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Dr. Manhatten - Energy Being

Created by KinkaJoe on 2009-08-10
Rating: 88888
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Commented 75 times
Dr. Manhatten - Energy Being
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 3seconds, 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:

No changes recorded yet.

Comments

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75 By MeleeHeroProb 2009-10-12

great idea but
teleport is pretty imba for a non ultimate basically a triple blink dagger

telekenic beam would rape so hard
basically like techies mines except more dmg when they stun u in it
(like mines cuz of pudge + vs would own with it + their disables on the beam)

74 By crashl117 2009-10-01

Dr Manhattan!!! Where is Icefrog? Get him to implement this asap! Excellent concept, good skills set. Numbers definitely needs tweaking but it's great overall! 9/10

73 By [Pro]ExTreAM 2009-09-12

ha x3!!!!


awesome ulti if you play it on the right time!!!

love it!!

10/10

72 By tnt130 2009-09-09

if some of the hero in hero ideas become true did anybody like ? and of course with super tight selection

71 By The Anarchy 2009-09-09

Very interesting hero with a lot of original skills, while also staying true to the original theme :)

The only thing is maybe the 2nd skill is a little too complicated?

In overall, 9/10

70 By XSlayer 2009-09-07


Very nice, I wanted to make a hero about energy too, but you fulfilled my dream!!!( )

69 By eLmO_3 2009-09-05

68 By kira_theresa 2009-08-25

67 By KinkaJoe 2009-08-25

@vince999r- plz explain your reasoning behind "scepter is useless for him."
I would think it is at least worth considering, seeing as it reduces the time for the Ultimate buildup...

66 By KinkaJoe 2009-08-25

@Shimmra_3- Yeah... i know i defended it earlier in the forums, but after paying attention to time in actual games, 5 seconds does seem like too long to build up to that amount of dmg...
@ the_cupu_one- the theme was superheroes, sticking to that
@Lightbulb_Sun- Sure it is similar to Pit Lords ult, but the 1200 MAX range is as short as a blink dagger. So it is better compared to a multiple person blink with a casting time than to PL's ultimate...

65 By Lightbulb_Sun 2009-08-23

The tele is a bit imba considering it is essentially pit lords ULT with shorter cd, mana cost, cast time, etc.

64 By the_cupu_one 2009-08-22

wheee... nice hero... like it 9/10
hope it'll be a real hero in our beloved game... but maybe u could change the name, please... something like elven name or... yeah, name in warcraft....

63 By lilciso2008 2009-08-22

very nice....

62 By loveSB 2009-08-22

hmm...mana consuming...but the skill,is some like WTF.Keep the good work ^^

61 By Shimrra_3 2009-08-21

Hmm. As I originally said about the Beam, it could use a serious buff. Compare it to KotL's Illuminate. Much lower cooldown, higher overall damage, better damage output... oh, it costs a bit more - however KotL has infinite mana so this is not an issue, is it?
As I said (in the forums), it could easily channel for 3 seconds total instead of 5 and deal the same damage over a shorter timeframe.

60 By vince999r 2009-08-19

getting scepter is useless on him

59 By DeathHunterz 2009-08-19

this hero is quite good,but not for long if facing many heroes,although his ulti deals 250 per hero,but no enough...=)

DeathHunterz

58 By Marcusstuff 2009-08-18

I love this guy.. keep up the good work

57 By ALLB 2009-08-18

Luv the ulti...gay,nice beam skill and teleportation skill too as they are not imba and still not too weak for a hero like this.

56 By Chronicle-temper199678 2009-08-18

Well he is pretty good but he is kinda like rift master by senkei77 was it


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