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Thread: Master Minter

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  1. #1

    Master Minter

    Master Minter

    Introduction:
    Allrounder hero, who heavily depends on his Coin Charges.

    Story:
    ...

    Range: Melee
    Base Damage: 37-42
    Base Strength: ...
    Base Agility: ...
    Base Intelligence: ...
    Strength Gain: ...
    Agility Gain: ...
    Intelligence Gain: ...
    Armor: ...
    Movement Speed: 295


    Coin Fling
    Skill Mechanics: Throws one of his Coin Charge, onto the ground to draw attention or onto units to distract them.

    Coin Req: 1
    Mana: 80
    Range: 700
    Radius: 50
    Cooldown: 8 / 7 / 6 / 5
    Action Type: Target Ground

    Spend 1 Coin Charge to deal 60/120/180/240 Physical Damage landing on unit if it's within 100 unit radius (Bombardier skill) OR create a Coin Ward (if he misses) which adds 14%/21%/28%/35% slow in 250 radius for nearby enemy units. Can have maximum of 9 Coin Wards. If enemy hero or Master Minter walks on it, they get a Coin Charge and Coin Ward disappea

    If enemy hero gets 6th Coin Charge, they get 35% tappering slow for 2 seconds leaving a golden sparkling trail, and all charges are removed.

    Notes
    • Very dependent on 3rd skill, Minting.
    • Master Minter can pick up coins on ground, gaining back a Coin Charge he used up (Gravekeeper).
    • Enemy are also able to pick it up to deny it (pixel touch), but they gain a Coin Charge.
    • They also get 1 Coin Charge if the coin landed on them.


    Discussion: Multi-purpose skill. When you see a coin lying on ground, don't you slow down and look around before getting it? And a coin thrown to the head HURTS alot, trust me. Numbers may be tweaked.


    Banker
    Skill Mechanics: Transfers Minters Coin Charge, trapping them with heavy gold.

    Coin Req: 1
    Mana: 30
    Range: 550
    Cooldown: 1.5
    Action Type: Single Target Unit

    Spend 1 Coin Charge to deal 30/50/70/90 Physical Damage and reduce 0/-1/-1/-2 Armor for 6 seconds. Enemy gets 1 Coin Charge.

    If enemy hero gets 6th Coin Charge, they get 35% tappering slow for 2 seconds leaving a golden sparkling trail, and all charges are removed.

    If casted on ally hero, they simply get a Coin Charge, benefitting same buff as Master Minter does.

    Notes
    • Very dependent on 3rd skill, Minting.
    • Mixed skills from Armadon/Moraxus.
    • Armor reduction is stackable.
    • Ally heroes can have maximum of 5 Coin Charge and lasts until they die. Purgable coins.


    Discussion: I think it's pretty solid.


    Minting
    Skill Mechanics: Craft a Coin Charge, increasing his morale.

    Action Type: Passive

    Coin Charge:
    Each Coin Charge gives 1/3/5/7 Damage, 1/2/3/4 Attack Speed and 1 Movement Speed. Crafts a Coin Charge every 7/6/5/4 second.
    If it's on enemy hero, it takes away half of the said amount instead, i.e reducing enemy by 1/3/5/7 Damage, 1/2/3/4 Attack Speed and 1 Movement Speed.

    Notes

    • Can have maximum of 5 coins.
    • Ally heroes can have maximum of 5 Coin Charge.
    • If enemy hero gets 6th Coin Charge, they get 35% tapering slow for 3 seconds leaving a golden sparkling trail, and all charges are removed.
    • Coin Charges last until death, however, they are purgable.


    Discussion: Bread and butter skill. All skills are relies on this Coin Charge, which can be limiting in a way.


    Unlimited Coin Works
    Skill Mechanics: So as he crafts... UNLIMITED COIN WORKS!

    Mana: 200
    Cooldown: 100 / 90 / 80
    Action Type: Self / Global

    During this spell activation, he has unlimited Coin Charges to spend for all his spells. Every fourth auto-attack sends a Coin Charge to the enemy. Each Coin Charges enemy has, Master Minter deals additional damage (+1/3/5/7 each coin) according to the level of Minting skill (3rd skill). It lasts 10/12/14 seconds.

    Any ally hero who has Coin Charges also deals extra damage, according to his current amount.

    If enemy hero gets 6th Coin Charge, they get 35% tappering slow for 2 seconds leaving a golden sparkling trail, and all charges are removed.

