OJPhoenix
02-16-2010, 01:32 PM
Robes of Combat Sorcery
Mid Game Ability Relevant Item
http://i38.tinypic.com/2v8fsjl.jpg Apprentice Robe 450g *
http://i36.tinypic.com/2d59a8.jpg Neophyte's Book 1000g
http://i33.tinypic.com/kci23l.jpg Manatube 875g
http://i38.tinypic.com/ofvxad.jpg Recipe 925g *
=
http://i104.photobucket.com/albums/m174/orange_guy_1/th_BlueRobeSilverBorder.jpg (modified dota image)
Robes of Combat Sorcery 3250g
30 Cast Speed
4% Cooldown Reduction +4% per Passive Hero Ability
100% Mana Regeneration
15 Intelligence
20% Silence duration reduction
Passive Ability: Sorcerous Adrenaline
Activates each time user Casts a Spell/Ability
+50% Mana Regeneration
Buff lasts 30% of duration of Cooldown (not counting cooldown reduction from items)
Item Abilities do not receice Cooldown Reduction, however, Item Abilities that cost 100 or more mana will activate Sorcereous Adrenalin. (list of items that will trigger the ability will be provided blow)
DamageInq pointed out that Ultimate abilites that trigger the passive could result in gaining the buff for a potentially lengthy time. It is intended that Ultimate's do still trigger it, the ones with long enough cooldowns generally cost a fair bit of mana, seeing as you only get an extra 50% Mana Regeneration I don't see that its going to alleviate the cost much more than a normal ability that you will use heaps more often and spend/lose more mana on. However perhaps it would need adjusting for Ultimates not sure, dont care about the numbers too much, I'll let S2 do that, its relatively good enough :P
Purpose:
To create a Mid Game ability relevant and supporting item that any int/caster can use effectively. All other ability affecting items are late game and situationally useful. The current Mid Game items for int/caster heroes, only Nome's has anything to do with your abilities, and all are limited in use, from the mana intensive Codex to the support hero Nome's.
Components:
Only Mana related Item's included, this is not a survivability Item, its to benefit Abilities for Int heroes and is constructed accordingly, grants mana, mana regeneration, cast speed and cooldown reduction, everything is relative to Abilities. Int instead of Direct Mana because it's an Int Hero Item and relies on % based Mana Regeneration, thus providing less benefit to non Int's.
* Apprentice Robe is not the item I actually wish to use, unfortunately there is currently no Basic Item gives Cast Speed.
However I wish to use this: Gloves of the Wise (http://forums.heroesofnewerth.com/showthread.php?t=77550) (+20 Cast Speed, 600g) by drjoni as a component instead. (Also part of the reason I came up with this Item was due to his suggestion, thnx drjoni)
This would change the price, Recipe cost would be adjusted to keep the price at 3250g.
The Item might feel complete to me but of course I really want to here some feed back on both the idea and the numbers from others. :)
Purpose:
Int Heroes are usually Spell dependent and rely little on Items, and very few Items actually relate to abilities.
:RestorationStone: :NomesWisdom: :StaffOfTheMaster: :BehemothsHeart: (Int Version) are the only Items that have anything to do with Abilities. The problem is these Items are limited in use, and well they don't do what this does.
Okay :BehemothsHeart: (Int) does but I don't think it should, see below.
Team fight support for Caster Heroes. What good are you throwing your spells all at the first guy only to run out of Mana and have Spells on cooldown when his backup arrives? The item doesn't provide a massive benefit for either, only a little bit, a bit of extra mana and you can use your abilities slightly sooner. Being more useful to everyone and yourself. Also because most Int Heroes don't really need many Items, bit of survival, more mana, thats about all they need, other than that theres limited and in my opinion poor, selection of Items related to Abilities.
There is no counter to Silence at the moment. You might be able to Purge it off, but unless you have :elec: Electrician, I doubt your going to get a :NullfireBlade: Nullfire for it, it isn't much use to an Int Hero, and the Ability has limited charges.
However unsure about the Silence reduction, I felt this Item would give Int Heroes more of a chance to use their abilities before getting crushed into oblivion hence Silence reduction would go well with it. I strongly dislike not being able to fight back, this Item lets you quickly get the most out what time you do get to fight back should you be backed into that scenario. It's not a save all though, you need to be good with your abilities.
So those other ability related Items whats wrong with them?
:BehemothsHeart: 5500g for a Huge amount of Health, Cooldown Reduction, and a bit of Cast Speed. You don't usually need that much Health on an Int hero. I'm not paying that much for some -CD and CS. You shouldn't have this much to spare either, your carry is Item dependant, he should have it.
:StaffOfTheMaster: 4300g decent all stats Health and Mana that everyone can use, yes yes, but the Ability upgrade is what makes or breaks the deal. Heroes like :pyro: :witc: get at most +200 Damage... thats pathetic, especially compared to some of the other boosts out there. Like :devo: and :andr: then its worth getting, too many its this is useless on.
