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Nature's Mercy
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603(Refreshing Ornament)+ Minor Totem(53) + 875(Life tube) + Recipe(600)
+ 8 Health Regeneration
+ 3 Strength
+ 3 Agility
+ 3 Intelligence
Passive: Heals all friendly heroes within 500 units for 30% of all healing done to you. Nature's Mercy's heal cannot trigger another Nature's Mercy's effect.
Active: Changes item to Death's Respite
Death's Respite
+ 3 Strength
+ 3 Agility
+ 3 Intelligence
-8 Health Regeneration Aura to enemy heroes
Passive: Damages all enemy heroes within 500 units for 30% of all healing done to you in true damage.
TOTAL: 2131g
The most important thing is that YOU VOTE after reading this. Comments and Suggestions are always welcome.
- Great Early/Mid game support item - Affordable Price - Nice health regeneration for you and your allies - Great on support heroes or those carries with super crazy life steal.
Important Notes:
(Bad sides marked with blue, good with green.)
* This does not work with's ultimate, as it doesn't "heal", because it just converts damage to health instead.
* The healing done by Nature's Mercy will not trigger an endless chain of heals through other Nature's Mercies or itself, as Barbed Armor does not trigger other Barbed Armors or itself.
* When it heals all friendly heroes within 500 units, it will also heal you as well.
* Health Regeneration DOES work though this, so its pretty much a bonus to other people's health regeneration as well.
* Life Steal does trigger this effect. Yup, around 15% of the damage you do with Elder parasite will heal others for 30% of the life you gained from it.
* Does not stack, Having 2 of these will just give you more stats, not a 40% healing increment.
*Death's respite works the other way around, you damage based on how much healing you get. All of the above pretty much applies in the ways it can.
*Life steal + Death's Respite = Greatness, no?
Nature's Mercy
Math: (considering that is the highest amount of health you can gain from the abilities/items)
Jereziah's Heal = 360 Health
360 x 0.3 = 108 Health, total of 468 hp
Shaman's Heal = 140 Health
140 x 0.3 = 42 Health, total of 182 hp
Soul Reaper's Heal = 130 Health
130 x 0.3 = 39 Health, total of 169 hp
Ophelia's Ultimate = 400 Health
400 x 0.3 = 120 Health, total of 520 hp
Astrolabe = 250 Health
250 x 0.3 = 75 Health, total of 325 hp
20 Health Regen(per second)
20 x 0.3 = 6 Health, total of 26 hp(per second)
NOTE: The "total" is how much YOU receive, not the friendlies. The friendlies receive the first part of the answer, not the total. If death's respite is on, than the first number (not the total) is how much you deal to others exactly(because its true damage) and having it true damage is NOT imbalanced, because A) You need to get healed to do it and B) It doesn't do a lot of damage
Last edited by L`ANANAS; 03-07-2010 at 07:39 PM.
We need more support-support items, especially for those healers.
Hmmm, i like, but i don't think that support heroes with heal spells need so much hp regen. It doesn't really make sense, all i could think of is armadillo using this item ...
EDIT: I voted yes, but hope you revise the item to be more appealing for support heroes.
My suggestions:
Elixir of Speed
Talisman of Shadows
Care (anti-gank) message for allies
I would take feedback over a yes vote anyday.
im just wondering that if the whole team got 1 each and lets say ophelia uses her ultimate does the item proc for everyone in the team
(400 x 0.3 = 120, 120 x 5 = 600 + initial heal of 400 so a total of 1000 hp for everyone in the team) or only one?
(from what i get from your text it only say that it dont stack if a single player got several)
lol this makes me think of phantom assassin in pub dota games. imagine if she had this item with satanic......
'wats that, my teams nearly dead? wats that, i just critted you for 2k damage and insta healed my whole team??'
but seriously, its an interesting item. i could see initiators with healer teammates getting it so that when they take damage and are healed they heal everyone, but they probably wouldnt get it in favour of other items. the other situation i could see is a carry using it with lifesteal to help heal his team, but id rather build dps items. and support heroes are probably just gonna get nomes. interesting concept tho.
if game.pick_screen?
unless scout.picked?pick scoutp "mid or feed"elsegame.disconnect!endend
nomes = heals for the one that bought it based on mana usage
nature's mercy = heals for the whole team that is in range based on health you recieve.
also, the high hp regen helps the effects of this item, because 30% of all health you recieve (except for certain things) heals nearby heroes of that amount.
This does work with nomes, btw.
REMEMBER PEOPLE!
its not just for support heroes, its also for those good ol farmed up carries that can help their team from not dieing so quickly.
Please note, a 500 unit radius is not very far, as in, getting every single team member healed with this is not very easy if your so far away from them.
And another note, predator's life steal DOES work with this. Cheap? no. Look: hitting a 1300 health dude will heal you for 7%? of that number. Take 30% of THAT number again, and you will end up around the 40-70s.
Last edited by L`ANANAS; 03-05-2010 at 11:09 PM.
voting no just because you only play scout, huh?
lol jk
but seriously why.
great idea... but i don't think this will be of any use for some heroes, try revising the passives. maybe something good will come out :P, comment on mine,thx