, Deals 0.5% of the max HP of the target per second
2N/AN/AN/A1000N/ARegains 20 Mana, Deals 0.6% of the max HP of the target per second
3N/AN/AN/A1000N/ARegains 30 Mana, Deals 0.7% of the max HP of the target per second
4N/AN/AN/A1000N/ARegains 40 Mana (600 if you kill a hero) , Deals 0.8% of the max HP of the target per second
Notes
-Damage type: HP removal
-Damage counts as negative regeneration, and will thus not disable abilities or items like Kelen's Dagger which requires player based damage.
-The regaining of mana from Sadism is also triggered by denies.




Epidemic - (Active, Can target Allied/Enemy heroes Affects Enemy Heroes)
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The Necrolyte infuses a deadly disease in one allied/enemy hero. When that hero is killed the disease spreads in a large area around the dead corpse.


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 ManaCooldownCast RangeAoEDurationEffects
111020 sec80012004 sec25 damage per second and 15% slow to all heroes in the AoE
211018 sec80012004 sec50 damage per second and 20% slow to all heroes in the AoE
311016 sec80012004 sec75 damage per second and 25% slow to all heroes in the AoE
411014 sec80012004 sec100 damage per second and 30% slow to all heroes in the AoE
Notes
-Damage Type: Magical
-The targetted hero must be killed within 5 seconds of casting this spell to trigger the AoE impact.
-The Damage is blocked by magic immunity, the slow is not.

What have I changed:
Necrolytes two passives have been combined into one nerfing both of them by a considerable amount. Giving Necrolyte an interesting active ability that will increase his teamfight presence.
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Last edited by parawarrior; 09-02-2012 at 04:30 AM.
Old 03-28-2012, 08:02 AM   #2
Subotai
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Default Re: [REMAKE] Necrolyte - Adding an Active Ability

weak skill, no synergy
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Old 03-28-2012, 08:03 AM   #3
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Default Re: [REMAKE] Necrolyte - Adding an Active Ability

I remembered that my Desecrator's Forsake was once like this. Still, this is decently balanced imo.
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Old 03-28-2012, 08:04 AM   #4
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Default Re: [REMAKE] Necrolyte - Adding an Active Ability

Quote:
Originally Posted by Subotai View Post
weak skill, no synergy
If it can be targeted on units, this would synergize well.
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Old 03-28-2012, 08:17 AM   #5
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Default Re: [REMAKE] Necrolyte - Adding an Active Ability

Quote:
Originally Posted by Subotai View Post
weak skill, no synergy
Suggest change in numbers? It would be devastating during a team fight because of the slow. The AoE is 1200 so it will affect all heroes in the teamfight.
And why do you think there is no synergy? You use this before using reapers scythe.
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Old 03-28-2012, 08:41 AM   #6
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Default Re: [REMAKE] Necrolyte - Adding an Active Ability

Quote:
Originally Posted by LimitingBounds View Post
If it can be targeted on units, this would synergize well.
Changed it to: Can be targeted on allied heroes and enemy heroes.
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Old 03-29-2012, 05:52 PM   #7
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Default Re: [REMAKE] Necrolyte - Adding an Active Ability

you need to put the 600 mana gained for killing heroes back on sadist. otherwise i think i like this is a good suggestion. not only does it give him some nice single target damage, but adds to his teamfight too.

i would suggest normalizing the slow on it tho, mb 18-20 at all levels? or weaker scaling mb, but i still see that maxing sadist is the priority on this incredibly mana-intensive hero
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Old 03-29-2012, 08:48 PM   #8
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Default Re: [REMAKE] Necrolyte - Adding an Active Ability

make the ability leach Mana from targets..without sadist necro loses alot of spam potential with his heal.
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