:NomesWisdom: Support Hero Item, no one else is really supposed to get it.
:RestorationStone: 5300g costs nearly as much as :BehemothsHeart: considerably more useful for Int Hero who usually have the more powerful abilities, but unless your spells are worth casting twice in a row AND you can actually afford the massive Mana Cost, then its worth it. Late Game Item when you do have the Mana and you need to throw more spells, is when to get this. Unless your Ultimate is really awesome, like :hell: maybe.
Int Heroes with Passives:
:blac: Blacksmith 1
:glac: Glacius 1
:thun: Thunderbringer 1
:pyro: Pyromancer 1
:vind: Vindicator 1
:defi: Defiler 1
:pupp: Puppet Master 1
:soulr: Soul Reaper 2
So Soul Reaper with this item gets a 12% Cooldown Reduction. The others on the list get 8% and all the other Int Heroes with 4 Castable Abilities get 4%.
I wanted the Item beneficial to all Int Heroes relatively equally, the less Abilities you can Cast, the more reliant you are on them and the more frequently you need to use them, thus more Cooldown.
Item Abilities with 100 Mana Cost or Higher:
:Astrolabe: Astroblade - 150 Mana Cost
:BarrierIdol: Barrior Idol - 100 Mana Cost
:RestorationStone: Restoration Stone - 375 Mana Cost
:KuldrasSheepstick: Kuldra's Sheepstick - 100 Mana Cost
:FrostfieldPlate: Frostfield Plate - 100 Mana Cost
:Codex: Codex - 180/160/140/120/100 Mana Cost
:GeometersBane: Geometer's Bane - 165 Mana Cost
:Hellflower: Hellflower - 100 Mana Cost
All of these abilities would trigger the Sorcerous Adrenaline Ability. After making a long list of every non consumable Item with ability that can be activated, only these Items seemed to grant a strong enough ability to warrant triggering the passive.
:Stormspirit: Stormspirit was the only other Item I would personally add to this list, unsure about it. Costs 75 Mana, Cooldown of 30 seconds, feedback?
:Puzzlebox: Puzzlebox only Costs 50 Mana and has a long 90 second cooldown which would grant the buff for too long for too little Mana spent.
EDIT:
- Price Increased to by 500 to 3250 as Raskalnikov convinced me my Item gave too much for too little gold.
Mid Game Ability Relevant Item
http://i38.tinypic.com/2v8fsjl.jpg Apprentice Robe 450g *
http://i36.tinypic.com/2d59a8.jpg Neophyte's Book 1000g
http://i33.tinypic.com/kci23l.jpg Manatube 875g
http://i38.tinypic.com/ofvxad.jpg Recipe 925g *
=
http://i104.photobucket.com/albums/m174/orange_guy_1/th_BlueRobeSilverBorder.jpg (modified dota image)
Robes of Combat Sorcery 3250g
30 Cast Speed
4% Cooldown Reduction +4% per Passive Hero Ability
100% Mana Regeneration
15 Intelligence
20% Silence duration reduction
Passive Ability: Sorcerous Adrenaline
Activates each time user Casts a Spell/Ability
+50% Mana Regeneration
Buff lasts 30% of duration of Cooldown (not counting cooldown reduction from items)
Item Abilities do not receice Cooldown Reduction, however, Item Abilities that cost 100 or more mana will activate Sorcereous Adrenalin. (list of items that will trigger the ability will be provided blow)
DamageInq pointed out that Ultimate abilites that trigger the passive could result in gaining the buff for a potentially lengthy time. It is intended that Ultimate's do still trigger it, the ones with long enough cooldowns generally cost a fair bit of mana, seeing as you only get an extra 50% Mana Regeneration I don't see that its going to alleviate the cost much more than a normal ability that you will use heaps more often and spend/lose more mana on. However perhaps it would need adjusting for Ultimates not sure, dont care about the numbers too much, I'll let S2 do that, its relatively good enough :P
Purpose:
To create a Mid Game ability relevant and supporting item that any int/caster can use effectively. All other ability affecting items are late game and situationally useful. The current Mid Game items for int/caster heroes, only Nome's has anything to do with your abilities, and all are limited in use, from the mana intensive Codex to the support hero Nome's.
Components:
Only Mana related Item's included, this is not a survivability Item, its to benefit Abilities for Int heroes and is constructed accordingly, grants mana, mana regeneration, cast speed and cooldown reduction, everything is relative to Abilities. Int instead of Direct Mana because it's an Int Hero Item and relies on % based Mana Regeneration, thus providing less benefit to non Int's.
* Apprentice Robe is not the item I actually wish to use, unfortunately there is currently no Basic Item gives Cast Speed.
