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Yes
No
- Please vote on concept, numbers are subject to change -
- Comments appreciated too -
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Minitari (Latin)
1. constitute a danger/threat
2. hold out as a threat
3. threaten (to), use threats
Design: Icy battle maiden like the one shown above but with a shield, thanks to FuryHarbinger for the artwork, all rights and copywright of this picture belong to them.
(http://www.flickr.com/photos/furyhar...7613385745023/)
Story: As a child Minitari was forced to flee from her home by a pair of demonic hellhounds and their wicked master (Warbeast). Without shelter Minitari had no choice but to embrace the harsh cold wastelands of Newerth. Now suspended in a frozen existence between the realm of death and life Minitari has pledged her allegiance to the Legion, vowing to force her ice-bound vengeance on all that would oppose her.
Audio
Select
"Numbness awaits"
"The bitter cold is here"
"Winter is coming"
Movement
"I can find no rest"
"The cold makes me ache with vengeance"
"Eternal frostbite"
"Chip the ice off your heart they said"
"The hounds shall perish"
Attack
"On thin ice"
"I feel a headache coming on"
"Shards of ice cut true"
"Magic is the essence of all defense"
Death
"Ahhh sweet sweet eternal sleep"
"You have ended my agony"
STATS
Primary Stat: Intel
Role: Initator/Tank
Attack type: Melee
Attack Range: 125
Damage: 53 - 68
Attack Speed: 0.69
Movement Speed: 300
BASEFROST RUSH [Q]
Strength: 25 (+3.0)
Agility: 15 (+1.5)
Intellect: 18 (+2.2)
Physical Armor: 3
Magical Armor: 5.5
HP: 475
Mana: 230
In a blinding rush of icy fury Minitari charges forward and incapcitates her victim for a brief moment, small shards of ice cripple those unfortunate enough to be caught in her fury.
Description: Minitari gains unit-walking while charging the targeted unit, target unit is stunned for a short period of time. All enemy units caught in the wake of her icy wrath take physical damage and are afflicted by Frigid Wounds. She is spell-immune for the duration of the charge.
Skill Type: Active
Damage Type: Physical
Cast Time: 0.2
Range: 600/700/800/1000
Charge Duration: 0.8 seconds
Stun duration: 0.25/0.5/0.75/1 seconds
De-buff name: Frigid Wounds
De-buff duration: 1.5 seconds + 2/3/4/5% x (total intelligence)
De-buff effect: Movement speed reduced by 40%
Damage: 75/125/175/225
Cool-down: 28/24/20/16 sec
Mana Cost: 100/120/140/160
Usage: Straight forward point and shoot initiator spell with a scaling intelligence based slow component.
Balance: High mana cost/cool-down reduces spamming of this ability, damage is physical and becomes less noticeable as the game proceeds, although damage helps in interrupting bottle charges/mana potions/healing potions. (Please view number tables in the discussion section)
Visual: Minitari rushes at the target ramming it with her shield; a trail of icy wind/snow follows her. Those that are afflicted by frigid wounds look chilled.
MENTAL ASSAULT [W]
Minitari flings shards of telekinetically powered ice at her assaliants piercing their minds. The shards inflict immense pain and cause deep mental wounds that leak mana profusely.
Description: Heroes afflicted by mental assault receive the de-buff Magical hemorrhage causing them to leak mana, leaving a pool beneath them. The pool of mana energizes Minitari and allies while they remain standing in it.
Skill Type: Active
Damage Type: True
Cast Time: 0.2
AOE Range: 200/300/400/500 units
Damage: 50/90/140/200
De-buff name: Magical hemorrhage
De-buff duration: 2/3/4/5 seconds
De-buff effect: Afflicted units loose 25/30/35/40 mana per second.
Cool-down: 24/20/16/12 seconds
Mana Cost: 120/140/160/180
Other effects:
MANA POOL
Buff Name: Energize
Buff Type: Friendly Heroes
Buff Effect: +25/30/35/40 mana per second (max mana gain capped at 200)
Pool Size: 200 units
Duration: Pool dissipates after 2.0 seconds
Usage: Great support/offense ability which helps benefits all your allies that use mana.
Balance: Expensive early game spell helps to balance early game lane dominance, energize buff does not stack. Pool lasts for only a short time and will trail after fleeing heroes, mana buff does not affect summoned or controlled units.