    Notes
    • If ally hero has 3 Coin Charges, and enemy hero 5 Coin Charges, ally can only deal for an extra 21 damage. (21 + 21 damage)
    • If ally hero has 5 Coin Charges, and enemy hero 3 Coin Charges, ally will still only deal an extra 21 damage. (35 + 21 damage)


    Discussion: Team damage steroid.

    Last edited by lStealtherl; 11-12-2012 at 04:19 AM.

  2. #2
    Wha? I dont even.. Wha?

    Anywho, in my opinion heroes that gain och spend gold through spells
    is not a great thing.

    I didnt really get this hero, everything sounded somewhat messy.
    I always want feedback so please look at my other heroes and comment

    List of my heroes
    http://forums.heroesofnewerth.com/search.php?do=finduser&u=1742228&starteronly=1

    My latest creation
    The Warlock
    http://forums.heroesofnewerth.com/showthread.php?t=396819

  3. #3
    Tweaked some numbers. I'll try to explain my thoughts.

    Starting with 3rd skill. It's inspired from another game which uses somewhat same mechanic. At lvl4, 10 gold gives or reduces 45 damage and misc stats, unpurgable and those last until the wielder of charges dies. Consider it as 7th item, which may be too strong but since it uses gold, I had to make it worth casting it. Great support spell (de)buffing other heroes at your own gold stash.

    Which bring me to 1st skill. A debuff skill which last until enemy hero death? That's too much and thats were Coin Wards comes in. Both parties can see it in fog if Master Minter desire to set up battlefield or pseudo-ward narrow paths. Walking on it removes all charges, that's if he already had 5 Coin Charge. You and ally heroes can't pick it up.

    1st skill deals 240 dmg and adds Charges to them. Spammable, which is also rather forgiving as player can miss with it (and thus produces a Coin Ward) and still slow enemy.

    Just with these two skill, you're probably already spending huge amount, I thought this hero needed an heal as he probably couldn't afford it at some point. 2nd skill transfers all Coin Charges Master Minter has, to ally or enemy (won't work if they already have charges). Doing so will heal+buff or damage+debuff them (can transfer them to normal creeps too, great for push!). The Charges aren't gone yet, since they stay til wielder dies, which allows you to take charges from them, if they have any. Doing that will heal you and adds "My Money?" Charges you took them from. They were sad you took coins from them.

    Lastly, the ultimate. I tried to explain it step by step through notes (it all happens instantly). Guess it wasn't enough. It gives all heroes full charges and these coins begins to travel through map to closest ally player (from ally to ally too), and those coins lost are applied again to heroes. Each hero can have max 5 coins, so it deals 550 dmg at lvl3, and more if they comes into contact with travelling coins. During this time, coins gives vision until there are no flying coins. You can choose to have it lvl1 and put the rest into stat if you aren't confident those flying coins hits enemy. At 100 gold you get to see enemy position for short duration. That's really cheap because you make "profit" of the skill. Each hero requires 10 gold for max charges, and there are 10 heroes on field. Remember that the ultimate applied max charges again when flying coins initiated? You "saved" another 100g. Simple math!

    Each overflowing coins gives ally heroes "Wealth" buff. A simple damage buff which lowers per second. Usually initiator gets all coins from enemy, however if ally heroes position themselves close to their carry, they get an immense buff. Lots of teamwork tho.

    Although I agree with you, its abit messy with so much stuffs thrown around, but that's just I wanted it to be worth casting them.


    EDIT: No longer valid information
    Last edited by lStealtherl; 08-21-2012 at 12:02 PM.

  4. #4
    Ignore spells costing gold and consider all spells now requiring mana. How do spells do? Each spells still doing too much?

  5. #5
    Reworked and simplified hero from support to semi- support, ganker and carry. Ultimate not finished.

  6. #6
    Tweaked 1st skill and ultimate. Cleaned up layout.

    Would like to know your opinions on if ultimate has to do something with Coin Charges? I'm still stucked thinking along those paths...

  7. #7
    Reworked ultimate. The skill title was there all the time, I never took the hint.
    Lowered to 2 sec slow from 6th coin.
    Kinda wondering if hero should be melee with the amount of slow he can produce.

  8. #8
    Elaborated 1st skill and increased cooldown by 1 sec.
    Elaborated ultimate skill and revised duration.
    Changed hero to melee.

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