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Dechtera Sanderling the Strategist
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Dechtera Sanderling the Strategist
Posted: Fri Nov 03, 2006 5:34 amDechtera had been away from the Sentinel and Scourge war for some time, battling another war in a distant land. But now he has returned to help aid the Sentinel in their war against the Scourge. Famed for his skills in commanding and tactics, he is well-known, and well-liked on the battlefield. Many listen to him, knowing that his skills at tactics made him the undefeated general he is today.
Sentinel
Hero Model: Who was that Orc Rider Overseer hero in the campaign in Reign of Chaos?
Strength: 21 +2.1
Agility: 17 +1.6
Intelligence: 19 +2.5 (Primary Attribute)
Base HP: 549
Base Mana: 247
Base Armor: 4
Base Damage: 48-57
Base Movement Speed: 300
Base Attack Speed: 1.54
Base Range: 500
Projectile: Lion's Projectile
Hero Skills:
Battle Cry - Active
Dechtera screams loudly with pride, causing those who hear the roar become stunned with terror. Lifting the morale of his fellow allies, this skill gives them renewed courage to fight. 10 second duration, 20 second cooldown, 500 AoE.
1st Level - 30 damage, .25 second stun, 5% increased attack speed to allies, 100 mana
2nd Level - 60 damage, .75 second stun, 10% increased attack speed to allies, 120 mana
3rd Level - 90 damage, 1.25 second stun, 15% increased attack speed to allies, 140 mana
4th Level - 120 damage, 1.75 second stun, 20% increased attack speed to allies, 160 mana
Battle Orders - Active
Dechtera knows that it is always best to prepare before a fight. Issuing commands to his comrades, they increase their vitality and spirit before entering into battle. 10 Second Duration, 40 second cooldown, 500 AoE
1st Level - +80 to total HP, Mana, and +2 Armor, 100 Mana
2nd Level - +160 to total HP, Mana, and +4 Armor, 120 Mana
3rd Level - +240 to total HP, Mana, and +6 Armor, 140 Mana
4th Level - +320 to total HP, Mana, and +8 Armor, 160 Mana
*Heals and increases total HP. For Example:
A hero that has 1000/1000 HP. When Battle Orders is activated (at Level 4), he will have 1320/1320 HP for 20 seconds. If the hero is not at 100% Health, he will be healed as well as increased total HP.
For Example: 500/1000.
When Battle Orders is activaed: 820/1320.*
*If duration ends and HP goes back to normal: If current HP is higher than total HP, the Hero will have full health*.
Eye of the Wolf - Passive/Active
Scouting the terrain is always wise before sending in the main force. Dechtera's sharp eye allows him to see farther distances. When activated, he will be able to reveal a hidden area on the map. Indefinite casting range (Can cast anywhere, can reveal anywhere). 90 Mana per reveal all levels. 7 second reveal duration before shrouding.
1st Level - Passive +50 to sight range.
Active - 300 AoE revealed. 22 second cooldown
2nd Level - Passive +100 to sight range.
Active - 400 AoE revealed. 20 second cooldown
3rd Level - Passive +150 to sight range.
Active - 500 AoE revealed. 18 second cooldown
4th Level - Passive +200 to sight range.
Active - 600 AoE revealed. 15 second cooldown.
*Revealing has True Sight*
Ultimate Skill - Guerrilla Tactics - Active
Dechtera's most famous Strategy is to sneak upon his enemies and strike when they least expect it. Creates a cloaking field, around him, rendering himself and any nearby allies invisible. The one who makes the first strike will deal extra damage. The element of surprise is very delicate however. If one hero attacks, the entire invisibility Aura breaks down, and all hidden units will be revealed. 150 Second Cooldown. 700 AoE cast range.
1st Level - 10 second Invisibility, +100 damage with first striker, 200 Mana
2nd Level - 20 second Invisibility, +200 damage with first striker, 250 Mana
3rd Level - 30 second Invisibility, +300 damage with first striker, 300 Mana
Aghanim's - No improvement...
