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Thread: Earthlifter (ganker, initiator) [R4R]

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  1. #1

    Earthlifter (ganker, initiator) [R4R]

    THE EARTHLIFTER




    Stats:
    STR = 25 + 2.7
    AGI = 12 + 1.4
    INT = 20 + 2.2

    Base Damage: 51-56
    Base Armor: 2,8
    Attack Range: 128
    Attack Animation: a common hit with his fists
    Move Speed: 290

    HERO OVERVIEW

    The Earthlifter is a great ganker and initiator, with many slows and chasing power.

    His first skill, although it deals minor damage, in combination with another disabler can be great to set up ganks and keep the enemy where you want. It also synergyzes with your third and fourth skills, allowing you to easily deal bonus damage and bonus stun. Your second skill is a good skill to pull enemies in your direction, like a Devourer's hook. It also aplies a slow and can be used for farming if you can spare the mana. The third skill deals AoE dps and can immobilize enemies around you, making it a good follow up for your second skill. Ultimate is a trap like skill, that deals AoE damage and slow around you and creates an impenetrable wall so that enemies can't escape.

    As a caster, very dependant on mana to be effective, the best itens to have are probably the mana regeneration ones, like Nullstone, Sacrificial Stone, Stormspirit and such. Portal Key and Shrunken Head are also viable for initiation, since he lacks a reliable stun.


    SKILLS

    1 - Stone Throw



    The Earthlifter hurls a medium size stone at the enemy with great force.

    Throw a stone at the enemy, dealing 70 magic damage and aplying a 100 knockback. If the target is knocked back into a wall, cliff, building, unit or tree, he will receive +40 bonus magic damage and 0.4 seconds stun. Immobilized targets don't receive knockback but will always receive the bonus damage and stun while in this state. Maximum of 1/2/3/4 charges.

    Mana cost: 30 per charge
    Cooldown: 1 sec., 5 sec. to refresh a charge.
    Cast Range: 500
    Target: Enemy unit or neutral
    Type: Magic


    2 - Earthlift



    With a strong stomp on the ground, the Earthlifter can make the earth slide in his direction like a toboggan, dragging units along with it.

    After a 1 second delay, all units inside the 200 AoE from the target point to the Earthlifter will be dragged by the earth toboggan in the direction of the Earthlifter, taking 70/140/210/280 magic damage and receiving a 30% tapering slow over 4 seconds.

    Mana cost: 120
    Cooldown: 15 sec.
    AoE: 200
    Cast range:
    600
    Target: Ground
    Targets affected: Enemy units and neutrals
    Type: Magic

    Note1: enemies are pushed at 500 ms by the earth toboggan.
    Note2: the earth toboggan is like a earth stripe, more like a carpet made of earth, that slides in the Earthlifter's direction.


    3 - Quicksand



    The Earthlifter can soften the ground around him, turning it into sand.

    Afer activation, slows enemies move speed inside a 350 AoE around the Earthlifter by 15% and deals 10/20/30/40 magic damage per second. If they don't get out of the radius in 3 seconds, they are immobilized for 1/2/3/4 seconds, or until the end of the duration of the skill. Lasts for 8 seconds.

    Mana cost: 110
    Cooldown: 20 sec.
    AoE: 350
    Target: Self, instant
    Targets affected: Enemy units and neutrals
    Type: Magic

    Note1: enemies can be immobilized twice only if the skill is on level 1. Assuming the skill is on lvl 1, once they enter the radius, after 3 seconds they are immobilized for 1 second. To be immobilized again, they have to stay there for another 3 seconds, so they will be immobilized at the 8th second, in wich the skill is canceled.
    Note2: if you throw a stone at an immobilized enemy, he won't receive the knockback, but will receive the bonus damage and the bonus stun.


    4 - Tremor (Ultimate)



    The earth shakes as the Earthlifter walks, creating shockwaves that unbalances foes and raising a wall of solid rock.

    The Earthlifter releases small circular shockwaves around himself every 0.5 seconds, for 4 seconds. Each wave slows enemies move speed inside a 500 AoE around the earthlifter by a stacking 5%, that lingers for 3 seconds after they leave the AoE, receive 30/40/50 magic damage and are pulled 50 units in his direction. At the end of the duration, an impassable wall is formed in the border of the 500 AoE around the Earthlifter for 2/3/4 seconds.

