PDA

View Full Version : Hemomancer



NoobishNoob
09-03-2009, 08:02 PM
__________________________________________________

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.

---------------------------

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
---------------------------

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
---------------------------

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
---------------------------

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

Sufferr
09-03-2009, 08:38 PM
Like it, IMO change/remove Cheat Death (Shallow Grave) I don't see much synergy on it.
Besides that.. humm the concept overall is good.
Just some toughts. ^^
prolly gonna be t-up from me.

Darkblade_1
09-03-2009, 09:03 PM
I appreciate the mathcraft you've done there. It seems your values for HP and Mana are also in order, so high marks so far.

Let's have a look at abilities.



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 Magic Damage to allied/enemy target.

When ally is chosen, deals 150/200/250/300 Magic 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.



Hmm, well this is a somewhat versatile little power. I'm leery of effects which allow you to directly hurt your allies but there is precedent for it so I won't immediately discount it. I notice the provision about it being untargetable on targets below the death threshold so perhaps that's enough( though there are certainly arguments for allowing it, synergy with cheating death and the potential for denial spring to mind).

You might consider amending magic damage to true damage as this power follows closest with the conventions set by Jereziah and Succubus, both of whom use True Damage. Though this is a wider radius, I believe it retains it's balance due to it's high initial cool down and the factor of harming an ally rather than healing them to produce comparable AoE damage to Inner Light.




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 and mana drained from Leaked effects is based on how long the vampiric energy has been channeled.

Channeling

Cast Range of 450
Channeling Range up to 550

Channels up to 4 seconds

Cooldown: 11
Mana Cost: 70/80/90/100

Leaked Effects
---------------------------

Activates when the channeling process has completed or interrupted

Every successful second channeled gives one charge.

Per charge: Drains 6/8/10/12 Health and Mana per second

Lasts 6 seconds



Hmmm.. an interesting concept, the delayed DoT. And once again I appreciate the due diligence in your mathcrafting of the totals per level per second. However it seems like it may be both too strong and too weak. While I realize the damage potential of it is relatively low there are a few factors which make me pause.

A. The amount of mana drain and it's transference. At each level of the spell, you need only channel for 2 seconds in order to fully recoup the cost of casting the spell. (6*2s) * 6s = 72 mana for a cost of 70 mana. See also level 4's version which is (12*2s) *6s = 144 mana for a cost of 100.

B. Dramatic AoE healing. While I realize one must remain in an area around the target for this to heal the full amount, the full amount is considerable. At it's full duration it heals all allies adjacent to the target for 300, pair this with an astrolabe and he's an absolute monster support for any 5v5 fight.

C. Low actual damage. While it's a very useful tool for lane control and harassment, the actual damage potential of this spell is rather low. Given the long channeling duration and it's delayed effect. (DoT vs. Nuke) The actual damage is among the lowest for any DoT spell in the game.

I'm not certain if this needs adjustment or not, frankly this hero is far too nuanced for me to make a blanket statement about viability, the best I can manage are impressions.




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
---------------------------Prevents any incoming damage from killing the target.

Lasts 5 seconds.


straight forward, reconsider lifting the ban on blood nova for targets under the kill threshold and you've created some interesting synergy.




http://www.hiveworkshop.com/forums/resource_images/7/icons_6320_btn.jpg

Curse of Blood

Afflicts an area with the Curse of Blood. Applies Curse of Blood effects to enemy units.

Cast Range of 600/700/800

AoE of 400/450/500

Cooldown: 70
Mana Cost: 200/275/350

Curse of Blood effects
---------------------------Gives one charge for every 7% HP lost.

Each charge: 9% AS Slow. 3% MS Slow. 5 Cast Speed Slow

Cap of 5/7/9 charges

Lasts 9 seconds

---------------------------

Shares similar mechanics with DotA's Berserker's Blood and Upheaval. When the spell is in effect, all enemies will be slowed by 9% AS, 3% MS slow and 5% Cast Spped slow per 7% HP missing, if enemies are at almost full or green health, this spell does nothing at all, but gets stronger and stronger when enemies get repeatedly damaged.

Mathcrafts:
1 Stack: 7% HP Lost = 9 % AS, 5 Cast Speed and 3% MS Slow
2 Stack: 14% HP Lost = 18% AS, 10 Cast Speed and 6% MS Slow
3 Stack: 21% HP Lost = 27% AS, 15 Cast Speed and 9% MS Slow
4 Stack: 28% HP Lost = 36% AS, 20 Cast Speed and 12% MS Slow
5 Stack: 35% HP Lost = 45% AS, 25 Cast Speed and 15% MS Slow
6 Stack: 42% HP Lost = 54% AS, 30 Cast Speed and 18% MS Slow
7 Stack: 49% HP Lost = 63% AS, 35 Cast Speed and 21% MS Slow
8 Stack: 56% HP Lost = 72% AS, 40 Cast Speed and 24% MS Slow
9 Stack: 63% HP Lost = 81% AS, 45 Cast Speed and 27% MS Slow

__________________________________________________

I'm not sure that this really fits the hero. Granted he is definately a strong support role, that's undeniable, but the trouble with this ultimate is that it can be best described as "tipping the scales".

It's rare that fights will be so balanced that this "tipping the scales" is going to be seen to reliable effect. This is definately a team fight power, and most team fights center around the choreography of powers not in slugging it out. The focus of this power appears to be countering those fast life stealing carries that you can nuke down but due to their high lifesteal and attack speed they simply regenerate it all back again by the end of the fight. It's a rather specific counter to an otherwise broadly designed hero, and more to the point, it's throwing good money after bad.

