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Skyve
04-06-2012, 06:46 PM
Welcome to the Staff of the Master thread.

Here you can suggest any potential abilities for all heroes. If your idea is especially interesting/unique I will link to it in my second post. You can also PM me with a link to a suggestion in this thread that you think is especially good - as long as it isn't your own.

So go wild!

Skyve
04-06-2012, 08:14 PM
Outstanding Ideas:

SUPERKIVI
04-06-2012, 08:34 PM
Master of Arms; adds lesser effect to 2 nearest friendly heroes.

TAD
04-06-2012, 08:43 PM
I'd like to see something major happen with Legionnaire. It may be a bit extreme, but it would be cool nonetheless.

His Decapitate (with SotM) could possibly deal the total damage done to someone when they're auto-killed and splay it in an aoe cone in front of him. I.E. Legionnaire's decapitate requires 650 health or less to slay someone immediately, they have 450, he uses it and it auto-kills his target while at the same time splays a cone of damage in front of him equivalent to 450 physical damage.

Broodje
04-07-2012, 05:36 AM
Isn't S2 already planning on adding this to all heroes? Not a bad idea though, they still need to be thought out :d.

Gladiator: Wider range, instead of the ult being 1000 yards in front of you, you can click on target area for it to land, even almost next to you o: (sorry, all I could come up with)

DemoniWaari
04-07-2012, 05:51 AM
Blacksmith:
Gives the ultimate a triggerable 100% multicast with a cd of 100 / 85 / 70 sec.

Legionnaire:
Ultimate now has 600 range and he throws it so hard it destroys 15 points worth of armor from enemy hero for 10sec dealing the kill threshold amount of damage.

Myrmidon:
Gives the ultimate an aura which decreases enemies magic armor by 5. Also decreases cd of all spells by 50% for the duration.

Engineer:
Makes the ultimate twice as hard to kill and it spawns four spider mines around the central power source to protect it. Spider mines are the same level as Engineer's own mines.

Sammerrz
04-07-2012, 01:57 PM
:glac: Increases damage per shard, slow, and radius, also give Glacius + 5 Armor/Magic Armor on cast.

:valk: causes first attack out of invis to decreases magic armor by 5, and increased length.

:tund: stuns an additional person between tundra and the target, increases stun time and damage.

:rhap: (kind of like Magmus') causes 1 second channeling/cast time, then casts her ult like normal allowing her to freely move around with all the normal ult effects + 10 mana and 25 health regen

:alun: Emerald Lightning: stuns for three seconds on ALL enemies hit
Power Throw: 500 dmg per Target hit
De Ja Vu: Max move Speed and slow enemies in a radiua

:silh: adds an additional illusion and causes them to have all the same damage, armor, and health

edit: added three more

Skyve
04-10-2012, 11:58 AM
Don't be afraid to post :)

Thuriner
04-10-2012, 06:33 PM
:dead: Ultimate will now apply Willowmaker effect to enemy heroes in a cone behind the target and increase the duration to 5 seconds on all enemies hit. Also increases damage from 350 / 650 / 950 to 450 / 800 / 1150.

:damp: May now hold up to 5 Essences, giving the extra benefit to his other abilities. Also increases Damage and Heal increase on the ultimate from 40 / 60 / 80 to 50 / 75 / 100 per Essence.
This will boost all skills by this:
"Q": Damage from 165 / 215 / 265 / 315 to 225 / 275 / 325 / 375. 'Fear' duration from 1.75 seconds to 2.25 seconds.
"W": Damage from 110 / 150 / 190 / 230 to 150 / 190 / 230 / 270. Heal from 25 / 35 / 45 / 55 to 35 / 45 / 55 / 65.
"E": Not affected.
"R": Damage/Heal from 320 / 480 / 640 to 500 / 700 / 900.

:pebb: Removes -Attack Speed from all levels. Bonus damage to chucked unit from 35,50,65% to 50,65,80%. Now also gives a boost to Slab Skin ("E") by adding 1 / 2 / 3 / 4 Magic Armor per level.

EDIT: Figured DS already had a SoTM buff^^

MaTz0r
04-10-2012, 07:24 PM
Aluna: at every 30 seconds, you passivily gain Emerald Red effect without consuming charges for your next skill. Reduce all skills cd at the red form for 1,5 seconds.

Naib
04-12-2012, 07:21 PM
I personally feel that a SOTM should (slightly) alter an ult NOT just give it damage

example bad (these just add damage ... spellshards usually a better item then)
:pyro:
:wret:
:witc:

boarderline (it does modify the ult via increase the # of foo's in the ult)
:moon:
:poll:
:magm:


example good: (a nice modification to the ult)
:nymp:
:phar:
:vood:
:bomb:
:chip:



how abt: :witc: ult is modified so it is like a blunder buster, you shoot somone (with a marginal increase in damage) BUT it also gets a cone of % reduced damage behind the primary target - would allow for strategic usage of the ult

:behe: give magic damage based upon corpses as well (like his old ult)

:trem: allows teammates to use the mounds

:fayd: gives back illusion

Rushhourz
04-13-2012, 02:41 AM
Flint:
Lowers Mana cost, gives more Range, lowers Cooldown, gives him extra ability which can be targetet "free"( like snipe in the fog), [maybe for the cost of a bit dmg]
Just want him with Sotm to be lesser a a-move hero and more stand back and snipe

Would make him a lot of fun with my hellflower funbuild (Snipe them to Hell =D)

Fayde:
Can walk up Cliffs and gives revelation

Pyromancer:
Adds % splash with a small slow

Witch Slayer:
If ure Bullet kills the target decreases Cooldown of it by x%(60-70 id say)

Forsaken Archer:
Changes ure Ult: ure ult has Charges and u can target every single Arrow (maybe raise dmg and decrease charges)

Shadowblade:
Grants % from secondary Stats

maybe i post more think sotm should be atleast considered a funitem

Kukubara23
04-14-2012, 11:05 PM
:keep: : For Keeper : getting staff will increase the duration to 3/4/5 and spawn 0/1/2 animate tree's next to each enemy hero they don't count for the normal animate's but only last for 10 seconds down from the original 45 seconds
:arti:: For Artillery : getting staff will increase range to 750 at all levels and napalm is left behind Not on fire for 6 seconds. If artillery's fragmentation shells hit them while the Debuff is on them they catch on fire taking 5/10/15 DPS for 6 seconds after they were hit.

:pest: : For Pestilence : Getting staff will make his ultimate bounce to another hero in a 300 radius around the initial target lasting for only 10 seconds.
:jere: : For Jeraziah : Getting staff will make his ultimate last 6/7/8 seconds and give an additional 4 magic armor to allies
:doct: : For Doctor Repulsor : Getting staff will make his ultimate make him travel at 1750/2375/3000 movement speed and have a starting cost of 15 + 7% to 15 + 7%/6%/5% Max mana

SomethingOdd
04-14-2012, 11:24 PM
:scou: Slows more, for longer and revealed when slowed.

Rushhourz
04-18-2012, 03:18 AM
Nomad:
Increases his ult time to 1,5 and counters ALL the hits on you while its up

Thunderbringer:
Gives Thunderbringer a passive which increases his dmg by 10(1st spell) 25(2nd spell) +1% of MAX health(3rd) and 50(ultimate) per heroes in a 1200 radius(friendly+enemy)
OR
Increases the damage of tb abilities by 1x, 2x, 1x, 4x of his attack dmg

Parasite:
Applies Items on the creep he Infests removes the heal when "leaving" it

Blacksmith:
Gives Blacksmith an ability which allows him to switch to another ult passive, makes his first spell a small aoe(size of vj cg)and his second spell a aoe free-to-target, his 3rd skill gets aoe
(Master of Juke with a nice 3rd skill bonus =D)

Martyr:
Greatly decreases Cooldown of ult and gives the 1 with lower hp 10+magic armor and armor for 5 seconds

Artesia:
Boosts her skills dmg with her int, and gives her ult a 2nd charge which allows her to place 2 poles but the dmg and regen of them is halfed

Hammerstorm:
on ult gives him a 300 splash radius and his 3rd skill is passive up with his ult ( maybe some cooldown reduce 2)

Rosgath
04-25-2012, 05:46 AM
Ok so here's my suggestions.

:accu:
His ult now has 2 different forms of activation. First is standard +2 seconds at all ranks (not activate-able while silenced). Second is standard duration, but REDIRECTS all damage in a 300 radius around him to him and reduces the healing he receives to 25% of damage done.
Note: This only redirects DAMAGE. Any other disables or effects caused by spells still remain on their original targets.

:arte:
Her ultimate now gives clear and True vision in it's normal vision radius. Spells cast inside it's buff radius now have 50% of their mana cost refunded over 5 seconds.

:slit:
Instead of increased damage, his ult now blinds targets hit by it (disjoints vision and reduces it like TDL's ult) for a few seconds.

:mast:
His ult now triggers both effects regardless of which gun he has active.

:rhap:
Rhapsodies ult now creates an illusion to channel it for her (much like how FA's ult now works). The illusion retains any and all buffs she has when she triggers her ult (including magic immunity).

:lord:
When he has a soul from a kill target, he can do a second activation to reapply instantly reapply his ultimate on another target. Consumes the soul.

PetriFemboy
04-27-2012, 04:14 AM
:emer: His bird gives also +20% of his damage with each attack and decreases the time each attack accrues by 50%.

:pest: His ulti changes to AOE spell of a 900 diameter circle.

:bubb: Increases duration of his ulti and size.

:mida: All of his spells heal friendly units but their cost is increas by 20%.

:accu: Ultimate can be cast under stun, silence, dismorf, hold.

:temp: His ulti automatically spawns all of his elements.

:tund: Increases range of skill and makes superior also the damage.

:blac: All of his spells apply bit of each property. Fireball gives movement slow for 2 s equal to Flaming Hammer's lvl after stun wears of. Flaming Hammer applies ministun after each two seconds after apply. Frenzy applies to self as well with each cast.

:flux2: Ultimate applies damage equal to Release and adding the slow.

:myrm3: Reduces mana cost by 50% for each spell casted, and reduces cooldown by 20% when changed.

:mona2: Ulti spreads in all directions.

:engi: Applies decripify to all enemies inside his ultimate.

:warb: All of his minions have his item attack modifications when under ultimate.

:doct2: Passively grants Electric Frenzy each 6 second or 6th attack.

:behe: His ultimate add's damage base on how many are there enemy heroes, creeps and DEAD creeps on the ground.

:arte: Decreases ulti's cooldown to 45s.

:berz2: Increases base damage to +6% of strength under ultimate effect.

:drun: While the ultimate is on, each target spell cast on him redirects to caster.

:vind: Applies Decripify as well as silence.

:mart: Can heal himself while casting on enemy.

:pebb2: His ultimate also gives him a 40% chance to stun enemy for 0.5s each time he is being auto attack.

:pred: His ultiamte lasts for +4.5s longer.

:mora: His ultimate grants him mana each time someone reduces his shield's health, equal to 10% of damage.

:rhap: Can move while ultimate is on, but if apply any channeling interruption spell or item effect on her the ultimate stops.

