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Viraclus-Ancient Necromancer(Apr. bc entry)

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varconjonzs537

Monster Kill Posts: 346 Joined: 30 Dec 2008 gold

Viraclus-Ancient Necromancer(Apr. bc entry)



Okay, I rushed this hero real quick, so I’m expecting a lot of negative comments on this idea, I just had to make it before I lost the idea in my head.


Necromancy is a form of divination that has been practiced since ancient times. Though as time passed it was known, not as a way used to seek guidance, but as a form of evil summoning. Many beings are capable of this practice, but there are those that excel in this field, namely the Sload. Not only do they have a natural affinity with these kinds of magics, they also can, at will, relocate themselves to safety. They also have a very strong grip on things. One such necromancer from their race, Viraclus, has mastered both forms of necromancy, granting him access to solutions to certain problems, and calling on the dead to aid him. But if the time calls for it, he uses his own racial abilities, such as relocating himself to any location he has already been to, and to hold any thing still for as long as he can. Truly they are an interesting and intelligent race, which is why the Sentinel have called them for help.

Range: 100 | Move Speed: 290
Primary: INT
Str: 30+1.9 | Agi: 10+1 | Int: 30+2.6
Damage: 49–61 | HP: 720| Mana: 390
HP Regen: 1.15| Mana Regen: 1.21
Attack Speed: 1.80| Armor: 0

1st Skill: R ecall


When in need, Viraclus can teleport to any location he has already been to. Also dispells minor or basic debuffs and causes all enemy units to be blinded, blind lasts for 4 seconds at all levels.
Level 1-Any location he has been to in the past 4 seconds, 5% chance to miss
Level 2-Any location he has been to in the past 6 seconds, 10% chance to miss
Level 3-Any location he has been to in the past 8 seconds, 15% chance to miss
Level 4-Any location he has been to in the past 10 seconds, 20% chance to miss
EI: no casting time. When you target it, the location where you teleport is somewhere near the place you've been to and the place you selected, somewhere in between.
Mana cost: 55/50/45/40
CD: 30/25/20/15
Framework: When the teleport actually happens, the area where you were will flash, like blinding light of ezalor, except smaller.
Notes: Your escape skill, or if you need to position yourself for a gank.

2nd skill: Raise d ead


Raises minions that will serve Viraclus. Summons last for 30 sec at all levels, MS and AS of all summons are the same as the sentinel/scourge creeps.
Level 1-Summons 1 skeleton warrior:300hp, 40-40 normal damage, 0 light armor.
Level 2-Summons 1 skeleton warrior:350hp, 45-45 normal damage, 1 light armor, and 1 skeleton archer:250hp, 40-40 piercing damage, 0 unarmored armor.
Level 3-Summons 2 skeleton warriors:400hp, 50-50 normal damage, 1 medium armor, and 1 skeleton archer:300hp, 45-45 piercing damage, 1 light armor.
Level 4-Summons 1 greater skeleton warrior:500hp, 60-60 normal damage, 1 heavy armor, and 1 burning archer:400hp, 50-50 piercing damage, 1 medium armor, and searing arrows(4 bonus magical damage, no mana cost, passive)
EI: requires corpses, if there are no corpses and you activate the skill, it will not trigger.
Mana cost: 100/110/120/130
CD: 50/40/30/20
Framework: A random corpse nearby will disappear, in its place a unit appears, skeleton warriors look like the summon of the dark troll warlord creep, the skeleton archers look like clinkz w/o the fire, and the burning archers with the fire, greater skeleton warriors look like a smaller version of leoric.
Notes: Be sure you are ale to micro if you have a lot, don’t let them feed your opponents. With more damage, it is easier to last hit.

