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La Remuerta- The Road Spirit

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Abomasnow21


Killing Spree Posts: 79 Joined: 23 Mar 2008 gold

La Remuerta- The Road Spirit

Posted: Mon Jul 07, 2008 5:42 am

La Remuerta- The Road Spirit

Range: Melee | Move Speed: 280
Primary: AGI
Str:17+1.5 | Agi: 19+3 | Int: 17+1.5
Damage: 43-58 | HP: 473 | Mana: 221
HP Regen: 0.65 Mana Regen: 0.77
Attack Speed: 1.6 Armor: 3

Once upon a time there lived the most beautiful woman and she loved the most elegant prince in all of Lordaeron. But one night, at a dance, she caught him with another woman in her arms, his lips upon hers. The very insanity she suffered forced her to kill herself in an unimaginably torturous way, yet her ire was such that her soul lived on inside her misshapen and broken form. Every day since, she has stood by the roads upon which her lover promised to meet her the day of their wedding. Desperate, she would snag unweary travelers, sure they were her love. But she never found him, so she's killed many a "pretender". Regardless, she became such a powerful undead force that even the scourge could not contain her. Until one day, the Lich King sought her out and promised to grant her the only thing she'd ever wanted…

Macabre Embrace
The road spirit stands perfectly still, fading somewhat into the way. Grasps the first hero that passes by. The spirit goes inside the hero, becoming invulnerable, slows the hero, and drains its health. The spirit flees as soon as it drains a certain amount or if an enemy hero attacks her. This attack will harm her but it will also harm the latched hero.

Level 1- Stands still, gaining minor fade. Grasps enemy hero that passes within 100 range of hero. Slows grasped hero by 10%. Drains 10 hp per second for 13 seconds or until she is attacked. Attack hurts hero for 20% damage.

Level 1- Stands still, gaining decent fade. Grasps enemy hero that passes within 140 range of hero. Slows grasped hero by 20%. Drains 15 hp per second for 13 seconds or until she is attacked. Attack hurts hero for 40% damage.

Level 1- Stands still, gaining a powerful fade. Grasps enemy hero that passes within 180 range of hero. Slows grasped hero by 30%. Drains 20 hp per second for 13 seconds or until she is attacked. Attack hurts hero for 60% damage.

Level 1- Stands still, gaining invisibility. Grasps enemy hero that passes within 210 range of hero. Slows grasped hero by 40%. Drains 25 hp per second for 13 seconds or until she is attacked. Attack hurts hero for 80% damage.

Mana Cost: 100/110/120/130

Cooldown: 45/40/35/30

Framework: The Road Spirit stands still when activated. The first hero to approach her will have her animation latch onto his. The hero will glow green at this point as she sucks his life-force. When the Road Spirit stands still with this move, she becomes less and less visible per level, until level 4 where she becomes invisible. She can stand in this position for up to 30 seconds.



Blood-Curdling Wail (Passive)
The Road Spirit shrieks at the loss of her lover. If she is forced to release a hero, or whenever a hero ceases or fails to attack her (I.E. if an opponent misses), she will release an atrocious wail that slows, lowers armor, and makes the next attack on affected units a critical hit.

Level 1-Wail lowers armor by 3 and slows by 90% for .2 seconds. Next attack against affected targets will be deal 1.5x dmg if within 1 second of Wail. Wail affects 300 AOE.

Level 2-Wail lowers armor by 6 and slows by 90% for .4 seconds. Next attack against affected targets will be deal 1.75x dmg if within 2 seconds of Wail. Wail affects 300 AOE

Level 3-Wail lowers armor by 9 and slows by 90% for .6 seconds. Next attack against affected targets will be deal 2x dmg if within 3 seconds of Wail. Wail affects 300 AOE.

Level 4-Wail lowers armor by 12 and slows by 90% for .8 seconds. Next attack against affected targets will be deal 2.25x dmg if within 4 seconds of Wail. Wail affects 300 AOE.

Mana Cost: Drains 45 mana every time it goes off.

Cooldown: Will only go off a max of every 8/6/4/3 seconds. Effects don’t stack.

Framework: Whenever an opponent targeting the Road Spirit changes target, flees, or misses, or when the Road Spirit is unlatched forcefully from Macabre Embrace, she lets out a shriek “Howl of Terror” effect.



Spine Rattler’s Chill
The Road Spirit’s presence bites the hearts of foes. Their fear forces them to and attack and move faster but their panic makes them miss. With this ability, the Spine Rattler gains shadowlessness and transparency at night.

