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Thread: Set of Support Items: Suggestions!

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  1. #1

    Set of Support Items: Suggestions!

    Hi there,

    Here are some many items suggestions, mainly imagined for support heroes. They are intended to be used wisely, as they have some drawbacks which might not be newbie friendly. However, I think that they will fit perfectly in any SCRIMS / High Skilled Games.
    Keep in mind that a support hero, devoted to his team, could spend all his gold on such items: they provide new tactics, a slighty different approach.


    Excuse me in advance for any weird words I would have employed / spellings.



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    Parasite Trap!

    Cost: 400 (2 Charges). Drop & Forget.
    Max available in shop: 2
    Cooldown in Shop: 2min.
    Using Cooldown: 0.


    How it works:

    The player drops it anywhere like an Eye, and it's invisible. Its sight is almost null (<150), and it cannot detect invisible.
    This trap is visible to the player's team, and can stil be detected by GEM / Eye / Dust.

    Once any hero steps on it (AOE 200), the trap triggers and puts a parasite on that hero, giving his vision to the whole opposite team, for 30sec. As it works for both teams, a careless teammate who steps on it will provide his vision, so be careful and warn your team before your place it.

    When the trap triggers, a distinct sounds plays in a large AOE (800~1000), but the parasited player has no information on his HUD which tells him that he is parasited, meaning that none of his team might not exactly know who is parasited (Paranoia Inside).

    Why this item:

    Rather expensive, it's a great item to disrupt or neutralize any enemy movement for a while.

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    Sphere of Omniscience!

    Cost: 500 (1 Charge). Activable.
    Max available in shop: 1
    Cooldown in Shop: 3min.
    Using Cooldown: -


    How it works:

    Once activated, the Sphere Of Omniscience shows any enemy hero in the fog, both on the battlefield and the mini-map. Lasts 5 seconds. The effect would be similar to BloodSeeker's Passive (Blue Aura), so you still won't know exactly which heroe is hidden.

    However, a distinct sound will play once it's activated, meaning that the opposite team will know that you can see them.

    Why this item:

    An other expensive item, which might be very useful with a fast & coordinated team which plans to strike fast: Push, Gang...

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    Blessing Ward!

    Cost: 300 (1 Charge). Drop & Forget.
    Max available in shop: 1
    Cooldown in Shop: 3min.
    Using Cooldown: -


    How it works:

    Once dropped, the ward heals every heroes in a large AOE (800).
    +%2 MAX HP/Second, for 30 seconds.
    It cannot be moved, and is vulnerable (200 HP).

    Why this item:

    A great item in any team effort: Push, Anti Push... However, badly placed, it might be more beneficial for the opposite team, so beware!

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    Word of Vengeance!

    Cost: 500 (1 Charge). Activable.
    Max available in shop: 1
    Cooldown in Shop: 4min.
    Using Cooldown: -


    How it works:

    When a teammate is about to die, use the Word of Vengeance on him and he will immediatly respawn after his death.
    He will gain +2%Strength /+2% Damage Per Second for 20 seconds.
    Once the 20 seconds are elapsed, that hero dies for real.

    Precisions:

    - You cannot use it on yourself.
    - Once you use it on a teammate, you die instantly.
    - If that teammate gets killed before the 20 seconds, he will have some heavy penalities for his next respawn: + 10 seconds, + 300 gold lost.

    Why this item:

    A pervert item, isn't it?
    However, there are many situations where you want that your carry deals some more damage before dying: Finishing barracks, or defending yours...
    Sacrifying yourself for the team, is there anything more glorious?
    Used well, it can save your team or win the game; used wrong, the situation might be getting worst.

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    Staff of Equity!

    Cost: 300 (1 Charge). Activable.
    Max available in shop: 2
    Cooldown in Shop: 2min.
    Using Cooldown: -


    How it works:

    Once activated, select an area (AOE 800). Any hero in that area / getting in will be silenced.
    The effect lasts 5sec, and could be shown with something similar to the Chronosphere, with less opacity.


