View Full Version : Mojo Pin [v1.6]
SLASHER`
01-27-2010, 12:08 PM
Mojo Pin
This is a simple and effective upgrade for the power supply.
http://i33.tinypic.com/110zubq.jpgRing of the Teacher - 500
http://i34.tinypic.com/sff52q.jpgPower Supply - 606
http://i36.tinypic.com/2drggld.jpgRefreshing Ornament - 603
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http://forums.heroesofnewerth.com/attachment.php?attachmentid=2859&d=1263931931 Mojo Pin - 1,709
Passive bonuses
+5 to all stats
+1 mp/s mana regeneration
+2 hp/s health regen
+3 armor
Any time a nearby enemy hero casts a spell (within 1600 range, same as power supply) it adds 1 charge.
When Summon Mojo is activated, the wearer and nearby (within range of 800) allies receive +10 mp/s mana regen and +10 hp/s health regen for a duration of X seconds. X is equal to the number of charges
The wearer also recieves +15 health and mana for each charge.
with 10 charges, allies recieve 100 mana and health over 10 seconds. Wearer receives this regen in addition to instant 150 health and mana.
Summon Mojo buff cannot stack with Summon Mojo from another player.
Max of 10 charges. 36 second cooldown.
This seems very buff, but consider that the aura effects from Ring of the Teacher and Refreshing Ornament no longer exist. Summon Mojo is a very powerful, short version of these auras that can only be used effectively when multiple charges are acquired. This is not a gigantic item, and it is a cheaper, versatile, and more subtle alternative to Ring of Sorcery and Astrolabe.
Notice I lowered the amount of charges from the original power supply to 10. If you think that it should be 15, then let me know, I just don't want this item to be OP for the price.
Please leave comments on whether or not a recipe is needed. It was my goal to make this an accessible upgrade for mana battery.
Porada_Ninfu
01-27-2010, 12:39 PM
good idea, this would be a good item for any support heroe, but i think it is a bit too overpowered for heroes like :arma: or :thun: with low cd-skills:
15 hp/s and +375% mana reg for 10 sec with 20 sec cd is quite strong if ur skills have a cd like 1-3 sec
because of the fact, that it gets charges when allied heroes, yourself and enemy heroes cast skills, it is quite good in team fights (does it stack with mate's item)
i think it needs a bit balance but i rly like to see this ingame, gj!
BlueFire
01-27-2010, 01:47 PM
Interesting but definitely too strong for the heroes mentioned. Perhaps if you did not give charges for the spells the wearer cast it would be much more balanced.
-BlueFire
SLASHER`
01-27-2010, 09:52 PM
Version 1.5 Update
-Charges are no longer added when wearer casts a spell.
-Cooldown increased to 24 seconds (from 20)
-Summon Mojo duration shortened to 8 seconds from 10.
Escorponox
01-28-2010, 06:21 AM
remove charges on allied cast and it would be ok imo
flibble
01-28-2010, 09:33 AM
Awesome idea, you got my vote :)
Mr_Positive
01-28-2010, 02:45 PM
This item really gets me off. Fantastic support item idea.
Xenorun
02-04-2010, 02:36 AM
+375% mana regen from a use (even if it only lasts 8 seconds) is rather OP. Especially considering there are a lot of situations where you could easily get to 15 stacks before the CD is up regularly.
The concept is great though, truly is. My only problem is +25% mana regen per charge. Perhaps change it so that every 3 charges built up gives a +25% mana regen when activated.
3 charges = 25%
6 charges = 50%
9 charges = 75%
12 charges = 100%
15 charges = 125%
Obviously this would significantly change your concept a lot. And perhaps my example is just flat out stupid. However I'm going to withhold my vote for the time being. Perhaps if the numbers change a bit (only really discussing the Use: portion) I'll probably end up voting yes as again, I do love this concept.
SLASHER`
02-04-2010, 01:20 PM
Version 1.6 Update
-Charges are no longer added by ally spells
-Maximum number of charges is now 10 (from 15)
-Bonus regen granted from Summon Mojo is now static for both health and mana. This stays more true to the items of the recipe.
-Summon Mojo now grants +10 mp and hp/s
-Number of seconds Summon Mojo lasts for correlates to the number of charges on the Mojo Pin. 1 charge, 1 second. 3 charges, 3 seconds. etc...
