Playable in my Hero ModAfter enjoying the Pandamonium playstyle, I wanted to see more heroes that had a movement-based scheme to make another fantastic ganker. The problem I had with Pandamonium was his mediocre ability to solo. Therefore, the goal here was to create a hero that was able to both solo and gank effectively while maintaining the movement scheme. From this, I have created Mindwave the Telekinetic, based on a hero from a Warcraft 3 map which I cannot recall anything of besides this hero.
Ranged Intelligence (Ganking Soloist)
StoryLong ago, an ancient civilization strived in order to master the arts of mental manipulation. After generations of living in secrecy, the art was founded as Telekinesis, thus giving arise to the order of Telekinetics. Wielding unseen magics, the Telekinetics are able to move the world around them at their whim, creating devastating effects on their environment. Now that war has been declared upon the Hellbourne, the Telekinetics have sent one of their best, Mindwave, to help defeat the common enemy.
GraphicsTelekinesis is usually related to the color purple. Purple would be the best color scheme for the hero. Alongside that, white and black are the other two colors that are relative to the mind and telekinesis. The actual figure of the hero, however, should probably be very slender with a long or wide head. Mindwave's head is definitely the most important feature of the graphics.
SoundShould sound a lot like Vindicator probably, intelligence being the primary factor. However, might need a bit of an echo for a kinetic effect. Some samples of what he might say:
"Let's force them back", "Let's move there", "We have movement", "Push and pull", "On foot, I suppose"
RoleMindwave has a broad range of uses. He is able to initiate very well using forced movement against the enemy. He also has strong ganking and soloing ability due to his unique skillset. Beyond that, he can DPS and CC decently considering his two AoE spells.
Attack Range: 550 (ranged)
Attack Animation: 0.4/0.5
Projectile Speed: 900
Movement Speed: 305
Starting Damage: 48-50
Base Armor: -0.5
Base Magic Armor: 5.5
Strength - 16 + 1.4
Agility - 19 + 1.6
Intelligence - 25 + 2.9
Overall - 60 + 5.9
Telekinetic Push [Q]
Using mental forces, Mindwave pushes the target unit away, dealing damage and disorienting them.
Type: Push. Target Unit.
Targets: Enemy Units.
Damage: 100/160/220/280 Push damage.
Stun Duration: 0.25/0.50/0.75/1.00 seconds.
Push Distance: 200 units in the direction from Mindwave to the target.
Cast Range: 600 units.
Cooldown: 16/13/11/10 seconds.
Mana Cost: 80/90/100/110 mana.
Simply a push spell that deals damage and ministuns the target. This, in conjunction to the Telekinetic Port, can be used for excellent positioning on the enemy heroes while ganking. It will also help keep the targets in the fray when ganking from behind them.
Telekinetic Pulse [W]
Mindwave lets out a pulse of energy, disrupting the minds of those near him. All affected units are silenced, slowed, and damaged. The Telekinetic Field loses its effect the farther away the target is.
Type: Magic. Self Position.
Affects: Enemy Units.
Damage: 100/150/200/250 Magic damage.
Silence Duration Minimum: 1 second.
Silence Duration Maximum: 3 seconds.
Movement Speed Slow: -10/20/30/40% movement speed.
Movement Speed Duration Minimum: 1/2/3/4 seconds.
Movement Speed Duration Maximum: 3/3/4/4 seconds.
Radius: 500 units.
Cooldown: 21 seconds.
Mana Cost: 130/135/140/145 mana.
This skill is somewhat like Corrupted Disciple's Electric Tide. Instead of just dealing damage based on distance, it slows and silences for a duration based on how close they are. The damage is static and so is the slow speed, but the duration that it all lasts depends on how close the enemy is.
Telekinetic Levitation [Passive] & [E]
Mindwave uses telekinesis to raise his feet off the ground, allowing him to levitate and move faster. When he focuses, he is able to levitate high enough to float over cliffs.
Movement Speed Increase: +2/4/6/8% movement speed.
Effects: Unitwalking, Cliffwalking on self.
Duration: 4 seconds.
Cooldown: 30 seconds.
Mana Cost: 30 mana.
