NoobishNoob
09-03-2009, 08:02 PM
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INTRODUCTION
Summon Hemomancer
Strength - 19 + 2.2
Agility - 16 + 1.6
Intelligence - 25 + 2.7
Learns Blood Nova, Vampiric Assault, Cheat Death and Mark of the Vampire
Attack range of 600
Movement speed of 300
http://www.hiveworkshop.com/forums/resource_images/7/icons_6011_btn.jpghttp://img4.imageshack.us/img4/4755/agonf.jpghttp://www.playdota.com/forums/attachment.php?attachmentid=1714&stc=1&d=1247782208http://www.hiveworkshop.com/forums/resource_images/7/icons_6320_btn.jpg
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HERO INFORMATION
Affiliation: Legion
Role: Support, Ganker
Theme: Blood and Vampirism
Model: A human with red glowing eyes draped in a crimson mage gown with bad-ass shoulderpads and wielding a long red-orb staff.
Attack Animation: He swings his staff horizontally and sends out a red-colored wave.
Starting Hitpoints: 511
Starting Mana: 325
Starting Damage: 46-53
Starting Armor: 2
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HERO ABILITIES
http://www.hiveworkshop.com/forums/resource_images/7/icons_6011_btn.jpg
Blood Nova
Conjures a powerful magic at the cost of lifeforce from an ally or enemy target, which summons a powerful nova from it, dealing damage to nearby enemies if the target was an ally, or healing nearby allies if the target was an enemy.
Casting Range is 700
Radius of 500
Deals 75/100/125/150 True Damage to allied/enemy target.
When ally is chosen, deals 150/200/250/300 True Damage to enemies.
When enemy is chosen, heals 150/200/250/300 to allies
Cooldown: 21/18/15/12
Mana Cost: 140/155/170/185
Cannot be cast on allied heroes with health less than 75/100/125/150 unless they're in the effects of Cheat Death or debuffs like Poison Spray or other DoTs.
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Hemomancer pick a target for Blood Nova, whether ally or enemy target or himself and damages it for 75/100/125/150. At that point, a Nova will be summoned from the target and affecting nearby units within 500 AoE of it. If target was an ally, it will damage enemies; if the target is an enemy, it will heal allies.
A good, versatile spell for quick burst of heal/damage for any kind of situations.
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http://img4.imageshack.us/img4/4755/agonf.jpg
Vampiric Assault
Assaults the target's mind with vampiric energy for 4 seconds, creating a leak in its lifeforce. Once the channeling has been completed or interrupted, it applies the Leaked effects on the target.
The amount of health drained and the slow from Leaked effects is based on how long the vampiric energy has been channeled.
Channeling
Cast Range of 500
Channeling Range up to 600
Channels up to 4 seconds
Cooldown: 11
Mana Cost: 70/80/90/100
Leaked Effects
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Activates when the channeling process has completed or interrupted
Every successful second channeled gives one charge.
Per charge: Drains 6/8/10/12 Health per second and 8%/9%/10%/11% MS slow
Lasts 6 seconds
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Tooltip may be a little confusing, but I'll explain how it works, think of it as a similar Poison Touch having delayed effects.
When Hemomancer channels this skill to an enemy, it will do nothing but first to the enemy. But when this spell finally finishes or gets interrupted, that's where the effects come in, the target will be drained of its health and mana based on how long you have channeled this spell.
Nearby allies will be healed by whatever amount the target is losing, and is not shared.
A example might be better to fully understand what this skill does:
1. Hemomancer casts V.A. to target, creates a red link that does nothing at first to the target.
2. Hemomancer manages to channel up to 2 seconds before the target gets out of range.
3. Since the channeling was interrupted, the target will immediately be drained of its health and mana for the next 6 seconds. Since he managed to only channel up to 2 seconds, it will only drain 12(x2 second channel) = 24 HP and MP drain per second.
4. Overtime, the target will be drained for 24 x 6 seconds = 144 of its hp and mana while regenerating nearby allied heroes' health and mana as well.
MATHCRAFTS:
Total hp and mp drain for the total 6 seconds.
