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Dr. Manhattan (June Bard Challenge Entry)

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KinkaJoe


Dominating Posts: 137 Joined: 30 Mar 2008 gold

Dr. Manhattan (June Bard Challenge Entry)

Posted: Sun Jun 14, 2009 8:45 am


Dr. Manhatten - Energy Being
Range: 450 | Move Speed: 295
Primary: INT
Str: 18 + 1.6 | Agi: 14 + 1.3 | Int: 19 + 3.1
Damage: 34 - 42 | HP: 492 | Mana: 247
HP Regen: 0.79 | Mana Regen: 0.77
Attack Speed: 1.7 | Armor: 1

Jon Osterman was the son of a watchmaker whose father pushed him into physics rather than the family business. While working as a atomic physicist he got trapped in an intrinsic field seperator. His atoms were smashed completely, but a few days later he emerged as Dr. Manhattan, a blue superhuman who can manipulate time, space, and matter. His unusual hyperconciousness allows him to perceive time in multiple facets, and he can do anything because he as a quantum view of the universe as it truly is- in atomic detail. His skills are taken for the most part from the Watchmen movie- a teleport, a beam of energy he uses to kill people, and a huge explosion used to destroy cities. He can create anything from anything else, thus creating a wall from thin air.


Barrier
Barrier (r)
Dr. Manhattan creates a wall of energized particles a distance away from him, blocking all matter from passing through. Units cannot move through it and spells cast at units on the other side of the wall are blocked and cannot be casted. 300 width
Level 1 - Lasts 2 seconds
Level 2 - Lasts 3 seconds
Level 3 - Lasts 4 seconds
Level 4 - Lasts 5 seconds
600 casting range If a spell is cast at a unit on the other side of the wall, would say target not in line of site or something similar. Would be placed perpendicular to you at your casting point.
Mana Cost: 100
Cooldown: 40

Notes: Would cover half or two thirds of a lane in most places, so units could still move around it- would be beneficial to block units running away and could help you or teammates run by blocking spells casted. Could also cause trouble for you if used in the wrong place, resisting you and your allies spells.


Telekinetic Beam
Telekinetic Beam (t)
Dr Manhattan focuses energies from atoms in the air around him and focuses it in a beam in front of him. Over time it grows larger and more powerful as more energy is added. Enemies are only hit for the damages of the time period that they remain inside. Lasts 5 seconds CHANNELING
Level 1 - Starts at 10 dmg and increases by 10 dmg per second.
Level 2 - Starts at 15 dmg and increases by 15 dmg per second
Level 3 - Starts at 25 damage and increases by 25 dmg per second.
Level 4 - Starts at 30 dmg and increases by 30 dmg per second.
Is a beam extending about 800 range in front of Dr M. Enemies can pass through it at any time, only taking the damage for the seconds that they remain inside the beam. If Dr. M moves or is stunned, the cast is canceled. MORE INFO and complete damage table BELOW.
Mana Cost: 100/ 115/ 130/ 145
Cooldown: 20 seconds

Framework: Starts out a very thin beam, expanding to about 80 units by 5 seconds.

Notes: A kind of hard skill to understand, I know. What it means is, if the enemy crosses through the beam on the 3rd and 4th seconds on the final level, the enemy will take 210 damage. If they are in fro only the first two seconds, they will take 90 damage. The damage may be high, but a hero can move out of the beam after 1 or 2 seconds easily, taking minimal damage.


Teleport
Teleport (e)
Dr. Manhattan can teleport matter to any other nearby place along with himself. Other heroes are teleported along with him to a targeted after a one second casting time. After teleportation, all units moved will be immobile for 1 second.
Level 1 - 700 range, 1 hero
Level 2 - 950 range, 1 hero
Level 3 - 950 range, 2 heoes
Level 4 - 1200 range, 2 heroes
Heroes must be within 300 range of Dr M when casted.
Mana Cost: 40/55/70/85
Cooldown: 21

Framework: Blue lights swirl around, similar to dark seer's surge spell.

Notes: Would be used for escaping and ganging, a long multiple person blink.


Fission
Fission (v)
Having been created from a fission reactor, Dr Manhattan knows and has complete control over atmoic particels. He can even recreate fission himself. An area targeted by Dr. Manhattan shimmers with blue light and gathers power for 3 seconds, then explodes massively, dealing damage based on how many heroes were caught in the blast.
Level 1 - Deals 150 damage per hero in the area.
Level 2 - Deals 200 damage per hero in area.
Level 3 - Deals 250 damage per hero in area.
Level 4 - Aghanim's scepter- Reduces buildup time to 2.5 seconds, increases damage by 50.

Covers an area slightly smaller than doombringer's fire.
Mana Cost: 200/ 230/ 260
Cooldown: 240/ 210/ 180
Framework: Blue glow on ground, very visible, then a huge column of fire like Slayer's flamestrike.