This is a simple passive at first. It increases movement speed. However, it also adds a subskill for the E key which will allow temporary unitwalking and cliffwalking. Will not allow Mindwave to go through trees, however.
ULTIMATE: Telekinetic Port [R]
Mindwave uses the forces at his whim to move his target to a location of his choice.
Type: Magic. Target Unit/Target Location.
Targets: Organic Units.
Cast Range: 400/500/600 units.
Cooldown: 31/28/25 seconds.
Mana Cost: 150/250/350 mana.
Basically, you target a unit with this spell. The spell is then replaced with another which you cast on a location. The recently targetted unit will be teleported to the location. Note you are able to target and teleport yourself with this spell.
HERO & ITEM SYNERGYHeroes that have strong AoE ultimates for damage and disable work really well with Mindwave considering Mindwave has an ultimate to pull enemies into a nice small bunch for the ultimates to go off.
Tempest, Behemoth, Keeper of the Forest, and Magmus
Heroes with strong burst AoE damage also work incredibly well with Mindwave because Mindwave can put the enemy right up in the fray for all that AoE to go off without fail.
Pyromancer, Torturer, Plague Rider, Hammerstorm, Pebbles, and Pandamonium
Frostfield Plate works well with the AoE of Mindwave. His strong AoE and pulling effects make him extremely strong for crowd control and Frostfield Plate combined with Telekinetic Pulse should slow all enemy units to a halt. Totem of Kuldra also works well with Mindwave. He would be able to disable a unit for a fairly long time with it and keep outputting damage. With so much crowd control, Mock of Brilliance would allow Mindwave to put out way more damage to the enemy team in order to scale well later into the game.
Frostfield Plate, Totem of Kuldra, and Mock of Brilliance
CHANGELOGNovember 27, 2009
November 26, 2009Code:Version 1.26: * Changed the in-depth description to update back to Telekinetic Pulse. It was talking about the old Telekinetic Field skill. * Changed wording of Telekinetic Levitation to make more logical sense.
November 24, 2009Code:Version 1.25 (Semi-Remake): * Increased Attack Range from 500 to 550. * Lowered Base Strength from 18 to 16. * Lowered Base Agility from 21 to 19. * Lowered Agility Gain from 1.9 to 1.6. * Lowered Base Intelligence from 29 to 25. * Lowered Intelligence Gain from 3.1 to 2.9. * Added an "Overall" stat for the overall base stat + gain between all attributes. * Scrapped Telekinetic Field. * Returned Telekinetic Pulse with minor changes. * Updated the tooltip for Telekinetic Levitation to display more in-depth information. * Increased Telekinetic Port's Cooldown from 25/22/19 seconds to 31/28/25 seconds. * Decreased Telekinetic Port's Mana Cost from 200/300/400 mana to 150/250/350 mana.
November 20, 2009Code:Version 1.20 (Remake): * Lowered Intelligence Gain from 3.4 per level to 3.1 per level. * Increased Telekinetic Push's Cooldown from 15/12/10/9 seconds to 16/13/11/10 seconds. * Scrapped Telekinetic Pulse. * Created Telekinetic Field as the second ability. * Scrapped Telekinetic Slam. * Created Telekinetic Speed as the third ability.
November 19, 2009Code:Version 1.12: * Increased Telekinetic Push's Damage from 70/130/180/220 damage to 100/160/220/280 damage. * Removed the damage effect on Telekinetic Pulse. * Increased Telekinetic Pulse's Cooldown from 15 seconds to 18 seconds. * Added note on Telekinetic Slam stating the target will not be pulled if the distance is greater than 200. * Decreased Telekinetic Port's Mana Cost from 200/400/600 mana to 200/300/400 mana. * Decreased Telekinetic Port's Cooldown from 25 seconds to 25/22/19 seconds.
