View Full Version : Maliken Ult Effect + Bubbles Ult
FulgoreSama
05-24-2010, 01:04 AM
Would Maliken's Fear effect from Possession proc the extra damage from Bubble's Kelp to snap on enemies and such or do I misunderstand how effective the running effect of Maliken's Fear? Someone enlighten me.
As a bonus.
Maliken, Bubbles, Blood Hunter, Magmus and Chipper team. Good or Bad Idea?
If Maliken's Fear caused the enemy to move 600 units away from the initial area then yes it will cause the bonus proc from Bubbles' Ultimate.
FulgoreSama
05-24-2010, 01:09 AM
Well from what I read the fear part of Possession causes anyone in 400 range to lose control of character and run in fear. That's why I'm curious.
P.S.:I did not know if this went into strategy or mechanics but based on how im asking I assume it'd go in mechanics. Correct this If I am wrong.
Exactly. Maliken will afflict all enemy heroes within a 400 unit radius with Fear.
Enemies afflicted with Fear will also boost enemy movement speed by 40% and cause them to lose control of their hero as it runs randomly.
If you got lucky and Fear happened to make the enemy run farther than 600 units while under the effect of Kelp Field, it will snap and deal bonus damage and stun.
It is very unlikely that an enemy under Fear will go farther than 600 units though there is no set wander range in the coding so I'll assume it's possible.
The best way to set this up would be to have Bubbles cast the Kelp Field just so that the enemy is on the edge of the radius, then have Maliken Fear. That would work very effectively.
Also, this is the correct place to put your question.
FulgoreSama
05-24-2010, 01:20 AM
Thank you very much. Now may I ask your opinion about how possible it may be for this to happen?
It's very possible--it all depends on positioning.
If you place Kelp Field right so the enemy is on the edge of the effect, then the enemy will be instantly stunned and take the extra bonus damage.
However, if you were to cast Kelp Field just so the enemy is within radius yet near the edge, Fear has a 50% chance to make the enemy run farther away from or closer to the center of it's effect.
MrSnowman
05-24-2010, 02:30 AM
Very possible. I use it myself :)
Brought the fun back in Maliken for me.
"omg kelp field! Stay still!"
"RAAAAWR"
"OMG OMG OMG OGM" *dead*
Fear can only make units run ~250 units from where they started.
FulgoreSama
05-24-2010, 07:02 PM
Fear can only make units run ~250 units from where they started.
Okay Im glad someone told me this.
Now. How far can kelp field reach out.. since it will proc based around the center? because if positioned right this would be a funny lane strategy or team battle strategy.
ElementUser
05-24-2010, 07:09 PM
600 snap range from the centre of the affector
FulgoreSama
05-24-2010, 07:43 PM
Thanks. I think my mechanics questions are done. Thanks for help.
Okay Im glad someone told me this.
Now. How far can kelp field reach out.. since it will proc based around the center? because if positioned right this would be a funny lane strategy or team battle strategy.
As I said earlier, if you can cast Kelp Field so that the enemy is on the edge of the radius then they will instantly take the bonus effects.
FulgoreSama
05-24-2010, 09:12 PM
As I said earlier, if you can cast Kelp Field so that the enemy is on the edge of the radius then they will instantly take the bonus effects.
Once again thank you.
Droggeltasse
05-25-2010, 03:09 AM
Does the Field also work with Krakens ult ? Are the enemys stunned after the port ?
ElementUser
05-25-2010, 08:38 AM
Does the Field also work with Krakens ult ? Are the enemys stunned after the port ?
Any form of movement that places them outside the snap range will force them to take the stun+damage
Aracuan
05-25-2010, 08:39 AM
Any form of movement that places them outside the snap range will force them to take the stun+damage
so tablet works?
interesting....
Klama
05-25-2010, 01:21 PM
Thank you very much. Now may I ask your opinion about how possible it may be for this to happen?
It would be random luck realy, way easyer to push them out with pharao or throw out with pebls.
But just use magmus from your lineup, if he ports in with his ult, they will run. Fast.
Techno_Mage
05-25-2010, 04:24 PM
wait, so if you hit them with the very edge or the kelp field they can't move at all in one direction and can move 1200 in the other direction?
ElementUser
05-25-2010, 05:28 PM
wait, so if you hit them with the very edge or the kelp field they can't move at all in one direction and can move 1200 in the other direction?
?????????
The snap stun+damage gets applied instantly if they're hit on the very edge upon cast
FulgoreSama
05-25-2010, 09:01 PM
It would be random luck realy, way easyer to push them out with pharao or throw out with pebls.
But just use magmus from your lineup, if he ports in with his ult, they will run. Fast.
If you use magmus against a victim and you've kelped them, they should just kiss their ass goodbye.
You wouldn't survive it unless you have high hp + shamans headdress. But I suppose the unaware would easily fall for this.
I wouldn't think pebbles throw would be considered movement. But i do guess it does throw them out of the kelp range thus damaging and stunning would happen. Cool idea.
If you use magmus against a victim and you've kelped them, they should just kiss their ass goodbye.
You wouldn't survive it unless you have high hp + shamans headdress. But I suppose the unaware would easily fall for this.
I wouldn't think pebbles throw would be considered movement. But i do guess it does throw them out of the kelp range thus damaging and stunning would happen. Cool idea.
Everything that causes movement is classified as movement.
So you can Gust/Chuck/Tablet of Command enemies out of the Kelp Field and they will be stunned.
Enemies cannot blink in any way and not get stunned, meaning you cannot Portal Key, Blink, Lava Surge, Stealth, and/or Charge out of the Kelp Field.
The only thing that works would be Swiftblade's Swift Slashes because it gives him invulnerability.
Other than that, no other form of escape will negate the bonus effects of Kelp Field.
ElementUser
05-25-2010, 09:44 PM
The only thing that works would be Swiftblade's Swift Slashes because it gives him invulnerability.
Ehh, you can Time Leap out of the Kelp Field and still get stunned, yet that gives Invulnerability.
You're still stunned while you're Invulnerable, it's just that Swiftblade's Swift Slashes take 0.4*8 = 3.2 seconds to complete and the snap stun duration when Kelp Field is maxed is 3 seconds, so Swiftblade is essentially "unaffected" by the stun.
However if you somehow cancel Swiftblade's ultimate after he alraedy casted it (ie, Take Cover when you're the only target), you'll see the stun swirl above Swiftblade for a considerable time.
Atleast I got the "the only thing that works" part right.
Optimism: it's what counts.
ElementUser
05-26-2010, 08:55 AM
Any trivial Bubbles Ult + <skill> = posts from now on will be deleted
Malle1
05-26-2010, 10:50 AM
You're still stunned while you're Invulnerable, it's just that Swiftblade's Swift Slashes take 0.4*8 = 3.2 seconds to complete and the snap stun duration when Kelp Field is maxed is 3 seconds, so Swiftblade is essentially "unaffected" by the stun.Well, if you are stunned you wouldn't get any normal attacks between the Swift Slashes, so there is at least some effect.
ElementUser
05-26-2010, 10:51 AM
Oh you have a point :D