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Thread: Mire - Initiator

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  1. #1

    Mire - Initiator


    Theme: A swampy bog lord, a monster of the marshlands of Newerth. Covered in mushrooms and murky mud oozing off his body.

    Strength Melee (128)
    Str: 22 (+2.6) Agi: 15 (+1.4) Int: 16 (1.9)
    Ms: 295 Armor: .9

    Backstory: The Marshlands of Newerth are known to be an inhabitable land of extreme harshness. The few creatures that live there are some of the most vicious and perdurable, with Mire being no exception. As the war tore onward, it drove the creatures of the marsh out of their dens, eventually destroying the swamp. Mire seeks vengeance for the destruction of his swamplands, and will show them the harshness he had to endure to live there.

    Ability 1 - Bogged Earth
    Turns the very ground into a bog--stunning nearby enemies.
    Stuns all enemy units in a cone in front of self in a 300 AoE. Deals no damage.

    Stuns for 1.75/2.25/2.75/3.25 seconds
    Deals no damage.

    Radius: 300
    Target: Enemies
    Type: Magic
    Mana Cost: 100/115/130/145
    Cooldown: 13s

    Think Moraxus's stun mixed with defiler's wave with no damage whatsoever. Synergises with ult well.

    Ability 2 - Shroom Swamped
    Places a large shroom a target location to obstruct player movement and explodes on death.

    Shrooms are permanent until destroyed.
    The shroom has 1 health and can be destroyed by allied or enemy heroes only.

    On death, explodes in a 200 radius dealing 70/85/100/115 magic damage.
    Shrooms have the ability 'detonate' allowing them to be detonated at any range.
    Can press the 'e' button to blow up all Shrooms on the map

    The shroom is large and is an obstacle to units.
    Shrooms are 125 units large, obstruct player movement.

    Mire can have a max 1/2/3/4 shrooms out at once
    Shrooms have 1/2/3/4 charges that replenish every 6 seconds.

    Mana cost: 50/60/70/80
    Cast Range: 800
    Charges: 1/2/3/4
    Charge regeneration: 6s
    Duration: Permanent
    Size: 125 units
    Vision: 300
    Damage: 70/85/100/115
    Damage Radius: 200
    Damage Type: Magic

    Spawns mushrooms which can be used to obstruct player movement as well as damage on death. Useful for fleeing enemies or to entrap enemies. Downside is the manacost outweighs the mana gain and base mana that Mire has early-mid game, especially if he wants to use his other abilities.

    Ability 3 - Marshland Monster
    Gains passive bonuses from being able to survive in the harsh Marshlands of Newerth.

    Gains 10/20/30/40% reduced stun duration on self
    Gains 10/20/30/40% slow resist on self
    Gains 3/6/9/12 armor and magic armor while stunned

    Bonus armor lasts for 1 second after stun ends.

    A Passive ability that reduces stun duration, slow resist, and some armor while stunned.

    Ult - Quicksand
    Activates for an AoE that damages enemies as long as they stand still (are not moving).
    For every second enemies in the radius stand still they take magic damage.

    110/130/155 magic damage for every second not moving.
    (as long as they move -or- outside of the radius -- they will not take damage)
    Slows enemies trying to move by 1/1.5/2% for every 10 units traveled
    Lasts 3/4/5 seconds.
    Effect follows the hero.

    Radius: 450
    Duration: 3/4/5s
    Mana cost: 175/250/325
    Cooldown: 140/120/100s
    Cast time: .5s
    Damage Type: Magic
    Slow Type: Superior Magic

    This ult does not work well with a tempest ult, as they would be moving constantly and take no damage, however this would work exceptionally well with other stunners, keeper, etc. Initation would consist of portal keying in, using Bogged Earth, following with his ultimate, Quicksand to deal massive AoE damage. Following up with some expertly placed shrooms to cause even more havoc.



    Pros: Massive AoE Damage
    Long AoE stun (that does no damage)
    Stun reduction
    Annoying Mushrooms obstruct player jukes, entrap enemies.

    Cons: Melee hero
    Low base mana
    Extremely low base armor
    Low agility and low agi gain
    Low base ms
    Expensive mana costing abilities
    Last edited by Repugnance; 06-24-2011 at 05:18 PM.

  2. #2
    Interesting Hero, gonna take me a few to think through my comments.


  3. #3
    first skill: lower the duration of the stun. even if it does cost that much mana, it is simply too easy to chain stun people that are grouped up. making it more like hammerstorm's stun would probably be the best idea.

    second skill: interesting. i sort of think that there should be slow on touch, which would reward players able to place shrooms right infront of people. something like a 10% slow should be enough even (and then you could actually remove the slow on the ulti).

    third skill: i really dig the conditional +armor. solid skill overall.

    ulti: needs channel time at the beginning, like magmus' ulti. like i said before, i think the slow should be moved onto shrooms instead, but either way it is still a pretty solid ulti.

    interesting hero concept, it's sort of like a mix between pesti and magmus with some slither over it (wards/shrooms). no doubt a hero that would receive much use if it was in game.

    feel free to give a review of this hero: http://forums.heroesofnewerth.com/sh...d.php?t=283638
    dream heroes:
    The Trapper
    The Barbarian
    Do you like heroes that reward high skill?
    Do you like speed and innovation?
    Check this.