However I wish to use this: Gloves of the Wise (http://forums.heroesofnewerth.com/showthread.php?t=77550) (+20 Cast Speed, 600g) by drjoni as a component instead. (Also part of the reason I came up with this Item was due to his suggestion, thnx drjoni)
This would change the price, Recipe cost would be adjusted to keep the price at 3250g.
The Item might feel complete to me but of course I really want to here some feed back on both the idea and the numbers from others. :)
Purpose:
Int Heroes are usually Spell dependent and rely little on Items, and very few Items actually relate to abilities.
:RestorationStone: :NomesWisdom: :StaffOfTheMaster: :BehemothsHeart: (Int Version) are the only Items that have anything to do with Abilities. The problem is these Items are limited in use, and well they don't do what this does.
Okay :BehemothsHeart: (Int) does but I don't think it should, see below.
Team fight support for Caster Heroes. What good are you throwing your spells all at the first guy only to run out of Mana and have Spells on cooldown when his backup arrives? The item doesn't provide a massive benefit for either, only a little bit, a bit of extra mana and you can use your abilities slightly sooner. Being more useful to everyone and yourself. Also because most Int Heroes don't really need many Items, bit of survival, more mana, thats about all they need, other than that theres limited and in my opinion poor, selection of Items related to Abilities.
There is no counter to Silence at the moment. You might be able to Purge it off, but unless you have :elec: Electrician, I doubt your going to get a :NullfireBlade: Nullfire for it, it isn't much use to an Int Hero, and the Ability has limited charges.
However unsure about the Silence reduction, I felt this Item would give Int Heroes more of a chance to use their abilities before getting crushed into oblivion hence Silence reduction would go well with it. I strongly dislike not being able to fight back, this Item lets you quickly get the most out what time you do get to fight back should you be backed into that scenario. It's not a save all though, you need to be good with your abilities.
So those other ability related Items whats wrong with them?
:BehemothsHeart: 5500g for a Huge amount of Health, Cooldown Reduction, and a bit of Cast Speed. You don't usually need that much Health on an Int hero. I'm not paying that much for some -CD and CS. You shouldn't have this much to spare either, your carry is Item dependant, he should have it.
:StaffOfTheMaster: 4300g decent all stats Health and Mana that everyone can use, yes yes, but the Ability upgrade is what makes or breaks the deal. Heroes like :pyro: :witc: get at most +200 Damage... thats pathetic, especially compared to some of the other boosts out there. Like :devo: and :andr: then its worth getting, too many its this is useless on.
:NomesWisdom: Support Hero Item, no one else is really supposed to get it.
:RestorationStone: 5300g costs nearly as much as :BehemothsHeart: considerably more useful for Int Hero who usually have the more powerful abilities, but unless your spells are worth casting twice in a row AND you can actually afford the massive Mana Cost, then its worth it. Late Game Item when you do have the Mana and you need to throw more spells, is when to get this. Unless your Ultimate is really awesome, like :hell: maybe.
Int Heroes with Passives:
:blac: Blacksmith 1
:glac: Glacius 1
:thun: Thunderbringer 1
:pyro: Pyromancer 1
:vind: Vindicator 1
:defi: Defiler 1
:pupp: Puppet Master 1
:soulr: Soul Reaper 2
So Soul Reaper with this item gets a 12% Cooldown Reduction. The others on the list get 8% and all the other Int Heroes with 4 Castable Abilities get 4%.
I wanted the Item beneficial to all Int Heroes relatively equally, the less Abilities you can Cast, the more reliant you are on them and the more frequently you need to use them, thus more Cooldown.
Item Abilities with 100 Mana Cost or Higher:
:Astrolabe: Astroblade - 150 Mana Cost
:BarrierIdol: Barrior Idol - 100 Mana Cost
:RestorationStone: Restoration Stone - 375 Mana Cost
:KuldrasSheepstick: Kuldra's Sheepstick - 100 Mana Cost
:FrostfieldPlate: Frostfield Plate - 100 Mana Cost
:Codex: Codex - 180/160/140/120/100 Mana Cost
:GeometersBane: Geometer's Bane - 165 Mana Cost
:Hellflower: Hellflower - 100 Mana Cost
All of these abilities would trigger the Sorcerous Adrenaline Ability. After making a long list of every non consumable Item with ability that can be activated, only these Items seemed to grant a strong enough ability to warrant triggering the passive.
:Stormspirit: Stormspirit was the only other Item I would personally add to this list, unsure about it. Costs 75 Mana, Cooldown of 30 seconds, feedback?
:Puzzlebox: Puzzlebox only Costs 50 Mana and has a long 90 second cooldown which would grant the buff for too long for too little Mana spent.
EDIT:
- Price Increased to by 500 to 3250 as Raskalnikov convinced me my Item gave too much for too little gold.