:forsa2: Reduces mana cost by 50% and after the ulti ends the ghost will lean to FA as an illusion for 20s.

I can do this all day long.

Storslusken
04-27-2012, 07:02 PM
:balp:
whit no charges add 35 ms to :balp: for 6 sec
add 1 damage for every charge added
whit 40 charges add a 0.5 sec superior magic stun and the snare is now superior magic
whit 80 charges add 50 ms speed to Volatile Minions, and 5 armour and magic armour to :balp: for 6 sec

GinNoSekai
05-03-2012, 11:36 PM
I have done posting my ideas before but i got it into the General Discussion.

Most probably you can take a look at my previous thread and see if there are any skills that can still fit into any heroes that has not been mentioned in the list above.

http://forums.heroesofnewerth.com/showthread.php?378735-Staff-of-The-Master-full-list-of-ideas-for-all-heroes&highlight=staff+master

Staff of Master is not all just about improving ulti, its also to provide a new style of gameplay for the heroes with some new skills like I have posted in the thread. You can see to it if the ideas might match with your expectation.

EDIT: Maybe to help you summarize, I will only highlight the ones that I think is a good idea for the SOTM improvement when my time is right.


http://forums.heroesofnewerth.com/images/smilies/heroes/gladiator.png: Gladiators are proud to be in arena and even in 1v1 battle with any opponent! can implement a new skill of taunting ability onto a selected hero to force him to engage into battle with him. any penalty to apply or boost onto the gladiator is up to you

http://forums.heroesofnewerth.com/images/smilies/heroes/nighthound.png: allows ulti as an active ability to trigger with 0 mana cost if needed, 1, 0.5, 0 second fade time on trigger for every level

http://forums.heroesofnewerth.com/images/smilies/heroes/parasite.png: ulti reduce CD and now gives an AOE silence effect on impact 250-350 AOE is good

http://forums.heroesofnewerth.com/images/smilies/heroes/hammerstorm.png: provides extra damage boost to heroes around him by 15-20% for a certain amount of duration and also reduce CD of ulti for hammerstorm

http://forums.heroesofnewerth.com/images/smilies/heroes/silhouette.png: illusions deal extra damage and reduced CD.....or......every skill casted by sil will also be casted by the illusion the same way and damage of spells is applied! But only half of spell damage is applied.

http://forums.heroesofnewerth.com/images/smilies/heroes/puppetmaster.png: New passive ability called Puppet Control. Only applies to 1st and 2nd skill, which can now provide a control to enemy movement, example: move the enemy in 250-350 range ONCE ONLY like a puppet to him to any direction when the spell is casted on them….. OR……. improve magic armor reduction of ulti skill and increase AS of any hero that attacks the puppet created by 50

http://forums.heroesofnewerth.com/images/smilies/heroes/moonqueen.png: increase number of beams overall by 2 and number of beams hit onto a single target

http://forums.heroesofnewerth.com/images/smilies/heroes/tempest.png: provide tempest with a magic armor boost OR physical armor boost when casting ulti and reduce ulti CD.

http://forums.heroesofnewerth.com/images/smilies/heroes/blacksmith.png: increase multicast chance for every level

RunninDaGame
05-11-2012, 03:01 AM
The item isn't as great as it's supposed to be... But I hope it's put to greater use since it's an expensive item

Smichi
05-11-2012, 06:53 AM
:hamm:

While under the effect of "Brute Strength" increas attackspeed by 20
While under the effect of "Brute Strength" decrease the cooldown of "Hammer Throw" to 10 seconds

Micee
05-11-2012, 10:41 PM
:wret2:'s SOTM definitly need a rework, reduce the cooldown on the ultimate more instead of increasing damage. Would make a hag alot more viable in todays meta and give you a reason to buy SOTM on her.

New SOTM effect: Reduce the ultimates cooldown to 40 seconds at all levels.

genoskill
05-12-2012, 01:48 AM
:tund: Tundra:


http://www.heroesofnewerth.com/images/heroes/160/ability4_128.jpg

Avalanche


Staff effect. Increases damage from 200/250/300 to 250/300/350 and range from 600 to 800/900/1000.

MushidoZ
05-12-2012, 04:39 PM
:reve: Staff of the Master Upgrade:
Adds one level to revenant's ult.


At level 1 of Manifestation: you may cast all of your abilities while affected by Essence Shroud. Essence Shroud also gives a 10% bonus to Movement Speed.

At level 2 of Manifestation: all abilities now cast to a 2nd target in range.

At level 3 of Manifestation: your abilities cast now cast to a 3rd target in range.

At level 3 of manifestation + Staff: your abilities cast now cast to a 4th target in range.


EXAMPLES:
Level 6 revenant wields the staff. His ult is treated as level 2.
Level 11 revenant wields the staff. His ult is treated as level 3.
Level 16 revenant wields the staff. His ult is treated as level 4.



OR:

Allows to attack twice without revealing.

NinjaPeeps
05-18-2012, 04:02 AM
Helloo, coming from the General forum thread to post my ideas. :)

Pandamonium - Face Smash(Pummel down): Staff of the Master adds a shockwave to pandamoniums ult. Every time he lands his hit during Face Smash, a shockwave pushes players away from him in a 200/300/400 radius. Destroys target's armor for 1/2/3.

Grave Keeper - Zombie Apocolypse(Nuclear wasteland): Wretched zombies slow their target every time they hit them by 15%. Unstable zombies now leave radioactive goo that deal 65 magic damage in a 100 radius.

Empath - As One(With you in spirit): Empath's spirit joins with an ally but it now able to run around AND auto attack outside the ally's body
- VISUAL DESCRIPTION -> (http://i.imgur.com/cSkhC.jpg)

Hammerstorm - Brute Strength(Hercule's Might): Increase the damage of Hammerstorm's Ult by 50%, adds a 25% chance to stun for 1 second with a cool down of 4 seconds

Soul Reaper - Demonic Execution(Death's Blade): Staff of the master makes Soul Reaper's Ult have a 10 second cool down IF HIS FIRST ULT DID NOT kill his target.
- Goes along with his previous buff "
Staff Effect:
Lowers cooldown to 70 seconds at all levels and increases Magic Damage from 40 / 60 / 90% of the target's missing Health to 60 / 90 / 120% of the target's missing Health."

Chronos - Chronofield(Chronofield Deluxe): Chrono's ult temporarily increases the age of enemy units, decreasing their magic and physical armor by 2/3/4. The ultimate turns back time for wounded allies. Allies who are caught by the ult are healed 1/2/3% per second. (or, you can make them have whatever amount of health they had 2/4/6 seconds ago. iono)

Midas - Transmute(I'm Gold, baby!): Any enemy hero that was turned into gold may now drop an additional 50/100/150 gold when killed by ANY hero. Creeps that are turned into gold and then killed will drop 5/10/15 more gold.

Maliken - Possession(Dark Lord): Maliken recieves and additional skill when he activates his ultimate called "You will serve me!". Maliken possesses one Hero for 2.5 seconds and is able to use one skill to harm enemies.

Blitz - Lightning Shackles(Flash Bang Grenades): Blitz's now targets the ground to activate his ultimate. Enemies are stunned for 1 second and are slowed down to 100 movement speed for 3 seconds

Vindicator - Final Chapter(Acquired Knowledge): Vindicator teaches the final chapter of... whatever he's reading. Silences all enemies for 5 seconds and lowers enemy intelligence by 5/10/15 and gains 5/10/15 int per second for 5 seconds

Pebbles - Enlarge(Enlarge and Overcome): With Staff Of The Master, Pebbles is now able to boost his potential even further and remove any hindrance from his growth. Pebbles move's a lot faster with the Staff of the Master! Pebble's -50 attack speed is removed and now has 30+ increased movement speed. Stalagmites cool down is lowered to 10 seconds, his chuck lowered to 8 seconds.

McStealer
05-19-2012, 07:02 AM
:pest:Staff Upgrade
Ulti becomes global reduces vision of targets to 500/400/300 and armor by 10/15/20
channels for 2 sec to activate
Cd:50/40/30
Lasts:3/4/5 seconds
Texture effects a gigantic swarm of bugs fills the map
Pesti says:"RELEASE THE SWARM!"

McStealer
05-19-2012, 07:23 AM
:flux:Staff Upgrade
Ulti has 2 options To pull/push Allies or enemies
if allies pulled or pushed they recieve 10/15/20% MS boost for 5 sec
if enemies pulled or pushed they recieve 30/40/50% Ms slow for 5 sec
Cd remains the same

McStealer
05-19-2012, 07:31 AM
:gemi:Staff upgrade
I suggest 2 upgrades to make Gemini a nightmare
First upgrade
POWER OF THE THREE !!!
Gemini Splits into 3
Fire
Ice
Lightning
Lightning's skills:
Q-Lightning cone deals 250 dmg and mini stuns by 0.2 sec every o.6 sec for 3 sec
W-Lightning Jump Lighting jumps dealing 180 dmg and 0.5 sec stun
Second Staff Upgrade
Fire and ice recieve:
30/40/50 As
13.5 Magic armor
recive 95/110/135/% of attributes
recice 4/8/12% MS boost
PS: each upgrade is alone not stackable ;)

McStealer
05-19-2012, 07:36 AM
:amun: Staff upgrade
After dieing Ra recieves:
50% ms boost
reduces physical and magical dmg taken by 20/30/40 %
increase dmg dealt by 25/35/45 %
Lasts for 4/5/6 Sec

McStealer
05-19-2012, 07:51 AM
:scou:Staff Upgrade
name changes to sticky explosive bolt
Channels for 1 sec at all lvls
deals 250/300/350 + 10/20/30 % of max hp in dmg
main target is slowed for 40/50/60% for 5/6/7 sec
other targets (heroes) in the aoe are slowed by 10/20/30 % for 1.5/2.5/3.5 sec
Dmg dealt is also dealt in a 300 radius
now imagine ur invis and using ulti on a 3k hp ra having his team near him (6)(6)(6)
:scou::scou::scou::scou::scou::scou::scou::scou::s cou::scou::scou::scou::scou::scou::scou::scou::sco u::scou::scou::scou::scou::scou::scou::scou::scou: :scou::scou::scou::scou::scou::scou::scou::scou::s cou::scou::scou::scou:

Fruit_Goose
05-19-2012, 08:44 AM
Tempest :temp2:

Staff upgrade : Removes channeling part.Duration, cast time, damage left unchanged.

Nomad :noma2:

Staff upgrade : Releases 1 concentric shockwave around nomad. Acts as the original nomad shockwave except that it stuns in 360 degrees around nomad.

:slit2:

Staff upgrade : Damage over time lasts until the target has 1 hp or the debuff is dispelled or the target reaches the spawn point. Damage is buffed as the original SOTM buff.

Fruit_Goose
05-22-2012, 03:05 PM
:arac: Summons a controllable spider. that has the same properties as the original ulti spider, i.e. limited number of attacks, 522 movespeed, slow and damage and reveal on attack, but now the player can actually control the spider as a minion. The spider has a lifetime of 15/20/25 seconds.
:madm: While under effects of the ultimate, crit probability percentage is 1.5/2.0/2.5 of the original percentage.
:nymp: Channeling time is 3/2/1 seconds. Mana cost and cooldown halved.
:flin2: Channeling time is 1.2/0.8/0.4 seconds. Damage unchanged.
:fayd2: Gains 600/700/800 truesight while under effects of the ultimate. Damaged buffed to 300/480/650.

embrance
05-30-2012, 12:35 PM
Guys,be more inovative.Just adding damage doesnt do much the trick.So this is my attempt to show you some good ideas:

:accu: Auto cast ulti at 25/20/15% HP under all kinds of debuffs(stuns etc),change model like pebbles to someone bigger ,and pour flames to all directions.Flames do 10/20/30 true damage per sec for the ulti duration.All damage taken is also reflected on a 5/10/15% basis to all enemies around accursed.

:damp: Give a passive to him that leeches all nearby heroes and units hp.All lose 1.5/3/4.5HP per second and Dampeer regenarates for the same ammount.Essenses are lost 1/4th of them after death now,not all.at full Essenses,the ulti now does True Damage.

:legi:Keep it as it is,add 50/100/150 damage and exdcution damage,and add a stunning shockwave like Moraxus to stun everyone in 400/450/500 radius for 100/150/200 damage for 1 sec on all levels.

:thun:Add damage,but now TB is able to teleport to one enemy that the lighting reveals ON him in the form of ligtinh and do an aditional 100/150/200 damage.

:mali: Be able to use ulti form anytime,with the cost of mana per second.Remove the +armor at begining and add other buff.Maybe some static armor anf Magic armor plus +% based damage.

:gaun:Be able to use 1st ability to charge the ulti.So after contact the target get additional damage and people arund him the same plus the stun it does.

:hell:As for his utli,I would rather have it be target and then target a hero and that hero would be in a constant Taunty effect a la Legionaire and forced to fight Maphas.
So keep the stun and forced ONE opponent to fight Maphas.
SOTM effect:Make Maphas permanent and add some buff across the board.More HP,Mana,Damage etc.
He dies too easily.

I strongly believe SOTM should work on intel heroes however and for str based heroes and agi there should be another item that does the same stuff.

iNsania
06-01-2012, 12:53 PM
tempest:
Increase the radius on the ult by 100 and reduce the cooldown by 30 seconds would be more then nuf reason for me to pick it up every game )

Corvin`
06-25-2012, 02:03 AM
:monk: His ultimate now has a 1sec. delay after MK takes damage before it's canceled. While his Ult is not on cd MKs skills get a 3rd activation:
He can use his vault a 3rd time for 1/4th of the original dmg.
He can use dash a 3rd time if the 2nd hit an enemy.
His Wan jin slam erupts a 3rd time after 4sec.

:pupp: Increases the puppet takes from 140/160/180% to 160/180/200% and the puppet transfers now also amplified overkill dmg.

:sand: Increases the duration of the Illusion from 4/4,5/5sec. to 6/6,5/7sec. Illusions also gain attack modifiers from sw.

:gaun: Increases dmg from 300/400/500 to 400/500/600
Gauntlet also gets a subskill to infuse his Gauntlet Blast with one of his other spells.
If the Blast is infused with Infernal Instabilty the Blast will explode at impact and deal dmg depending on the lvl of Instabilty
If the Blast is infused with Grapple his ult will move Gaunt and the target to target location in its flight path, also deals dmg and stun depending on the lvl of Grapple.
This "Combo skill" can only be used if both skills you want to infuse are off cd

:arma: Double casts every spine burst or snot storm he uses but all Spells cost 100% Mana, can be turned off.

:souls: Reducres the Cast time to 0,7sec. and increases the MS/Base dmg reduce from -15/20/25% to 25/30/35%.

:pand2: Creates a Subskill, Channels Face Smash only for 1sec. but hits the target every 0,25sec. with 30/70/120% Bonus base dmg.

:grav: Increases the number of spawned Zombies from 10/16/24 to 16/24/34 and gives every Zombie a Frenzy for the first second.
The Frenzy increases MS and AS by 100% and grants Magic Immunity.

:krak: Creates a Subskill after the ultimate is activated, Kraken can teleport every Hero at the center to his feet. If he does the ultimate will end and Kraken will deal the remaining dmg to all enemies portet and slow them for the remaining duration by 50%.

:ello: Every enemy in range of absolute zero generates twice as much stacks of frosted. Also increases the pulse from every 0,1/0,08/0,06sec. to 0,08/0,06/0,04sec.

:zeph: Zephyr can summon his Typhoon now map wide, also grants a Subskill, Zephyr can use 8 Cyclones and 75 Mana to tp to his Typhoon, the TP takes 3sec.
Also reduces the cd to 60sec.

:para: Facehug reduces the targets magic armor by 5 for 2/3/4sec. Also increases the dmg from 200/300/400 to 300/400/500.

:drac: Increases the dmg on additional targets from 60% to 100%.

:bloo: Disarms the target of his Hemorrhage.

:thun: Hits every enemy hero on the map with a small lightning blast, the blast deals additional 125 splash dmg in 300y around the target.

:nigh: NH doesnt show on the enemies Minimap and while NH is invisble he gets 20/30/40% splash dmg reduction.

:gemi: Only one of his Wolves needs to channel his ult to recombine (like pre nerf).

:hamm: Hammerstorm masters the sword on his back, creates a subskill to change from hammer to sword.
Sword Throw, Hammer throws his sword at an enemy (like Maliken), every enemy hit around the target or in the path of the sword is stunned and dmgt depending on the lvl of Hammer throw.

Mighty Swing, only deals Splash dmg in a 90° cone with 300y in front of HS, but increases the dmg dealt from 15/30/45/60 to 45/70/85/100%.
Brute Strength, adds 50/75/100% Base dmg to the attacks and grants 100% AS for 25sec.

Switch to Hammer, this Subskill replaces Switch to Sword and can be used to switch back to his original skills.

:shad: SB also gets 10/15/20% of the targets main attribute added to his other attributes. (e.g. STR hero with 100 str, 16 int and 14 agi, a lvl 3 ult will grant 40 str and 20 int/agi)

:noma: If Nomad gets struck while using Edge Counter he will turn Invis for 4sec. and spawn a illusion near every enemy that got hit by the shockwave, the illusions deal 100% of Nomads dmg and take 300%, the illusions despawn after 2/2,5/3sec. Every Illusion uses True Strike as they spawn.

:balp: Increases the Number of max. charges to 140 and grants an additional effect if 120 charges are reached, 375/450/525, tapering -90% slow, spawns volatile minions, if an enemy dies from Hell on Newerh or one of the volatile minions his guts will splatter and release 5 corpses at once.

:gunb: Binds the target with a chain to the ground for 2/3/4sec. the target cant move more than 300y away from the chain. The chain breaks if the target is forcefully moved more than 300y away, e.g. andro swap, tablet. Also reduces the cd to 60sec. at all lvls.

:trem: Renames his pet from Boris to Shudder.

:blit: Increases the duration from 3 to 5sec. and the radius from 400 to 600. Also makes the slow and dmg on the main target superior magic.

:arac: Every hit of the spiderling stuns the target for 0,5sec. also increases the number of attacks the spiderling does from 5 to 6.

CrashLemon
06-27-2012, 06:24 PM
:myrm: Increase health and adds a ranged attack to his ultimate.

:arti: Ultimate also fires 3 random missiles in a 1000 range that targets enemy heroes, deals 150 physical damage each.

:cthu: Spawns a water elemental with 200/300/400 health and a ranged attack every wave. Elementals last 20 seconds.

:lord: When ultimate is on cooldown, 3 dark terrors surrounds Salforis, dealing ranged damage and healing Salforis for each attack dealt. They have 200 range.

:ophe: Healed unit are blessed and receive 1% hp regeneration for 10 seconds after being healed. Owned creeps goes berserk, increasing attack speed by 30 / 50 / 70 % for 10 seconds.

:grav: Also spawns ranged zombies (additionnal), exploding zombies leave a strange goo on the ground dealing damage over time for 3 seconds after exploding.

:pest: When the ultimate is not on cooldown, a swarm of bugs surrounds Pestilence, any unit that comes in contact with it are applied the debuff and the cooldown fires.

:swif: Instead of slashes, juggernaut dashes towards the enemies dealing 33% less damage for each enemy passed through. Resets to 100% each dashes.

:para: Each swapped buffs/debuffs gives stacks to parasite, which increase his power when infesting creeps and his passive infest ability. Adds 2% damage, move speed and attack speed per stacks.

:pand: Dramatically increase the power for each hit, dealing 30% of the damage dealt and ministunning in a 400 AoE.

:hell: Reduce cooldown to 25 seconds, calls down a meteor that deals 200/300/400 magic damage dealt upon impact and a 2 second stun. Spawns a lesser malphas.

:pupp: When placed, the puppet taunts enemy units for 1 seconds, upon death, the puppet takes the appearance of the killed hero for 5 seconds. Dealing 100% damage but taking 200% damage.

:empa: Upon activation, leaves your unmovable physical body (also unattackable) at your position giving sight of the area. You can choose to teleport back to your corpse at any time when inside someone (the host is not teleported).

:arac: Upon landing, creates a 300 unit spider web at the target's ground location, any unit that enters the AoE are applied your actual level of spider web debuff.

:blac: You have a 20/30/40% chance that your fireball will deal 200 AoE damage around your target. (Each cast in a multicast checks for the chance)

Doomhammar
06-27-2012, 09:20 PM
Nomad: Allows Nomad to act freely after casting ultimate (Ult becomes a buff, nomad is no more "Stunned" during ultimate)

Moraxus: Shield also absorbs damage taken by allies in X radius

Engineer: Automatically places all mines randomly inside ultimate radius.

Hammerstorm: Each attack increases damage further by X%.

Tempest: Ultimate cooldown reduced by 60 seconds and automatically casts Meteor where ultimate is used.

Empath: Can now attack while inside allied hero.

Bangatron
07-11-2012, 09:55 AM
:rift: (riftwalker) Adds new spell: Reverse wormhole.
Essentially The exact same spell, but instead of Blinking to target location, everything in target location is blinked to you. They take the same damage and are stunned for the same duration. Range increased or CD decreased.
They share the same CD as each other.

Bangatron
07-17-2012, 07:50 AM
Bramble: instead of his ult being linear, you can draw how you want it, so curved or angled.
Also make it longer with a slow or add poison dot/regen debuff.

Bangatron
07-17-2012, 08:16 AM
:Ramp: add his old ult before they get chained.

Melto
07-24-2012, 06:59 AM
:arte: Ult become charge based, with a max of 2 charge, and 2 Pillon can be placed

:grav: Walking on a corpse would reduce cooldown of Ult by 1 second, Increase damage of Zombies

:para: Increase damage of Ult, for the duration of the silence, No buff can be applied to the target

:pupp: Leash extended to 2000 Range, MaxHealth of puppet to 1250

:defi: Reduce Cooldown to 80s, Each time a unit is killed by defiler or his souls, while ult is active, spawn an extra soul for the remaining duration (Hero give 3 souls)

:mona: Cooldown to 20 seconds

:empa: cooldown to 30 seconds ( or 35 )

Skyve
08-16-2012, 03:36 PM
:myrm: Adds 50% of your attack damage while active and increases the bonus health by 200.