*After spell takes effect, heroes can move out of the AoE for more sneaky strategies*
*If one invisible ally attacks, the entire aura loses effect, causing everyone who was invisible to become visible *(yes i know, but hey, when sneaking, if one attacks, everyone is revealed right?)*
*First strike does not stack with Dagon or skills.*
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Everyone has to start at Level 1 before they can reach level 25...
Last edited by JDZer0ski11z on Fri Nov 03, 2006 8:10 am; edited 7 times in total
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Battle Cry: 1.75 second stun for all enemies in the AoE for 130 mana? Too cheap. IMBA. I say raise manacost to 120/135/150/165.
Battle Orders: Duration is too long. Stick to 10-13 seconds max. Manacost is too cheap. You're practically making mega creeps by level 7.
Command Aura: same as Venge's.
Guerrilla Tactics: I would say: "Hey, isn't a creep wave supposed to be here.. OH SHI- *runs away*"
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Skills:
1. Ignore what was here before. The skill is now fine
2. Creep tanks. Use like a Mek, Break their tower. Fine mana cost, fine duration/cooldown.
3. Old skill is boring skill. Remake for creativity. Also will not stck with Vengeful Spirit's aura(bad).
4. Priestess of the moon ulti + Vendetta = Mass vendetta. Not to be used with creeps(loses surprise factor. Break damage is fine. Lower invis time to 10/20/30/40 due to low mana cost. Actually, Aghanim's Scepter is not practical for this guy. Anywaqy...
Stats:
Hp=(21*19)+150=549, Mana is correct. Base damage high, nerf slightly. MS is fine. Stats are fine. Gains are fine.
Flavor:
Tactician. Rallies the troops. Boosts their morale. Prepares an ambush. Emphasis on team play.
Overall:
Nice INT support hero. Can hold its own due to good STR. Not going to kill many things, but you'll win, which is what matters anyway. Replace 3rd skill with a more creative one, and this wil be fine.
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Yeah hehe...I had only thoughts of 3 skills..since the 4th one i had in mind...War Cry (which would have been the replacement for battle cry), was already taken by someone else...
But if i take out the creep control..its basically pointless to have the Aura by yourself...that reduces the surprise factor by a whole lot...My strategy? Let the creeps secretly surround the enemy...then when the time is right...let loose!
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The problem is, there is no surprise when they noice your creeps are not where they are supposed to go. How long can you maintain creep control? Same as duration time?
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Suggestion:
Only heroes will be invisible, creeps are in your control but remains visible. Creeps will change color.
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Signature Size Limit: 475x175 pixels [width x height] One image ONLY OR up to 3 Userbars || 3 Lines of text MAX. DO NOT BUG ME ABOUT YOUR PENDING STRATEGIES, HERO IDEAS AND/OR ITEM IDEAS OR ELSE
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creeps stay invisible...and lets put it this way...
Will not attack until they become revealed...
lets just say, they follow u until u reveal urself..
Yes they know the creeps are gone....the surprise is where are they? Behind Me? In front of me? Off to the side? Near my base? Switching Lanes? eh...it can go in many ways...but in most cases u'll be using it with ur ally heroes...
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Nice hero, gj. ^^
I wonder: do the affected creeps and/or heros have to stay near you for the Invisibility to remain?
Because, if not, then if a hero runs to the other land and backstabs there then you (way on the other side) would be revealed!?! Hehe...
>_<
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PIKAPI.
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Heh..alright..no affecting creeps then...boring...
No actually, the Aura is basically the casting AoE range for it to be in effect for allies. You can walk as far as you can if you want...the only thing u gotta know, if anyone in effect of the invisible aura, once one attack is made, the whole thing falls apart...
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New Skill:
Scouting skill. Has true sight, which isn't really a problem. Find out if someone's at base at the whim of a click. Check neutrals for wandering heroes. Place sight on Rikimaru's escape route.
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