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[Fleurtorch] Floo-Torch Portkey
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[Fleurtorch] Floo-Torch Portkey
Posted on Sat Sep 19, 2009 12:57 pmFloo-Torch Portkey
"Wizards' makeshift transpo. Burning and porting since the Legion's Era."
270 Gold
Active - Evoke Portal
Channels for 5 seconds, targetting an enemy hero. Establishes a fire red torch at the location of the enemy hero after channelling, and a green fire torch at your exact location. Lets you teleport from the green torch's spot to the fire torch's location.
1 Charge.
* Global targetting system
* 20 minute cooldown before you can use another one
* Both torches have 75 hp and 1 normal armor. Enemy non-hero-controlled creeps will auto-attack the torches. Same goes with enemy towers and Well of Life. If one gets destroyed, so is the other. Invulnerable to heroes, hero-controlled units, and neutral units.
* Can't channel within a 700 area around any building or structure.
* Doesn't provide sight.
* Only the owner of the portal can use it.
* You can teleport to the red torch from the green torch. There's a 2-second channel time(framework is same as tp'ing) before you get to the red torch though.
[subject to further changes, pls crit and sugg, peops]
[hectic week it was. Back to business. How ws 6.63 eh?]
[price reduced]
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Last edited by Fleuriem on Sun Sep 20, 2009 2:04 am; edited 2 times in total
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Umm a good item, a creativity is used on this one. But have a really f**ked up cooldown. Decrease it by a lot, and I means a lot. 5 minutes should do the trick, but to use 5 minute cooldown, increase it price to 600-750
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Its still too weak. Basicly, you need 7 seconds to get to the point where you want to be, and by that time, the battle might have even ended. And you also have to target an enemy hero. I think it severly underpowered.
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Atheist I Don't Believe In God, and proud if it.
Clockwork - you thought it was over? You were, oh so wrong....
Last edited by TheGunslinger on Mon Dec 21, 2012 0:00 am; edited 666 time in total
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The torch last permanently?
Its better an instant teleport...
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Lawl, I become crazed to DA
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It's permanent. U can use it evrytime u want. Torches stay there as long as they dunt get destryd. Zis is basicaly my take on the concept of portals, wc hav been in discussion for years. It helps u get to ganks faster without being overpowerd. It requires anticipation in torch placing, since the torch spawn after channeling 5 seconds on ur target's location, so if somehw ur target tps to base while u channel the torch wil be planted there and the enemy well of life wil destroy it. It shouldnt be placed in lanes as wel cus enemy creeps wil attack it. The 700 area restriction is there to prevent u frm channeling inside ur base. So the torches wil mostly be found in the forest. It also serves as an escape mechanism. Lets say u met a moderately fed viper on the forest. Just get to ur torch (assuming it's somewhere near) and voila, u'r almost out of trouble.
Its almost an instant tp to a gank too. Lets say u hav an observer ward in the forest. U caught sight of a neutraling tb. U channel him, and then u ask for a gank with a teammate. Its just that ur target has a 2 second reaction time (he sees the torch spawn near him).
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