-Cooldown raised to 36 (from 26)
TheGrizzle
02-05-2010, 11:08 AM
Love it! I would love to have this item, the power supply wanes in usefullness late game.
(Though it has saved me from death on several occasions)
Runesinger
02-10-2010, 08:11 PM
Wonderful i've waited for a mana battery upgrade suggestion. I couldn't have done better. "Yes"
ShAdOw_LaNcE
02-10-2010, 09:28 PM
I don't know... The only reason I'm shaky on this one is because this is essentially taking a upgradable item and putting it into a recipe. I don't think it works out too well...
I know it's a small item, but the fact that it's an upgraded version of an even worse item, I don't think that the power supply should be toyed with anymore, primarily because it's still useful mid and early into late game, free burst of 225 hp and mana when needed.
_SLASHER_
02-12-2010, 03:36 PM
This doesn't seem to really buff the item's personal use. It actually lowers the immediate burst heal. What this does is takes a power supply and gives it some support use. T-UP.
OJPhoenix
02-15-2010, 01:44 PM
I like this item, despite the loss of the auras, and normally I'm against the loss of any effects, the fully buffed Mojo heals more Health and Mana than the auras would have.
Can't wonder if it would better to replace the Ring of the Teach and Refreshing Ornament with simply Scarab and Trinket of Regeneration to prevent loss of abilities and to actually lower the cost and get it earlier, the item is good but will quickly become weak like Power Supply itself does.
Cost would then become... 606 + 325 + 350 = 1281. It would then need a recipe for the soul reason that there is high chance of people getting the components and not wanting this particular item, Recipe cost 119, Total comes to 1400, low cost early game item.
Either way I'll still vote for it because the idea is good :)
Damage
02-15-2010, 02:16 PM
It's alright. Personally I don't think a 100HP/Mana over 10 seconds for nearby allies every 36 (at the least) seconds is worth 1709 gold.
Is the active ability global? And what's the AoE on gaining charges?
SLASHER`
02-28-2010, 09:25 PM
Bump for feedback!
Leetkrew
02-28-2010, 09:28 PM
Who voted no?! This item idea is amazing.
SLASHER`
03-01-2010, 01:30 AM
Haha. Thanks Leetkrew. I welcome honest feedback and no votes. I would appreciate both (or vote yes :) )
GGreenBass
03-02-2010, 11:42 PM
but consider that the aura effects from Ring of the Teacher and Refreshing Ornament no longer exist.
That sold it for me right there.
I feel this item gives a great in-between of PS and Astro, and also in terms of which hero you would get it on (not just which heroes you would counter it with) it brings a new element for mini-support to the table. Heroes like Plague Rider, which are DPS/Support and most powerful mid-game would LOVE this item, enough to keep them in some of the later stages in the game, while providing minor support and meanwhile it also fills a seemingly new or unseen niche.
You sir have invented an item for the true center of the game- and I applaud you. There aren't that many items out there (save Shaman's Headdress) that are a great grab for mid-game mediocre-income heroes, besides maybe boots, and unlike Shaman's which is self-sufficient mid and support late this is a self-sufficient early (which many heroes obviously need to get their feet off the ground) and support mid (which is usually when support items truly shine, imo.)
I give this item an A+ a hundred times over. I also like how you use both RoT and RestoTrinket, which aren't used together for ANYTHING currently but are almost direct contrasts from each other (in effect, not use, obviously).
Skyve
03-03-2010, 09:33 AM
I really, really like it. But I suggest adding an armor bonus for the active effect (the armor bonus that was originally on ring of the teacher aura).
Also the max number of chargest should be 15, since Power Supply also has 15 max charges. But it seems fine with 10 too.
In addition, the +6 damage from Ring of the Teacher are missing, you probably should add these too.
Furthermore, since you upgrade pretty much any effect from the original items and make them only work singletargeted while the item is not activated, the health regen (+2 hp/s) from Refreshing Ornament could probably be upgraded to +3 hp/s.
Skyve
03-08-2010, 05:14 AM
bump
Lexxxy
03-08-2010, 05:24 AM
T-up mate, i likey this, voting yes :P