DrPeckers
08-16-2012, 03:59 PM
Guys while it is fun to theory craft with these SotM upgrades, Do Not Change the Ult. I saw several that did this, but by far the worst offender was a suggestion for Hellbringer to no longer drop Malphas.

:vindi: For 10 seconds after the silence ends, enemies are silenced for 1.0/1.5/2.0 seconds after they cast a spell.
Reason: Brings back Vindi's old aura.


:temp: Cast Range increased to 500 units from 250 units. Cool down reduced by 30 seconds at all levels.
Reason: Allows Temp to hide in fog and still have a strong ult. Also, it removes him from the frontlines for after the ult ends greatly increasing his survivability.


:kotf: Ult also perplexes. Cooldown reduced by 20 seconds at all levels.
Reasoning: Currently, carries can buy items with built in purges like Shrunken Head or Geometer's Bane to completely counter KotF's ult. If SotM added a perplex to KotF's ult, Keeper's ult would no longer be counterable by item pickups, but still can be countered by hero choices.

Thuriner
08-17-2012, 09:54 AM
Night Hound: 15 / 30 / 45 Movement speed increase while being invisible (320 / 335 / 350 MS without any other items). Should also recieve a 1 second linger time for that buff.

Wildsoul: Remove base MS reduction on all levels of Bear Form (285 -> 315).

Scout: Spawns an illusion of Scout channeling the ultimate (so he can run after the target himself). The illusion will be invisible if Scout was using Vanish when he triggered the ultimate.

Engineer: Ultimate is now a Pentagram. Cooldown reduction from 85 seconds to 60 seconds at all levels. Also increasing durability from 4 hits to 6 hits.

Blood Hunter: Adds a ministun to the ultimate and have it deal a static amount of damage for every autoattack the enemy does (like 40 / 80 / 120).

Corrupted Disciple: Overload now hits up to two targets every 0.8 / 0.7 / 0.6 seconds (up from one target).

Sand Wraith: Illusions can now use items like Nullfire Blade, Savage Mace etc. (brings back the old Sandwraith).

Forsaken Archer: Damage reduction removed on Piercing Arrows. Cooldown from 100 / 80 / 60 to 90 / 65 / 40.

Fayde: Now spawns an illusion at the exact same spot as where Fayde was standing before using the ultimate (like it was when she was released), but also removes any debuff from Fayde and gives them to the illusion.

Dampeer: Lowering Cast Time from 0.5 to 0.2 seconds. Increase maximum Essences from 3 to 5.

Shadowblade: Now able to keep the "stolen" primary attribute when targeting self (perhaps adding a "D" effect to always trigger Agility on self). Also increase gain from 20 / 30 / 40% to 30 / 40 / 50% of target's primary attribute.

Aluna: Each charge affects two abilities (up from one ability) and lasts from 10 seconds to 15 seconds.

Martyr: Increase range from 300 / 400 / 500 to 400 / 525 / 650. Also grants both Martyr and target 5 / 10 / 15 armor while channeling.

Rhapsody: Grants self 1 / 2 / 3 Magic Armor and 2 / 4 / 6 Armor while channeling. Also reduce cooldown from 120 / 105 / 90 seconds to 105 / 90 / 75 seconds.

Defiler: Damage from spirits increased from 43-48 to 50 straight. Also reduce cooldown from 100 seconds to 60 seconds.

Puppet Master: Maximum health on Voodoo Puppet increased from 500 / 750 / 1000 to 800 / 1100 / 1400. Also reduce cooldown from 150 seconds to 120 / 100 / 80 seconds.

Hellbringer: Malphas attack cooldown time reduced from 1.35 seconds to 1 second. Also grants him Nullfire immunity and reduce cooldown from 165 seconds to 160 / 140 / 120 seconds.

Parasite: Range increased from 600 to 700. Can now be cast while silenced (will remove the debuff from Parasite and apply it to the enemy target).

Yugoloth
08-17-2012, 10:30 AM
OmG nobody said nothing about :blac:

Blacksmith: All other heroes turn into Blacksmith. Minimap changes to Blacksmith portrait. And you can get 5x multicast like the old times, before the big nerf. With the nuclear mushroom and everything. And when you taunt an enemy, and manage to kill him, he hears "TOO BAD, ITS ME!" and his PC explodes. Just kidding. But the allowing of 5x multicast is true :P

Skyve
08-18-2012, 12:33 PM
:mart: Heals the target and yourself to 100% health over the duration instead.

OR

:mart: Heals the target and yourself for an additional 50% of your maximum health over the duration.

*The problem I have with Martyr is that Martyr himself lowers his own health too quickly too low to actually make use of his ultimate to heal someone up, unless you are late to a fight, or simply don't use your W and E until you have used your ultimate - which is just odd. With an SotM like this, using your ultimate is less restrictive.

MaTz0r
08-18-2012, 05:10 PM
:jere: Sol's Fortune: You can toggle on/off the item, on the inventory. If the item is toggled on, instead of 1000 physical armor, it will give 1000 magic armor. You need to change on/off before using the ultimate. Adds +10 health regen for both forms of ultimate.

:damp: Consume&Destroy: Deals true damage to targets with less then 50% Hp. Increase the range on the skill to 600.

:mona: Winds of change: Remove all debuffs on your allies and all buffs on the enemy team.

:blit: Lightning Explosion: Increase the damage to 600 Magic Damage. Apply Quicken to all allies around you. (400 AoE).

:arte: Soul Projection: Every 0,5 second, the Projection will shoot a Arcane bolt to the nearest enemy. Reduce all enemies magic armor around the Projection for - 4/6/8 in a 600 AoE.

Byakuya`3`
08-25-2012, 04:28 PM
Totally agree with you, i think it would be cool to have these as a change in game.

B4sh
08-28-2012, 11:55 AM
Hey there, i got some ideas hope you enjoy. :)


:myrm: Adds when activated an AoE slow (like frostfield plate)

:behe: Adds corps to ultimate (like the old Ultimate)

:noma2: Ultimate deals 25% more dmg. Nomad is getting a sub skill (shares its cooldown with Ult). You can place the ultimate in targeted direction (affected enemys will be stuned for the half and dmged for 75%)

:arac2: Adds a charge system to the ultimate. Max of 2 charges.

:fayd2: Adds Illu to the Ultimate

:zeph3: Enemys get slightly dragged to the middle. +Ult makes more dmg and nados will spawn faster

:amun3: Will reborn 0.75 secs after he died with 75% hp

:temp2: 1. dont have to channel anymore
__________________________________________________ _____
2. U can freely cast while in ultimate (meteor/stun/sheepstick etc.)

:reve: +1 Target to every lvl and can target player controlled units with all spells

:dead3: Will hit units behind the main target aswell

this for today
some other will follow soon i guess :)

DrPeckers
08-31-2012, 03:23 PM
:temp2: 1. dont have to channel anymore

This would be Op beyond all imagination. There would be no way to stop a tempest from ulting if he got SotM. And considering he could have SotM and a pkey before the 25min mark through jungling, and you have an instant win hero if picked.

Rosgath
09-01-2012, 02:37 PM
I'm back again with some more SotM stuff!

HOKAY SO.

Rally: Increases the radius by 100 at all ranks and Rally can now trigger his ultimate a second time to instantly smash, but deal 15% less damage.

:warb2: Now summons 2 hell hounds of his current rank when he uses his ultimate. These hounds do NOT count towards his normal maximum.

Prophet: Allies in the radius when cast now gain 50% tapering movement speed as well.

Skyve
09-09-2012, 02:42 PM
:mart: grants magic and physical immunity while channeling and increase the range by 100 per level (so you get +100 on lvl1, +200 on lvl2 and +300 on lvl3).

Chime
09-11-2012, 01:41 PM
:mart: Cannot be interrupted while ulting, and will apply 1 / 2 / 3 damage and movement speed for every 1% healed, be it either Martyr or the ally hero for a 10 seconds or so.

:bloo: Now adds a ministun on activation, and deals damage based on distance moved instead of traveling. (When tping out, the enemy with rupture would die instantly because it would deal the damage equal to the distance teleported, like his DotA equivalent)

:moon: Only hits heroes and now doesnt have a limit of 4 beams on one person. Current sotm effect is not applied though.

Connect
09-18-2012, 09:44 AM
:engi: Values in green are staff upgrades.

http://www.heroesofnewerth.com/images/heroes/122/ability4_128.jpg

Places a gadget at the Engineer's location that lasts 6 / 8 / 10 seconds, takes 4 hits to kill, and creates an Energy Field in a 475[550] radius around itself.

Any enemy who enters or exits the Energy Field is dispelled, takes 100[200] True Damage, and Energy Field is applied to them for 2[3] seconds. While inside the bounds of the Energy Field, they take 50 / 75 / 100 Magic Damage per second.

Cooldown: 85[60] seconds

Energy Field:


Perplexed
Silenced

Chime
09-18-2012, 11:01 AM
The problem with this item is though that you really dont want to get it on a carry. As suggested above by Thuriner, having the old Sand Wraith with nullfire blade back would be nice, but why would you buy a staff just for that? Maybe in the very late game, but thats it. It has to be much stronger on heroes that need other items first than on heroes that can afford rushing it right away.

Hubaris
09-20-2012, 03:53 PM
:dead: Willowmaker (Deadpawnch) reduces the targets Strength by 40% and pushes them away from you, destroying any trees. Each tree destroyed reduced Strength by 5%, to a maximum of 70% total strength lost. Gives him some lategame anti-tank power, makes him different than most gankers.

:succ: Succubus' Hold (Succubus' Grip) now Purges all buffs from the enemy, damage becomes superior and lasts an extra 1 second. Now goes through Shrunken and gives her more anti-carry power.

:lord: The Undying (Silent Dead) silences for the duration. Gives him a very strong superior disable and some lategame presence, shutting down casters as much as he shuts down lifestealers/healers.

:witc: Silver Bullet (Heavenly Bullets) now has 2 charges. The Ultimate no longer has a cast time, and deals 65% damage of what it used to and stun for 1 second. Allowing him to split the damage among 2 different targets.

:balp: Hell on Newerth (Hell in NoEarth) no longer loses charges over time and now goes to 100 Charges. Stunning for a second and deals extra damage when charges are at 100. Gives him a constant threat of always being able to be fully charged and be able to initiate.

I'm bored.

greedisgyd
09-23-2012, 07:25 AM
why doesnt the Staff of Master work on Hag? I have animation of it, but no damage changed and the word 'boosted"?

Connect
09-23-2012, 08:45 AM
:dead: Ultimate reduces the targets Strength by 40% and pushes them away from you, destroying any trees. Each tree destroyed reduced Strength by 5%, to a maximum of 70% total strength lost. Gives him some lategame anti-tank power, makes him different than most gankers.