    Mana cost: 140/160/180
    Cooldown: 130/110/90 sec.
    AoE: 500
    Target: Self, instant
    Targets affected: Enemy units and neutrals
    Type: Magic

    Note1: the wall can't be destroyed, like Behemoth's Fissure, but enemies and allies trapped inside/outside can leave/enter with blink-type spells.
    Note2: if you throw a stone at an enemy, he can receive the bonus damage and the bonus stun if he is knocked back into the circular wall created at the end of the ultimate.



    Comments, opinions and thoughts please :chiprel:
    Last edited by HawkeyeBR; 07-25-2011 at 11:04 AM.

  2. #2

  3. #3
    Hi hello.

    The Earthlifter seems so be a potent ganker as you want him to be. And I am here to review him


    Okey First skill.

    Stone Throw

    Good idea, but what is the use for the charges? (Wait I figured it out)
    As it is I think it is pretty funny. It is well balanced in a way. But as it works now wouldn't it be the most annoying disable skill in HoN if it existed. Both for caster and effected.

    It works kinda like Chippers Rocket Barrage but needs to be targeted. And the way it works if the enemy would get stuck towards a wall he will without question be stuck there for some 3-4 seconds if this skill is used well.


    Second Skill

    Earthlift

    Not much to say on this one. Is it like Deadwoods hold skill?
    Not many skills that are superior magic now a days unless they're ultimates.


    Third Skill

    Quicksand

    This skill is almost to good. The slow effect on it makes it dangerous as heck. Since once stuck they will not get out until it end or they will be killed before that.
    If that wasn't enough the synergy between this and his first skill is as if not even better then Pebbles chuck and stalagmites. Since you can effectivly hold them in place for a full 8 seconds. (But you would need all charges though)


    Ultimate

    Tremor

    This skill I don't fully understand. But to the extent I do I think it is really good. I don't understand why it would need the wall in the end. This + quicksand + Stone Throw makes super synergy.



    All in all it is what you tried to make it. A hard ganker type. This would be interesting but I wonder if people would like it. Got to much of a pub stomper to make me feel for it at least.

  4. #4
    Quote Originally Posted by SimD View Post
    Stone Throw

    Good idea, but what is the use for the charges? (Wait I figured it out)
    As it is I think it is pretty funny. It is well balanced in a way. But as it works now wouldn't it be the most annoying disable skill in HoN if it existed. Both for caster and effected.

    It works kinda like Chippers Rocket Barrage but needs to be targeted. And the way it works if the enemy would get stuck towards a wall he will without question be stuck there for some 3-4 seconds if this skill is used well.
    You can throw one stone per charge. Its actualy not that easy to hit the bonus damage and stun, since the knockback is only 100, and you will need a good positioning. You might hit the bonus damage and stun at the 3rd or 4th stone. I'll lower the bonus stun to 0.4 and remove the mini-stun on impact.

    Earthlift

    Not much to say on this one. Is it like Deadwoods hold skill?
    Not many skills that are superior magic now a days unless they're ultimates.
    The point in making it superior is that you can pull immune enemies, but don't deal damage or stun to them (like devo's hook). I can think about turning it into magic type if its too imba.

    Quicksand

    This skill is almost to good. The slow effect on it makes it dangerous as heck. Since once stuck they will not get out until it end or they will be killed before that.
    If that wasn't enough the synergy between this and his first skill is as if not even better then Pebbles chuck and stalagmites. Since you can effectivly hold them in place for a full 8 seconds. (But you would need all charges though)
    I'll lower the slow from 25% to 15%, so the enemies can run away easier. 25% is realy too much. But I'll keep the immobilization time as it is.

    Tremor

    This skill I don't fully understand. But to the extent I do I think it is really good. I don't understand why it would need the wall in the end. This + quicksand + Stone Throw makes super synergy.
    You send damaging and slowing waves around you every 0.5 sec (imagine Magmus ult). At the end of the duration, a circular wall is formed around the Earthlifter (like a circular Behemoth Fissure). The wall will make easier to hit both first and third skills, but at the same time can mess up your teammates, depending on how the battle is going. You also can't leave the wall without a PK before it wears off.

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