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New Hero Idea: Totemic

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Forum » Hero & Item Ideas » New Hero Idea: Totemic 9 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Maximum_Evil » August 24, 2012 11:02am | Report
A shaman with 3 totems on his back, that can use them in battle.

This hero can be either Agility based or Intelligence based. The numbers can ofcourse be changed, but I think they're pretty balanced. Also the names could be changed to because I was too lazy to came with a more original name.

Roles:

Support, Lane Support, Disable.

Skills: (There can only be 1 totem of each skill active at a time!)

"Flame Totem" (Offensive)

Summons a totem to the target location, and attacks nearby enemy units with fire balls (can only attack 1 at a time). Lasting 6 seconds.

Mana Cost: 80 / 100 / 120 / 140
AOE: 450
Attack Speed: 0.50
Damage: 5-10 / 10-15 / 15-20 / 20-25
Debuff: Each attack to the same enemy target increases the attack damage of the next attack to the same enemy.
Damage Bonus: 5 / 10 / 15 / 20

Cooldown: 15 Seconds.



"Slow Totem" (Support)

Summons a totem to the target locations, slows nearby enemies and boosts friendly units. Lasts 6 seconds.

Mana Cost: 100 / 110 / 120 / 130
AOE: 450
Attack Speed Slow/Buff: 5% / 6,5% / 8% / 10%
Movement Speed Slow/Buff: 15% / 20% / 25% / 30%

Cooldown: 15 Seconds.



(Also had a new idea for a disable totem.)

"Hex Totem" (Disable)

Summons a totem to the target locations, that transforms a random nearby enemy unit into frogs every 2 seconds. Lasts 6 seconds.

Mana Cost: 80 / 100 / 120 / 140
AOE: 450
Hex Duration: 0.5 / 0.75 / 1 / 1.25

Cooldown: 15 Seconds.



"Mana Totem" (Support)

Summons a totem to the target locations that gives mana to a nearby random hero, and buffs all stats of all friendly heroes nearby. Lasts 6 seconds.

Mana Cost: 100
AOE: 450
Mana Per Second: 10 / 20 / 30 / 40
Stats Buff: 5 / 10 / 15 / 20 / 25

Cooldown: 15 Seconds.



"Totem Mastery" (Ultimate)

Improves your Totem skills, increasing Totem Range, decreasing their cooldown, increasing duration.

AOE Increase: 50 / 100 / 150
Cooldown Decrease: 3 / 6 / 10
Duration Increase: 1 / 2 / 4


New hero idea: "TOTEMIC"

Maximum_Evil


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Posts: 53
Permalink | Quote | PM | +Rep by LaMaestro » August 24, 2012 11:31am | Report
I like it but ult could be more powerful
CARNAGE

LaMaestro


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Permalink | Quote | PM | +Rep by Maximum_Evil » August 24, 2012 1:29pm | Report
LaMaestro wrote:

I like it but ult could be more powerful


Made it better, with a passive skill including :) like Slark's
New hero idea: "TOTEMIC"

Maximum_Evil


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Posts: 53
Permalink | Quote | PM | +Rep by daPhongster » August 25, 2012 2:27pm | Report
You can do a 'Totem Call' of your own by just using all three totems. Most likely, this is what most people will do, unless you say only 1 totem can be out except for ult, but this would make him a very dull hero IMO.

I think you should make the totems movable or increase range, because I dont think 400 stationary range is enough.

Severe cooldowns on this hero make it so that once you blow all your totems in a teamfight, you are left unable to cast.

Suggestions:
Make ult into passive that allows you to summon multiple totems at a time.
Make Totam range a little bigger. (400-600?)
While were at it, Make ult make totem range bigger.
Make ult active let you have no CD on totems. This would mean that you would be able to cast all 3, and if enemies go out of range, you cast the totem again.

Basically, make the ult buff totems.