Level 1-Increases attack and movement speed of foes by 2% but they have a 6% chance to miss. Partially transparent at night.

Level 2-Increases attack and movement speed of foes by 4% but they have a 10% chance to miss. Greatly transparent at night.

Level 3-Increases attack and movement speed of foes by 6% but they have a 14% chance to miss. Fully transparent at night.

Level 4-Increases attack and movement speed of foes by 8% but they have a 18% chance to miss. Fully transparent at night, casts no shadow.

Mana Cost: N/A
Cooldown: N/A
Framework: Road Spirit becomes transparent at night but not during the day. She exudes no aura from herself, but affected foes will have a buff visible on their buff indicator.



Kiss of the Unbeloved
The Road Spirit can sink her teeth into a grasped unit. This releases the unit, leaving it to bleed, and grants the Road Spirit increased movement speed and invisibility.

Level 1-Bites the foe, dealing 70 initial damage and forcing the foe to bleed for 30% of its own attack in damage every second for 8 seconds unless it comes within 50 AOE of 1 of its allies. Road Spirit gains 5 ms and invisibility for 3 seconds.

Level 2-Bites the foe, dealing 140 initial damage and forcing the foe to bleed for 50% of its own attack every second for 10 seconds unless it comes within 60 AOE of 2 of its allies. If only 1 ally is present, damage effect is cut to 30%. Road Spirit gains 10 ms and invisibility for 4 seconds.

Level 3-Bites the foe, dealing 210 initial damage and forcing the foe to bleed for 70% of its own attack every second for 12 seconds unless it comes within 80 AOE of 3 of its allies. If only 1 ally is present, damage becomes 60%. If 2 allies are present, damage is cut to 40%. Road Spirit gains 15 ms and invisibility for 5 seconds.

Mana Cost: 270/250/230
Cooldown: 80/70/60
Framework: Only works during Macabre Embrace. Can be used at any point during that spell. Deals a loud “bite” sound, like Rikimaru’s backstab, except green. Then, the hero begins to shed blood with each step. The Road Spirit simply goes into a windwalk effect and is free to flee.



DISCUSSION:

ROLE:
She's definitely a one-on-one fighter and she excels at killing lone heroes. She's also a very effective support hero, being able to slow down enemy units while staying ever close to them. And in many ways she's what i'd like to call a "forced-support" character in that the best way to counter her abilities is to have all of your team, or most of it, together at the same time. She works best against those heroes that tend to chase or one-on-one people, heroes like Strygwyr, Mortred, Spectre. When encountered in a chase by any of these, she merely need cast her Macabre Embrace and her Ultimate and the chaser would be pretty much dead. However, this combo completely fails in the presence of other heroes, whereupon she must either flee or serve as a support hero for allies.

MODEL:
Not sure about this one. Banshee is taken...I was thinking maybe a fixed up Acolyte model could work...


SYNERGY:

Macabre Embrace+ Blood-Curdling Wail

Wail (which does a micro slow) goes off whenever Macabre Embrace is interrupted, allowing her some time to either finish the job or flee.

Macabre Embrace+Spine Rattler's Chill

In group battles, she can become "invulnerable" to creep attacks by going inside an enemy unit. With increased chance to miss, friendly heroes have a hard time getting her out of their comrade. And if at night, Spine Rattler's makes it easier for Road Spirit to sneak up on an enemy hero.

Macabre Embrace+Kiss of the Unbeloved
These two go together like peas in a pod, like meat and potatoes. Do Macabre Embrace as long as you can then Kiss the sucker for extra damage, an easy get away, and the chance to Embrace any other heroes that may be on their way to help soothe your last victims wounds. (Kiss of the Unbeloved can deal a lot of damage if the opponent has high attack dmg, so it may force enemy teams to come together.)

Blood-Curdling Wail+Spine Rattler's Chill
These two also go hand in hand. Blood-Curdling goes off whenever an opponent flees or misses, and the %miss from Spine Rattler's can contribute to that.

Blood-Curdling Wail+Spine Rattler's Aura+Kiss of the Unbeloved
As soon as you do your Kiss, you can choose to stay and play. If you can have the victim miss, you get a free crit and a minus armor opening during which you can finish your foe. Also, the % miss makes so if you choose to attack, you will not be incurring too much damage.



BEST AGAINST:

Anyone who prefers to solo
Anyone with high attack damage

WORST AGAINST

Coordinated team players
Opponents with high hp's and low attack damage.
Opponents with major nukes and long range attacks.


PROS:
Great support hero.
Great soloer.
Can invis.
Can disable
Can gain temporary invulnerability
Can handle melee.

