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[UPDATED] Merk'thol the Illithid

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DragonLord1


Dominating Posts: 106 Joined: 27 Aug 2007 gold

[UPDATED] Merk'thol the Illithid

Posted: Sat Feb 09, 2008 12:06 am

Mer'kol - The Illithid
Range: 125 | Move Speed: 290
Primary: INT
Str: 25 + 2.3 | Agi: 15 + 1.8 | Int: 23 + 2.9
Damage: 45 - 47 | HP: 625 | Mana: 299
HP Regen: 1 | Mana Regen: 0.93
Attack Speed: 1.5 | Armor: 3

Once long ago the Illithids( or mind flayers) traveled to a world much like and yet much unlike there own.In this land the first thing they saw where two races who,appeared to them,vieing for power.The mind flayers thought,if they could bring them back,both races would be powerful slaves.So sending forth there best warrior they began fighting amongst the scourge and sentinels.Mer'kol was that warrior.


Psychic Blast (P)
Like all mind flayers Mer'kol has the ability to launch a psychic blast at his opponent dealing damage and making the target completly useless for 2 seconds.
Level 1 - 10% chance
Level 2 - 15% chance
Level 3 - 20% chance
Level 4 - 25% chance
Mana Cost: N/A
Cooldown: N/A
Framework: Launching framework:Clear ball of energy hits target.When hit is knocked on the ground for 2 seconds.
Notes: Hero killing/chasing abillity

Dominate The Mind (i)
Using the psychotic powers of the Illthid,Mer'kol takes over a persons mind for a limited time.He may use this unit,or even hero,to it's full extent.
Level 1 - Creep:5 seconds Hero:3 seconds(15% chance of complete domination)
Level 2 - Creep:6 Seconds Hero:4 seconds(15% chance of complete domination)
Level 3 - Creep:7 seconds Hero:4 seconds(20% chance of complete domination)
Level 4 - Creep:8 seconds Hero:5 seconds(20% chance of complete domination)
If a hero is not completly dominated a random ability of the hero is cast upon himself as if was cast by Mer’kol on the target.Channeling!
Mana Cost: 75/100/125/150
Cooldown: 15/20/25/30
Framework: A purple glow appears above captured targets head.
Notes: Hero killer/creep support. Ultimate not among random ability choices.

Mind Orb (N)
Mer'kol blasts his opponents with an orb that effects the mind,disorienting and dealing major damage
Level 1 - 80 Damage,2 second blind
Level 2 - 160 damage,2.25 second blind
Level 3 - 240 damage,2.5 second blind
Level 4 - 320 damage,2.75 second blind
Deals Pure damage
Mana Cost: 95/110/120/145
Cooldown: 20
Framework: A black orb hits target and floats around face.
Notes: Escaping ability.

Extract (K)
Latching himself upon a target Mer'Kol feeds on the brains of his opponents.
Level 1 - 350 Damage to hero, held for 3 seconds gains 3% int of opposing hero.
Level 2 - 400 damage to hero, held for 3 seconds, gains 5% int of opposing hero.
Level 3 - 450 damage to hero, held for 4 seconds, gains 7% int of opposing hero.
Mana Cost: 145/150/160
Cool Down: 120/120/120
Framework:Mer'Kol latches onto target with the tentacles.Blood spurts from target.
Notes:Hero nuke.This is 250/300/350 damage over the 3/3/4 seconds.
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Last edited by DragonLord1 on Sat Feb 09, 2008 1:06 am; edited 1 time in total


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yuernoownage


First Blood Posts: 35 Joined: 01 Feb 2008 gold

Posted: Sat Feb 09, 2008 12:26 am

Okay, I'm not that much of a critisizer, but I'll try.

Since he's a strength hero, please keep down the intellect bonus, it's just like another intellect hero's primary level. Anyways...
It was good that you remembered that all heroes follow this:
150 + (strength X 19)
0 + (mana X 13)

Okay, the skills.

1) Make sure in the description what kind of 'uselessness' the guy has. Second of all, how much damage dealt? Put the percentage higher of the 2 seconds thing. Is this passive? Because I don't see any mana cost or cooldown, and if it is passive, please change it to something that is repeated or by choice. Like, frost arrow (traxex - drow ranger).

2) Okay, using enemy creeps for your advantage to have a major push, then yes this spell would be okay. But the hero thing, you actually want the hero to die. This has no complete effect against the hero.

3) Okay, since this is a psychic type of guy I'll let it through. But all other existing hero's non-ultimate spells are only about 1 - 300 damage without adding any other thing (i.e. a silence, an invulnerability etc...) 320 + a silence, '

4) (my favorite part! critisism of ulti)
Damage is severely high for early game, as in, level 6 when obtain the first ultimate. The damage is real low for late game. You hold them for a few seconds, gaining their intellect permanently? So, it's like meat hook except with an added intel? Hmm..

Okay, not much damage for a str hero.
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chynezriceboi


Killing Spree Posts: 95 Joined: 14 Dec 2007 gold

Posted: Thu Mar 13, 2008 7:54 pm

stats: seems ok

1st: if its passive, WOW that is so gay. also "useless" is very vague... if useless means:
cant move: kinda cheap
stun: WTFBBQSAUCE cheap
anything else: i dont know how thats gonna work
also, 25% for 2 secs is a LONG itme, late game, would literally make the hero being attacked perma"useless"
also, how does the framework work if his range is 125 and it shoots a ball, that ball would have to be kinda small and thus neglible

2nd: THIS is gonna cause alot of bugs to occur...

3rd: seems ok, but the dmg could be lower, theres rarely a medium dmg nuke wtih a somewhat long disable to kick

ulti: how long does the int steal last...

OVERALL: i guess the idea is good, but his story seems out of dota context and there isnt much synergy, just disable after disable.
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