I think that his SotM latching to friendly heroes should be removed, it only disturbs you from ulting important heroes in big 5vs5 battles. Cd upgrade is good enough for such item, well, may be a small buff like +5 sec less cd won't hurt, or smth else, like more damage\longer stun. Please don't post if u never played Pharaoh with SotM and just theorycrafting.
It's meant to give you an advantage when running away from enemy heroes you can ulti to a team mate down the map to saftey. I only see this as a good thing.
As for your aiming heroes, you should go first and iniciate with your ulti other friendly heroes should not be in your way. If they are you just have to get into position and aim around them.
or alternatively don't get sotm on him
welcome to actually having to aim and position your ulti like any skills hero would have to...
P.S. clockwerk has the same problem regardless of having scpter, i think he is doin pretty fine atm
It's just dumb to use it as escape mechanism, u have mummies for that. And why an item upgrade should be making skill harder to use? There are situations when you can initiate 5vs5 with it but they are RARE, in other situations this *upgrade* just disturbs you, like chasing for example or when they initiated and you have to isolate important hero ASAP but you can't because there are some friendly heroes to prevent you from stunning\doing damage with ult AND getting in position for mummies. That *upgrade* just makes your ult more situational that is bad imo, but cd buff is so nice =\
People 'in the way' = bad team; nothing todo with hero or items...
It is not rly worse the 4.3k gold only for the cool down buff ...
and the escape mechanism is not necessary ... he dont need
this item better use the gold for other stuff ... !!!
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It's an excellent buff.
As people have mentioned, just aim it better.
Also, it's not as though an unboosted Hookshot goes through allies as PotM's arrow does. Wouldn't you prefer being able to enter a battle quickly, even if it were through accidentally latching onto an ally? (Though you should be the one initiating the battles to begin with)
- When Match Making fails to load a game, please re-queue automatically.
- When the message "The server is full" pops up re-open the Public Game's Listing.
- Include a fully featured in-game web browser. Allows for ease of downloading replays AND has many LAN league/tournament possibilities.
The skill should be split like nymphora's ulti is split with the staff. Make the first version hit enemies only, second both enemies and allies alike.
One of the most underplayed heroes in HoN at the moment is Pharoah from what I've seen, and it's not because he's not fun to play- quite the contrary, I enjoy his unique playstyle and so do many others. The issue is that he doesn't fit into any role very well, and what he CAN do can be done better by many other heroes. His strong points are obviously that he has aoe damage in the bag (early-mid game, anyway), a hook stun, and map control. As an initiator he's lackluster, because after the hook your only defensive capability is the mummy wall, which can actually make you even more of a sitting duck unless you farm extremely well and can afford some of the shinier items to raise your defensive abilities. It's difficult for him to be considered a carry, because when end game rolls around, the fixed damage integers on his skills just don't compare to the HP pools and damage output of other heroes, and his melee attacks just aren't attractive even when he's fed well. The role he seems to be able to play decently well is a supportive one, offering an aoe damage aura, the sight and lane pushing ability of his tortured soul, etc... but even as a support he doesn't contribute much unless he gets a good farm (which defeats the purpose of being a support for your carry).
I think that there are much bigger problems in balance than the one I've outlined in this thread, but I felt that it should at least be discussed a bit. Also, so that this thread keeps my intention of being constructive rather than just being critical, I'd like people to post their ideas for ways to make pharoah a little more viable to a wider audience (and if you don't think he needs it, explain why).
Personally, I think if pharoah's mummies could be phased through by allied heroes it would be more than enough to make him a solid initiator or support. Or, if his aura was based on his physical damage score, he would have the potential to help with damage output in late game.
What do you guys think?
This post is regarding staff of the master for my favorite pharaoh. Though it increases the utility alot for his ultimate i can't help but feeling robbed of some of it aswell, especially when its such a must have item. Personally id probably prefer if i couldnt drag to friendly heroes and just take the decreased CD. I'm basically wondering if you could do some kind of modes or 2 diffrent abilities, one to use on friendly heroes, and one that goes through friendly heroes and act as the unimproved ultimate does.
I don't get SotM on Pharaoh. The ability to hit allies makes aiming nearly impossible in larger battles and leaves it as an initiation ability: something it does just as well without the staff.
I have never used it to escape. Mummies do that perfectly as is.
Pharao is a ganker, and can serve as an initiator to pick off disablers or other weak heroes.
the reason why he is probably not played much is that in most pubs ganking plays a rather minor role
The SotM upgrade in HoN makes it slighty worse because you would then hook to the ally instead of stunning your opponents. Ultra-worse when you hook to interrupt a channeling spell/ulti.
Just make it so if you click ON any ally, the hook actually goes to the ally (you shouldn't need to aim to hook an ally anyway), and when you click on GROUND it acts as the normal hook. Best solution IMO.
SOTM: If you try to ult through an ally it will port you to them and not to the enemy hence fail.
PS i do believe the host said if u dont play the hero then dont ****ing comment so i believe you should have just not posted in your case...
On top of that, people generally focus you as soon as you initiate which is a huge mistake because you are no longer a threat and they just waste all their spells on you.
Early game he is possibly the best ganker there is with Hellfire doing over 1000 total magic damage if all the stuns hit and your rocket giving you vision. He's also very good at harassing before team battles doing 200 damage per rocket in a 600 aoe which equates too 800 magic damage a minute on the entire enemy team if they are procrastinating engaging you near a tower.
Late game yes, he starts to suck but if you ganked well early-mid game, your team should have no problem finishing them off, and you are still an amazing initiator/tank with very few items.
Originally Posted by senzation54