CONS:
A squishy melee unit.
Weak versus groups of heroes.
No immediate damage casts.
Several chance/situation skills
Slow moving
Weak against ranged units and casters.




THIS ONES PRETTY WEIRD BUT I COULDN'T WAIT.

THANKS FOR ALL YOUR COMMENTS ON MY OTHER HEROES.

LEMME KNOW WHAT Y'ALL THINK


Changes:

I changed Blood-Curdling wail a bit and I changed Spine-Chiller's Chill. She no longer has any FEAR ability whatsoever, i traded it for a passive night-time transparency ability.

I changed Macabre Embrace. She becomes untargetable by creeps, but enemy heroes do deal damage to her when they attack her. However, the hit will also damage the hero she's latched onto, as before.

I nerfed her Kiss of the Unbeloved.

Last edited by Abomasnow21 on Tue Jul 15, 2008 6:18 am; edited 3 times in total


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mangoman


Warnings : 1 Mega Kill Posts: 675 Joined: 12 Aug 2007 gold

Posted: Mon Jul 07, 2008 6:57 am

imba on so many levels, if fighting her 1on1 she is UNBEATABLE!
folo this scenario. melee hero (with ranged as example u r jst required to run 2 them) sees her on half hp, goes in to attack thinking easy kill, when he gets within range she cast's macabre embrace. she heals and dmgs him for 300 dmg, not 325, cos at the 12th second she releases to do ult. Then proceeds to hit, dealing a critical, ult boosts her ms and makes her inv, she can freely attack, while her enemy now dmged is taking at least 40% of its own attack every second for 12 seconds. i realli cant think of any1 other than medusa who cud purge the negative buff that cud survive that.
Lvl 3 of the ult deals far too much dmg, attacks of enemies by this stage in game has at least reached 100, if not more, thats minimum 80/dps for 20 seconds! that's 1600 dmg!! Think how much dps heroes wud b taking?

reduce the duration of the ult, or nerf the dps!! Also as u can see that combo doesn't require u 2 pointlessly stay hidden, jst wait 4 a hero to attack u THEN cast ur fade.
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Dota, it's simple.


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Abomasnow21


Killing Spree Posts: 79 Joined: 23 Mar 2008 gold

Posted: Mon Jul 07, 2008 11:39 pm

Thanks for your comments.

I fixed her up a bit. lemme know what you think.

And yeah, i always had in mind that you dont have to stand idly by, you can just approach and snag. However, at level 4, she turns invis when she stands which can lead to circumstances where an ally being chased lures another hero into her, then they turn the tables on her. If she tried to just go towards the chaser, he'd see her and run. If he doesnt realize she's there, he'll probably fall for it.

So now she does take damage from heroes if attacked during embrace, which i think changes her up a lot.

Also, her invisibilty+ms windwalk only happens after her ult, which costs 200 mana with 50 sec cool at level 3. So in effect, its not really an O-shit escape move that can be used at any moment, its really just there as insurance for when you're embracing and 3 stunners come along.

But i do think she was IMBA lol...

thanks again.

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bloodcraft


Mega Kill Posts: 831 Joined: 19 Jun 2007 gold

Posted: Mon Jul 14, 2008 4:55 am

decrease dmg of ulti, its too much
210 + (20*80) considering the enemy has 100 dmg.
= 1810
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Abomasnow21


Killing Spree Posts: 79 Joined: 23 Mar 2008 gold

Posted: Mon Jul 14, 2008 8:51 pm

Agreed the damage is really high. I can lower it more. However, the damage goes away 100% as soon as the hero comes into contact with 3 of his allied heroes, and is lowered by about 20% for each hero before 3 total. So with 2 heroes contacting him, the damage is lowered to about 40% of damage, which is still a good amount.

Lemme know what you think. i'll work with it.

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bloodcraft


Mega Kill Posts: 831 Joined: 19 Jun 2007 gold

Posted: Tue Jul 15, 2008 5:29 am

yes even if enemy goes near his 3 allies, you will still gain invisibility.
invisibility+ms increase + dps = imbaness
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Abomasnow21


Killing Spree Posts: 79 Joined: 23 Mar 2008 gold

Posted: Tue Jul 15, 2008 6:23 am

Okay i reworked some things again.

For her ult i lowered the percent damage by 10% per level and the duration. I also lowered the duration of her invis to only 5 seconds at level 3.

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bloodcraft


Mega Kill Posts: 831 Joined: 19 Jun 2007 gold

Posted: Tue Jul 15, 2008 6:31 am

ok now its balanced
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