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Customising Aghanim's Scepter's upgrades for every hero!

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Forum » Hero & Item Ideas » Customising Aghanim's Scepter's upgrades for every hero! 331 posts - page 28 of 34
Permalink | Quote | PM | +Rep by Unscathed » June 27, 2015 9:55pm | Report
MrLocket wrote:

Attack speed slow is good against gap closer, so they can't do **** even they get close to you.

Well yeah, but we already have a BKB piercing knockback. I dont think AS slow is necessary
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Permalink | Quote | PM | +Rep by MrLocket » June 28, 2015 7:49am | Report
@Terathiel

Interesting, how long is the range for the "up to 20% bonus damage"?

@KCaF

I thought the nerf of illusion-to-structure damage is to nerf this kind of rat.

@TheSofa

Assuming the stack is 1 (activating Quill Spray and Quill Nova)
Using the formula: S8 = 8/2(2(116)+7(36)) = 8/2*484 = 1936
After the damage deduction: 1936*0.2 = 387.2
Any Quill Spray for next 14 seconds = 360 and up to 400

The main point of this new active is to increase stack, so the damage from Quill Nova is ok to be low. But after that Quill Spray will be dealing at least 360 damage, which causing any squishy hero impossible to get close to him. Maybe you can nerf the number of quills released and decrease cooldown? And add a mana cost for this skill.

@Unscathed

Alright, what about this:
Drow Ranger
Frost Arrows- Now pierces spell immunity but with halved movement speed reduction, and 0 mana cost.
Gust- The knock back now pierces spell immunity.
Marksmanship- Now grants 10/15/20% movement speed as long as active, and the bonus movement speed is doubled up when Marksmanship is disabled.
In addition,
New active: Reset Gust - Reset the Gust cooldown with the cost of half of the current mana and the next Gust will cost no mana. Has a cooldown timer of 13 seconds.

Since the Gust is the only active which costs mana, so I add an extra active to make use of most mana and to make this ASU much worthy to be picked up.
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Permalink | Quote | PM | +Rep by Terathiel » June 28, 2015 8:39am | Report
MrLocket wrote:

@Terathiel

Interesting, how long is the range for the 'up to 20% bonus damage'?



Ummm, let's say scaling linearly from 200-600 units? Point is, something interesting to his ult that helps him fight better and mitigates his fragility.
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Permalink | Quote | PM | +Rep by Unscathed » June 28, 2015 9:32am | Report
MrLocket wrote:

@Unscathed

Alright, what about this:
Drow Ranger
Frost Arrows- Now pierces spell immunity but with halved movement speed reduction, and 0 mana cost.
Gust- The knock back now pierces spell immunity.
Marksmanship- Now grants 10/15/20% movement speed as long as active, and the bonus movement speed is doubled up when Marksmanship is disabled.
In addition,
New active: Reset Gust - Reset the Gust cooldown with the cost of half of the current mana and the next Gust will cost no mana. Has a cooldown timer of 13 seconds.

Since the Gust is the only active which costs mana, so I add an extra active to make use of most mana and to make this ASU much worthy to be picked up.

That means 12 seconds of silence on a spell with 13 seconds cooldown with a refreshing spell with the same cd.

Gust+refresh>>6seconds silence>gust>6secondsilence>gust>refresh

Thats almost a perma silence dude.

Just leave it like this,

Frost Arrows-Pierce spell immunity for half the amount (could this be coded though im kind of a noob at codes)
Lets just make it costs mana
Gust-Knockback pierce spell immunity
Marksmanship-increase MS by 10/15/20%, can be toggled to gain double the MS bonus but losing half the AGI bonus
BONUS: Increase attack range by 80/160/240

Doubling it when its disabled isn't really fitting her gap closer weakness. How about like this, making it similiar to Butterfly?
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Permalink | Quote | PM | +Rep by MrLocket » June 28, 2015 12:04pm | Report
@Terathiel

I'll add it.

@Unscathed

It's not really perma silence, you can have an enemy being silenced for up to 12 seconds, then after that you will have to wait for another 13 seconds to cooldown both skills. After 1 Gust+1 reset Gust, you don't really have the mana for another Refresher Orb, and anyway who the hell builds Refresher Orb on Drow Ranger? With or without this part of upgrade, you can do the same thing with Refresher Orb, so it is viable right?

Doubling up the movement speed is good because you can always outrun the gap closer, but 40% perma bonus movement speed will let her fly across the map.

For the coding on Frost Arrows, just separate it into 2 buffs, 30% spell piercing slow and 30% non-spell piercing slow.
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Permalink | Quote | PM | +Rep by DucksAreMagical » July 1, 2015 5:57pm | Report
Chaos Knight Upgrade

His Illusions (from any source) now have the chance to spawn extra illusions, Chaos Strike now has an active that causes him and ALL of his illusions to crit for 3 seconds.
http://www.dotafire.com/dota-2/forum/hero-and-item-ideas/rakr-the-chameleon-37906

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Permalink | Quote | PM | +Rep by Unscathed » July 3, 2015 10:26am | Report
MrLocket wrote:

@Terathiel

I'll add it.

@Unscathed

It's not really perma silence, you can have an enemy being silenced for up to 12 seconds, then after that you will have to wait for another 13 seconds to cooldown both skills. After 1 Gust+1 reset Gust, you don't really have the mana for another Refresher Orb, and anyway who the hell builds Refresher Orb on Drow Ranger? With or without this part of upgrade, you can do the same thing with Refresher Orb, so it is viable right?

