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View Full Version : Cydz robe - Support aura



Cidawo
02-12-2010, 11:33 AM
Got an idea for a support item, I got 2 possible build ups for it but personal preference is for the first one. Going to list build up, stats from basic parts and effect from completion. Numbers and name can ofc be altered.

The item is inspired by one of the new fads in line ups the Anti magic armor line ups. Not to mention it gives you a possible way to counter some super heavy AOE line ups. And help with push strats that gets countered by aoe nuke turtling teams.
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1675+603+400=2 678 gold
:GreatArcana: + :RefreshingOrnament: + :MysticVestments: = Cydz Robe
build up stats individually.
6int
15dmg
10IAS
75%MP reg

2+ str
2+ agi
2+ int

500 aura
2+ hp reg

5 magic armor
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Cydz Robe #1

applies an aura to all nearby allies

Passive effects
+4str
+4agi
+10 int
+15 dmg
+10 IAS
+75%MP reg

Aura
Radius: 900

Aura effects
+2 Health regeneration
+4 magic armor

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609+603+400+850=2 462 gold
:PowerSupply: + :RefreshingOrnament: + :MysticVestments: + Recipe = Cydz Robe
build up stats individually.
3+ str
3+ agi
3+ int

Gains 1 charge every time an enemy unit casts an ability in a 1600 AoE
Maximum of 15 charges

Energy Charge
Restores 15 HP and mana for each charge

2+ str
2+ agi
2+ int

500 aura
2+ hp reg

5 magic armor
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Cydz Robe #2

applies an aura to all nearby allies

Passive effects
5+ str
5+ agi
5+ int

Gains 1 charge every time an enemy unit casts an ability in a 1600 AoE
Maximum of 15 charges

Activation
Self position Ally units
Radius: 450
CD: 35 seconds

Restores 12 HP and mana for each charge

Aura
Radius: 900

Aura effects
+2 Health regeneration
+4 magic armor

PS: remember to vote on concept not on numbers.

Twiggie
02-12-2010, 04:39 PM
i voted yes to the first one. however i think that you're implying that the aura stacks with barrier/headress, which i would change, making this item a good support item but not op - the equivalent of everyone buying vestments.

i disagree with using power supply in recipes on principle. its an awesome early - mid game item, making it have further use is going a bit far. seeing as most people buy psupp anyway, the effective cost of +5 magic armour (+25 for the whole team) would be 1853, compared to 2000 to buy mystic vestments for the whole team - and this only takes up one item slot across the team, not 5. that'd be way OP even without the extra stats and health regen.

for the second one as well, you need to change the affected parties to allied heroes if its going to be activable, since you'd want to turn off the aura to avoid pushing lanes/giving away your position.

ShAdOw_LaNcE
02-12-2010, 05:18 PM
The first one has way too many stat bonuses, cut some out and increase the others.

The second one is better, but the heal is too powerful combined with the health and magic armor (it would pretty much just take the place of astrolabe).

Overall, I think that the magic armor aura doesn't work well. Magic armor is a very valuable asset to a hero, and to be able to give everyone magic armor which can only be gotten from a magic armor only item or an ability, that's just too good.