3rd skill: G rab


When attacking a hero, Viraclus can grab the enemy to prevent him from escaping. The duration is a certain % of the difference between the Strength of Viraclus and the opponent's hero, minimum duration is .5 sec for all levels, and max duration is 5 sec for all levels. If the Strength of the opponent's hero is higher than Viraclus, he/she cannot be grabbed.
Level 1-30% of the difference, 200 casting range
Level 2-40% of the difference, 400 casting range
Level 3-50% of the difference, 500 casting range
Level 4-60% of the difference, 600 casting range
EI: If Viraclus gets stunned while grabbing someone, he will release the grabbed hero. You cannot move, cast spells, or activate items when grabbing someone. If a hero is grabbed at range, it will be pulled to Viraclus, then the duration timer starts at melee range. Grabbed heroes at range get pulled in to Viraclus at a speed of 3000 a.k.a. projectile speed of kardel. At the start of the spell, the target is mini-stunned and the stun wears of at exactly the same time he/she arrives at melee range with Viraclus.
Mana cost: 100/110/120/130
CD: 12/10/8/6
Framework: Both of them, Viraclus and the hero, can't move, but can attack.
Notes: Initiating, anti-escape skill, problem is, you are also vulnerable, and if you use this, you become useless if fighting in a clash.

Ultimate: Di v ine Help


Based on the number of heroes in your team compared to the opponent’s, your team gains bonuses. Checking the number of heroes is a 1000 AoE around Viraclus. If your team has less heroes than the opponent’s team, your team gains bonus damage and armor, if any of your team get's takes damage, his/her damage and armor further increases by 4 for every 4% of health missing, If one of you die, he/she will be revived after a set amount of time, it is not counted as a kill. If your team has more heroes than the opponent’s team, your team gains no bonuses. The spell lasts for 8 sec at all levels. Channeling. You are never counted in the hero count.
Level 1-Bonus armor is 5xthe difference of their heroes and your heroes, damage is 6x the difference of their heroes and your heroes, 4 sec casting time before revived.
Level 2-Bonus armor is 10xthe difference of their heroes and your heroes, damage is 12x the difference of their heroes and your heroes, 3 sec casting time before revived.
Level 3-Bonus armor 15xthe difference of their heroes and your heroes, damage is 18x the difference of their heroes and your heroes, 2 sec casting time before revived.
Level 4(Aghanim’s)-double the multipliers of all levels(level 1 becomes 10x and 12x, level 2 becomes 20x and 24x, level 3 becomes 30x and 36x), -1sec to all casting times of revival.
EI: If interrupted, the bonuses stop. Summons, converts, images, etc. also gain half the bonuses even if they are not counted in the numbers of heroes. There is no armor cap, however there is a damage reduction cap which is 80% at all levels and 90% with aghanim's at all levels.
Mana cost: 300/350/400(with Aghanim’s: 350/400/450)
CD: 180/170/160(with Aghanim’s: 170/160/150)
Framework: Above Viraclus, the guardian angel framework appears, but stays there until the spell is done, the frameworks of all the orb effects in warcraft TFT will circle him until the end of the spell, if interrupted, the angel disappears like the guardian angel framework, and all the orbs will disappear like how wisps from warcraft TFT die.
Notes: This thins the advantage of opponents against your team, however, this will make the enemy team target you when in a clash, of course you wouldn’t use this if you’re ganking, it will be a waste of mana.

Updates: changed Recall (3xagain)(last was typo)
edited something i forgot to fix about grab
fixed grab (2xagain)
up d stats
added ms and as of summons
edited ulti (again)

Last edited by varconjonzs537 on Fri Apr 10, 2009 5:11 am; edited 6 times in total


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Ghost

Chambermaid Posts: 7741 Joined: 01 Jan 2007 gold



nice and quick off the mark.


nice hero, simplistic but it covers all the themes bases.
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DotaMorph

Mega Kill Posts: 825 Joined: 15 Feb 2008 gold



uhmm.. i know that necromastery was a trait of the sload, but I was expecting the sload to rely on their physical apperance and traits.. i think the same as ghost
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Ghost

Chambermaid Posts: 7741 Joined: 01 Jan 2007 gold



if you look into sloads, the older ones are adept necromancers.
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varunshenoyg

