Topic: My Dota Hero. Feedback !
Alright, so I've had this idea for a dota hero, and actually managed to put together a well thought overview of him. All I need is the model (which is supposed to be an acolyte with non-black robe and non-dead face) and the triggers. I'd also like some feedback on what I've made so far.
I've also made custom icons for the skills, though I'll have to search for regular wc3tft icons in case IceFrog won't use them (which I read is a posibility). I'm at work right now, so Icons will come in later
I have yet to figure out exact numbers on stats and statsgain, so yeah.. feel welcome to comment.
Numbers can be changed ofcourse. Any feedback at all appreciated!
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Meranos
Monk of Astral Balance
Melee Hybrid Support
Primary Attribute - Intelligence
Low-Medium effective early game.
Highly effective mid game.
Medium-Highly effective end game.
-Intelligence: High + average growth.
-Agility: Low + high growth.
-Strength: Average + low growth.
Armor: 1
Movespeed: 305
Attackspeed: Average
Spells and Skills
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Focus - Active, Channel
Meranos travels to a mental plane reaching a high state of Focus.
Meranos is capable of forcing one enemy hero with him into this state and keep him there for as long as Meranos is there himself.- Target enemy and Meranos lose all abilities to move, cast spells and attack.
Mana Cost - 90 / 110 / 130 / 150
Cooldown: 45 seconds
Level 1 - 2 seconds
Level 2 - 3 seconds
Level 3 - 4 seconds
Level 4 - 5 seconds
"This is a long time disable, which in turn disables Meranos as well.
Useful in team battles and if the enemy wanders too close to a tower".
*Animation will be equal to Bane Elemental's ultimate "Fiend's Grip".
Mind Blast - Active
Meranos forces all negative energies from his body; planting them in
the mind of target enemy instead. These energies reduce mana
regeneration and deal damage to their target. Meranos regains Focus.Mana Cost - 95 / 120 / 145 / 170
Cooldown : 30 seconds.
Level 1 Deals 60 damage. Mana regeneration reduced by 150% for 5 seconds.
Level 2 Deals 120 damage. Mana regeneration reduced by 300% for 6 seconds.
Level 3 Deals 180 damage. Mana regeneration reduced by 450% for 6 seconds.
Level 4 Deals 240 damage. Mana regeneration reduced by 600% for 7 seconds.Focus' cooldown is reset at all levels.
"This skill resembles Nortrom's "Curse of the Silent", but cannot be
nullified, and reduces mana by a lot more than damages. I feel it goes
well with his overall theme, he has a melee passive disable and now
something to combat casters too, but it is obviously a lot more potent on
heros with low mana pool / regen."
*Animation will be a blue projectile shot from Meranos at the target at semi-high speed. The ball will circle around the target for the period of the spell".
Evasive Battle - Passive
Meranos chooses, if possible, to avoid dealing damage if there's a chance for him to evade an attack and pacify the attacker for a short duration instead.
Meranos will try to evade incoming attacks, with a chance of pushing the enemy backwards. No damage dealt to either part.
Level 1 - 10% chance to evade all damage. 20% chance to push a melee attacker back 120 yards.
Level 2 - 15% chance to evade all damage. 30% chance to push a melee attacker back 150 yards.
Level 3 - 20% chance to evade all damage. 40% chance to push a melee attacker back 180 yards.
Level 4 - 25% chance to evade all damage. 50% chance to push a melee attacker back 210 yards.
"This works like a regular Evasion but with a minor tweak ("just" Evasion doesn't seem to cut it anymore in the world of Dota), whenever
Meranos successfully dodges a melee attack (from skill, not items) there's a chance for him to push back the attacker very much like Spirit Breakers "Greater Bash" but without damage."
*The animation on the push back will be a Footman's "Activate Defend" Animation which will shoot from Meranos and carry the attacker back the appropriate distance and then disappear. The effect will last 0,75 / 1,25 / 1,75 / 2,25 seconds.
Hymn of Astral Projection - Active, Ultimate.
Meranos lets out an ancient Hymn, it's rhythm carrying magical powers of his old Deity. Any living creature that hears this Hymn is caught by it's magic; temporarily freeing the spirit from its bodily prison.
Any creature caught within the AoE of Hymn of Astral Projection loses all abilities to move and attack, but gains increased mana
regeneration.Manacost - 200 / 300 / 400
Cooldown - 240 seconds
Level 1 - 2 seconds cast time. 7 seconds immovability. 800 range.
Level 2 - 2 seconds cast time . 8 seconds immovability. 900 range
Level 3 - 2 second cast time. 9 seconds immovability. 1000 range.
Level 4 (Aghanim's Scepter) - 1 second cast time. 10 seconds immovability. 1100 range.Mana regeneration is increased by 600% at all levels.