:succ: Ultimate now Purges all buffs from the enemy, damage becomes superior and lasts an extra 1 second. Now goes through Shrunken and gives her more anti-carry power.

:lord: Ultimate silences for the duration. Gives him a very strong superior disable and some lategame presence, shutting down casters as much as he shuts down lifestealers/healers.

:witc: Ultimate now has 2 charges. The Ultimate no longer has a cast time, and deals 65% damage of what it used to and stun for 1 second. Allowing him to split the damage among 2 different targets.

:balp: Ultimate no longer loses charges over time and now goes to 100 Charges. Stunning for a second and deals extra damage when charges are at 100. Gives him a constant threat of always being able to be fully charged and be able to initiate.

I'm bored.
These ideas seems slightly OP, but also GENIUS.

Greats ideas IMO. Just slightly too good. Turn down the numbers some, and I could see these in the game next Friday.

Hubaris
09-25-2012, 03:40 PM
Well you do have to justify 4200 gold towards an item, especially when items in that pricerange can become an asset all by them self (Hellflower, Sheep).

:mora: Matraxe (Axetinction) now provides him with 50% debuff reduction and his base regen gets added into the shield as well. Provides infinite axes while up. Gives him some more presence after initiation, also, more axes.

:grav: Zombie Apocalypse (Zombie Necropolis) zombies can now be controlled. Creates additional zombies for each corpse was in the radius upon cast. Synergizes extremely well with his other skills, now makes him a pushing force much like Polly.

:damp: Consume (Vlad Consumption) now has a 10 second cool down and restores 4 essences on hero kill and 2 on creep kills. Can now go up to 4 essences. Fixes some of his issues with CDs lining up, and his horrible downtime upon respawn.

Still bored :accu:

DrPeckers
09-25-2012, 07:17 PM
For salf, a 10 sec silence maybe to strong. I would rather hark back to Passthechips original version of the skill and have it turn all healing into damage.

Skyve
09-26-2012, 06:17 AM
For salf, a 10 sec silence maybe to strong. I would rather hark back to Passthechips original version of the skill and have it turn all healing into damage.

Well, think about it that way: For 4775 gold you get 4 seconds of silence with a 20% damage amp, more damage (~important for W), more manaregen (important for Q spam), and a perplex.

Hubaris
09-26-2012, 11:22 AM
10 seconds isn't too strong when you think of the alternatives in terms of cost/effect. As well looking at some other heroes we can see that EW has a 5 second silence on a Q, Defiler has 6 seconds on a W, BH has 9 seconds on a Q, Scout has 6 seconds on a W/E (Physical). None of which are moderate-long CD ultimates (depending on level).

Its really perspective, and in most cases Silence is one of the weakest disables.

The reason they removed the original healing version was because your team could really hurt you with it and cause some bad griefing; additionally it was noticeable so organized teams would ignore it but disorganized (Read: Public) teams probably would not and cause some really serious damage. Either way its just a thread in Suggestions, so I figured what the heck :scou:

Chime
09-27-2012, 01:28 PM
:doct: On use purges all debuffs on yourself and applies a 30% tapering movement slow for 2 seconds.

Chime
10-08-2012, 03:09 AM
:pyro: Instead of the current effect, this ability will now deal 50% of the damage in splash damage in a 250 units aoe around the target.

:zeph: Will now instantly add 8 cyclones to Zephyr. Additionally, enemies will be slowed down to 100 movement speed when leaving the Typhoon.

:mast: Now applies both buffs no matter what weapon he is using.

:dead: Deadwood will now turn invisible when using his ultimate for 5 / 7 / 9 seconds. (Helps people get away when blinking in to one-shot someone)

:arac: The spider will now attach itself to the enemy, reducing armor by 1 / 1.5 / 2 every time hitting the target. When the spider is attached, it wont be able to be attacked and the spider basically sits on the enemy auto attacking. Therefore the enemy will not be able to outrun it.

:valk: Now instantly turns the team invisible and grants everyone the current level of buff Courageous Leap would give them.

:emer: Gawains attacks will now all be enhanced. His basic strike will now stun the enemy for 1 second, his heal will heal for 50% more and his aoe will deal an additional 100% damage.

:legi2: When killing an enemy with the ultimate, enemies in a 400 aoe will now run around feared for 2 seconds.

:shad: His ultimate will now no longer change the primary stat of Shadowblade. Instead, he will now remain agility and copy 50% of all the stats the enemy has, both strength, agility and intelligence.

:noma: Nomad will now be able to choose which direction his ultimate has to follow. Also refreshes all abilities on trigger (not the ulti of course) and deals an additional 5 magic damage per point of agility he has.

:drac: Now creates 2 illusions that deal 50% damage and take no additional damage. The illusions will both have cataclysmic assault activated and will dissapear when the buff is gone.

:hamm: Now purges all debuffs on use and stuns enemies with every attack by 10% stacking up to 30% and stuns for 0.1 / 0.2 / 0.3 seconds.

:grav: Adds an additional random zombie per 10 intelligence Gravekeeper has.

:scou: Now only has a 0.5 second channel time and doesnt break invisibility. Also increases the % damage dealt by 20%.

:arti2: The ultimate now deals 50% less damage. In return, the cooldown is lowered to 11 / 9 / 7 seconds and the mana cost is reduced by 50% too.

:fayd: On activation leaves behind an illusion that deals 100% damage and takes no additional damage and is under your control. When attacking out of stealth, the illusion will dissapear and the enemy attacked will take 10% / 20% / 30% more damage from Fayde for 3 seconds.

:cthu: The ability is now aoe instead of in a straight line and deals 20% / 40% / 60% more damage.

:rhap: Rhapsody will be stun immune during the duration.

:dark: The ability now deals 30 / 50 / 70 magic damage over its duration.

:pest: When an enemy is hit by a non-dot source, the swarm will attack the target and deal 10 / 20 / 30 physical damage.

:pebb: Pebbles will grow even bigger and ignore all magic armor the enemy has.

:damp: With every essence Dampeer has, he will ignore 2 / 4 / 6 magic armor.

:pred: On activation, all enemies around predator will become feared for 2 / 2.5 / 3 seconds. Also automatically buffs pred with the effects he should get through attacking units under the ultimate for the full duration of the debuff enemies will have.

:alun: Adds one additional charge and adds a subskill that will use consume one charge to power up Aluna. The powerup heals Aluna by 20 / 30 / 40 per second, increases her attack speed by 30 / 50 / 70 and adds 25 / 50 / 75 magic damage to every attack.

:monk: Now makes Monkey King aoe immune when the ultimate is up and decreases the cooldown to 2.5 seconds.

:lord: Silences for the duration.

:nigh: When attacking out of stealth, Night Hound will deal an additional 50 / 100 / 150 physical damage. Also turns Night Hound completely invisible after the fade time for 3 seconds. While being completely invisible, nothing will be able to spot him.

Damn a big one coming through.

SirRadish
10-09-2012, 08:01 PM
:succ: Stun can no longer be interrupted by forced movement on target.
Should get rid of her most glaring flaw on the ult, that a tablet ruins it.
:noma: Duration is 1.5 seconds and cd is reduced to 20 seconds. Also you can move during it. (too powerful? this better be worth 4200 on a Nomad)
:empa: Faster! gives 522 movement speed and unitwalking
Bramble: Allied units can now cross the wall. Plants have an increased range of 350 (from 250)
:mart: Cooldown lowered to 40 seconds and gives Guardian Angel Buff.
:cthu: Shoots 8 beams instead of 5. Each beam also lowers attack speed by 30. If a Beam kills a hero, then Mortifying Presence is 2.5x effect.
:vind: Cooldown lowered to 40. (actually I'll rather have this as an actual buff to the hero, but oh well.)
:drun: When activating Untouchable, you now gain Max Drunk Charges.
:mona: Cooldown lowered to 25. Cast Range is now 2000 units.
:myrm: Attack Damage is added to the magic damage, and deals a 50% movement speed slow on attacks instead of 15/25/35 for 3 seconds

OJPhoenix
10-15-2012, 04:47 PM
omg I wish I'd seen this thread sooner, Staff of the Master has so much unused potential! Now that Grimore's is out however, I'm hopeful that these 'raw damage boosts' will be remade to me creative!

:pyro: Changes ability to a Target Area with Radius 200. Dealing 450/675/950 magic damage to all enemy units hit.
- Damage, Cast Range, Mana Cost are all the same as without Staff as they are good enough.
- Radius 200 matches the size of Dragonfire which just feels right.
- Target Area enhances Pyromancer as an AoE specialist and ignores Null Stone that wrecks him so much.

:witc: Increases damage from 500/650/850 to 600/800/1000 and Stuns the target for 1/1.5/2 seconds.
- The High damage on this ability is also important, increasing it is perfectly acceptable, just not on its own.
- Witch Slayer specialises in controlling fights, drawing them out, & disabling his opponents as he kills them, having an extra stun in his arsenal is right up his ally.

==========

:pyro: & :witc: really need to stand out from each other and having one of them focus on Area Effect damage and the other on Control will further this along.

:thun: could do with a remake too, but I've never had an idea that felt right, if at all.

Chime
10-16-2012, 10:17 AM
Thunderbringers staff effect is fine. It increases the damage it does by nearly 700 or so, and with a resto you can reach 1400 this way. More than fine for a hero.

Orgamsmatron
10-16-2012, 11:20 AM
:trem: Renames his pet from Boris to Shudder.

too OP, i would get that everygame

im serious

OJPhoenix
10-16-2012, 05:28 PM
Thunderbringers staff effect is fine. It increases the damage it does by nearly 700 or so, and with a resto you can reach 1400 this way. More than fine for a hero.
Yeah this is true. His 'minor' upgrade in damage is in fact actually quite a lot of damage to the enemy team. Like Plague Rider, just getting more output from a small numerical upgrade is probably quite worth it.

I would still like to see a change that gives him something other than damage but his at least makes sense. Wouldn't complain if Pyromancer and Witch Slayer received Staff changes and Thunderbringer didn't.

Kuritany
10-21-2012, 01:55 PM
My list of suggestions, hope people like them. Keep in mind it has to be atractive to all heroes which means for some it has to be a great improvement in order to make it worth the investment.

:damp:: Increase maximum number of Essesnces and the number of Essences generated when killing a hero with it by 1. If you kill an enemy up to 5 seconds after using consume on it, will generate up to 2 Essesces.
:behe:: Sets cooldown to 90 seconds at all levels. Increase standard damage from 200/275/350 to 275/350/425.
:flux:: Applies a 50% movement slow for 2 seconds to all targets.
:temp:: Increase its duration for 1 second.
:mida:: Reagent last for 1 additional second and stun last for an additional 0.5 second. Increases damage from 50/100/150 to 75/125/175.
:engi:: Upon activation deals 100 true damage and applies Energy Field for 2 seconds to all units within 475 range. Increases the number of hits taken to kill the gadged from 4 to 5.
:amun:: Decrease cooldown from 300/220/140 to 260/180/100. Reborn with 65% health instead.
:myrm:: While Evolved, decrease all other abilities' cooldown by 40%.
:berz:: Removes the damage taken penalty.
:hell:: Decreases cooldown from 165 to 135 and set mana cost to 200 at all levels.
:doct:: Reduce mana cost to 15 + 4% of max mana and 5 + 1% additional fro every 100 units traveled.
:rhap:: Sets cooldown to 80 at all levels. While chanelling, increase self armor and magical armor by 10.