1 sec channel ,, 2 sec channel ,, 3 sec channel ,, 4 sec channel
Level 1 - 36 Total, 8% Slow ,, 72 Total 16% Slow ,, 108 Total 24% Slow,, 144 Total 32% Slow
Level 2 - 48 Total 9% Slow,, 96 Total 18% Slow,, 144 Total 27% Slow,, 192 Total 36% Slow
Level 3 - 60 Total 10% Slow,, 120 Total 20% Slow,, 180 Total 30% Slow,, 240 Total 40% Slow
Level 4 - 72 Total 11% Slow,, 154 Total 22% Slow,, 226 Total 33% Slow,, 298 Total 44% Slow
IMO, this skill is balanced in its own way, Hero needs good positioning or a good disable to be able to channel the full 4 seconds and get the full effects of the skill, while the enemy all has to do is to get out of the spell range.
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http://www.playdota.com/forums/attachment.php?attachmentid=1714&stc=1&d=1247782208
Cheat Death
The Hemomancer sends a blood spirit into an allied hero's blood pool, enhancing blood clotting and preventing vital blood loss, preventing it from getting killed from incoming damage over the duration.
Applies Cheat Death effects to an allied hero target.
Cast Range of 400/600/800/1000
Cooldown: 54/40/26/12
Mana Cost: 140/130/120/110
Cheat Death effects
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Prevents any incoming damage from killing the target and will only reduce their health to 1.
Lasts 5 seconds
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Took this skill from DotA's Shallow Grave.
What it does is cast a buff on an allied hero target or yourself, during the duration, any lethal damage the target may receive will only reduce its health to 1 and cannot kill the target until the duration is up.
Yes, this is a dispellable spell which means a Purge or Decapitate will still kill the target.
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http://www.hiveworkshop.com/forums/resource_images/7/icons_6320_btn.jpg
Mark of the Vampire
Conjures a strong blood magic within himself, and then releases it to every allied hero across the map, feeding them the essence of a vampire, providing them Lifesteal in their attacks and spells based on how much life they lost during the duration.
Applies Mark of Blood effects to every allied hero.
Cooldown: 150/140/130
Mana Cost: 200/300/400
Mark of Blood effects
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Gives one charge for every 7% HP lost.
Base Charge: 5/7/11% Lifesteal
Each charge: Gives 4% Lifesteal on attacks and spells
Cap of 5/7/9 charges
Lasts 8/9/10 seconds
Heal will not exceed 50% of the allied unit's maximum health at once.
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Shares similar mechanics with DotA's Berserker's Blood and Open Wounds. Whenever an allied hero has lost 7% HP, it gives one charge of 3% Lifesteal which is gained through attacks or spells. Meaning, the more health missing, the stronger the lifesteal will be. Plus, it is a global effect but with a long cooldown.
Mathcrafts:
1 Stack: 7% HP Lost = 5/7/11 + 4% Lifesteal = 9/11/15% Lifesteal
2 Stack: 14% HP Lost = 5/7/11 + 8% Lifesteal= 13/15/19% Lifesteal
3 Stack: 21% HP Lost = 5/7/11 + 12% Lifesteal= 17/19/23% Lifesteal
4 Stack: 28% HP Lost = 5/7/11 + 16% Lifesteal= 21/23/27% Lifesteal
5 Stack: 35% HP Lost = 5/7/11 + 20% Lifesteal= 25/27/31% Lifesteal
6 Stack: 42% HP Lost = 5/7/11 + 24% Lifesteal= 29/31/35% Lifesteal
7 Stack: 49% HP Lost = 5/7/11 + 28% Lifesteal= 31/35/39% Lifesteal
8 Stack: 56% HP Lost = 5/7/11 + 32% Lifesteal= 35/39/43% Lifesteal
9 Stack: 63% HP Lost = 5/7/11 + 36% Lifesteal= 39/43/47% Lifesteal
Also, an added reminder that it will not heal at 50% of the target's max health, meaning if for example, Thunderbringer casts ulti with this ultimate on, he will deal 210 x 5 = 1050 damage; but his health is only 910, and half of that is 405, meaning it will only heal him by 405 exactly.
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CHANGELOG:
- Changed Curse of Blood to Mark of the Vampire, changing from debuff to a global buff to every allied hero.
- Fixed Blood Nova health ban to be cast to units under Cheat Death effects or debuffs e.g. Poison Spray, Cursed Ground, etc.
