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Omaku - The Abyssal Marksman

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Total Votes: 6

Do you like archers?

No ending time set.
Yeah, they're awesome! 33% [ 2 ]
33%

Nahh.. 66% [ 4 ]
66%

DotaMorph


Monster Kill Posts: 210 Joined: 15 Feb 2008 gold

Omaku - The Abyssal Marksman

Posted: Sat Feb 16, 2008 5:05 am

Basically, a hunter, transferred from World of Warcraft to DotA.


Omaku - The Abyssal Marksman


Range: 600 | Move Speed: 315
Primary: AGI
Str: 16 + 1.8 | Agi: 23 + 2.8 | Int: 17 + 1.8
Damage: 51 - 57 | HP: 323 | Mana: 234
HP Regen: 0.79 | Mana Regen: 0.69
Attack Speed: 1.52 | Armor: 4


Arcane Shot (R)


Omaku shoots out a powerful arrow, blended in with arcane magic. (600 casting range)

Level 1 - Shoots an arcane arrow, dealing 150 damage
Level 2 - Shoots an arcane arrow, dealing 250 damage
Level 3 - Shoots an arcane arrow, dealing 350 damage
Level 4 - Shoots an arcane arrow, dealing 450 damage

Mana Cost: 180/170/150/140
Cooldown: 45/40/35/30

When targeted upon a unit, the arrow does not follow. Works like pudges hook, but not the effect of his hook.

Concussion swipe (W)


Omaku shoots a deadly arrow, causing several concussions on the enemies head. The force of the arrow is so immense, that it pulls back the enemy a few yards.

Level 1 - 1 second stun, 25 dps, 400 AoE backwards
Level 2 - 1.5 second stun, 30 dps, 500 AoE backwards
Level 3 - 2 second stun, 40 dps, 600 AoE backwards
Level 4 - 2.5 second stun, 50 dps, 700 AoE backwards

Mana Cost: 115
Cooldown: 25

Abyssal Teleportation (B)


During the Marksman's gallant fighting, the bowman is said to have holy shields around him, protecting him from melee.
(Passive)

Level 1 - In a range of 1 - 120 AoE, all enemies attacking are attacking 5% slower and dealing 10% damage less of base damage.
Level 2 - In a range of 1 - 140 AoE, all enemies attacking are attacking 15% slower and dealing 15% damage less of base damage.
Level 3 - In a range of 1 - 160 AoE, all enemies attacking are attacking 25% slower and dealing 20% damage less of base damage.
Level 4 - In a range of 1 - 180 AoE, all enemies attacking are attacking 35% slower and dealing 25% damage less of base damage.

Mana Cost: N/A
Cooldown: N/A

Volley (V)


The hunter fires all his arrows in his pouch he can find, shading an area on the battlefield with swarming arrows. Volley lasts up to 5 seconds

Level 1 - 500 AoE, 50 dps
Level 2 - 500 AoE, 100 dps
Level 3 - 500 AoE, 150 dps

Mana Cost: 400
Cooldown: 100
________________________________________

If possible, can someone please reply a description for Omaku?
_________________________________________

Changelog:
Nerfed stats base
Added Casting Range and Mana Cost up for Arcane Shot
Upped mana cost for concussion swipe
Changed the skill Trap into Abyssal teleportation
Changed mana and cooldown caps for Volley and upped the mana cost
Changed name to Omaku - The Abbysal Marksman
Added icons
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Last edited by DotaMorph on Sat Feb 16, 2008 1:29 pm; edited 2 times in total


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tr3ncht0wn


Warnings : 4 Godlike Posts: 1225 Joined: 18 Feb 2007 gold

ok, here it goes..

Posted: Sat Feb 16, 2008 8:07 am

although Archers are awesome, that's for some people..

personally, i'm not a fan of range heroes, i personally like to go close combat..

this hero..
has high base stats
has capped stat gain, so high base and high stat gain is not advisable..
btw, your HP is low, look through heroes to find if the HP fits your base strength.

1st skill, no skill in dota that gives a fix instant damage, deals more than 400.. so an instant 450 is too high.. and this one is from a range hero, plus mana cost is low for 450 damage..
but you're saying that it works like ELUNE'S arrow minus the stun? if its like that, then i'd accept it, just up the mana cost a bit. cooldown is ok. btw what's the casting range of this skill?

2nd skill, oh here it is, the stun skill, yeah,
stun OK, knockback, i don't see how sending an enemy back will do you any good, except if its darkterror or jahrakal munching on your hp, well, this is acceptable.. up the mana cost by 20 more.

3rd skill, level 4 greater flame trap, deals 50 damage? so you're saying this works like a FIRE SENTRY, or like Veno's plague wards, except that it deals damage when ran over?
i don't get it, if this deals 50 damage, means its visible and shooting fire, but who the heck will ran over it, if they can see it.. don't tell me you have an invisible trap that shoots fire.. give details..

Ultimate
750 damage to 500 AOE.. nope, i don't think so.. look here, just compare it to Akasha's sonic wave (500 mana cost) which is also an AOE ultimate nuke, or Jakiro's macropyre (400 mana cost).. i don't think there is a skill in dota that deals 750 damage and cost just 180 mana, be fair and increase the mana cost, increase it to at least 400.

correction, mana cost will only be reduced twice and not three times since, the ultimate is capped at 3 levels.

ALL IN ALL.. for an agility hero, having 4 active skills, is not advisable, since your gonna be spamming your spells cost all 4 of your spells deal damage..

Plus having an agility hero with skills like those can be very deadly late game.. So i disagree with the whole hero skill line ups.. you should replace a skill with something not meant for killing, to balance it out.

Alien

omaku, nice name, elite hunter, boring..

Alien
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tr3ncht0wn


Warnings : 4 Godlike Posts: 1225 Joined: 18 Feb 2007 gold

hahaha...

Posted: Sun Feb 17, 2008 7:44 am

uhmm, now that's a fine hero..

except for the picture..

ugly hero for an archer, since i see archers as good looking people not orcs.. otherwise he's a good character to use..

Alien
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the1stefan


First Blood Posts: 36 Joined: 28 Jan 2008 gold

Posted: Fri Feb 22, 2008 12:25 am

nice very much i can say best idea around
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