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View Full Version : Behemoth Rework



Sknurt
06-02-2010, 12:53 PM
Behemoths Shockwave.
Ive made his Shockwave kind of a Infront of self ability like Pyromancer's Phenoixwave.
Skill type : Target Ground
AoE : The aoe is a cone effect so it grows from 50 - 600
Channeling : 3 Seconds (Not charging, this is while it is casting) This is on all levels.
Cast Range : 700 Range, Making this into a Cone shape effect. The start isnt very wide and becomes wider as it waves through.
Damage : This damage is Magical - 200/275/350 and additional magic damage when creeps/neturals are dead and will be picked up with the Shockwave and same with alive creeps/neturals. Staff of the Master makes his ulti do true damage ONLY based on how many creep kills Behemoth has. This is on all levels. And also makes his Heavy Weight stun at a distance.
Manacost: 145/205/265
Cooldown : 150/130/110

Behemoths Enrage
Skill type : This is an AoE effect that buffs allies and self. Enrage now increases your Magical damage by 5/7/8/10 this buff only works with one spell. This still can be used as a stun.
AoE : 300
Cast Range : The cast range is self.
Mana cost : 80/100/120/125
Cooldown : 10/8/7/6



Ive thought of a new idea of the ShockWave and Enrage abilityts, so it doesn't make it a useless ability with out portal key.
Changing Shockwave into a range ability as so.
Behemoth grabs his tree and holds it in the air with to hands and slams on to the ground making a Wave effect.
The wave effect grabs only creeps and dead boddies smashing the Shockwave into all heros with the bonus magical damge with the creeps.

Enrage now buffs the team not just him self making there first spell cast do more damage towards the target. Behemoth still hits the ground with his log ( Same animation as before )

Zackreaver
06-03-2010, 11:53 AM
This rework seems more like your making a new hero rather than a rework. Behemoth's setup works fine for how he's setup, his ultimate is built primarily to shut down a large push which becomes even more effective if the opposing team has either a large build up of creeps and/or a high amount of summons.

Your suggestions aren't bad it's just Behemoth has all his serving their purpose just fine, Enrage has a low cooldown and manacost allowing behemoth to deal an extra amount of spike damage as well as deal a short ministun due to his passive.

I think instead of making your suggestions a rework of behemoth you should think about compiling them into a new hero instead.

Jokeaccount
06-03-2010, 04:34 PM
I don't really wanna say this but please don't change direct port heroes except maybe balancing some numbers... There is plenty of room for new heroes or suggestions for HoN unique content