- Removed the MP drain from Vampiric Assault into a MS slow instead
- Changed Blood Nova damage from Magic to True
INTRODUCTION
Summon Hemomancer
Strength - 19 + 2.2
Agility - 16 + 1.6
Intelligence - 25 + 2.7
Learns Blood Nova, Vampiric Assault, Cheat Death and Mark of the Vampire
Attack range of 600
Movement speed of 300
http://www.hiveworkshop.com/forums/resource_images/7/icons_6011_btn.jpghttp://img4.imageshack.us/img4/4755/agonf.jpghttp://www.playdota.com/forums/attachment.php?attachmentid=1714&stc=1&d=1247782208http://www.hiveworkshop.com/forums/resource_images/7/icons_6320_btn.jpg
__________________________________________________
HERO INFORMATION
Affiliation: Legion
Role: Support, Ganker
Theme: Blood and Vampirism
Model: A human with red glowing eyes draped in a crimson mage gown with bad-ass shoulderpads and wielding a long red-orb staff.
Attack Animation: He swings his staff horizontally and sends out a red-colored wave.
Starting Hitpoints: 511
Starting Mana: 325
Starting Damage: 46-53
Starting Armor: 2
__________________________________________________
HERO ABILITIES
http://www.hiveworkshop.com/forums/resource_images/7/icons_6011_btn.jpg
Blood Nova
Conjures a powerful magic at the cost of lifeforce from an ally or enemy target, which summons a powerful nova from it, dealing damage to nearby enemies if the target was an ally, or healing nearby allies if the target was an enemy.
Casting Range is 700
Radius of 500
Deals 75/100/125/150 True Damage to allied/enemy target.
When ally is chosen, deals 150/200/250/300 True Damage to enemies.
When enemy is chosen, heals 150/200/250/300 to allies
Cooldown: 21/18/15/12
Mana Cost: 140/155/170/185
Cannot be cast on allied heroes with health less than 75/100/125/150 unless they're in the effects of Cheat Death or debuffs like Poison Spray or other DoTs.
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Hemomancer pick a target for Blood Nova, whether ally or enemy target or himself and damages it for 75/100/125/150. At that point, a Nova will be summoned from the target and affecting nearby units within 500 AoE of it. If target was an ally, it will damage enemies; if the target is an enemy, it will heal allies.
A good, versatile spell for quick burst of heal/damage for any kind of situations.
__________________________________________________
http://img4.imageshack.us/img4/4755/agonf.jpg
Vampiric Assault
Assaults the target's mind with vampiric energy for 4 seconds, creating a leak in its lifeforce. Once the channeling has been completed or interrupted, it applies the Leaked effects on the target.
The amount of health drained and the slow from Leaked effects is based on how long the vampiric energy has been channeled.
Channeling
Cast Range of 500
Channeling Range up to 600
Channels up to 4 seconds
Cooldown: 11
Mana Cost: 70/80/90/100
Leaked Effects
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Activates when the channeling process has completed or interrupted
Every successful second channeled gives one charge.
Per charge: Drains 6/8/10/12 Health per second and 8%/9%/10%/11% MS slow
Lasts 6 seconds
---------------------------
Tooltip may be a little confusing, but I'll explain how it works, think of it as a similar Poison Touch having delayed effects.
When Hemomancer channels this skill to an enemy, it will do nothing but first to the enemy. But when this spell finally finishes or gets interrupted, that's where the effects come in, the target will be drained of its health and mana based on how long you have channeled this spell.
Nearby allies will be healed by whatever amount the target is losing, and is not shared.
A example might be better to fully understand what this skill does:
1. Hemomancer casts V.A. to target, creates a red link that does nothing at first to the target.
2. Hemomancer manages to channel up to 2 seconds before the target gets out of range.
3. Since the channeling was interrupted, the target will immediately be drained of its health and mana for the next 6 seconds. Since he managed to only channel up to 2 seconds, it will only drain 12(x2 second channel) = 24 HP and MP drain per second.
4. Overtime, the target will be drained for 24 x 6 seconds = 144 of its hp and mana while regenerating nearby allied heroes' health and mana as well.
MATHCRAFTS:
Total hp and mp drain for the total 6 seconds.