Visual:(On cast) thin icy tendrils shoot out from Minitari towards all targets within the AOE radius. Magical Hemorrhage appears as an iridescent blue pool which forms at the base of the afflicted unit.
FROZEN NERVES
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The mere scent of magic increases her resolve but as Minitari absorbs the magical essence of her enemies she channels its power within, hardening her defenses further.
Description: Slight increase of permanent magic and physical armor. While energized by the mana pool from "Magical Hemorrhage" Minitari has her magic and physical defenses raised considerably. Its affects linger for a short period of time.
Skill Type: Passive
Aura Type: Self
Aura Name: lcy Resolve
Aura Effect: 1/2/3/4 magic armor and +1/2/3/4 physical armor.
Buff Type: Self
Buff Name: Frozen Nerves
Activation: Buffed gaine by stepping in pool of mana from "Magical Hemorrhage".
Duration: 2/3/4/5 seconds
Buff Effect: +1/2/4/6 magic armor and +2/4/6/8 physical armor.
Usage: Boosts defenses to provide survivability after initiation, duration of Frozen Nerves is refreshed each time Minitari walks through a Mana Pool.
Balance: Survivability boost is not retained 100% of the time, only while standing in the mana pool. Allows you to focus on getting HP based items rather than getting Shamans Headdress as Minitaris primary stat is intelligence. "Frozen nerves" is purgeable.
Visual: While energized Minitaris sword and shield are imbued with a blue glow.
ULTIMATE - ICE BOUND HEART [R]
Reaching deep within her own heart for fortitude Minitari bends the force of incoming hostile magic to heal her allies and increase their defenses.
Description: Applies a buff to all nearby friendly units (Imbued Fortitude) this increases their magic armor. Also a de-buff aura is applied to all nearby enemies that causes their spells to heal all units buffed by Imbued Fortitude.
Skill Type: Active (Superior)
Cast time: 0.5 seconds
Buff Aura Name: Imbued fortitude
Buff Aura Type: Friendly Units
Buff Aura Effect: +1/2/3 magic armor
De-buff Aura Type: Enemy Units
De-buff Aura Name: Essence Absorption
De-buff Aura Effect: Enemy spells heal allies for 30/40/50% of mana cost ~ 40/50/60% (SoTM) ~
AOE Effect: 600/800/1000 units
Mana Cost: 150/250/350
Cool-down: 180/120/60 seconds
Duration: 5/10/15 seconds
Usage: Essentially this spell works like an offensive Nomes Wisdom, allowing your team to mitigate some magic damage during team fights. Healing gained from spells cast is instantaneous.
Balance: Reliant on the other team casting spells, no guaranteed heal if the opposition ceases to cast all spells. (Please view number tables in the discussion)
Visual: When Ice Bound Heart is active, small intricate blue runes pulse under nearby allies. On cast Minitari emits a bright blue circle of energy from herself which extends almost instantly to its maximum distance, then dissipates.
Staff of the Master Effect
Description: Ice-bound aura gains a second state.
Utility: Has two toggle on/off states. The duration of the ultimate is fixed. It costs mana to switch while the ultimate is active and switching does not refresh the duration of the spell.
Switch Mana Cost: 100
ULTIMATE - ICE BOUND MIND [E]
Those foolish enough to conjure magic while under the influence of Minitari's mind-bending presence suffer the mental consequence.
Description: Hostile spell casters take true damage equal to a percentage of mana cost when afflicted by "Essence combustion". "Magical Hemorrahge" is applied to hostile caster equivalent to the current level of "Mental Assault".
Skill Type: Active (Superior)
Buff Aura Name: Imbued fortitude
Buff Aura Type: Friendly Units
Buff Aura Effect: +2/3/4 magic armor
Damage Type: True
De-buff Aura Type: Enemy Units
De-buff Aura Name: Essence Combustion
De-buff Aura Effect: When casting enemy units suffer damage equivalent to 50/60/70% of the spells mana cost.
AOE Effect: 600/800/1000 units
Usage: Reduces the likely hood of your ultimate going redundant when you are playing with teamates that already provide lots healing. Boosts your presence in team fights making the oposition target you drawing the heat off the rest of your team like any good tank should.
Visual: When Ice Bound Mind is active small intricate red runes pulse under nearby enemies. Small red electrical sparks explode from enemies when they cast spells.
- DISCUSSION -
STARTING ITEMS
X2
CORE ITEMS
X2
OR
X2
(Steamboots = Int/Str)
Frost Rush Slow Progression:
By request here's a quick table to show the rough translation of 2/3/4/5 % intelligence and the actual numbers for the slow component of Minitaris "Frost Rush". +1 to stats taken levels 18-25. The idea behind the slow component of Frost Rush is to increase Minitari's presence in team fights as the game progresses, harrasing the oposition as they attempt to run and allowing easy access to mana pools from Magical Hemorrhage.
Icebound Healing and Damage:
Another rough table with two intel hero's spells and the subsequent healing/damage from Minitari's ultimate. Staff of the Master effect is represented by the values in brackets. For simplicity (#) applies to the level of that ability ie, Mesmerize(4) = level 4. Healing is recieved by all allies that have the "imbued fortitude" buff, basically those standing within range of Minitari. Damage is dealt only to the enemy caster.
FRIENDS
Reasoning:
Mana dependent lane partners will love the extra boost during the lanning phase and capitalize on its extra utility. Its important to note also that Minitari should be paired with range and often with a good harasser or babysit to ensure a good farm for durability items.
ENEMIES
Reasoning:
Mana independent physical damage dealers that can reduce armor will make a real mess of Mintari. Silence will break down the natural combination of her abilities that enable her to initiate then survive (Frost Rush, Mental Assault).
--------------------------------------------------------------------------------------------------------------------------------------Hero Design:
Hell_Raiser & Ajhacket
Contributions:
http://www.flickr.com/photos/furyharbinger/ - Concept art.
http://www.hiveworkshop.com/forums - Icons
Last edited by Ajhacket; 04-27-2010 at 02:04 PM.
AJHACKET"Dur'h, ok" (ARMADON)
LEGION: [IM] MINITARI (POPULAR)HELLBOURNE: [SM] SKULLKARITEM: MINIATURE REACTOR
Change Log: (Community suggestions in Orange)
[3/31/2010] "Frost Rush" progression and "Ice Bound" stat tables added. (thanks Bmono100)
[4/2/2010] Friends/Enemies added. (thanks TinyBadger)
[4/3/2010] Starting items and Core items list added. (thanks Bmono100)
[4/8/2010] Increased damage out-put for ultimate skill, added "Magical Hemmorrhage" also (thanks to Kaliuz and HeroBait). Added suggested audio.
[4/15/2010] Re-worked "Frozen Nerves" to increase survivability (thanks Beroya)
[4/22/2010] Slight tweak to "Mana Pool" duration also added cap to max mana gained. (thanks Aceswe)
[4/23/2010] Resized icons to cut down on post size. (thanks Nome)
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FAQ:
(1) - Q: Why not make Minitari a strength based hero? (TinyBadger)
A - The idea of having an intel based tank is unique to HoN currently and we feel that her skillset is based of more "intelligence" type abilities. Making Minitari into a strength hero was actually the initial idea however this changed rapidly as we developed the idea of developing strength/survivabilty through a magical manipulation. This manipulation felt more natural coming from a "caster" type hero.
(2) - Q: How does the Ultimate spell work? Is the damage distributed to all enemy units within the de-buff aura or only the caster? (Kaliuz)
A - The orginal idea was for it to damage only the caster. In a caster heavy team this would be effective, damage has been tweaked and "Magical Hemorrhage" added.
(3) - Q: Why have a spell that leaks mana but increases magic armor, doesnt this seem a little counter intuitive? (CavalleroLS)
A - The idea was to increase survivabilty at a detriment to the other team, the mana leak is over five seconds and is for 200 mana only at max level, casters are easily going to have enough mana to cast spells after they are hit with "Mental Assault". This also adds to the concept of this hero being based off the idea that she has great "presence" in a team fight. We think the ability to make people want to target you because of your skills is what makes a great tank/initiator because it takes the focus off your team-mates.
(4) - Q: How does "Frozen Nerves" work, specifically the bonus survivabilty? (SimAnt)
A - "Mental assault" causes a de-buff "Magical Hemorrhage" on enemy heroes that makes them leak mana in small pools. When standing in the pool allies and Minitari gain mana through a buff called "Energize". Each mana pool lasts for a short period of time (1.2 seconds) and the duration of "Magical Hemorrhage" is 2/3/4/5 seconds depending on the level of the skill. So essentially every "tick" of the "Magical Hemorrhage" de-buff creates a pool. The afflicted enemy hero looses the mana over a period of time per/sec, this provides some balance for it being removed through purge or magic immunity.
Last edited by Ajhacket; 04-23-2010 at 01:42 PM.
Great concept, spells might need a little tweaking. Curious to see if you could come up with some hero synergies.
Like the unique intelligence based tank idea.
Will be changing and adding a few things over the next few days to incorporate team and lane partner synergy and working on a recommended item list.
Keep an eye out, thanks for you votes and comments!!!
Last edited by Ajhacket; 04-09-2010 at 03:24 PM.
AJHACKET"Dur'h, ok" (ARMADON)
LEGION: [IM] MINITARI (POPULAR)HELLBOURNE: [SM] SKULLKARITEM: MINIATURE REACTOR
Unique tanking idea, great concept. Could you add some recomended/core items for this hero?
If you could also provide some idea of how long the slow duration would occur at higher levels that would be cool too.
Thanks for putting in some hero lane partner suggestions, why wouldnt you make her a strength hero like most of the other initators?
Humm... Hero concept is good. But lacks a bit of synergy, i think. Needs some tweaking at the numbers. Ulti concept is good, but needs some tweaking and clarifying. The SotM version of the ulti, when an enemy unit casts a spell, the manacost proportional damage is dealt only to him or to all enemy units in the area? If it's only to him, needs a good increase in that percentage, as Magebane's Master of the Mantra passive already does exactly the same much more efficiently. If it's to all units, then it is ok i think. And about the passive skill, making it only work on the mana pool makes it a pretty useless skill. Maybe you should make it give only half of the buffs when not in the Mana Pool. Other than that, overall a solid hero.
Hey this is a cool concept. I'm going to vote yes, but some of the numbers need work. I think the ult doesn't do enough damage to the enemy caster.
For updates and answer's to questions please review the Changelog/FAQ section.
Thanks for the comments and votes so far!!
AJHACKET"Dur'h, ok" (ARMADON)
LEGION: [IM] MINITARI (POPULAR)HELLBOURNE: [SM] SKULLKARITEM: MINIATURE REACTOR
I liked it.. But something bothered me...
Drain mana and give magic armor... Why give magic armor since you don't let enemies hold mana to cast spells???
Anyway... I liked the idea... T-Up...
i really like the idea of the hero. i think hon needs more int fighters that don't die in a hit or two.
Nice hero, well thought out... works for meT-UP
Great hero, seems like fun! I have a hard time understanding how the passive works though. When does Minitari receive the benefits of this skill?
I like the concept, not only because we need more female heroes, but the Skills were nicely done aswell! t=up!![]()
BUMP - For changes made and lots of small editing and additions, check out the changelog/FAQ section for changes.
Thanks for all the votes/comments so far, tell your friends to come take a look too.
AJHACKET"Dur'h, ok" (ARMADON)
LEGION: [IM] MINITARI (POPULAR)HELLBOURNE: [SM] SKULLKARITEM: MINIATURE REACTOR
Solid concepts, tied together well. I see this hero being a good deal of fun to play. It's not that often that you see "int/melee" combined with "tank" which I think is a novel idea! T-Up
HONOR- If you need it defined, you don't have it.
Loving how unique this is, the abilities synergise so well and it would be really interesting to see an intelligence tank roaming around newerth
T-UP For sure
My Heroes!
The Brewmaster - SR, for a good ol' bar fight
The Outcast -AM, For a bit of fun running around
The Mad Hatter - AR leads onto The Brewmaster, just a nice idea.
My Dream Heroes!
The Ripper - Bloody Grusome if you ask me.
The theme is very good and I like the effects of most of the spells. I have one issue with this suggestion, however. The third skill is completely reliant on the second skill, which is usually a sign of forced synergy. As an alternative, I suggest adding a minor passive effect regardless of whether the player is in a pool or not, then have that passive effect boosted while within a pool. This way, it's possible for a player to have some use out of the skill at all times.