  4. #4
    Quote Originally Posted by Sentura View Post
    first skill: lower the duration of the stun. even if it does cost that much mana, it is simply too easy to chain stun people that are grouped up. making it more like hammerstorm's stun would probably be the best idea.

    second skill: interesting. i sort of think that there should be slow on touch, which would reward players able to place shrooms right infront of people. something like a 10% slow should be enough even (and then you could actually remove the slow on the ulti).

    third skill: i really dig the conditional +armor. solid skill overall.

    ulti: needs channel time at the beginning, like magmus' ulti. like i said before, i think the slow should be moved onto shrooms instead, but either way it is still a pretty solid ulti.

    interesting hero concept, it's sort of like a mix between pesti and magmus with some slither over it (wards/shrooms). no doubt a hero that would receive much use if it was in game.

    feel free to give a review of this hero: http://forums.heroesofnewerth.com/sh...d.php?t=283638
    Actually I forgot to include that it was a cone in front of the hero that gets stunned

  5. #5
    that would make less sense because of the missing synergy. it's more worth/a better choice to have it deal damage in aoe radius around, at least for this hero, even at the cost of lower stun duration.
    dream heroes:
    The Trapper
    The Barbarian
    Do you like heroes that reward high skill?
    Do you like speed and innovation?
    Check this.

  6. #6
    It's not really supposed to hit everyone around, but a select few in front of, it's a trade off. It also makes the spell much harder to aim (hard=skill!), which the game always needs more of.

    Simply doing damage/stunning in a circular is a spell many heroes have: moraxus, pesti, hammer, etc.

    His trade off is a longer than usual stun, with no damage, and a forward facing cone.

  7. #7
    Bogged Earth
    -Awesome. Give the bogged earth a duration so you can setup up few of them. But on the bright side the CD is short and therefore seems okay by itself.

    Shroom Swamped
    -Nice Skill.
    -Increase damage or add perplexed affect when the shroom explodes for 3 seconds. It is a Shroom afterall

    Marshland Monster
    -Decent - tank like passive

    Quicksand
    -Blood Hunters Ultimate and Quicksand is a guaranteed kill J
    -Works wonders with Bogged Earth.

    Decent hero and would love to play it.
    Priestess
    http://forums.heroesofnewerth.com/showthread.php?t=327828

    Hero Spotlight
    + Playable - Obelisk
    http://forums.heroesofnewerth.com/showthread.php?t=314403

    Hero Spotlight + Playable - Putraiden
    http://forums.heroesofnewerth.com/showthread.php?t=259094
    [R4R]

  8. #8
    Bogged Earth: Considering the smaller aoe and longer cooldown compared to similar stuns from Pestilence and Moraxus, I'd say the longer duration of the stun is fine. Heck if it wasn't for the excellent synergy with the ult, I'd have even suggested adding some small damage to it.

    Shroom swamped: Overall, the shown numbers appear fine. Its the unlimited durarion and unstated sight range I am worried about. If that sight range is larger than say 300 units, this skill would be way to versitile as an aoe nuke, wall, and scouting skill.

    Marshland Monster: A really creative skill, I really like it. However due to the reduced stun time, you won't be getting alot of use out of the bonus armor and magic armor. What if they tapered off over the course of say 2.0 seconds after a stun ends?

    Quicksand: The slow makes no sense because you will want the enemies to be stunned/imobilized for the entire duration. Instead what if you made the damage per second scale up to 110/130/155 based off the percentage moveme speed they are slowed currently. For example if they were under a 50% movement speed slow the ult would be dealing 55/65/73 magic damage per second. Odviously, If the enemies were imobilized or stunned it would count as a 100% ms slow for the sake of this skill.


  9. #9
    Shrooms have 300 sight, and they're semi-useful as scouts but there's a limit of 4 on the map, and e will blow up ALL mushrooms without discrimination like scout wards.

    Probably right on the 1 second after being stunned having the bonus armor still.

    Well think about how quicksand in general works.

    In reality: The only way to escape is to maximize your area and lay on your back, slowly pulling yourself out. Moving will quickly sink you faster.

    In this iteration: Moving will get make you slower and slower, and if you stand still you will sink. Pairing it up with another stun will mean maximum damage (and there are a lot of stuns in this game that can work just fine). Being able to move is a counter, however, the slow is a superior magic will go through shrunken head immunity.

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