EDIT : Sorry, the copypaste went weird and many sentences were cut, explaining the difficulty to read...I think it's ok now
Donrir Steelbender, Dwarf Engineer , LEGION
Does a dwarf need a reason to fight ? Well. One day Donrir woke up and his Ma' told him "Sorry son, no more beer, the Hellbourne stole it all !"
Possible skins: http://www.tentonhammer.com/image/view/42902
Role : Solid damager
Range: 180 | Move Speed: 290
Str: 23 + 2,4 | Agi: 14 + 1.3 | Int: 17 + 2.4
Damage: 39 – 44 | HP: 573 | Mana: 226
Base Armor: 3
1 : Napalm Drench : Floods a zone with burning Napalm, burning with more violence the longer the ennemies stay in the zone.
Range : 550
Radius: 100/150/200/250 ( so from one end to the other it's a 200->500 distance napalmed )
Effect : Stacking dot per second, dot last 3 seconds after leaving the zone : 5/10/15/20 dps [[Maximum of 5 stacks]]
Duration : 10 seconds
Mana cost : 100/130/150/170
Cooldown : 35 seconds
Example : A creep enters the zone (lvl 4) just when it pops. First second it's dealt 10 damage. 2Nd, 20, 3rd, 30 etc. So the damage dealt vary greatly. Stunning the whole enemy team in this will deal HUGE damages. But it's also easily wasted, the cooldown and manacost isnt negligible.
Note : I'd like to have something like a 0,8 second channeling while Donrir
pours the napalm, during this time the puddle's size increase, and is inflamed at the end of the channeling or when channeling is broken. With a fire effect of sorts on him.
2 : Improvised battlebot
Whenever Donrir hits a siege unit or a building, he stuffs broken parts of it in his pockets (works when denying own siege units and buildings). Donrir also earns 2 parts for every last hit, 4 when last hitting a building/siege unit.
Donrir can then extremly rapidly build an improvised battlebot, rushing to the direction Donrir is facing, damaging and stunning every unit it passes near. At least 10 parts (hits) needed, the more parts the better. Cap of 60 parts. Donrir occasionally finds parts on the ground (1 every 20 seconds)
Parts are obviously lost when the spell is cast. All parts are lost if Donrir dies.
Bot size = usual hero size, about 100. Skin should look like clockwerk goblin in DotA. Effect on a 150 radius around the bot (something like nymphora's stun I guess)
4/8/12/16 physical damage per part
0,2/0,4/0,6/0,8 second stun per 10 parts. Max is 3,5 secs
Distance rushed by the goblin : 400/500/600/700 (the goblin's speed is about the same as Defiler/Pyro wave aoe)
Mana cost : 100/140/180/220
Cooldown : 30 seconds
1,2 second channeling while we can see him busy with a wrench (doable cloaked, but he's stunnable)
Notes : Not spammable at all and costly, hard to place well, it can be a VERY dangerous aoe disable/damage when fully charged : that's 960 BASE PHYSICAL damage (reduced by armor) and 3,5 second stun at level 4.
YES it will likely be changed, because in this case with packed ennemies, it is incredibly OP. BUT, it takes a LONG time to collect these parts, you have to channel in the good direction, you might be stunned, manacost is very high, cooldown is pretty long and anyway you have to collect parts again, and it is easily dodgable if you see or predict the channeling.
3 : Explosive death (TOGGLE)
If Donrir has enough fuel (mana) left when he gets killed, he will die in a huge explosion, dealing important damages to everything (including ALLIES) around him. The more mana left, the more damage
25% of Max mana needed
Radius : max damage in a 250 aoe around Donrir, half damage between 300 and 400. In addition, heroes at 180 range or less are sprayed with napalm remnants, and suffer a 20% slow and 5/10/15/20 dps dot for 5 seconds.
Damage : 0,5/1/1,5/2x remaining mana.
Mana cost : 0
Cooldown : 140 seconds.
Minimum of 200 damage.