November 18, 2009Code:Version 1.11: * Changed Telekinetic Pulse to have percentage-based movement slow instead of static. - It now has 10/20/30/40%-15/30/45/60% percentage slow instead of the 30/50/70/90-60/80/100/120 static slow. * Updated Telekinetic Slam with distance jumped. * Updated Telekinetic Slam with the movement speed while jumping. Version 1.10 (Remake): * Created Telekinetic Push as the first ability. * Scrapped Focus. * Created Telekinetic Slam as the third ability. * Scrapped Telekinetic Pull. * Changed Telekinetic Port to be the ultimate. * Decreased Cast Range of Telekinetic Port from 600/750/900/1050 units to 400/500/600 units. * Increased Telekinetic Port's Cooldown from 28 seconds to 70 seconds. * Increased Telekinetic Port's Mana Cost from 170 mana to 200/400/600 mana. * Removed maximum teleport distance on Telekinetic Port.
November 17, 2009Code:Version 1.01: * Increased Telekinetic Port's Mana Cost from 90 mana to 170 mana. * Changed Telekinetic Port's Cooldown from 28/25/22/19 seconds to a static 28 seconds. * Changed Focus's Stun Duration from 2.5/2.0/1.5/1.0 seconds to a static 2 seconds. * Added increased damage intake effect to Focus.
Code:Version 1.00: * Initial Presentation.
I like it, I really want them to implement a neat looking telekinetic hero too. Got my vote!
Let's say you go in for a gank on the bottom lane, from mid. You go through river and you take them by surprise from the back. Using Push, you push them into your allies and further away from safety. You are then able to use Pulse as they are running away from your allies (towards you) to slow them down further.
Let's say you go in for a gank on the bottom lane, but this time you go from slightly infront of them. If you use push, you get them towards safety, which is the incorrect way to use push in the first place, and negatively synergize with your Pulse.
Great but wouldnt this hero make Andro completely useless? His ult rapes Andro's ult, and Andros ult is already game-breaking in some hero lineups. Still voting yes, you do better work than the devs imo.
fun hero. would be really annoying to fight him. I was just playing with his abilities in practice mode.
I suggest for his ult you also have to be near the guy u cast it on. I just tested it and lets say your second tower is being attacked by a melee hero. If you have blink and ghost marchers you can cast your ult blink into the base and put the enemy right behind your main building.
Also lets say you have ophilia on your team. She casts the move to tele you back to base then you cast ult on enemy. just like that your in the enemy well! Same goes for posthaste and tps. Im sure it's an easy fix just wanted to bring it up
I really like the idea... some of his spells tho, not so much... maybe its just the hero trying to be too much, instead of his first spell maybe something that pushes in a given direction like force staff... and that would almost take away the need for the active spell number 3, I myself use force staff to "jump" over cliffs all the time. Also I'm not sure if the first spell can target allied heroes, or the hero itself for that matter, just seems a bit too limited, maybe something with push/pull features... but then again this is all being said from a critic's viewpoint with no perspective on coding... so... I'm sorry :P
not sure if this hero is scrapped or not... but I'd still like to see it
just played aroun da bit on test mode with him/her/it
really would like to see the first spell act more like zephyrs gust, but it wouldnt be a tele "blast" perse any more... and would like to see it push a bit farther but I can't recall the cooldown so that may not be valid...
In turn the second spell could have more on positioning instead of an aoe damage with a slow, maybe an aoe push/pull all units from mindwaves position maybe to keep heroes from beating him senseless, or to synergies with first spell
Third spell is nice but I think there are better uses. With the first spell change you wouldnt need the unit/cliff walk because you can just push your self through them, just like push stick, but having 4 active skills may be too much... I don't know if there is a hero with 4 actives... Maybe something that increases the units of the push and lowers the cooldown time? or as an addon to the increased units make it do damage as well?
ult... is really cool... I don't have much to add to it, it could save an ally, screw an enemy, save yourself with a shorter ranged blink... maybe giving him some BA nuke with a HUGE push, but I like it as it stands now, just maybe it doesn't synergize with my 1st spell suggestion
maybe Im just going crazy on the controll part but having a hero that is all about controlling the opponent sounds like a blast... but blanacing would be difficult.
TL;DR I Really want to see this hero be awesome and be implumented
any thoughts creator?
edit: jsut re-read the OP and the suggestion I put up would really change him from solo ganker to major support... sorry if that bugged you SinisteRing
Last edited by Osin; 02-26-2010 at 10:31 PM.