Simply put, this hero even with this ultimate doesn't do that job. Spending his ult, arguably the most important power on a hero on attempting to shore up that deficit seems a wasted effort. I would instead keep your theme of vampiric effects and change your ult to something more akin to N'iax's ability "Open Wounds".

Overall I like this hero, the powers seem well thought out and great diligence has been done to the numbers here. A+ for effort.

NoobishNoob
09-04-2009, 01:05 AM
I appreciate the mathcraft you've done there. It seems your values for HP and Mana are also in order, so high marks so far.

Let's have a look at abilities.



Hmm, well this is a somewhat versatile little power. I'm leery of effects which allow you to directly hurt your allies but there is precedent for it so I won't immediately discount it. I notice the provision about it being untargetable on targets below the death threshold so perhaps that's enough( though there are certainly arguments for allowing it, synergy with cheating death and the potential for denial spring to mind).

You might consider amending magic damage to true damage as this power follows closest with the conventions set by Jereziah and Succubus, both of whom use True Damage. Though this is a wider radius, I believe it retains it's balance due to it's high initial cool down and the factor of harming an ally rather than healing them to produce comparable AoE damage to Inner Light.




Hmmm.. an interesting concept, the delayed DoT. And once again I appreciate the due diligence in your mathcrafting of the totals per level per second. However it seems like it may be both too strong and too weak. While I realize the damage potential of it is relatively low there are a few factors which make me pause.

A. The amount of mana drain and it's transference. At each level of the spell, you need only channel for 2 seconds in order to fully recoup the cost of casting the spell. (6*2s) * 6s = 72 mana for a cost of 70 mana. See also level 4's version which is (12*2s) *6s = 144 mana for a cost of 100.

B. Dramatic AoE healing. While I realize one must remain in an area around the target for this to heal the full amount, the full amount is considerable. At it's full duration it heals all allies adjacent to the target for 300, pair this with an astrolabe and he's an absolute monster support for any 5v5 fight.

C. Low actual damage. While it's a very useful tool for lane control and harassment, the actual damage potential of this spell is rather low. Given the long channeling duration and it's delayed effect. (DoT vs. Nuke) The actual damage is among the lowest for any DoT spell in the game.

I'm not certain if this needs adjustment or not, frankly this hero is far too nuanced for me to make a blanket statement about viability, the best I can manage are impressions.




straight forward, reconsider lifting the ban on blood nova for targets under the kill threshold and you've created some interesting synergy.




I'm not sure that this really fits the hero. Granted he is definately a strong support role, that's undeniable, but the trouble with this ultimate is that it can be best described as "tipping the scales".

It's rare that fights will be so balanced that this "tipping the scales" is going to be seen to reliable effect. This is definately a team fight power, and most team fights center around the choreography of powers not in slugging it out. The focus of this power appears to be countering those fast life stealing carries that you can nuke down but due to their high lifesteal and attack speed they simply regenerate it all back again by the end of the fight. It's a rather specific counter to an otherwise broadly designed hero, and more to the point, it's throwing good money after bad.

Simply put, this hero even with this ultimate doesn't do that job. Spending his ult, arguably the most important power on a hero on attempting to shore up that deficit seems a wasted effort. I would instead keep your theme of vampiric effects and change your ult to something more akin to N'iax's ability "Open Wounds".

Overall I like this hero, the powers seem well thought out and great diligence has been done to the numbers here. A+ for effort.


Wow, huge and detailed comment there mate. I agree on all points, true, ultimate is kinda off when compared to his other support skills. I reworked the ultimate into something more "Open Wounds" effect like you said. Changed the mana drain into a slow effect and increased the amount of health drained. Thanks and come again.

AndrewReily
09-04-2009, 04:19 AM
the ult is completely deadly, and yet i feel it requires enough coordination that it isn't nesc unbalanced.

NoobishNoob
09-04-2009, 05:30 AM
the ult is completely deadly, and yet i feel it requires enough coordination that it isn't nesc unbalanced.

Yep. It still requires awareness from his teammates to know that Mark of the Vampire has already been activated, so some of them would still run away and get killed eventually instead of fighting back.

Although I doubt this will save someone's ass everytime.

NoobishNoob
09-04-2009, 06:46 PM
BUMP!

NoobishNoob
09-09-2009, 03:51 AM
bump

Rentaromon
09-09-2009, 09:25 AM
i like it, a good life stealer hero. i espceially like the 3rd ability.

not much to say but i agree that if they have 3rd on them they should be able to have 1st used on them below 150 HP.

NoobishNoob
09-14-2009, 11:43 PM
bump

NoobishNoob
09-17-2009, 07:39 AM
BUMP!!!

deathdawn
09-17-2009, 07:43 AM
The second skill seems interesting, I was wondering though, it wouldn't be bad to transfer the slow to the initial casting, since the slow lasts 6 seconds. Which means he'll get slower and slower and when the channeling ends he'll end up with a 2 second slow and full damage. This way it's harder to get away/closer to hemomancer but the maximum effect after the channeling is lessened.

T-Up :D

NoobishNoob
09-17-2009, 07:17 PM
The second skill seems interesting, I was wondering though, it wouldn't be bad to transfer the slow to the initial casting, since the slow lasts 6 seconds. Which means he'll get slower and slower and when the channeling ends he'll end up with a 2 second slow and full damage. This way it's harder to get away/closer to hemomancer but the maximum effect after the channeling is lessened.

T-Up :D

Hmm, this makes sense, I'll think about it :D