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Supremacy
06-30-2009, 05:46 PM
Note: All numbers are subject to change, so please go by the concept and not the numbers.

Hero Name: Mad Scientist
http://scienceblogs.com/strangerfruit/post_tutorial_mad-scientist_2_470.jpg
Stats:
Str 17 + 1.3
Agi 20 + .9
Int 33 + 2.2 (Primary)
50-55 Base Damage (Including lvl 1 Int) - 600 Range
300 Base movement speed
1.4 Base attack speed
3 Base armor

Abilities:

http://guildwars.incgamers.com/gwbbcode/img_skills/832.jpg
Summon Flesh Golem: Summons a controllable flesh golem under the control of the Mad Scientist for 30 seconds. (45 second cooldown, 200 mana cost)

http://static.ao-universe.com/website/images/icons/rollerrat_queen_blood.gif
Summon Blood Golem: Summons a controllable blood golem under the control of the Mad Scientist for 30 seconds. (45 second cooldown, 200 mana cost)

http://www.l2heavenorhell.com/images/news/newskillicons/Armor_Golem.jpg
Summon Metal Golem: Summons a controllable metal golem under the control of the Mad Scientist for 30 seconds. (45 second cooldown, 200 mana cost)
(Ultimate) Golem Mastery (Passive):
- Increases movement speed of all golems by 25/40/55.
- Decreases summon golem cooldown by 5/10/15 seconds.
*Note: Upon death, all golems are instantly unsummoned.*

Golem Abilities:

http://guildwars.incgamers.com/gwbbcode/img_skills/832.jpg
Flesh Golem:
400/450/500/550 health
0 base armor
400 mana
30/40/50/60 melee damage
295 base movement speed
1.2 base attack speed
+100/200/300/400 health aura (Works on heroes and golems only)
Graft - Drains 50/100/150/200 health from an enemy target, returning it to the golem. (Costs 200 mana, 30/15/15/15 cooldown)

http://www.l2heavenorhell.com/images/news/newskillicons/Armor_Golem.jpg
Metal Golem:
300/400/500/550 health
10 base armor
120/120/120/240 mana
20/30/40/50 melee damage.
280 base movement speed
1.4 base attack speed
+10/20/30/40 damage aura (Works on heroes and golems only)
Blade Barrier - Friendly unit gains a blade barrier returning 30/40/50/60% damage for 5 seconds. (Costs 60 mana, 30/15/10/5 cooldown)

http://static.ao-universe.com/website/images/icons/rollerrat_queen_blood.gif
Blood Golem:
250/300/350/500 health
2 base armor
300 mana
20/25/35/40 damage at 550 range.
300 base movement speed
1.1 base attack speed
+2/4/6/8 health regeneration aura (Works on heroes and golems only)
Infusion - Transfers all negative effects from target friendly unit to the blood golem. (Costs 60 mana, 30/12/9/5 cooldown)

Pros:
Extremely versatile hero with many different options available.
Works well solo or with a team.
Many various item builds are available.
Very good for pushing early game or early jungle.

Cons:
Once golems die or run out he's extremely vulnerable.
Requires good micro management skills to be played well.
Lacks disables and slows for chasing and getting away.
Needs to level up quickly to summon multiple golems.

Sordak
06-30-2009, 05:48 PM
stop making those suggestions, make ONE serious one! because of you nobody saW my bump of my own one =( wich is bad because mine made sense.

Supremacy
06-30-2009, 05:49 PM
All of these suggestions are serious. I just made all of these while I was at work and can't get to these forums from there so I posted them all at once.

Your post is still front page.

Supremacy
07-01-2009, 05:57 PM
My suggestions aren't even getting trolled... I'm sad :(

Adam
07-01-2009, 09:28 PM
I don't think this idea really works, tbh. Having units to micro is great, and it's part of what makes Geomancer so difficult to play in DotA. But a hero like this requires practically no skill to play. You put up your golems when you can, and that's it. Microing can only take you so far in a battle. You've got no stuns or CC whatsoever, and you're basically just building a hero with 0 abilities and a some creeps fighting for you.

Supremacy
07-02-2009, 01:02 AM
I would think of him as decent support and pushing. Someone with bad micro won't be able to use all of the skills effectively (much like a bad panda in dota that only uses ult to run away, doesn't stun or cyclone, etc.) while someone who can micro use all of the abilities well can be a huge support in a fight.

He's not really set up to be a gank or a carry, but more of a huge support hero. All of the golems are beneficial to your team and have pretty good abilities (nuke, purge, blademail) so he would be a great asset to have on a team that plans to push early.

I mean, some people would just summon the golems, group everything and right-click, but that's losing much of his versatility and support, and they would probably contribute nothing.

On the other hand, someone with great micro that can use all of the abilities (much like a good Chen or Meepo in DotA) could do really well with him.

That's what was going in my head anyway.

I apologize for the lack of artwork, apparently you need that to get comments around here. I figured S2 could do something way more creative with art than I could...

Supremacy
07-09-2009, 02:02 AM
Bump for more feedbacks.