Power Supply (519)
Powered Boots (1519)
- +3 All Stats
- +55 MS
- Power Charge (Passive)
- Gain 1 charge for every enemy spell cast.
- Gain 1 charge for every 1000 distance traveled.
- Max 15 charges.
- Power Boost (Active)
- Gain 15 HP, 15 MP, and 7.5 MS per charge.
- MS decays over 5 seconds.
- Removes all charges on use.
- 25 second cooldown.
- +5 MS
- Upgraded charge benefit
The recent Enhanced Marchers and Steamboots switcheroo has left gankers in the cold. Enhancer Marchers are now greatly beneficial to DPS, while Steamboots are awesome for casters, but pure gankers that needed the combination of speed and survivability from the old Enhanced Marchers find themselves having to make serious compromises. This is the ultimate item for the roaming ganker, allowing him to regenerate HP and MP without necessarily being the team Bottler.
Users that stack up to full charges earn themselves a powerful heal and speed burst that lets them chase, flee, and otherwise generate themselves between battles. They're an excellent segue for Power Supply into the mid and late games, but are balanced out by the fact that they don't scale as well overall in terms of pure movement speed and late-game benefits compared to other boots. Running at 355 MS, you can get a full 10 charges by moving continuously for 42 seconds.
1) You should probably toss in that charges are used on activation so as not to leave it to implication.
2) I'd recommend making distance traveled longer, 300 units is nothing. How far do you think someone should travel to get a full charge? Half the map?
3) More a personal thing, but I've always thought the bottle could be used in some kind of recipe. If you're going for a gank-centric item, tossing in the bottle can turn this from a handy thing that some people might use to a must-have for any ganker.
Like was said in irc, I think 500 is a bit too short, 750 might be a bit better, other wise it's 15 charges a minute. other than that, I'm not sure if this would make these too op, but would unit walking be too much for 4 seconds?
edit to platonic, adding the bottle could be a good idea adding a second item to the game that COULD potentially rune control, as many times you don't want that bottle late game but you keep it for 1 reason, rune control
Seems nice. 225 for 15 charges Is a little high though. Insta max Movement speed for anyone. Needs a slight nerf on that front otherwise its ok.
Interesting idea. I vote yes. However, I think the aspect where you get charges for distance needs to be tweaked. If you have a movement speed of about 355, you can basically get 1000 distance in 3 seconds. So every 3 seconds you'd get 15 hp, 15 mp, an average of 5 hp and 5 mp per second. This seems to powerful.
But then again, this item has lower movement speed than the others, so I guess that balances a bit, since you'd have to use your charges for more movement speed, possibly wasting 225 hp and 225 mp for movement speed.
Edit: did some calculations.
If you have a ms of 355, then every 20 seconds you can get 7 charges. (20 seconds * 355 ms = 7100 distance). 7 charges gives you 105 more ms for 5 seconds. Since the ms decays, you divide 105 in half... = 52.5. Divide 52.5 by 4 because 5 seconds fits into 20 seconds 4 times. 13.125. Add to 355 = 368.125.
Looking nice so far .
Last edited by Ragnarok17; 10-16-2009 at 06:21 PM.
Umm.... this seems really powerful to me. Also, I am not sure if I would use this over something like enhanced marchers. Phase is very important after all. The only benefit I can see to this is that it is really good for laning and is better than just getting a normal power supply as you will not have to wait for an enemy to cast a spell.
Also, the speed boost might be too much. Enhanced marchers is supposed to be the chasing boots and I think this can blow it out of the water. Might need to reconsider its MS boost.
At least, that is my opinion.
Surely a yes!
Maybe the ms needs to get fixed a bit but anyway a great idea for gankers
cause the steamboots and marchers atm just suck for them.
Yes may be you should have the charges max at 10 or 12. It would be real strong to save up 15 charges and go into a fight early game and just pwn. To compensate, you could lower the cooldown to 15 seconds.
nice idea, i still think the boots could have some more base MS and less MS on activation...
This is a cool idea, but I get the feeling that it overlaps with Phase Boots way too much. What with the activation for the sudden boost in speed, it's pretty much covers the same ground (hohoho)
Why not just have the charges passively grant additional movespeed so they don't overlap?
[Item] Smoke Screen *Now Playable in Practice Mode*
[Remake] Harkon's Blade *Now Playable in Practice Mode*
[Remake] Ghost Marchers, Steamboots, and Plated Greaves
Few misconceptions being thrown around in this thread.
Enhanced Marchers are no longer "the" gank boots. There are no more gank boots.
Enhancer Marchers are now the generalized boots, and Steamboots are now the caster boots.
So while Thunderbringer would've bought Enhanced Marchers before, he now buys Steamboots. But he's still a ganker
These boots are particularly made for heroes that are going to be doing a lot of traveling. If you're not going to be running around, you're much better off buying Power Supply and Steam/EMarchers separately. Anyway, nerfed the speed gain per charge dramatically.
Fine, if this is the gank boots, then phase boots are the initiator boots :P
What would happen if legionnaire ran in but got creep blocked?
Also, consider this a null vote. I don't agree with this boots, but I will be nice to you Nome cause I usually vote down for your ideas except for a few......
5 ms seems to low but I guess the hp and mp from distance traveled will be fun enough
And anyway, the ganker/wielder of this item could always go for an item like Stormspirit for more ms or something.