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For a TL;DR summary of everything and of their skills, please scroll down to the bottom of this post.
Both bosses:
- Have the same type of AI as Kongor when they are outside of their boss zone for 3 seconds (turns invulnerable, negates all attack instances/damage instances until they are back in their boss zone)
- Have the same type of immunity as Kongor (BossImmunity)
- Have a similar (but not identical) growth mechanic as Kongor in terms of damage/max HP/armor
- Instantly kill illusions if they are attacked by illusions
Transmutanstein:
- Known as "Neutral_TowerGuardian" in the entity files
- Spawns 2 Tokens of Sight when killed. When a hero picks it up like a rune, it gives that hero 900 day/night clearvision and true sight. The bonus vision and truesight is lost when the hero dies.
- Stats:
- Base attack damage of 50, 5000 max HP & 20 HP/s regen, 2000 max mana & 10 mana/s regen
- Melee attack range (128)
- 3.5 armor and 50 magic armor
- Growths: +1 attack damage, +50 HP and +0.1 armor every 20 seconds.
- BAT of 1 (attacks once every second)
- Gives +200 gold bounty to the team that killed it.
- Full entity files are here: http://hondiff.appspot.com/browse/la...ower_guardian/
- Screenshot:
Q:
- Passive skill: if Transmutanstein has less than 90% of his max HP, then do a check on how many enemy units are within 300 radius of Transmutanstein every 5 seconds.
- An PB-AoE spell of 300 radius has a chance of spawning - the affector spawned will deal 300 Magic Damage when it spawns. After 2 seconds, it deals another 300 Magic Damage within 300 radius and pushes enemies (within 300 radius of Transmutanstein) 150 units over 0.25s away from Transmutanstein.
- The activation chance of the skill is based on how many enemies are within 300 radius of Transmutanstein. 0 enemy units = 0% proc change. 1 enemy unit = 33% proc chance. 2 enemy units = 66% proc chance. 3+ enemy units = 100% proc chance.
- Has an 11 second cooldown.
- Screenshot:
W:
- Does a check every frame. If Zorgath is alive and Zorgath's HP is less than 70% of his max HP, channel this skill for 5 seconds - max channel range of 700 (ie, only channel if Zorgath & Transmutanstein are at most 700 units apart - check radius is 1500 units for the on-frame check)
- While channeling, as long as Zorgath is not at max HP, damage Transmutanstein for 200 physical damage per second and heal Zorgath for 200 HP per second. Also grants Zorgath +66% base damage.
- Has a 10 second cooldown.
- Screenshot:
Zorgath:
- Known as "Neutral_TowerMaster" in the entity files
- Spawns Tablet of Power when killed (all 5 runes applied on the hero that picks up it and the 4 non-illusion buffs applied onto the 2 illusions spawned)
- Stats:
- Base attack damage of 39, 3000 max HP & 20 HP/s regen, 2000 max mana & 10 mana/s regen
- 500 attack range
- 3.5 armor and 5.5 magic armor
- Growths: +1 attack damage, +50 HP and +0.1 armor every 20 seconds.
- BAT of 1 (attacks once every second)
- Gives +200 gold bounty to the killer and +150 gold bounty to the rest of the team.
- Full entity files are here: http://hondiff.appspot.com/browse/la.../tower_master/
- Screenshot:
Q:
- Do a check on how many units are within 300 radius of Zorgath whenever Zorgath successfully lands an attack on a target.
- Has a chance of channeling the skill based on the results of above. If activated, channels for 10 seconds with a max channel range of 700 (with respect to the enemy unit). Spawns a stationary affector at the location of the nearest enemy unit.
- While channeling, deals Physical Damage per second to all enemies within 300 radius of where the affector spawned. Damage dealt is equal to Zorgath's total attack damage.
- The activation chance of the skill is based on how many enemies are within 300 radius of Transmutanstein. 0 enemy units = 0% proc change. 1 enemy unit = 10% proc chance. 2 enemy units = 20% proc chance. 3+ enemy units = 100% proc chance.
- Cannot use another spell for 13 seconds after this spell is cast.
- Has a 18 second cooldown.
- Screenshot:
W:
- Checks if a visible enemy unit is within 400 range of Zorgath. If this check passes true, then spawn an affector on the closest enemy unit.
- After a 2 second delay, this affector deals 300 Magic Damage to all enemy units within 250 radius and knocks them back 200 units over 0.25s away from Zorgath.
- Cannot use another spell for 6 seconds after this spell is cast.
- Has a 17 second cooldown.
- Screenshot:
================================================== =============================================
TL;DR Summary:
- If you're going to use magic damage spells/attacks, use them on Zorgath (Transmutanstein has a whopping 50 magic armor while Zorgath only has 5.5)
- When Zorgath is attacking someone, try not to stand near the person he's attacking - his channeling physical AoE spell hurts a lot and it's best if he doesn't cast it. If he does cast it, then make sure you're out of the AoE indicated by the red lightning clouds.
- Early/mid game of Watchtower/Midwars, focus Transmutanstein first - even though he has more max HP, he won't heal unlike Zorgath. When you have a lot of DPS late-game, it is more worth it to focus Zorgath first since he is a bigger threat & Zorgath drops the all important Tablet of Power. Just make sure you don't use Tablet of Power right away or else your illusions will kill themselves.
Skills Summary:
- Transmutanstein:
- Q: Has a chance to spawn a PBAoE every 5 seconds; chance is proportional to the amount of nearby enemy units. The PBAoE deals 300 magic damage to enemy units when it spawns. 2 seconds later, it deals another 300 magic damage to enemy units and pushes them back 150 units. 11 second cooldown.
- W: If Zorgath has less than 70% HP, channel this skill. Transfer 200 HP per second from Transmutanstein to Zorgath and increases Zorgath's base damage by 66%. 10 second cooldown.
- Zorgath:
- Q: Has a chance to channel an AoE spell at the location of whoever Zorgath attacks; chance is proportional to the amount of nearby enemy units around that target. The channeling spell deals continuous physical damage to all units within 300 radius of the targeted area; the damage dealt per second is equal to Zorgath's total attack damage. 18 second cooldown, cannot use another spell for 13 seconds.
- W: If a visible enemy unit is within 400 radius of Zorgath, then spawn an AoE spell on that target. 2 seconds later, it deals 300 magic damage to units within 250 radius of the area and knocks them back by 200 units. 17 second cooldown, cannot use another spell for 6 seconds.
Last edited by ElementUser; 08-08-2012 at 10:40 PM.
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Whoa, that's a lot to read! I never thought their skills were so sophisticated.
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I miss the days when Moraxus could solo them with More Axes! because they had 0 magic armor and he did huge amounts of % damage. Always loved this boss and I'm glad to see that they put some great effort into the skills in the rework. Now to make Kongor a similar threat.
The sign of lost Carcosa appeared in the air, paralyzing us with dread older than the very idea of time.
As we looked on in horror, the unholy sign dissolved into a lone figure, shrouded in yellow.
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So they dont drop token of invis and sight in watchtowers anymore?
Nope, they got changed across all modes. RIP Token of Invis
Token of Sight is dropped still, it just isn't dropped in its item form - it's dropped in a "rune" form.
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