"Since I'm not a trigger-man, I wouldn't know how to create this skill. I would imagine Meranos would create an invisible/invulnerable dummy unit beneath him, with the appropriate "Mana Regen aura" range and it would work like Enigma's "Black Hole" but without the attraction, damage and silence. He would possibly have to summon 2 dummy-units so that both the Allied and Enemy team gets same effects (as far as I know 1 aura can't have the same effect on both teams, but if it can then it's all good). "
*Animation will be equal to the Acolytes "Haunt Goldmine" skill. A greenish icon will appear above him and the "hymn" when "Haunt Goldmine" initiates will sound. When the 2 second channel finishes (approximately the time it takes for him to do the "Haunt Goldmine" animation and sound) the Keeper of the Grove's ultimate "Tranquility" animation (no the heal) will play once shortly upon Meranos and disappear. Everyone within the range of the spell will get a "Banish" animation*.
*They will not actually be banished, they will not take 50% from magical attacks and they will still be attackable, if an enemy is ranged and outside the AoE and/or if he has Avatar / Black king bar.
Combos and Synergists
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There are 2 viable builds based on his skills, each sacrificing something in the other's department (at least that's what I can see as of now, maybe someone else is more creative than me).
Focus & Mind Blast:
A potential 10 second disable. Yes, powerful indeed. However it does ultimately cost 470 mana to deploy, requires Meranos to not be disabled himself and, well, disables himself. Also requires an allied hero to actually commit the kill.
At level 3 he's able to do a 6 second disable, at the cost of 315 mana. With this setup he's an awesome ally, but probably only with 1 attempt before your enemy learns, and Meranos will be dependant on his skills for exactly this, so it's a risk to go this combo early on.
Before you just focus on the "WTF 10 seconds?!?!" and deem it overpowered, think of what other heros are capable of and how to counter this. And lastly, Meranos can do nothing on his own unless he's against a beginner and manage to lock him infront of the tower (at which he would probably die eventually anyway), when everybody gets to know their heros and matchups, they will realize what to do and what *not* to do.
Evasive Battle & Mind Blast
Let's tank and do "some damage". Mind Blast doesn't really do any noticable damage, but it does reduce threat from enemy hero spells, letting you tank the creeps effectively without being in danger of getting nuked too much. This way you might also get to farm some gold, since farming it's not easy with this hero (no AoE, almost no damage skills).
Focus & Evasive Battle
You may actually get in a good disable on an enemy hero while other creeps and enemy heros have reduced effectiveness in harming you.
Evasive Battle & Bonus Stats
As a hybrid Meranos' stats are a bit off. You might want to increase his armor and hp a bit to actually creep. This will enable you to get your hands on better items for mana to more easily deploy your active skills.
Hymn of Astral Projection
His ultimate works well if your team has superior intelligence heros. Though even strenght heros have nukes to throw at the enemy.
If your enemy team has superior intelligence heros you can Mind Blast one of them to nullify the mana regeneration bonus, and Focus another to disable him from casting spells for a period of the ultimate, granting your intelligence heros the upper hand.
If you went with Evasive Battle and Bonus Stats you might got to farm enough to get Black King Bar yourself, which will enable you to lock down enemy heros with HoAP and knock them silly with low chance of getting hit yourself and avoiding nukes.
If you have many strenght heros ask them to get Black King Bar, that will make them immune to enemy nukes and enable them to walk up to them and attack while they're locked.
Game Progression
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Earlygame: Meranos is either potentially dangerous with long duration stuns or a potenial pusher with his survivability.
Midgame: Meranos becomes a nuisance for melee heros and problematic against intelligence heros, supporting a big push his ultimate and skill setup can decide the outcome of the battle.
If Meranos chose to farm he will become a decent-heavy tank midgame.
Endgame: His Mindblast loses effectiveness, HoAP is now only good for the long duration pin-down (and that's only if it favors your team). With high stats and good equipment Meranos is excellent fending off melee heros with high attackspeed and otherwice disabling the enemy team. As with many other heros, the Early- and Midgame outcome decides how well the hero fares Endgame.
Item Syngergies
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Aghanim's Scepter. Improves his ultimate, gives a well needed HP and MP boost to his otherwice odd stats.
Eul's Scepter. Get some more mana and regeneration for his heavy disable-skills. And add another disable as gravy.
Hand of Midas. Improved Farming. Not an actual synergist but it does help his farming disability.
Vanguard. Improved tanking -> improved farming. If you want to be the hybrid Tank / Disabler this is the way to go.
Butterfly. If you managed to farm well, you could add some evasion ability to improve your tanking. Evasive Battle does not trigger off Butterfly Evasion.
Black King Bar. Pin down your enemies, become magic immune and melee the sons of bitches, and make use of your 260 damage nuke!
Refresher Orb. Not especially useful, but I'm sure a 20 second disable would be hilarious. If you have the mana pool for it.
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