Doubling up the movement speed is good because you can always outrun the gap closer, but 40% perma bonus movement speed will let her fly across the map.

For the coding on Frost Arrows, just separate it into 2 buffs, 30% spell piercing slow and 30% non-spell piercing slow.

Locket pls. You dont have to wait till the silence is over before using another gust.

Gust->Rfresh
W8 6 seconds->Gust
REFRESH
REPEAT


Besides, a refresher for Gust only seems awkward.

Look, just make it this.
Gust knockback now pierce spell immunity
Gust is now a self targetted spell (cast time remain) that shoots out Gusts centered around her like Deafening Blast
Frost Arrows now affects spell immune target for half the amount
Marksmanship now grants a bonus 10/15/20% movement speed.
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Permalink | Quote | PM | +Rep by TheSofa » July 3, 2015 4:03pm | Report
I'm fine with my Bristleback, change the numbers as you like.

Maybe add the manacost equivalent to the amount mana needed for the amount of quills released?

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Permalink | Quote | PM | +Rep by Cuttleboss » July 4, 2015 6:20am | Report
Time to return to this thread again. This time dedicated to carries.

Faceless Void: In addition to the current upgrades, Chronosphere will now apply Break to the enemy heroes caught in it.

Medusa: Enemies that stay within 500 AOE of Medusa after the activation of Stone Gaze will be turned to stone even if they turn away. Stoned units no longer get magic resistance.

Slardar: If the target has higher than the armor reduced by Amp Damage, Amp Damage's buff will lower their armor to zero, stacking fully with other armor reduction spells. Also cancels Guardian Angel out.

Slark: Slark now can cast Dark Pact when stunned, but not silenced (like Borrowed Time). Dark Pact while stunned will have a doubled health cost.

Troll Warlord: Battle Trance can now target a specific hero from Global Range, and they receive a bonus 60 attack speed in addition to the Battle Trance IAS of 60/120/180.

Ursa: Enrage will now constantly dispel Ursa through the duration every 0.1 seconds, like False Promise.

Viper: Viper Strike now has a ministun at the beginning and end of the duration in addition to the current bonus.


And also, since this is a Cuttles post, a more legitimate one for Sand King:

Sand King: In addition to the current cooldown reduction and increase in pulses, the 2 second channeling is now replaced with a 2 second delay before pulses come out, so it is impossible to stop.

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Permalink | Quote | PM | +Rep by Safecyn » July 4, 2015 6:35am | Report
Cuttleboss wrote:

Time to return to this thread again. This time dedicated to carries.

Faceless Void: In addition to the current upgrades, Chronosphere will now apply Break to the enemy heroes caught in it.

Medusa: Enemies that stay within 500 AOE of Medusa after the activation of Stone Gaze will be turned to stone even if they turn away. Stoned units no longer get magic resistance.

Slardar: If the target has higher than the armor reduced by Amp Damage, Amp Damage's buff will lower their armor to zero, stacking fully with other armor reduction spells. Also cancels Guardian Angel out.

Slark: Slark now can cast Dark Pact when stunned, but not silenced (like Borrowed Time). Dark Pact while stunned will have a doubled health cost.

Troll Warlord: Battle Trance can now target a specific hero from Global Range, and they receive a bonus 60 attack speed in addition to the Battle Trance IAS of 60/120/180.

Ursa: Enrage will now constantly dispel Ursa through the duration every 0.1 seconds, like False Promise.

Viper: Viper Strike now has a ministun at the beginning and end of the duration in addition to the current bonus.


And also, since this is a Cuttles post, a more legitimate one for Sand King:

Sand King: In addition to the current cooldown reduction and increase in pulses, the 2 second channeling is now replaced with a 2 second delay before pulses come out, so it is impossible to stop.


I'm gonna do one of those things where I respond to suggestions instead of posting my own! Fun!

Faceless Void: Yeah, I miss the days before 6.82 as well. Void used to be such a good counter to PA! Now he has to build Monkey King Bar. Boooo.

Medusa: I like the Stone Gaze affecting units even if they turn away bit, but I think that removing the magic protection component makes this skill EXTREMELY OP. Then again, you are getting Aghs on Medusa, effectively wasting a slot on a sub-par item for her so... yeah, maybe.

Slardar: Guaranteeing that anyone hit with Amplify Damage goes down to 0 armor is so powerful... I'm torn as to whether it's too OP or not. As for cancelling Guardian Angel, I think that's far too specific and not even necessary considering how simple purges will do that for you.

Actually, that's not a bad idea for the Agh's upgrade...

Slardar: Targets affected by Amplify Damage are purged, then slowed for 2/3/4 seconds. This is also pretty powerful, but I think it could work!

Slark: I don't think the double health cost is necessary here... but more to the point, shouldn't the Agh's upgrade affect Shadow Dance? Being able to cast that even when stunned, now THAT'S an Agh's worth buying.

Troll Warlord: IThis one's pretty on point, I think! It makes him more of a semi-carry/support for the real hard and heavy right clicker on the team, kind of like Sven with his Aghs. Makes it a viable option, but not necessarily in every game.

Ursa: Also on point. I think that's a pretty sick idea.

Viper: I don't think his Agh's needs a further upgrade, it's already pretty dang good. It's alright to let the hero have the 'I'll just TP away' weakness, I feel.

Sand King: As much as I would love to see this change, I have to, in all honesty, come out on the 'too OP' side, sorry.

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