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Dimension warrior (if you have a better name for hero or skills feel free to post as I'm not happy with names and skill descriptions at this point)
This hero is a hybrid melee/range, tha can perform ganks, aid teammates and have easier early game then most melee heroes due to ranged melee strike.
Story
not ready yet
Stats
Speed: 305
Range: 130
Affiliation: ??
STR: 18+1.4
AGI: 23+2.3
INT: 15+1.5
Skills
Dimension strike(DS)
Space is no obstacle for hero to do damage to foes at a distance with his melee strikes as he can bend space to make enemy close for blink of a moment for a strike
Next attack has increased range, at later levels can be used as main attack (right click to toggle on/off like arachnas webbed shot).
Range 300/400/500/600
Cooldown 3.5/2.3/1.1/0
Manacost 5/5/5/5
This is what make this hero able to farm a harras early game
Space overload(SO)
Instatly the air around the target becomes heavy, making many actions impossible
Range 700
Damages target for 90/130/180/240 magic damage
Silences
Slows movement 20/30/40/50%
Disarms
Duration 2/2.5/3/3.5
Cooldown 14 (maybe 20)
Manacost 80/100/130/170
Inner strike(IS)
Attempts to perfom an attack that will bend space and as a result ignore armor
Chance for a true damage attack 12/17/22/27%
Dimension trap(DT)
Summmons a barrier that limits the movement of all enemies, makign them unable to enter or exit it, all damage from the barrier or into it will be blocked .
AOE radius 600 (it's rather hard to say exact number as it should capture only 2-3 enemies, not all)
Duration 3/4.5/6/7.5 (staff of master)
Cooldown 90-120
Manacost 150/200/250 (I really don't know how much mana he will have, but it shoudl use 30-50% mana)
Enemies should not be able to teleport or blink out of or in it.
Strategy
Going mid should be posible as melee heroes lose less exp from deny and when you level up DS a bit, you can put on a good competition to ranged heroes and since loger axe will increase your damage as melee hero, your ranged attacks will have better farming potential.
Early game this hero can farm rather well due to DS and harras enemy heroes at range. First skill point will probably be spent on SO as it allows to fight for Runes before creeps spawn.
Mid game should consist of ganking
Late game attack speed items would greatly increase your damage as some players might have up to 60% armor reduction and IS will ignore it.
DT can cut of 2-3 players from rest and make the fight favor your team for secs.
I'm not a good player yet to judge what items are good or bad for certain heroes, so help me out to fill in the gap![]()
Last edited by Envor; 10-03-2009 at 10:15 AM.
Don't really understand how the 1st spell works, please explain a bit better?
it attacks enemy at a range doing his current damage.
Imagine hero stands 300/400/500/600 units away from a target, he uses the skill and his attack range is now 300/400/500/600 (basicly this skill increases his attack range for the duration of one attack, while having low cooldown).It should be allow to right click on the icon for autocast.
I think you should change the title, this hero is completely melee, there is no range hybrid... Its got some cool ideas but it seems to passive for me, is his first spell toggle then i take it?
His second spells seems really rediculous to me because its got such a long range, at least with scout and maliken you have to be right next to the hero before you can disarm or silence them, this guy can do it from 700 range and will last just as long as maliken's and scout's. Maybe you should change this because disarming and silencing is a rediculous combo and won't allow the enemy to do anything, and it only has a 14 second cooldown so you can do it quite repetitively. your ultimate looks like it was copied from cronos, and it seems rather weak tbh, because your hero already can disarm and silence, the enemy hero cant run anyways. I don't think its a bad hero, but i do think it could use some work.
Also, when the true damage procs, will it do the same damage when it cleaves?
True damage should be like a critical only not x times more, but will do true damage, everything critical can, true damage procs also should.
First spell is melee range increase, which makes him into ranged hero, it should be on/off spell like arachnas webed shot.
His second skill has average cooldown, is single target, enemy can still move. Look at other disables, most of them are stuns and AOE or do more damage. Androemda has stun/nuke with 10 sec cooldown. Hammerstorm has aoe stun with 14 sec cooldown, more damage and 2 secs. If you look at most stuns, you will notice that they last ~2 sec and do more or same damage. This skill still allows enemy to move, which makes extra lengths critical if you try to catch enemy. Also note that I wondered if it should be 20 sec, but give a good reason why it should be and still not be weakest of all disables.
Yes his ulti is a little similiar to chronus, BUT chronus ulti stuns them in the sphere, while this ulti will only lock them to specific area, where they CAN attack or cast spells, but no blink/tp in or out of it, enemy can't walk in or out of it, attacks and spells can't be used outside to hit inside and inverse.
So for example a wounded chronus will have no problems fighting enemy, as he can drop his targets HP to make it more ven fight, while this ulti still will let enemy kill you. It's more of a AOE trap then AOE disable. Use it to cut of some players from rest adn turn it into 3v5 battle.