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M00_cow
01-09-2010, 08:24 PM
Narkii - Traps, Snares and Explosions Conessuir
http://powerlinead.files.wordpress.com/2009/12/goblin.jpg

Came up with this last night as I got out of the shower. No. You don't need to thank me for that unneeded information. It's completely my gift to you.

Visual Concept
So Narkii is a smaller than average goblin with a particularly shifty look on his face. He carries a small mace and as a shield, he wields a dud mine that never exploded. His character would benefit from a few little explosives attached to his body and maybe a shifty looking hat. He is small, fast and agile, but very weak.

Role
Narkii is a stunner, who isn't able to defend himself very well and is particular squishy. He can however, deal a great amount of damage with his mines when used smartly.


INT BASED STUN AND SUPPORT


Base Stats
STR - 17 + 1.8
AGI - 20 + 1.9
INT - 27 + 2.5
Attack range: Melee.
Attack speed: 1.3 seconds per attack
Movespeed: 300
Damage: 40 - 45



Spell 1 - Mine Proficiency
In Narkii's former life, he defused bombs and mines that were hidden on the battlefield. He became exceedingly good at this and was promoted to lead diffuser. Out of this, came a deep love for explosives - particularly mines because he loved the deceptive nature of them - and a keen sense of vision. Narkii has an unlimited supply of mines at his disposal. Mines are invisible to the naked eye. They are timeless and last until they are used. Maximum of 20 mines. (to avoid abuse) (thats 4000 damage to a particular location.)

Mines deal 50/100/150/200 damage, and can be either detonatable or explode on proximity. Deal damage in an area of 100/150/200/250 range. Narkii also gains vision of hidden units within 150 range of him.

150 range
40/60/80/100 mana
30/25/20/15 CD

You have the choice of both types of mine in one move, but whichever mine you use, all your current mines placed on the battlefield, become that kind of mine.




Spell 2 - Trip Wire
Narkii's other favourite type of trap, the trip wire. Narkii developed a method of placement that noone else had thought of yet and won an award for it. Trip wires are placed between two trees that are within 600 yards of eachother, and once tripped, stun and deal damage over time. Only targets heroes

Enemies are stunned for 0.5 seconds every 1 second for 1/2/3/4 seconds and dealth 30/40/50/60 damager per tick. Only effects the first unit to break the trap.

150 range.
80/90/100/110 mana.
40/35/30/25 CD

This is Techies stun mine, modified. It may seen less versatile, but in other ways, it's quite handy, especially in gank situations. The stun isn't continuous, so they still could possibly stun you, but unlikely. Very good 1v1. You could even mine him as he runs away :D




Spell 3 - Predator Drone
Narkii stole the blueprints and made his own version of the predator drone, a high powered scout drone that circles over a target location, granting vision and uncovering invisible units. Tracks other targets within range.

Circles target location revealing 300/350/400/450 range aoe around itself. Tracks targets within 1000/1200/1400/1600 on the minimap. Lasts 10/15/20/25 seconds. Has 400/500/600/700 health. In uncontrollable.

unlimited range
80/90/100/110 mana.
60/55/50/45 CD

Added this ability simply because Narkii doesn't have any escape mechanisms. This, while not immediately being an escape mechanism, will help greatly when used properly and will also be highly useful is a team setting.




Spell 4 - Fighter Jet
Narkii managed to salvage bits and pieces of destroyed planes strewn across the battlefield until he was able to construct his own. This move effects all of his other moves, and adds a single move.

Narkii becomes a flying unit, able to navigate all terrain easily. His attack becomes ranged, utilising the machine guns attached to his plane. Mine proficiency becomes ranged grenades dealing the same amount of damage and reduces CD of mines to 3 seconds. 500/600/700 range. Trip mines become ranged stun dealing no damage. 1/2/3 sec stun. 500/600/700 range. Predator Drone is spawned and becomes a small attack fighter that targets your target dealing 40/50/60 dps. Is invincible for the duration of the ultimate. Narkii gains Suicide Bomber. He is able to crash his plane into a target location dealing 500/600/700 damage to the target location effecting those within 500 yards. Ultimate lasts 10/15/20 seconds.

300/350/400 mana.
4m/3.5m/3m CD

Staff Effects - Increasing ranged moves range by 100. Increasing drones damage by 10 dps. Increases Suicide Bomber damage by 100 and AOE by 100. Increases ultimate duration by 5 seconds.

Boom. That just happened. This move has alot of potential! If played well, this will be a move that will decide the battle. This will also be incredibly fun to play!


What do you think? Be constructive. Would love to hear your ideas and comments.

Item Builds
http://www.heroesofnewerth.com/images/items/Item_Intelligence7.jpg
http://www.heroesofnewerth.com/images/items/Item_Replenish.jpg
http://www.heroesofnewerth.com/images/items/Item_FrostfieldPlate.jpg
http://www.heroesofnewerth.com/images/items/Item_HealthMana2.jpg
http://www.heroesofnewerth.com/images/items/Item_PostHaste.jpg


IF YOU TOOK THE TIME TO READ THIS, PLEASE COMMENT AND VOTE

chewL1
01-09-2010, 10:51 PM
gem>techies

also, isn't narkii finnish for drugs?

Hyaenodon
01-10-2010, 04:53 PM
Love the concept ! dough fighter jet sounds a bit dumb !
T-up! Just change it to eagle mount or smth!

Ghork
01-10-2010, 05:16 PM
Seems to be a lot like techies although different.

Reason i voted no is that i think techies have no real place and dota (and that translates to this hero in hon).

First off its an extremely defencive char, that is very very good against retards that just suicide to him or let him suicide on them, or extremely bad against people that can think. Use the minimap see were he's been and avoid pushing those places, exept with wards on them.

However even though he's bad he ends up changing the gameplay to beeing very passive and postponing the game forever, a game with techies will 99% have him loosing but the game be well over 1 hour (though decided already in the first 20 minutes)
If the team with techies win (exept if its in a noob game were everyone dies at will) the victory will be extremely slow as he's very bad offencively.

Thus its a huge pain to play with him, and a huge pain to play against him.

Hon has many strenghts, the biggest i believe is the much better pub games, eliminiting leavers with only having one account and stat tracking, the ease of finding games and balancing games is awesome, but the greatest of all for pubs is that you dont have to bother with techies. Now dont ruin that part pretty please

OhBob
01-20-2010, 03:49 PM
This is better then techies, transforming units to flying is and old, very powerful wc3 tool fo mappers. T-Up, the concept is relaly nice.

But we stil need the real techeis!

NaaP
01-20-2010, 06:04 PM
lets say that you have SotM , you can deal 1600 AoE damage and if i read right , you can make a 6 seg stun. and 25 seconds of 'shrunken head' being able to just fly away, thats imba D: no one will be able to chase you down after lv 6, you will be invincible.
i might have not understood the ulti well enough, but still! 1600 AoE damage is a lot D: not mentioning the stun and the 70 dps. neither mentioning your hability to kill yourself and give a boost to that 1600 aoe damage, making it freaking 2400 AoE Damage :x thats a lot.

i like the concept, but i think you need to rework the ultimate.

M00_cow
02-26-2010, 04:50 AM
Thanks for the feedback.

Hmm. As far as 1600 AOE damage goes, well... Witch and Pyro can do a double nuke? What about Plague and Tempest? They do more than 1600 damage with a double ult easily and they can still stick around and fight! Don't forget, once he ults, hes dead.

Kelendros
02-26-2010, 06:06 AM
No thanks. Techies are a lazy, mine up and go afk for kills type of hero. If there was more of a limitation, duration, or even range that he had to stay in, in order for the mines to go off.. etc, then it'd be different.. but there isn't.

FulgoreSama
02-26-2010, 06:18 AM
I say 20 mines is still too much..

Imagine it like this.

At base defending.

Lay enough mines to defend your exposed tower entirely

Wait at base.

they're all bunched up and run in... BOOM. Instant-Genocide and Chronos, Zephyr, Defiler and everyone else possible comes charging. (This can be at ANY point in the game)

Still too abusive and cheap :(

Early / Mid game is where this'd be at its peak. Max your mines to level 4 asap and lay 10 mines on two lanes. 5 mins later... DOUBLE KILL/QUAD KILL!

It'd be too cheap for whoever gets this monster

M00_cow
02-26-2010, 07:08 PM
But thats why you roll round with an eye which disables him completely!