Beyond Godlike Posts: 2881 Joined: 16 Dec 2007 gold



Basic hero, but I have a really bad problem with the 4 sec casting time for teleport.. Furion only take about 2 secs to reach the new place!
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varconjonzs537

Monster Kill Posts: 346 Joined: 30 Dec 2008 gold



@ghost and dotamorph, tnx, didnt expect that...i thought i needed to improve on a lot of things
@varunshenoyg um any suggestion on how to make it not a problem?
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Ghost

Chambermaid Posts: 7741 Joined: 01 Jan 2007 gold



modify to something like travels to a location he has been in up to 10 seconds ago.

you click a location and it takes you to the closest exact location of your path?
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varconjonzs537

Monster Kill Posts: 346 Joined: 30 Dec 2008 gold



i see some nerubian weaver to that effect, which confuses me Laughing, please explain
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Ghost

Chambermaid Posts: 7741 Joined: 01 Jan 2007 gold



ok so take the exact locations of where you have been in the past 4/6/8/10 seconds, if you trace it with a pen, you get a pretty line.

you click on target location (anywhere) and it takes you to the closest on the line to clicked location.
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varconjonzs537

Monster Kill Posts: 346 Joined: 30 Dec 2008 gold



tnx 4 d ideas, and i also changed the casting time to 1 sec
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Blarfles

Godlike Posts: 1086 Joined: 05 Mar 2009 gold



Seems a bit unoriginal, since you basically just used all the spells the description listed with one added one of your own :/
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aeroblaziken

First Blood Posts: 15 Joined: 01 Jan 2009 gold



I don't understand how grab is a good skill, since it's 60% of you 20 base str and 1.5 str gain. On that note, your overall stat gain is 4.5. That's worse than alchemist's and he has his ult to make him useful. No offense, but this guy is gonna die all the time. buff up his stats. Oh, he also has one of the worst BAT with 1.8 and his movement speed is well below average, 280. To top it off, he's melee. other then his stats, though, gl
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squints_the_azn

Monster Kill Posts: 392 Joined: 13 May 2008 Warnings : 8 gold



aeroblaziken wrote:
I don't understand how grab is a good skill, since it's 60% of you 20 base str and 1.5 str gain. On that note, your overall stat gain is 4.5. That's worse than alchemist's and he has his ult to make him useful. No offense, but this guy is gonna die all the time. buff up his stats. Oh, he also has one of the worst BAT with 1.8 and his movement speed is well below average, 280. To top it off, he's melee. other then his stats, though, gl
what an idiot you don't understand how this guy can be good do you?

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aeroblaziken

First Blood Posts: 15 Joined: 01 Jan 2009 gold



squints_the_azn wrote:
aeroblaziken wrote:
I don't understand how grab is a good skill, since it's 60% of you 20 base str and 1.5 str gain. On that note, your overall stat gain is 4.5. That's worse than alchemist's and he has his ult to make him useful. No offense, but this guy is gonna die all the time. buff up his stats. Oh, he also has one of the worst BAT with 1.8 and his movement speed is well below average, 280. To top it off, he's melee. other then his stats, though, gl
what an idiot you don't understand how this guy can be good do you?
thanks, I really needed to be called an idiot for being a noob. Just give me an example of how he would be good.
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squints_the_azn

Monster Kill Posts: 392 Joined: 13 May 2008 Warnings : 8 gold



aeroblaziken wrote:
squints_the_azn wrote:
aeroblaziken wrote:
I don't understand how grab is a good skill, since it's 60% of you 20 base str and 1.5 str gain. On that note, your overall stat gain is 4.5. That's worse than alchemist's and he has his ult to make him useful. No offense, but this guy is gonna die all the time. buff up his stats. Oh, he also has one of the worst BAT with 1.8 and his movement speed is well below average, 280. To top it off, he's melee. other then his stats, though, gl
what an idiot you don't understand how this guy can be good do you?
thanks, I really needed to be called an idiot for being a noob.
it's good to see you come to your senses

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