Maximum damage = Donrir's max mana. Cap of 1500
Damage done on allies is halved.
Works as DotA Goblin Techies suicide : Donrir will earn the gold from the kills, but no experience.
Notes : You have to be very careful toggling this. Don't damage your allies or waste it when you don't have enough mana to kill.
4 : Proximity mines
Similar as techies in DotA : you can click on the mines individually to make them explode, or use an extra ability shortcut to make the mines at range all at the same time. Range = 1300. Mines are invisible, last 8 minutes, don't damage buildings, have 300 hp and are immune to magic and cleaving effects. When destroyed by ennemies they don't explode.
You can stack proximity mines close to one another, and get a (very) little sight of the area (200 around the mine)
Damage : 300/450/600 at 200 range, half damage between 200 and 300
Mana cost : 200/250/300
Cooldown : 10 seconds
General notes :
- He can't do much solo, but well used in teamfights, hes incredibly deadly.
- Bad farmer, bad last hitter. He doesnt need many items to be powerful (kinda like Behemoth/earthshaker), and he will have a hard time getting much gold anyway. Attack animation should be pretty low.
- He has a good strength gain, but he needs LOADS of mana.
- Very good ambusher/initiator, bad at escaping
- Silenced, he's as useless as Thunderbringer(zeus)/Pyromancer(not-yet-Lina) EXCEPT that his Suicide skill can trigger.
- Like Techies, very situational hero, most of the time he will be pretty useless, but sometimes he can rape the whole enemy team inside out.
- He has to get a Null's Stone (Linken's sphere), maybe Shrunken's head (BKB). Assassin's Shroud (Lothar's edge) can be useful too. Post haste/enhanced marchers should be superior to treads. What he needs is lots of intelligence/mana regen. Basically most items casting spells can come in handy for him (Codex/Dagon, Puzzlebox/Necronomicon, Cyclone/Sheep disablers...)
Important note : He might become a ranged hero, with a rifle (like dwarven sniper), I just don't know yet. In any case, his attack animation is going to be SLOW.
I've been very enthusiastic about this hero. Some things maybe suck, some might be OP.
Give me what you have : OPINIONS, SUGGESTIONS
Last edited by Microchaton; 08-12-2009 at 10:22 AM.
techis was a useless hero in dota i dont see why we need him here
he can kill 1-8 times early game and in 20 min he become realy suckish :\
i dont like the idea
I don't know if it's only me, but this was hard to read. You shouldn't compare as much, and rather talk what it does.
I see where you're going with this post, but you have to work more on the post. It's so ... HARD TO READ
Fixed some broken sentences and added some bbcode, sorry for the inconvenience
I like the mechanic of the second spell.
You should change his ulti.
pub-only hero that turns in to free food for the enemies like techies, /vote no
When will people get it in there heads. Techies is only bad if the player is bad. SAME GOES FOR EVERY OTHER FRICKIN HERO. Techies just might seem a bit better to some pubs. But others might not like it.
How could you ever call techies useless?
Original poster's build is god awful yes, but real techies is incredible, late game techies is one of the strongest heroes available, and one of the few with infinite disable combo's
Eul's, Guinsoo, mines and stun traps make him an incredible ally
I don't understand why, with an semblance of intelligence, you would try and change heroes that have been worked out by icefrog and beta testers, and completely screw them up
They've been working for balance on DotA for far longer than this game has been around, and you put all that work to waste with some of these changes.
This look an funny character to play
I never tried to PORT a TECHIES, only the ulti is similar, and the 3rd skill somewhat. If you want another DoTA copypaste yeah, why not get 100% exact same techies, but that was never the point of my thread...
BATTLEBOT SOUNDS AWESOME!
I dont like explosive death, can be used for griefing
Techies poll in my signature. Please take the time to vote yes or we may never see our beloved techies in hon.
Bump :-( Ironically Techies fan are voting no and want a copy/paste of the old techies instead. *sob*