    Why this item:

    This item silences both team, and is intented to be used in specific situations. Teammates getting chased by a horde of casters, need to push...

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    Spiritual Boots! (Initiation Recipe) Activable.

    Marchers 500
    Great Arcana 1675
    Spiritual boots 2175.

    + 50 Movement Speed.
    + 6 Intelligence.
    + 15 Damage.
    + 10 Attack Speed.
    + 75% Mana Regeneration.
    Cooldown: 10

    How it works:

    THe normal speed of those boots is equal to Marchers (+ 50).
    However,activated:
    - The hero has + 20 MS (Total of 70 = Enhanced Boots).
    - Any teammate in a medium AOE around him (500) has + 20 MS. (Which means that a teammate with Poste Haste will have + 110MS for ex).
    - Any enemy hero in a medium AOE around him (700) is slowed (- 15 MS).
    - Spiritual Boots drain the hero's mana by 5% Max Mana Second.
    - If The hero's mana reachs less then 5% while the boots are still activated, He gets a -20MS penalty for 3sec.
    - If The hero's mana reachs 0 while the boots are not activated, nothing happens.
    To conclude, a visual FX will show the AOEs of the activated Spiritual Boots.



    Why this item:

    Alternative boots,devoted to team support.
    While the carrier of those boots might be weak (slow), he can suddendly boost the team effort in a deadly run for the opposite team.
    Those boots are meant to be used wisely, as the mana drain might just as well handicap the player.
    Again,I think that those boots would fit perfectly in a High SKilled Game, where players will know when and when not to activate them.



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    Demonic Key! (Recipe) Activable.

    A portal Key imbued with demoniac powers. A strong artefact which should only be used with precaution.


    Portal Key 2150
    Hungry Spirit 900
    Ring Mail 500
    Demonic Key 3550

    Target Position: Special
    Range: 500 Max
    Cooldown: 60 Seconds

    How it works:

    Once activated, the Player can blink as many times as he wants (Max Range 500).
    However, there is a heavy cost to that:

    Int Hero: 5% Max Mana drained per 100 Travelled (1800 Max with a 10% mana Cap)
    Str/Agi Hero: 5% Max Health drained per 100 Travelled (1800 Max with a 10% Health cap).
    This means that a hero with low mana / low health won't be able to use it at his full potential.

    Unlike the Portal key, he has to manually deactivate it.
    On his path, the player creates an impenetrable wall which lasts 3 seconds:
    - Blocks any physical movement or attacks.
    - Doesn't block spells.
    - Doesn't block Portal Key.
    However, This wall is impenetrable for both teams.

    Will be clearer with a pix:



    Let's imagine that the scout has the Demonic Key:
    1- Start
    2- He blinks
    3- Again...
    4- ...And Again!

    Let's say that he blinked for a total of 1300 range, which lets him with Low Hp.
    However, he just created a temporary trap for his team to gang the poor enemy!

    As the cost is based on the distance, we can easily imagine, for example,
    that he blinks 10 times to make many little traps!

    However:

    If the player is disabled (Stunned/Silenced/Snared..) while the Demonic Key is activated, the item automatically deactivates and any walls created disappear.

    Why this item:

    Again, I've been thinking on an original item which would provide some great team support.
    I tried to balance it with many drawbacks (Costs at purchase and use, walls for both teams).
    Fast & Smart players should enjoy this item.

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    Well, that's all for now, any critics & comments, welcome!
    Attached Thumbnails Attached Thumbnails Demonic Key.jpg   Spiritualboots.jpg  
    Last edited by EvO_Shamoke; 07-07-2009 at 11:36 AM.

  2. #2
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    these are the best item suggestions I've seen so far... Good work!

  3. #3
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    I like the concept of just porting around someone to scare the living crap out of them, your picture you have attached to 'demonic key' is hilarious XD

  4. #4
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    I especially like the spiritual boots... anything that can let magic users channel their mana into speed or defense is aces in my book.

  5. #5
    Lol, Cheers Karma.

    Last edited by EvO_Shamoke; 07-15-2009 at 03:55 PM.

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