Skyve
10-21-2012, 03:59 PM
:hell:: Decreases cooldown from 165 to 135 and set mana cost to 200 at all levels.

That's just horrible. If you'd get a refresher instead you end up having quite similar benefits, just you get to cast two malphas in a teamfight if you really want to.


:rhap:: Sets cooldown to 80 at all levels. While chanelling, increase self armor and magical armor by 10.

That also isn't too great. The worst thing for you to happen while channeling your ultimate is to get interrupted. If you die while channeling - that usually is quite negligible to be honest.

The :engi: thing on the other hand seems pretty good.

Kukubara23
10-21-2012, 09:56 PM
Bramble (No Pic?): Adds a sub skill to Bramble
--Spontanious Growth--
Costs ~105/120/135 Mana... Cd of 70/65/60 seconds
Two Tentacles Grow out of the sides (attached to her) of bramble that uncontrollably attack the closest Enemy unit (Prioritize heroes).
These Last for 7/9/11 seconds... Deals 50/60/70 per hit (Same attack speed as other tentacles, and same attack range)...

:zeph:: Has the Kraken's Pull effect into the center at a rate of 100/150/200 ms (I don't know the numbers at this time... Sorry for my lazziness not to look at krakens balance is accepted.), DPS MAX raised to 80/100/120, lasts 8/10/12 seconds

:ello:: Leaves behind a trail (Such as Draconis's Fire... Or Bomb's Ulti. Actually almost exactly like it :D) following the ulti. The trail deals 10/25/40 dmg per 1/4 a second and applying 1 charges of frost. Cd Reduced to 50 seconds. Manacost increased to 250/350/450 EDIT** Trail Duration is 4 seconds... and is applied such as Draconis's flight would be.

Ultimoron
10-22-2012, 04:41 AM
OogieHalves the duration of Primal Surge, but increases both the health and mana regeneration to 150% of damage taken/health returned on spellcast.

:moon: Each beam hits for 30% splash in a 450 radius.

:forsa: The Illusion becomes Physical and Magic Immune.

:pyro: Deals 650/875/1150 damage. In addition, applies Fervor damage in a 600-unit radius at 5 times the current level of damage.

:legi: Decapitate now acts in a 360-degree spin and its range is increased to 400 units.

Chime
10-22-2012, 05:46 AM
:swif: (Swift Death) When using Swiftslashes, Swiftblade will always crit. He will not be able to hit creeps with this ability anymore.

:gemi: (Primordinal split) The wolves will now have 100% of Geminis stats, move with an additional 15% movement speed and take 20% less damage.

:myrm: (Extreme evolution) Increases Myrmidons armor and magic armor by 5, reduces cooldowns by 33%, increases his attack speed by 30 / 50 / 70 and adds an additional ability that will be bound to R while in ultimate form. When using the ability you have to target the ground. Everyone in the aoe of 300 units will be slowed by 35% and have 2 / 3 / 4 reduced magic armor.

:mage: (Mana Explosion) Increases the aoe of the effect by 200 units, deals damage based on 0.9 / 1.3 / 1.7 mana missing and gives magebane as much mana as damage is done. Also decreases cooldown by 0.01 / 0.02 / 0.03 seconds for every point of damage done.

:blit: (Sonic Shackles) When used, stuns for 1 second. Also leaves behind an aoe that is the same as the area effected by the initial effect, dealing 25 / 40 / 55 magic damage every second for 8 seconds.

:warb: (Greater Metamorphis) War Beast and his wolves will now be ranged when in ultimate form.

The_Blank101
10-30-2012, 12:23 PM
I got a pretty wierd idea(didnt check if any1 had this 1)

Staff should have 2 recipes with differet bonuses

For example:

:plag2: should have the one that he already has and with the other recipe his ult should have the same damage but he would get 2 more bounces.

:swif: should be the same, but the other way around (same amount of bounces but like 50 more damage )

This way you could go for a more aggressive burst type ult bonus, or a more teamfight oriented one.

Maviand
11-07-2012, 07:13 PM
I'll post my Accursed suggestion and then I'll submit a few for other heroes:

""Accursed currently sees less and less game time then several heroes; dropping the charts in the past few weeks quite considerably (now bottom 10 from least used), but I must admit, he isn't a weak pick whatsoever. So this isn't a thread to "buff" him but rather tweak him a bit and add a little flavor to two of his skills.
these are primarily:


Cauterize
At the cost of some of his own Health, Accursed bursts the air around a target, dealing damage to them if they are an enemy or healing them if they are an ally.
Deals 100 / 150 / 200 / 250 Magic Damage to enemy units or heals allied units for 100 / 150 / 200 / 250 Health. Deals 50 / 75 / 100 / 125 Magic Damage to self.
Flame Consumption
Accursed summons a powerful fire tornado around himself which, when fueled with damage, causes him to regain his life.
Removes debuffs and applies Protective Flames (100% of damage taken converted to Health) to self for 3 / 4 / 5 seconds
Staff Effect: Increases duration from {3,4,5} seconds to {5,6,7} seconds and can be used while silenced.


These are my proposed changes to make his play style a bit less stagnant (heal this, shield that):


Cauterize
At the cost of some of his own Health, Accursed bursts the air around a target, dealing damage to them if they are an enemy or healing them if they are an ally.
Deals 100 / 150 / 200 / 250 Magic Damage to enemy units or heals allied units for 100 / 150 / 200 / 250 Health. Deals 50 / 75 / 100 / 125 Magic Damage to self.
Also applies Sear to ally (4.5 second, 10% MS buff + 40 Attack Speed) or enemy (2 second, 20% MS debuff) depending on your level of Sear
Flame Consumption
Accursed summons a powerful fire tornado around himself which, when fueled with damage, causes him to regain his life.
Removes debuffs and applies Protective Flames (100% of damage taken converted to Health) to self for 3 / 4 / 5 seconds
Staff Effect: Creates the ability to cast Flame Consumption onto an ally for 3 / 4 / 5 seconds.


The change to Cauterize (mind you this ability does heal for a good amount, but recently was nerfed at higher levels with larger mana costs) would allowaccursed to ACTUALLY snare targets who are fleeing or buff allies. It fits to his "support theme" and makes the ability more on-par with other support's tools. Currently, Jereziah's Heal nukes for a good amount of damage (recently nerfed to magic damage from being pure), Nymph heals an AoE area completely, Demented Shaman's chain heal is still (in my opinion) the strongest support spell in the game, Ophelia's heal can be gamebreaking (even if it is an ultimate ability) and finally Soulreapers heal (albeit the most expensive one from the repertoir) does both Cauterize's positive and negeative effects in an AoE area around SR.
The proposed change to the Staff of the Master's effect was simply to give Accursed a different item build and a fun ability to play around with. This of course would need to be viewed, balanced, and played around with, but ultimately would be nice. Staff gives Accursed what he needs: HP and Mana, but its effect is useless. The ONLY time I ever got this for the big guy is back when Illusions could proc his Ult Skill (Basher-Geo's-Staff) and it WOULD be viewed as a controversial itembuild. This proposed change (once more) would provide Accursed more focus onto his real role (Support)."

:wret: Wretched Hag: Ultimate perplexes heroes for 2 seconds (renders them unable to attack).
:soulr2: Soulreaper: Ultimate causes a death radiance around the target which ticks for 40% of the damage caused in 4 seconds to enemy heroes.
:blac2: Blacksmith: Creates an ability called "Unstabble Fireball" (DotA copy) which has a chance to Multicast aswell.
:engi: Engineer: Allows Engineer to place his ult at 600 distance.
:chron: Chronos: While Chronos is in his spere, he rewinds every attack and every attack made bashes.


All I can think of for now. I'll check back in and add a few more.

Chime
11-14-2012, 02:48 AM
^Hmm, i really like all of those changes at the bottom of your post, everything but SR. I think the Staff should make the attack an AoE that is ground targetable. Would make for fun times.

Rkey
12-08-2012, 11:11 PM
:nigh: Adds another skill, perfected stealth, with a 13 second cooldown, which grants superior invisibility for 2/3/4 seconds. Superior invsibility cannot be revealed and is not removed from using spells, items or autoattacks
:noma: Cooldown reduced to 20 seconds, now also resets on enemy hero death.
:sand: Cooldown reduced to 50 seconds and your illusions (only those from your ulti) now have your orb effects
:gemi: Fire can use items and Ice gets orb effects
:ello: Pressing R again allows you to redirect the the ult with a 1 second cooldown
"Prophet" The effect from getting the ulti on you now lingers for 5 seconds, and is shared for all different casts of the ulti.
:mali: Ulti form becomes permanent, activating it again only applies the armor buff and the aoe fear.

DATWEINER
12-18-2012, 02:08 PM
Welcome to the Staff of the Master thread.

Here you can suggest any potential abilities for all heroes. If your idea is especially interesting/unique I will link to it in my second post. You can also PM me with a link to a suggestion in this thread that you think is especially good - as long as it isn't your own.

So go wild!







We all know SOTM isnt used enough because on most heroes there are better item pick ups. Dont get me wrong, adding a graphic for everyone that uses SOTM is cool and might push its use a bit more, but most pro players know its not an optimal pick up. If you want to make a difference a big change is needed. Adjust the stats how you will, but for the effect according to each hero(state on the ult it effects how ofcourse) but, make it a click to activate item. And adjust how it works completely differently for the heroes that use it in AN INSANE BUFFED WAY, but make it have a massive cool down or recipe buy for every time u activate it. For example, instead of accursed adding a few seconds to his ult, DOUBLE THE TIME ^_^ or enhance all his abilitys(absorbtion on shield, dmge or heal from caut, debuff or buff on sear etc) just a thought ENJOY!

bully_1337
12-28-2012, 01:51 PM
:mart: Can cast his ulti on enemies. Reducing the enemies current hp by 50%. Martyr drains half of the damage as a heal, applying for 10 Seconds.
:geom: Every Unit that is stunned by the ultimate will miss the first 3 autoattacks after it (they are paralized). Also reducing cast time by 1 Sec and CD by 10 Seconds
:mona: Crippling Poly now also applies an "area of silence" around the target, meaning heroes that stand in this area are silenced. Chrysalis will return 100 % of the dmg done. Noxious Cloud will drain 1 % of Monach's actual mana to Monach.

badhmac
12-31-2012, 12:41 AM
I just bought the Witch Hunter alt avatar for Witch Slayer and was sad to see that there isn't a bonus animation for Staff of the Master.

Zimrak
01-06-2013, 10:01 PM
Corrupted Disciple :corr:: Ultimate becomes toggleable, with manacost per shock
Rhapsody :rhap:: Enemies within ulti radius are silenced. It would make sense too, Overpowering Melody. Blasts dat sound so no one can hear themselves think

Vulcan
02-16-2013, 05:43 PM
Blacksmith: Pretty cool idea IMO
Frenzy: 2 charges, +15 magic damage per hit
Fireball: Increased 10% chance for each level of procreation (2x,3x,4x)
Hammer: Increased duration by 1 second, magic armor drop stays at the initial value of 4 rather than dropping over time.
Ultimate Passive/Active: Each time the Blacksmith casts a spell (one of his 3 actives) he gains 1 charge on his ultimate, these charges are all lost on death and a maximum of 12 can be held. The ultimate may be activated to increase the damage his next physical attack does by 40 damage per charge as magic damage and stun for .2 seconds per charge.
New ultimate active: 150 mana, 50 second cool down, duration 15 seconds or until first auto attack, if frenzy is on, the .5 second cast time is nullified to 0 seconds.

tazmohanna
02-21-2013, 05:16 AM
Gemini: gives 120% stats to wolves, increases magic armor to 11.5, wolves can recombine while one is stunned/silenced

balphagore: 20 charges does the 40 charges effect, 60 charges does the 80 charges effect, 80 charges does a superior dischannel

sand wraith: reduces cooldown to 30 seconds

blitz: increases aoe to 500 radius, reduces cooldown to 25 seconds

bloodhunter: perplexes

theboyninja
02-25-2013, 02:38 AM
:alun: Aluna
Without
Activate to consume a charge and boost you other abilities for 10 seconds. Each charges boosts a single skills. You gain a charge every 60/50/40 seconds. 1/2/3 charges maximum.

With
Activate to consume a charge and boost you other abilities for 15 seconds. Each charges boosts a single skills. You gain a charge every 30 seconds. 1/2/3 charges maximum.


:amun: Ra
Without
Requires 50% Max Mana for activation. On death, Amun-Ra will be reborn with 50% Health, triggering Ignite as he spawns. He deals 10/20/30% Extra Damage for 10 seconds after respawning.

With
Requires No Mana for activation. On death, Amun-Ra will be reborn with 75% Health, triggering Ignite as he spawns. He deals 10/20/30% Extra Damage for 10 seconds after respawning.

:arac: Arachna
Without
Target an enemy to hurl a Spiderling towards them. The Spiderling deals up to 375 / 750 / 1125 Physcial Damage and -40 / -60 / -80% Movement Speed and Attack Speed over 5 attacks. The Spider may be attacked and killed by the enemy

With
Target an enemy to hurl a Spiderling towards them. The Spiderling deals up to 450 / 825 / 1200 Physcial Damage and -40 / -60 / -80% Movement Speed and Attack Speed over 6 attacks. The Spider may be attacked and killed by the enemy.

:arma: Armadon
Without
Passively increases Spine Bursts additional damage by 5 / 10 / 15 and applies 10 / 20 / 30 Attack Damage and 4 / 5 / 6% Movement Speed for 10 seconds on spell cast. This effect stacks with itself.

With
Passively increases Spine Bursts additional damage by 7.5 / 12.5 / 17.5 and applies 10 / 20 / 30 Attack Damage and 7% Movement Speed for 12 seconds on spell cast. This effect stacks with itself.

:arte: Artesica
Without
Cooldown: 90 SecondsTarget a location to summon a Projection for 20 seconds. The Projection grants nearby allies 20 / 30 / 40 Health and 10 / 15 / 20 Mana per seconds. Also grants 1600 day/night vision. In addition, it will mirror your Arcane Missile casts and gain charges of Arcane Bolts as you do. Damage from Essence Projection is 100% of damage from self. The Projection dies if it gets attacked 3 / 4 / 5 times.

With
Target a location to summon a Projection for 30 seconds. The Projection grants nearby allies 20 / 30 / 40 Health and 10 / 15 / 20 Mana per seconds. Also grants 1600 day/night vision. In addition, it will mirror your Arcane Missile casts and gain charges of Arcane Bolts as you do. Damage from Essence Projection is 120% of damage from self. The Projection dies if it gets attacked 3 / 4 / 5 times.

Or

With
Cooldown: 30 Seconds

Target a location to summon a Projection for 20 seconds. The Projection grants nearby allies 20 / 30 / 40 Health and 10 / 15 / 20 Mana per seconds. Also grants 1600 day/night vision. In addition, it will mirror your Arcane Missile casts and gain charges of Arcane Bolts as you do. Damage from Essence Projection is 100% of damage from self. The Projection dies if it gets attacked 3 / 4 / 5 times.


Bramble
Without
Click and drag the cursor in a direction to summon a Vine Wall there. Vine Eall spawns 16 plants that have 250 attack range and deal 20 / 30 / 40 Damage per attack as well as Slow for 30 / 40 / 50% for 1.5 Seconds. Vine Wall lasts for 6 / 8 / 10 Seconds.

With
Click and drag the cursor in a direction to summon a Vine Wall there. Vine Eall spawns 16 plants that have 250 attack range and deal 20 / 30 / 40 Damage per attack as well as ​Immobilized for 1.5 Seconds. Vine Wall lasts for 6 / 8 / 10 Seconds. The effect does not stack.


Corrupted Disciple
Without
Activate to apply Overload to yourself for 20 Seconds. Overload deals 37.5 / 50 / 62.5 Physical Damage and -1 Armor every 0.8 / 0.7 / 0.6 Seconds to the lowest health target in an area around you.

With
Activate to apply Overload to yourself for 30 Seconds. Overload deals 37.5 / 50 / 62.5 Physical Damage and -1 Armor every 0.8 / 0.7 / 0.6 Seconds to 2 lowest health target in an area around you.


Jeraziah
Without
Activate to grant nearby allies 25 Health Regeneration and Immunity to physical damage for 5 / 6 / 7 Seconds.

With
Activate to grant nearby allies Heals Flat 250 Health, 25 Health Regeneration and Immunity to physical damage for 5 / 6 / 7 Seconds.


Hammerstorm
Without
Cooldown: 80 SecondsApplies Brute Strength to self for 25 Seconds. % Base Damage: 100 / 125 /150

With
Cooldown: 55 Seconds
Applies Brute Strength to self for 25 Seconds. % Base Damage: 100 / 125 /150


Vindicator
Without
Activate to Silence all enemy heroes in the game for 3 / 4 / 5 Seconds.

With
Activate to Silence all enemy heroes in the game for 7 Seconds


Pandamonium
Without
Cooldown: 120 / 100 / 80 Seconds
Applies Face Smash to target for the duration of the channel. Deals one attack every second over the duration, for a total of 5 attacks.
Each attack deals +30 / 75 / 120% base damage.

With
Cooldown: 100 / 80 / 60 Seconds
Applies Face Smash to target for the duration of the channel. Deals one attack every second over the duration, for a total of 7 attacks.
Each attack deals +30 / 75 / 120% base damage.


Midas
Without
Enemies affected by more than one of the Midas's spells at once are temporarily cast into gold.
Passively Imbues all of Midas's spells with a 3 seconds Reagent. Combining Reagents by hitting an enemy with at least two of Midas's spell will trigger the Reagents and inflict 50 / 100 / 150 Magic Damage and 2 seconds stun.

With
Enemies affected by more than one of the Midas's spells at once are temporarily cast into gold Afterward, applies Golden Boots to enemies slowing by -30 / -40 / -50%.
Passively Imbues all of Midas's spells with a 3 seconds Reagent. Combining Reagents by hitting an enemy with at least two of Midas's spell will trigger the Reagents and inflict 75 / 125 / 175 Magic Damage and 2 seconds stun.


Legionnaire
Without
Target an enemy unit with less than 300 / 450 / 600 Health to instantly kill it. Otherwise, deals 150 / 250 / 350 Magic Damage.

With
Target an enemy unit with less than 300 / 450 / 600 Health to instantly kill it. Otherwise, deals 150 / 250 / 350 Magic Damage. If the enemy is instantly killed, Legionnaire restores 33% of the Enemy's Max Health.


Deadwood
Without
Applies Willowmaker to the target for 3 Seconds. Deals 350 / 650 / 950 Physical Damage and stuns the target for 1.5 Seconds.

With
Applies Willowmaker to the target for 3 Seconds. Deals 375 / 700 / 1025 Physical Damage and stuns the target for 1.5 Seconds.

Tomate
03-25-2013, 09:08 AM
Voodoo Jester: Gives him 'trance' effect while channeling his ultimate. Trance: Channeling of his ultimate cannot be broken. Even if Voodoo is stunned, perplexed and what not. Voodoo can also use items which channeling his ultimate without breaking it (EX: can use sheep stick on an enemy within range or astrolab...). (Probably need to rescale the ultimate damage / bounces / hitting 2 targets).

Pyromancer: Grants a 2 seconds superior magic stun to his ultimate on top of the extra damage.

Witch Slayer: Removes the extra damage, now instead deals true damage and can be cast on magic immune targets.

Kinesis: His ultimate now grants extra charges to his lift ability. Lifted units can be thrown with both E and R for single target or AoE effects. Also increases the lifting range to 1100 units around Kinesis. (Pretty much, at level 3 ultimate and level 4 Telekinetic Control, he has 11 charges on his Telekinetic Control). Charges refresh every 2 seconds.

Succubus: Casting range of her ultimate increased to 900 units. Also reduces armor and magic armor of her target by 4/6/8.

Blitz: Reduces the cooldown of his ultimate to 12 seconds. No extra damage.

Arachna: Spiderling is now attached to the target (Undestructible) and will move with the target (Example, hag blinks, the spider, since attached to her, blinks with her).

NightHound: 1- Grants 10 more agility points than normal (stats 10/20/10) as well as a possible activation of his ultimate. When activating his ultimate, NightHound gains true invisibility (undetected by wards, eye, scout's eye, unsure of the interaction with dust) for 4/5/6 seconds. If visible which activating it, normal fade time applies prior to true invisibility applying. Cooldown: 60/50/40 seconds. Mana cost: unsure. (More competitive enabled)
OR:
2- Grants 10 more agility... When activating his ultimate, nighthound will remain visible no matter what actions he takes for 4/5/6 seconds. Cooldown: 60/50/40 seconds. This pretty much means that he can cloud, attack, leap and what not and remain invisible for the duration. If activating while visible, phase time will apply and the hero will go back to invisible. (More pub oriented).

Geomancer: The new AoE applies a stun and not a slow like the current SotM. Enemies stunned by Geomancer's ultimate take 20% increased damage for the duration of the stun.

Torturer: Either of those 3:
1- Increase the AoE to 600 units on top of the extra damage.
2- Increase Torturer's armor and magic armor by 4/8/12 while the ultimate is active. Remove the extra damage.
3- Remove the extra damage. Now slows enemies hit by the pulse by 10% / pulse, max of 40% slow. Last 1.1 seconds after the last pulse hit his target.

RiftWalker: Channeling time of the ultimate reduced to 0.2 seconds.

Plague Rider: Increase the movement speed of Plague's ultimate by 100MS. Also grants clearvision in a 400 units around the ultimate. Unsure about the extra damage.

Flux: Now applies a 0.1 second mini stun on all enemy heroes. Also allow to move enemy heroes up and down cliffs. New Cooldown: 25 seconds at all levels.

