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EspritFort
03-08-2010, 07:39 PM
The Adventurer
http://dl.dropbox.com/u/1567280/%21adventurer.jpg

"Adventurers roam the lands, always looking for an opportunity to prove their skills. They are survivalists and explorers. Adventurers often are the first to set foot on unknown territory (even before :scou:) and although they usually might be mavericks and lone wolfs, professional armies, expeditions and cartographers value their services from time to time."


Stats


Str: 20 +2.4
Agi: 21 +2.2
Int: 18 +1.9

MS:300

Specialties: map control, anti-juke, professional bait, support by heal and pseudo-heal (Ultimate)



Abilities


Signpost

http://dl.dropbox.com/u/1567280/%21Signpost.png


"In order to orientate himself in new and unknown places, the Adventurer leaves signposts wherever he goes. That enables him to move quickly and save through areas he already visited."

The Adventurer thrusts a pole into the ground that serves as a signpost. It provides vision in a small area (175/200/225/250 units radius). Every allied hero who enters the AoE of a signpost receives a 5/10/15/20 HP/second regeneration buff as well as a 6/12/18/24% move speed bonus for 5 seconds each. Duration is doubled for the Adventurer.


The duration of the buffs is reset every time a hero comes in contact with another signpost.

You cannot be buffed by the same signpost again within a timeframe of 60 seconds.

Signposts die in 1 hit or when an enemy hero enters the AoE. In the last case, the Signpost is automatically destroyed but applies Spotted to the enemy hero.

Spotted
Vision is granted on the enemy hero for 2/3/4/5 seconds. Hero is revealed for 2/3/4/5 seconds.



Cannot have more than 2/4/6/8 signposts at a time.



Mana cost: 75/85/95/105
Casting time (pole): 0.5s
Cooldown: 55/45/35/25 seconds
Casting range: 100 units
AoE: 300 on all levels
Duration: not limited





Lifeline

http://dl.dropbox.com/u/1567280/%21Lifeline.png


"Although the Adventurer loves permanent danger and - obviously - adventures, he also clings to his life and always takes precautions before he hurls himself into potential hazards."

The Adventurer links himself to a tree or one of his signposts by a magical rope. The rope is visible only to his allies and always pulled tight in a straight line between the signpost and the Adventurer regardless of any terrain (trees, cliffs).
Whenever the Adventurer is about to die or gets stunned for more than 1 second (so it does preclude ministuns) he is teleported back to the signpost (he can still die through damage over time afterwards, though).


The rope limits the Adventurers movements (see maximum rope length) as long as it stays suspended.

The teleport cannot be triggered by the Adventurer himself. The Adventurer however, can choose to cut the rope, disconnecting his Lifeline permanently but allowing him to move freely again.

If the rope comes in contact with another signpost, it's automatically attached to it, disconnected from the old one, and the rope-length is reset, although the new teleport point is also moved to the new signpost.

Allies are not affected by the rope.

If the used signpost or tree is destroyed, the link is broken and the Adventurer loses his Lifeline.

Any forced movements (e.g. Andromeda's or Kraken's ultimate) that would extend the rope over its maximum lenght will have no effect on the Adventurer. Items like ToC and Portalkey can be used, but also won't move the Adventurer beyond the maximum length of his Lifeline.



Mana cost: 120 on all levels
Casting time: instant
Cooldown: 40 seconds
Casting range: 100 units
Max. rope length: 800/1600/2400/3200 units
Duration: not limited



Rugged

http://dl.dropbox.com/u/1567280/%21rugged.png


"The Adventurer has lived a very exciting but also very demanding life. The dangers he faced made him strong and determined."

Grants passive slow resistance (10/17/23/28%) as well as Vengeful Strike .

Vengeful Strike:
Passively adds a charge worth of 6/9/12/15 true damage for every hit the Adventurer receives. Charges last 20/25/35/45 seconds.
If activated, the next attack of the Adventurer will consume the charges and deal the equivalent in additional damage.

Stacks up to 20 times.
Charges are consumed every time the Adventurer successfully uses Vengeful Strike.
Every successful attack on the Adventurer applies a charge, regardless if hero or creep.


Mana cost: none
Casting time: instant
Cooldown: 12/10/8/6 seconds
Casting range: melee





Ultimate:Benevolent/malevolent Stranger

http://dl.dropbox.com/u/1567280/BMStranger.png

Meeting an Adventurer can either be rather pleasant or very disastrous, depending on your alignment. He can choose to aid you in battle or cause you major troubles instead.

The Adventurer chooses a hero. If the hero is an enemy, applies Malevolent Stranger. If the Hero is an ally, applies Benevolent Stranger.

Malevolent Stranger


The Adventurer chooses to focus his attention in battle on one opponent.
50/60/70% of the damage taken by the Adventurer is also dealt to that hero.
Lasts for 4/5,5/7 seconds or until the Adventurer is dead.



Benevolent Stranger.


The Adventurer protects his target, shielding it from incoming damage:
50/60/70% of the damage taken by that hero is dealt to the Adventurer instead.
Lasts for 4/5,5/7 seconds or until the Adventurer is dead.



Mana cost: 100/175/250
Casting time: instant
Cooldown: 120/100/80 seconds
Casting range: 600/900/1200




Notes


In order to not get sent back involuntarily while using the Lifeline by getting stunned, Shrunken Head suggests itself as a core build.

NinjaPants
03-30-2010, 09:28 PM
:eek: