Hi. I wanted to make an item that used Mystic Vestment in the recipe, because we currently only have very limited option when it comes to MR.
400 - Mystic Vestment.
450 - Apprentice's Robe OR Bolstering Armband OR Fleetfeet.
350 - Recipe: "Mystic Doubleweave".
(Total = 1200)
+ 2.5 Magic Armor.
+ 10 Strength/Agility/Intelligence (toggle)
A very simple item, that every type of character should be able to buy. It will make it possible for even supporters to get a cheap item with strength for more suvivability, and making that inventory slot you useally got Mystic Vestment in, more lucrative. I would imagine carries also would make sure to grab this item for the additional stats and MR. Tanks would then have to consider if they can manage with only 6 instead of 10 MR, and stats instead of hp regen.
Hope you support this suggestion.
Last edited by Babylon7k; 05-30-2012 at 04:22 AM.
Doesn't Shaman's Headdress basically serve the same purpose? Also the "item slot cost" of Mystic Vestments kinda IS part of the whole packet. Having a cheap way of upgrading it might just be too much.
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Well. Shamans give great protection, for a huge cost.
And you rarely need to upgrade and find yourself stuck with +5 mr item in your inventory because it offers some protection.
If it was possible to get a few stats at the same time, the caster could get int and protection earlier, the carry could get the armor, attackspeed and damage earlier and also getting MR.
I just see to many support players that doesnt have room for Mystic Vestment, because they try and keep up with warding, counterwarding, usables, etc.
I see Mystic Doubleweave as a great alternative to the only real MR item, and the underlining is that I want more lucrative and CHEAPER mr items to counter the wide wide range of magical nukers we got in HoN.
Defensive item are usually bad... generally people want to design them for supportive role, but they fit more carries or tank...
If you give this to armadon in early game, with a Hotbl, armadon will be unkillable... If you want to make an item like this, make it really really supportive, like which gives only intelligence, but, even like that carry and tank would benefit it...
Holding my vote...
Personally I think mystic vestments is also one of the most overpowered item in the game giving the defensive capabilities.
Since it's already very good I do not see a reason to upgrade it even further, but that doesn't mean you can throw ur idea away.
A good example of this is Grave locket, it gives so much for such a small cost, you can do that too!
Since you want to make a defensive item you should abuse the stats like Agility and strenght since that gives Armor and hp.
Personally I dislike the magic armor items, but thats my opinion, keep the ideas up Bro! Have a nice day! (didn't vote yet, maybe I will if you make some changes).
Thanks for the comments.
Yeah. The part of arma getting this really made me think. :P He would indeed become very powerful.
So to better symbolise the point of having a MR item that isnt only MR you would have to sacrifice some as you suggest.
- changed mr in finished item to 2.5 from 6.
- changed stat bonus in finished item to 10 from 9.
This symbolises my point better. Now it will also deviate from just a regular Mystic Vestment. Now you truly have to consider if you want that "half-mysticvestment" or the whole with no stats.
Better balanced this way?
The idea was to get MR and not waste a slot with just 4 MR.
We got alot of ways to get armor from the base item, but only 1 from MR.
I simply wanted 1 slot item to contain MR and not be all tanky defense.
So yes, you can get 4MR + 10agi but that is 2 items slots. If you got the edge of the game but that damned pyro keeps ultying you on sight, you can choose to build slightly less MR an keep advancing as carry without you having to waste a slot.
Just explaining the concept of the idea. No hard feelings.
I am curious though to why HoN doesnt have more MR items. I know that health serves the same purpose, but so does it vs physical damage, and there are alot of armor items.
One could argue that a 250physical 2.5att.per.sec carry will face rape you without armor. But doint the math (250*2.5*2=1250 damage in 2 sec) can easily be done by pyro aswell. And when we are at late game every hero got a decent amount of agility which transfers into armor. Im guessing that the base 5MR is because you want it to reduce magic damage some place between to much early and to little late. :P
One could then argue that alot of abilities reduce armor, and 2 items doesnt aswell. But there is also 1 item that reduces MR. So the math above is pretty unbalanced when you can add alot of armor to counter the carry and the reduction from items, but cant pyro except by 1 item?
I dont know if it just me that thinks about it that way, or if there are others that is wondering? :P
I like this.On a tank character that doesnt need much magic armor like dev it would work wonders.voted yes.