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Thread: Voodoo Jester: Mojo [1.66]

View Poll Results: Should this suggestion be implemented?

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  1. #1
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    Voodoo Jester: Mojo [1.66]

    The recent changes to Mojo was okay. But I would never choose it over stats. I dont think changing it a bit would ruin the balance. Mojo feels like a placeholder.

    This is what I think it should do.

    Type: Magic
    Range: 500
    Cast Time: 1.0 Seconds
    Mana Cost: 130 / 150 / 170 / 190
    Cooldown: 23.0 / 20.0 / 18.0 / 16.0 Seconds
    Required Level: 1 / 3 / 5 / 7
    Activation
    Applies Mojo to targeted hero for 8 seconds.

    Mojo Effects
    Heals 10 / 20 / 30 / 40 Health per second to allied units in a 340 radius around the affected unit.
    Deals 5 / 15 / 25 / 35 Damage per second to enemy units in a 340 radius around the affected unit.
    What I changed: Higher mana cost, bit higher cooldown, combined both effects and lowered the damage of the dot just a little bit.

  2. #2
    Personally I don't like it because with the new Mojo he actually gets the babysitter role, making him more viable and diverse on certain teams. 125 mana is a lot more reasonable than your suggested 190 mana, which is extremely expensive for a hero with 4 spells and no mana regenerating skills.
    Quote Originally Posted by senzation54
    I don't care which Christian branch you belong to, unless you belong to one that acknowledges that the entire friggin Bible is a fairy tale that was written by a bunch of different idiots and then voted by a congress on which gospels and crap were actually worthy of being in the Bible, you're an idiot. You're a person who doesn't think for himself and clings to the stupid beliefs his parents forced on him as a child, or you're the even worse kind of idiot who actually started believing this crap as an adult. Either way you're an idiot.

  3. #3
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    i find mojo quiet usefull lately in competitive play
    __________________________________
    Soo Young fan for life

  4. #4
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    The mana cost can ofc be discussed. I wanted the skill to cost a bit more mana seeing how it would also heal and deal damage at the same time.

    I believe my propsed change would synergize extremely well with the rest of his skillset.

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