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Permalink | Quote | PM | +Rep by Glayde » August 25, 2012 4:37pm | Report
^ I really like this suggestion. Seems like a really fun hero though. :)

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Permalink | Quote | PM | +Rep by StevenLK » August 25, 2012 11:12pm | Report
I think the ult should be a passive that buffs totems like Phongster said but in a different way. Maybe it could be like death prophet's witchcraft and reduce both the cd and mana cost of totems. It could also increase the number of totems you can have out at once(maybe 2 or 3 of each totem at max lvl but the numbers would have to be tweaked since each totem seems op on its own right now). Decrease the amount of mana the mana totem gives and take away the stats. Maybe add some other mechanic like a +damage aura instead. Im guessing that all the totems are currently rooted so it would make sense to make the flame totem moveable but have 300 ms just to give it a little more flexibility. The flame totem's attack speed seems kinda slow so maybe change it to 1 attack per second and decrease the damage. The DoT seems a little wasted so maybe a +damage to every 2nd or 3rd attack? The slow totem's slow and attack speed should be switched but if you're going to make the ult allow you to summon multiple totems of the same kind at once, the numbers should be tweaked to as 20 and the slow should be tweaked to 10-20%.

Done with my wall of text...Enjoy.

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Permalink | Quote | PM | +Rep by Maximum_Evil » August 26, 2012 3:28am | Report
daPhongster wrote:

You can do a 'Totem Call' of your own by just using all three totems. Most likely, this is what most peaple will do, unless you say only 1 toem can be out except for ult, but this would make him a very dull hero IMO.

I think you should make the totems movable or increase range, because I dont think 400 stationary range is enough.

Severe cooldowns on this hero make it so that once you blow all your totems in a teamfight, you are left unable to cast.

Suggestions:
Make ult into passive that allows you to summon multiple totems at a time.
Make Totam range a little bigger. (400-600?)
While were at it, Make ult make totem range bigger.
Make ult active let you have no CD on totems. This would mean that you would be able to cast all 3, and if enemies go out of range, you cast the totem again.

Basically, make the ult buff totems.


The Ultimate doesn't activate the cooldown and ignores the cooldown of the totems, so it was ment that you could spam em a little, but I like your idea, already thought of a passive ultimate and it has a passive effect already, but I thought this ultimate was kinda original :P

StevenLK wrote:

I think the ult should be a passive that buffs totems like Phongster said but in a different way. Maybe it could be like death prophet's witchcraft and reduce both the cd and mana cost of totems. It could also increase the number of totems you can have out at once(maybe 2 or 3 of each totem at max lvl but the numbers would have to be tweaked since each totem seems op on its own right now). Decrease the amount of mana the mana totem gives and take away the stats. Maybe add some other mechanic like a +damage aura instead. Im guessing that all the totems are currently rooted so it would make sense to make the flame totem moveable but have 300 ms just to give it a little more flexibility. The flame totem's attack speed seems kinda slow so maybe change it to 1 attack per second and decrease the damage. The DoT seems a little wasted so maybe a +damage to every 2nd or 3rd attack? The slow totem's slow and attack speed should be switched but if you're going to make the ult allow you to summon multiple totems of the same kind at once, the numbers should be tweaked to as 20 and the slow should be tweaked to 10-20%.

Done with my wall of text...Enjoy.


If I let the totems move it would look like a total ripp off of Juggernauts Healing Ward, also the Mana that Mana Totem gives is like 75% of Lion's Mana Drain perhaps going to 50% is more balanced since the totem also gives a buff. And I dont want a unoriginal totem with a lame Damage aura, there's no Stats aura yet in the game so I thought it would be good if there would be one. the debuff idea of the Flame Totem is however a kewl and original idea :)
New hero idea: "TOTEMIC"

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Posts: 53
Permalink | Quote | PM | +Rep by Wulfstan » March 31, 2013 11:33am | Report
Can though the totems get destroyed like undy's Tombstone?

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Permalink | Quote | PM | +Rep by Eternalinfinity » April 9, 2013 12:33pm | Report
Would you be able to move the totems?? Like juggernauts heal ward.

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