Notes: Would deal very good damage if you manage to keep many heroes inside at the end of the 3 seconds. Realistically, you would most likely only be able to keep 2 or 3 inside the area, dealing medium sized damage. If you happen to get 4 or 5 inside on level 2 or 3, then prepare for triple kills or more.


Discussion:

Fission Damage table:

Level 1- 150/ 300/ 450/ 600/ 750 damage depending on number of heroes.

Level 2- 200/ 400/ 600/ 800/ 1000 damage depending on number of heroes.
Level 3- 250/ 500/ 750/ 1000/ 1250 damage depending on number of heroes.


Telekinetic beam damage table:

Lvl 1-

1st second- 10 dmg
2nd second- 20 dmg
3rd second- 30 dmg
4rd second- 40 dmg
5th second- 50 dmg
Total- 150 dmg

Lvl 2-

1st second- 15 dmg
2nd second- 30 dmg
3rd second- 45 dmg
4rd second- 60 dmg
5th second- 75 dmg
Total- 225 dmg

Lvl 3-

1st second- 25 dmg
2nd second- 50 dmg
3rd second- 75 dmg
4rd second- 100 dmg
5th second- 125 dmg
Total- 375 dmg

Lvl 4-

1st second- 30 dmg
2nd second- 60 dmg
3rd second- 90 dmg
4rd second- 120 dmg
5th second- 150 dmg
Total- 450 dmg



Skill build will most likely entail of barrier and beam for early game harassment, and one teleport point for emergencies.

Barrier- Place when enemy is escaping, probably with a tower so less room to escape, also small passageways such where the forest opens up onto lanes. Place when escaping to block enemy spells. Be careful or you could cost your teammates a kill, or give one of them a death. Move around it towards an enemy to be in LOS.

Beam- Place along a thin path so the enemy cannot escape as well, such as on the river, try and have an ally stun them while inside

Teleport- Gather allies around you and teleport into a midst of enemies, tearing them apart, just be careful they are surprised because with one second of immobility they could escape or defeat your allies. Try and be near your allies when escaping, to save them as well as yourself.

Fission- cast in a place where it is difficult for them to escape, try and have allies stun each enemy, instead of focusing on one.

Barrier + Beam- Can block the enemy so that it is more difficult to escape beam, beam would stop at wall.

Barrier+ teleport- can leap past if you accidently blocked yourself.

Barrier + fission- block escapers so they must stay on you fission field

ITEMS-

Dr. Manahattan needs lots and lots mana because his spells are very man consuming, get intelligence mainly, dont focus on defense or attack speed, rely on your allies for this.

Guinsoo's scythe of vice- Keep an enemy on fission or in your telekinetic beam for the much longer, also the mana is very helpful.

Eul's scepter of Divinity- Cyclone just before placing fission so they will be stuck over the field.

Aghanim's scepter- improve you ultimate

Orchids- mana regen

Arcane ring- get more mana immedietdly to chase or escape.



ALLIES-

All stunners!! Leviathanwith an aoe stun would be especially good.

VEngeful spirit, storm spirit, bat rider, magnatuar, pudge can all bring heroes back into your fission field. Magnataur would be an AMAZING hero to have in synergy, bringing all heroes back to him in your field.

ENEMIES-

Rikimaru, chaos knight, anti mage- can blink away from fission, or past your wall.

Taken by surprise, Dr M. has no defenses, and can be stunned while casting an escaping teleport.

Mana burners are bad for all INT heroes.

Melee heroes are worse then ranged heroes for him, as it is impossible to cast a barrier close between yourself and the enemy who is at melee range.

Changelog- changed fission from dealing straight damage

Last edited by KinkaJoe on Wed Jun 17, 2009 3:50 am; edited 1 time in total


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Shimrra_3


Supreme Overlord
Chambermaid Posts: 3757 Joined: 19 Dec 2006 gold

Posted: Mon Jun 15, 2009 6:25 am

Very nice.
Suggestion - TK Beam is sort of underpowered, I think the total time for the spell should be cut down to three seconds instead of five. And then have it ramp up (ie lvl4) something like 100+150+200=450.
Lesser suggestion - have Fission's mana cost ramp up a bit and its cooldown ramp down (200/300/400 and 240/200/160 or something?).
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"Its not gonna work. This is like trying to increase the speed of a space shuttle - by strapping a car to it. No. Nothing you do is going to help." - Shimrra_3
"But strapping a car to a space shuttle will definitely increase the speed of the car ." - War_Wrecker


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Blarfles


Godlike Posts: 1071 Joined: 05 Mar 2009 gold

Posted: Mon Jun 15, 2009 6:38 am

Good ideas, but I despise the ult. Do retarded damage in an AoEs weren't and still aren't fun.
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KevinMaster


Godlike Posts: 1073 Joined: 31 Dec 2008 gold

Posted: Mon Jun 15, 2009 7:14 am

ok my thinking.....
Barrier - is good enough. to hold the enemies while casting fission
TK Beam - a little underpowered unless the enemy is dumb enough to stay there in front of you the five whole seconds
Teleportation - too good for 3rd skill. Pit lord's mass teleport need 6/5/4 secs to cast and this only needs 1 sec. It's just too good even eith immobile for 1 second after teleport
Fission - increase the manacost each level please. too good to cast with only 200 mana despite the cooldown (like what shimm's said earlier)

well, it's pretty good but the skills are too long to cast. each skill has 5 seconds channelings. no enemies will came near you. and TK beam will be useless late games.

