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Thread: Tormented Prisoner (ganker, disabler) [R4R]

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  1. #1

    Tormented Prisoner (ganker, disabler) [R4R]

    THE TORMENTED PRISONER




    Stats:
    STR= 18 + 1.9
    AGI = 15 + 1.4
    INT = 27 + 3.0

    Base Damage: 43-48
    Base Armor: 2,5
    Attack Range: 600
    Attack Animation: shoots a dark orb from the tip of the chain in his arm.
    Move Speed: 290

    HERO OVERVIEW



    SKILLS

    1 - Dark Hold



    The Tormented Prisoner binds the arms of the enemy to his torso with chains imbued in dark power.

    Hold the enemy with a chain, disarming him, and dealing 50 magic damage per second for 2/3/4/5 seconds. The target can't cast blink-type spells while chained, and the chain is broken the target moves 800 distance away from the Tormented Prisoner. You gain the sub-ability "Pull" while holding an enemy.

    Mana cost: 90/100/110/120
    Cooldown: 13 sec.
    Cast range: 500
    Target Type: Enemy unit or neutral
    Type: Magic

    Pull

    When activated, pulls the target 150 units in the Tormented Prisoner's direction and deal 40 bonus magic damage to it.

    Mana cost: 20
    Cooldown: 2 sec.
    Targets affected: Enemy disabled by Dark Hold
    Type: Magic


    2 - Enchain



    The Tormented Prisoner binds an enemy to others close to it, making them walk together as prisoners going for the slaughter.

    Slows the target by 20% for 5 seconds, and bind him to 1/2/3/4 unit(s) in a 400 AoE around him. If the binded units move more than 450 units away from the main target, they are pulled back in its direction with a 350 ms speed. Every enemy binded to the primary target receives 40% of that damage.

    Mana cost: 140
    Cooldown: 18 sec.
    AoE: 400
    Cast range: 600
    Target: Enemy unit
    Targets affected: Enemy units
    Type: Magic


    3 - Living Bonds



    The chains attached to the Tormented Prisoner seeks for new cellmates around, enchaining them when they come too close.

    When an enemy stays for more that 3 seconds in a 400 AoE around the Tormented Prisoner, he is disarmed and silenced for 1.5 seconds, and receive 30/40/50/60 magic damage per second. Maximum of 1/2/3/4 targets binded at the same time.

    AoE: 400
    Affected targets: Enemy units and neutrals
    Type: Passive/Magic


    4 - Desolation (Ultimate)



    By channeling all his hatred, the Tormented Prisoner can release a powerful orb of destruction at the enemies.

    Channels for 5 seconds, building up 80/110/140 damage per second. and deal it in 350 AoE around the target. The channeling is canceled if the target moves more than 1500 units away from the Tormented Prisoner. If the channeling is canceled by any disable, the orb is fired with the current accumulated damage. By using the spell again, the Tormented Prisoner can fire the orb before completing the full channeling time.

    Mana cost: 250/350/450
    Cooldown: 130/100/70 sec.
    AoE: 350
    Cast Range: 700
    Target: Enemy unit
    Targets affected: Enemy units and neutrals
    Type: Magic



    Comments, opinions and thoughts please :chiprel:
    Last edited by HawkeyeBR; 07-24-2011 at 01:50 PM.

  2. #2
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    His living bonds seems to be a bit powerful. Why dont you make it multiple mini silences like pharoah's stun.

    How far does the orb travel?

    All of his skills do very minor damage, but I would keep it as a trade off for the high stats and growth.

  3. #3
    Quote Originally Posted by TheUnsungWar View Post
    His living bonds seems to be a bit powerful. Why dont you make it multiple mini silences like pharoah's stun.

    How far does the orb travel?

    All of his skills do very minor damage, but I would keep it as a trade off for the high stats and growth.
    It's not that strong. The enemy has to be inside the AoE for 3 seconds in order to be disabled for 1.5 seconds. After that, he needs to stay more 3 seconds. He can still move. But, I can make that 3 seconds scalable. Like 4.5/4/3.5/3. What do you think?

    The orb travels 1500 units max. If the enemy goes outside that range, the channeling is canceled and the orb is not fired. The skill still enters on cooldown and you lose mana.

    I might increase the damage on pull (first skill) and add a damage share to the targets binded together by second skill.

  4. #4
    I have an input on his passive,Since I assume that it holds on aslong as he is near the tormented prisoner, If you find minotaurs in the forest at level 1, and spec this ability you could probable kill them by kiting. 30 dps is stronk, and with auto attack when the minotaur is running It could be a good strategy. I don't have the minotaurs health and magic armor in my head but it could happen.
    I think that it might be kind of lackluster against any melee hero carry, which can probably kill you in less than 3 seconds, or run away when disarmed.Since you want them to stay near, an added stun style. (if they walk away when disarmed/silenced they get stunned or similar.) might do the trick.

  5. #5
    Quote Originally Posted by Angstfisher View Post
    I have an input on his passive,Since I assume that it holds on aslong as he is near the tormented prisoner, If you find minotaurs in the forest at level 1, and spec this ability you could probable kill them by kiting. 30 dps is stronk, and with auto attack when the minotaur is running It could be a good strategy. I don't have the minotaurs health and magic armor in my head but it could happen.
    I think that it might be kind of lackluster against any melee hero carry, which can probably kill you in less than 3 seconds, or run away when disarmed.Since you want them to stay near, an added stun style. (if they walk away when disarmed/silenced they get stunned or similar.) might do the trick.
    Should I make it activable only on creeps and heroes? This can be realy op against neutrals (though you will take a year to kill them). I might also lower the max number of binded targets to 1/2/2/3.

    Thats why you have a skill to disarm them before they kill you xD
    If you time your disables right, you can chain a hero to a creep, and ult the creep, dealing 40% extra damage to the hero with ult.

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