Doctor Repulsor: Now refunds 50% of the mana used during his ultimate over 3 seconds after using it. Multiple refunds can occur at once. (A different way to reduce the mana cost of his ultimate by 50%, the idea is to make it cheaper without allowing the hero to travel twice as far as before).

Wretched Hag: Remove the extra damage of the current effect, now is a point blank AoE around Hag. (Might be OP... but would be so cool).

Defiler: Passively grant Defiler 4 armor and 4 magic armor (this 4 magic armor stacks with any other bonus of magic armor). While the ultimate is active, Defiler gains 25% of the damage dealt by her spirits instantly. Spirits now move 50MS faster (450/500/550).

ThunderBringer: Keep the extra damage. Now grants a 5% slow for 4 seconds to any enemy affected by lightning rod. Each stack is independant and not refreshed by another stack applied.

Slither: Remove the extra damage. The damage from his ultimate is now lethal and puts the enemy in undeniable status.

Soul Reaper: Either of those:
1- On succesful kill with his ultimate, Soul Reaper gains 30/40/50% of the target he killed max HP and max MP back to SR's life and MP pool.
2- On succesful kill with his ultimate, SR gains 3 charges to his judgement spell. Each charge reduces the cooldown of the spell to 2 seconds on next cast. Charges do not expire and can be accumulated but are automatically used when judgement is used and a charge is available.
3- On succesful kill with his ultimate, the cooldown is reduced to 20 seconds.

Myrmidon: Now grants 125/175/225 BONUS magic damage to his attacks on top of his normal physical damage. Also grants an extra 100 HP at all levels.

Bangatron
03-29-2013, 08:12 PM
Prisoner 945 ult now applies shackles for the duration of the ulti to all units while they are tethered. If the tether breaks the shackles are released.

iHipster
04-02-2013, 02:44 AM
So, after hours of debate and analysis of different heroes strengths and weaknesses, we've finally come up with a comprehensive list of every hero's SoTM effects. Those who have none are either fine with what they already have, or we simply could not see a way to benefit them from their current skill set.



Accursed - Subskill that applies Flame Consumption effect to ally.

Aluna - Skills permanently buffed by Emerald Red.

Amun Ra - Remove health cost of skills.

Arachna - Webbed Shot applies ministun at all levels. Passive 10 magic armor applied to Arachna.

Armadon - Gains aura applying -10 armor to enemies.

Artesia - Using Arcane Missile shoots another Missile but in opposite direction.

Artillery - Bunker Down applies to allies. Allies in Bunker Down gain Fragmentation Skills effects.

Balphagore - Corpse Conversion spawns enhanced minions similar to Puzzlebox.

Behemoth -

Berzerker - Activate Marked for Death a second time to teleport to target, stunning area around him for 1.5/2/2.5 seconds.

Blacksmith - Chance of 4x/5x/6x Multi casts

Blitz - Blitzkrieg, Pilfering and Quicken affect AOE around target.

Bloodhunter - Blood Crazy silences target and drains damage of enemy target. Feast applies heal whenever ally/enemy unit dies near Bloodhunter. Blood Sense gives maxed movement speed at all levels.

Bombardier - Increase aoe of boomdust and gives more charges.

Bramble - Ulti has 2 vectors that connect with each other.

Bubbles - Immune from any damage for 1 second after casting any spell.

Bushwack - Attacks split to two other targets. (Similar to Forsaken Archer)

Chronos - In addition to percentage, Rewind also ignores every 12th, 10, 8th, 6th source of damage.

Corrupted Disciple - Activate Static Discharge to ignore targeted spells for 2 seconds at all levels.

Cthulhuphant - Trample has 2 charges allowing it to be cast twice in succession. Obliterate ministuns.

Dampeer - Bloodthirst also grants aura applying -4 magic armor to nearby enemies.

Deadwood - Radius of Rotten Grasp increased. Clearcutting no longer has tree destruction and doesn't require charges to obtain max effects.

Defiler - Unholy Explosion creates a ring around Defiler (similar to Engineer's ult) that moves with Defiler and deals damage on contact.

Demented Shaman - Cooldown of skills reduced by 50%.

Devourer -

Doctor Repulsor - Ult costs 0 mana and does 0 damage. Has 5 charges that refresh every 15 seconds.

Draconis -

Drunken Master - Ultimate grants Magic Immunity, increases cooldown to 1 minute.

Electrician - Electric Shield saps enemies of 10/15/20/25 mana per second upon contact.

Ellonia - 2 charges of Absolute Zero available.

Emerald Warden - Improved Gawainn. 1200 clearvision, hits for 300 damage, heals for 600.

Empath -

Engineer - Reintroduce old Engineer's turret concept.

Fayde - Reflection makes Fayde undetectable by Wards of Revelation/Bound Eye.

Flint Beastwood - Range increased by 100. Gains 600 clearvision.

Flux - Increased range of Release. Discharge displaces 800/900/1000 units.

Forsaken Archer - Call of the damned gives 7/8/9/10 minions with 10 second lifetime.

Gauntlet - Gauntlet Blast bounces to nearby allies applying stasis effect.

Gemini - Fire and Ice gain Twin Strike ability and have attributes equal to 100%/100%/120% to Geminis.

Geomancer -

Glacius - Activate Chilling Presence to restore 30%/40%/50%/60% of allies mana.

Gravekeeper - Corpse Toss has 2/3/4/4 charges. Zombie Apocalypse spawns 20/25/30 zombies.

Grinex - Global range on Illusory Assault.

Gunblade -

Hammerstorm - Galvanize buffs auto attacks of allies. Attacks cause 0.1 second stun and grant 10/20/30/40 bonus damage.

Hellbringer - Life Void heals for 50/60/70/80% of incoming damage. Malphas stuns for 1.5 seconds and applies tapering slow.

Jeraziah - 8/9/10 second duration to Sol's blessing.

Keeper of the Forest - Animate Forest spawns 3/4/5/6 minions. Minions apply stacking slow on attack.

Kinesis -

Kraken - Release the Kraken globally displaces all enemies 400 units towards the Kraken.

Legionnaire -

Lodestone - Headsmash no longer deals damage to self. Shatterstorm no longer applies Shatterstorm effect to Lodestone.

Lord Salforis -

Magebane - Aura drains mana of nearby enemies at 10 mana per second and fills mana of nearby allies at 10 mana per second.

Magmus -

Maliken - Enchanted Flames and Life Essence are combined, granting bonus damage and heal.

Martyr - Hand in Hand heals Martyr and target ally to 100% health.

Master of Arms - Master's call applies to target and self.

Midas - Skills apply -4 magic armor to target.

Monarch - Cleansing Wind grants 5 magic armor and physical immunity.

Monkey King - Vault can be canceled midway. Mount stays, even during combat.

Moon Queen -

Moraxus - When not on cool down, arcane shield ignores 1 targeted ability. Matraxe starts with 400/500/600 and builds to 600/800/1000 health.

Myrmidon - Non-ult auto attacks also do magic damage.

Night Hound - Pounce does not remove invis.

Nomad -

Nymphora -

Oogie -

Ophelia -

Pandamonium - Base damage increased by 30%.

Parasite - Subskill that allows Parasite to transform into the creep he last infested without using Infest.

Pearl - Allies who reach 0 hp within 3 seconds of activating Soothing Presence are healed to 50% health.

Pebbles - Slab Skin gives 50/60/70/80% debuff duration. Chuck thrown target deals 50/75/100% of thrown damage.

Pestilence - Global range ultimate.

Pharaoh -

Plague Rider -

Pollywog Priest -

Predator - Stone Hide duration increased to 5/5.5/6/6.5 seconds.

Prisonder 945 -

Prophet - Stacking Shared Fate applies stacked effects of other skills to units.

Puppet Master - Whiplash occurs one every 3rd attack.

Pyromancer - Instant cast time on Dragonfire. Fervor deals 9/10/11/12 damage per charge.

Rally - Increased aoe on Seismic Slam. Battle Experience ignores 70/80/90/100% of armor.

Rampage - Magic Immune while dragging enemy with Chains that Bind.

Ravenor - Ball Lightning projectiles moves faster. Storm Blades lasts 5 attacks. Power Overwhelming max charges 100/150/200.

Revenant - Defile lasts 4 attacks. 10 second cool down on Essence Shroud.

Rhapsody - Protective Melody grants Physical and Magical Immunity on Rhapsody.

Riftwalker - Subskill allows Rhapsody to cast Wormhole without teleporting herself.

Sand Wraith - Illusions from Mirage can cast Desert's Curse while alive.

Scout - Vanish has no cool down.

Shadowblade - Essence Shift gains 50/60/70% of targets primary attribute.

Silhouette - Shadow has 60 sec cooldown at all levels and takes 100% of normal damage. Still deals 66% of normal damage.

Slither -

Solstice - Changes Day/Night form. Night Form in the day, Day Form during night.

Soul Reaper -

Soul Stealer - Soulsteal's max souls increased to 15/30/45/60

Succubus -

Swiftblade -

Tempest - Elemental Void increased to 6 seconds.

The Chipper -

The Dark Lady - Cover of Darkness increased to 6/7/8 seconds.

The Gladiator - Call to Arms moves twice as fast. Ally with Showdown is Magic Immune.

The Madman -

Thunderbringer -

Torturer -

Tremble - 2 Borises are spawned.

Tundra - Call of Winter spawns third minion that is invisible, reveals invisible units, and can be destroyed to do 100/150/200/250 damage in area and 2 second silence.

Valkyrie - Valkyrie's Prism cannot be detected by Ward of Revelation or Bound Eye.

Vindicator - Stolen intelligence becomes permanent.

Voodoo Jester -

War Beast - Summon Hellhounds spawns 3 hellhounds.

Wildsoul - Bear Form gives Wildsoul chance to Root.

Witch Slayer -

Wretched Hag -

Zephyr - Cycloens max at 8/10/12/14.

Darkstar_X
05-21-2013, 06:08 PM
Elona with SotM reduces Absolute Zero cd to 20s. This will let her continue her barrage of slows and damage in a more carry type role.

Prophet with SotM increased AOE on ult, and causes it to effect creeps as well. He needs to be able to stop pushes to be effective.

Puppet Master with SotM removes the HP limit on the Voodoo Puppet, as well as a slow on the target. This will emphasize his ability to deal a ton of damage to a single target.

Kracken with SotM greatly increases the radius of Release the Kracken!

Vindicator with SotM Final Chapter also Perplexes. This will make his silence a real strong disable that's not so easily shrugged off.

B8
05-22-2013, 06:17 AM
:dark: Cover of darkness now reveals and gives vision of every enemy hit for 4/5/6 seconds also increases movement speed of allies hit with 10%/20%/30%.

:andr: Void Rip cooldown is reduced to 20 seconds and gives andromeda instant (no fade time) invisibility that lasts for 3 seconds also gives the swapped hero if an ally: movement speed increased by 20%, if used on an enemy slows movement speed by 20% for 3 seconds.

:para: Facehug cooldown reduced by 10seconds, when used now also casts leech without putting your leech on cooldown.