1 sec channel ,, 2 sec channel ,, 3 sec channel ,, 4 sec channel
Level 1 - 36 Total, 8% Slow ,, 72 Total 16% Slow ,, 108 Total 24% Slow,, 144 Total 32% Slow
Level 2 - 48 Total 9% Slow,, 96 Total 18% Slow,, 144 Total 27% Slow,, 192 Total 36% Slow
Level 3 - 60 Total 10% Slow,, 120 Total 20% Slow,, 180 Total 30% Slow,, 240 Total 40% Slow
Level 4 - 72 Total 11% Slow,, 154 Total 22% Slow,, 226 Total 33% Slow,, 298 Total 44% Slow
IMO, this skill is balanced in its own way, Hero needs good positioning or a good disable to be able to channel the full 4 seconds and get the full effects of the skill, while the enemy all has to do is to get out of the spell range.
__________________________________________________
http://www.playdota.com/forums/attachment.php?attachmentid=1714&stc=1&d=1247782208
Cheat Death
The Hemomancer sends a blood spirit into an allied hero's blood pool, enhancing blood clotting and preventing vital blood loss, preventing it from getting killed from incoming damage over the duration.
Applies Cheat Death effects to an allied hero target.
Cast Range of 400/600/800/1000
Cooldown: 54/40/26/12
Mana Cost: 140/130/120/110
Cheat Death effects
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Prevents any incoming damage from killing the target and will only reduce their health to 1.
Lasts 5 seconds
---------------------------
Took this skill from DotA's Shallow Grave.
What it does is cast a buff on an allied hero target or yourself, during the duration, any lethal damage the target may receive will only reduce its health to 1 and cannot kill the target until the duration is up.
Yes, this is a dispellable spell which means a Purge or Decapitate will still kill the target.
__________________________________________________
http://www.hiveworkshop.com/forums/resource_images/7/icons_6320_btn.jpg
Mark of the Vampire
Conjures a strong blood magic within himself, and then releases it to every allied hero across the map, feeding them the essence of a vampire, providing them Lifesteal in their attacks and spells based on how much life they lost during the duration.
Applies Mark of Blood effects to every allied hero.
Cooldown: 150/140/130
Mana Cost: 200/300/400
Mark of Blood effects
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Gives one charge for every 7% HP lost.
Base Charge: 5/7/11% Lifesteal
Each charge: Gives 4% Lifesteal on attacks and spells
Cap of 5/7/9 charges
Lasts 8/9/10 seconds
Heal will not exceed 50% of the allied unit's maximum health at once.
---------------------------
Shares similar mechanics with DotA's Berserker's Blood and Open Wounds. Whenever an allied hero has lost 7% HP, it gives one charge of 3% Lifesteal which is gained through attacks or spells. Meaning, the more health missing, the stronger the lifesteal will be. Plus, it is a global effect but with a long cooldown.
Mathcrafts:
1 Stack: 7% HP Lost = 5/7/11 + 4% Lifesteal = 9/11/15% Lifesteal
2 Stack: 14% HP Lost = 5/7/11 + 8% Lifesteal= 13/15/19% Lifesteal
3 Stack: 21% HP Lost = 5/7/11 + 12% Lifesteal= 17/19/23% Lifesteal
4 Stack: 28% HP Lost = 5/7/11 + 16% Lifesteal= 21/23/27% Lifesteal
5 Stack: 35% HP Lost = 5/7/11 + 20% Lifesteal= 25/27/31% Lifesteal
6 Stack: 42% HP Lost = 5/7/11 + 24% Lifesteal= 29/31/35% Lifesteal
7 Stack: 49% HP Lost = 5/7/11 + 28% Lifesteal= 31/35/39% Lifesteal
8 Stack: 56% HP Lost = 5/7/11 + 32% Lifesteal= 35/39/43% Lifesteal
9 Stack: 63% HP Lost = 5/7/11 + 36% Lifesteal= 39/43/47% Lifesteal
Also, an added reminder that it will not heal at 50% of the target's max health, meaning if for example, Thunderbringer casts ulti with this ultimate on, he will deal 210 x 5 = 1050 damage; but his health is only 910, and half of that is 405, meaning it will only heal him by 405 exactly.
__________________________________________________
CHANGELOG:
- Changed Curse of Blood to Mark of the Vampire, changing from debuff to a global buff to every allied hero.
- Fixed Blood Nova health ban to be cast to units under Cheat Death effects or debuffs e.g. Poison Spray, Cursed Ground, etc.
- Removed the MP drain from Vampiric Assault into a MS slow instead
- Changed Blood Nova damage from Magic to True