Comment on my hero too please
The Joker - the maniac clown
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DotaMorph


Mega Kill Posts: 823 Joined: 15 Feb 2008 gold

Posted: Mon Jun 15, 2009 7:17 am

agreed with blarfles

a mass laguna's blade ain't no fun... <-- team kills -.-
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KinkaJoe


Dominating Posts: 137 Joined: 30 Mar 2008 gold

Posted: Tue Jun 16, 2009 6:15 am

i understand all your comments
@previous four commenters
fission may be a bit boring and 'no fun' yes, but i wanted to include some sort of mass aoe as shown in the movie... Could probably change it to something else but seeing as no hero had a similar ulti i included it
i think that more mana cost is in order, Is it too late to change hero submissions?
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My Novemeber BC entry--
Blurjart - The Shore Crawler

Bard Challeneg Record:
PArticipated: 6
Top 4: 4
Won: 1


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Blarfles


Godlike Posts: 1071 Joined: 05 Mar 2009 gold

Posted: Tue Jun 16, 2009 6:30 am

I find ruining a hero due to theme is never really worth it yo ;/

Seriously, change that.
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KinkaJoe


Dominating Posts: 137 Joined: 30 Mar 2008 gold

Posted: Wed Jun 17, 2009 3:53 am

changed! now deals damage based on heroes caught in blast
now for the other comments:
@KevinMaster- this skill is almost nothin like Pitlord's- it is more of a blink like antimages, at maximum level it is the same distance as other character's blinks, at level one it barely moves you at all.
And only one spell has a 5 second cast, one has a 1 second cast.

Post on the new ulti plz!
Thanks
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My Novemeber BC entry--
Blurjart - The Shore Crawler

Bard Challeneg Record:
PArticipated: 6
Top 4: 4
Won: 1


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Blarfles


Godlike Posts: 1071 Joined: 05 Mar 2009 gold

Posted: Wed Jun 17, 2009 4:59 am

I like the new ult alot more. Still fits theme, and its still pretty much a giant nuke, but now its a much cooler skill anyways. :P
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KevinMaster


Godlike Posts: 1073 Joined: 31 Dec 2008 gold

Posted: Wed Jun 17, 2009 9:17 am

oopss... I didn't mean pitlord's skill.... I mean storm's old ulti! I forgot what name is it.... lightning grape maybe?
at ult, now it's pretty balanced. I wonder what happen when all hero is in the range of fission. kaboom!! instant 1250!
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KinkaJoe


Dominating Posts: 137 Joined: 30 Mar 2008 gold

Posted: Thu Jun 18, 2009 7:46 am

thanks, i like the new skill more now too!
glad you guys commented so i could change it up
and yeah, forgot about Storm's old ulti,... well its gone now so i guess it fair game!
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My Novemeber BC entry--
Blurjart - The Shore Crawler

Bard Challeneg Record:
PArticipated: 6
Top 4: 4
Won: 1


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KinkaJoe


Dominating Posts: 137 Joined: 30 Mar 2008 gold

Posted: Tue Jun 23, 2009 2:28 am

@shimmrra3: was looking back at comments and i realized i forgot to answer this one
I dont think that 450 dmg over 5 seconds is too bad becuase it is
1)is very long range and could block enemies off if they dont want to take damage, very versatile in this way. (trap between beam and tower?)
2) If you have a stunner on your team it could deal some great aoe damage
3) In thin places, especially the river, there is a thin straight path that must be taken so that the beam would cover nearly the whole path... forcing them to take damage
_________________
My Novemeber BC entry--
Blurjart - The Shore Crawler

Bard Challeneg Record:
PArticipated: 6
Top 4: 4
Won: 1


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Shimrra_3


Supreme Overlord
Chambermaid Posts: 3757 Joined: 19 Dec 2006 gold

Posted: Sat Jul 04, 2009 2:59 pm

OK, justified on that skill. And I like your edit of the ultimate a lot more than what I said to do. Excellent.
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"Its not gonna work. This is like trying to increase the speed of a space shuttle - by strapping a car to it. No. Nothing you do is going to help." - Shimrra_3
"But strapping a car to a space shuttle will definitely increase the speed of the car ." - War_Wrecker


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