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Elam - The Vowed Guardian

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Forum » Hero & Item Ideas » Elam - The Vowed Guardian 34 posts - page 2 of 4
Permalink | Quote | PM | +Rep by porygon361 » July 2, 2014 5:20am | Report
kkoopman3 wrote:

Sure... -_-



In all seriousness, I was a little tired when reading this. Heheh.

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Permalink | Quote | PM | +Rep by Azerevoli » July 2, 2014 5:24am | Report

I like the hero VERY much, the skill set is synergetic and fluid, extremely solid and balanced hero, BUT, but most of his skills seem like rehashes in their mechanics,

Q - Larger cost ratio but basically Abaddon's Q.
W - Tweaked Lich ability.
E - CM aura with HP regen instead of mana.
R - Rehashed OLD LD ulti sub-ability
D - Reverse KOTL
F - Ultra buffed huskar passive.

I like it ,I DO like it very much, but it sounds too much of a rehash, I dont see imagination or creativity stemming from it.


all your assumptions is correct :D W, F and E is inspired from there, the rest wasnt meant to :3 ill change it very soon once i got better alternate (or not) ?

basicly i want to create a hero that heavily focus on guarding a precious one ,has global effect on entire team and deliver considerable damage even without decent items



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Permalink | Quote | PM | +Rep by Bunkansee » July 2, 2014 5:26am | Report
I like this hero. Sort of an Omniknight type hero with a Crystal Maiden type passive.

Very nice :)

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Permalink | Quote | PM | +Rep by kkoopman3 » July 2, 2014 5:29am | Report
Bunkansee... King of double post.

Porygon... Doge photos make me laugh out loud. My mother is asleep... Well... Was.

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Permalink | Quote | PM | +Rep by Bunkansee » July 2, 2014 5:31am | Report
kkoopman3 wrote:

Bunkansee... King of double post.

Porygon... Doge photos make me laugh out loud. My mother is asleep... Well... Was.


Yeah lol, removed the second one now.
Laggy internetz are never a good thing.

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Permalink | Quote | PM | +Rep by kkoopman3 » July 2, 2014 5:32am | Report
True dat. I use my iPad most of da time. I've done triple posts before.

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Permalink | Quote | PM | +Rep by Bunkansee » July 2, 2014 6:06am | Report
kkoopman3 wrote:

True dat. I use my iPad most of da time. I've done triple posts before.


At least no Rampage posts yet :p
TRIPLE POST!

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Permalink | Quote | PM | +Rep by Yzreel » July 2, 2014 6:10am | Report
Hi, I'm here because I was called by kkoopman3, and I want to say...



I do think that what Abaddon said was right, that the skills are pretty much similar to existing skills, but in all fairness, this is your first idea and you do put them all nicely that they are synergetic to each other. For a first timer, I would say you did a very nice job, so I will try to give my best toned critique if possible.

First of all, I'll go with the hero as an overall unit. I am a bit confused by what he is supposed to be. I know that he is a support, but you said "semi-carry" in the role section, how is he supposed to be one with no passive skill that can increase his kill potential? In my mind he is more of a support/lane support hero. About the base damage, I think it's a bit too high to make the damage difference of 21 points (probably tone it down to around 10)

Your first skill is very similar with Purification, even down to the last detail (90/180/270/360 damage with 100/120/140/160 mana), which is why it shares the same problem as him. The hero requires some items until he is online (since his base MP is 18*13=234 and 2 times heal at level 1 burns it out), the problem is that he is nowhere viable as a trilane support (position 5) if that is the thing. I also think that the heal is too much, at level 7 your HP will be 823, and your heal will probably be around 360+82 = 442 points ( Mekansm and Mist Coil is 250, Purification is 360 and Hand of God is 400 at max level), probably you should differ the heal and damage.

The second one is very, very strong (probably a bit OP) because for only 50 MP and 5 seconds cool down you can give 40 seconds duration 8 armor and 20% magic resistance. With this, theoretically you can give your entire team 8 armor and 20% magic resistance (with 15 seconds duration until you need to reapply). That is 3 points stronger than Buckler or Mekansm that gives Cloak + 5% resist to all team, and even Desolator still lacks 2 points to erase the armor amount. Probably you can work at the cooldown/MP part.

The third skill is pretty strong, and I have created a hero that use it before (almost the same, didn't publish it though) and in my case, I make it to do a full effect in 900 AoE but half amount globally because I think that it currently is very strong (it's the same amount of Dragon Blood regen, but is global and affects everyone) it is also the amount of Ring of Health regen, and +2.3 to produce Tango passively and globally. It's not really that strong, so do think about it and do what you like, even now is still okay

The ultimate skill..... What do you mean infinite? Do you mean infinite, infinite? Because if so it seems well... odd, not to mention that it makes the ult pretty rigid and unusable, especially if you need to cast it for 5 seconds within 128 range (which means the both of you must not move at all for 5 seconds, imagine max Sacred Arrow) If that is intended, I think that the rest of the effects are fair enough, but the ultimate is really useless otherwise. Still, currently the ultimate skill needs to be more versatile, so I suggest reducing all the three effects for the improvement of versatility (reduced cast time, increased cast range and reduced cooldown + duration)

Although the idea is pretty interesting, this hero doesn't seem viable because he cannot become a trilane support, and I don't think he can do well in any other roles (same problem as Omniknight), so.... good luck with that :D
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Permalink | Quote | PM | +Rep by kkoopman3 » July 2, 2014 6:10am | Report
Hehe. Chuckle.

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Permalink | Quote | PM | +Rep by Azerevoli » July 2, 2014 8:47am | Report
Yzreel wrote:

First of all, I'll go with the hero as an overall unit. I am a bit confused by what he is supposed to be. I know that he is a support, but you said "semi-carry" in the role section, how is he supposed to be one with no passive skill that can increase his kill potential? In my mind he is more of a support/lane support hero. About the base damage, I think it's a bit too high to make the damage difference of 21 points (probably tone it down to around 10)

Your first skill is very similar with Purification, even down to the last detail (90/180/270/360 damage with 100/120/140/160 mana), which is why it shares the same problem as him. The hero requires some items until he is online (since his base MP is 18*13=234 and 2 times heal at level 1 burns it out), the problem is that he is nowhere viable as a trilane support (position 5) if that is the thing. I also think that the heal is too much, at level 7 your HP will be 823, and your heal will probably be around 360+82 = 442 points ( Mekansm and Mist Coil is 250, Purification is 360 and Hand of God is 400 at max level), probably you should differ the heal and damage.

The second one is very, very strong (probably a bit OP) because for only 50 MP and 5 seconds cool down you can give 40 seconds duration 8 armor and 20% magic resistance. With this, theoretically you can give your entire team 8 armor and 20% magic resistance (with 15 seconds duration until you need to reapply). That is 3 points stronger than Buckler or Mekansm that gives Cloak + 5% resist to all team, and even Desolator still lacks 2 points to erase the armor amount. Probably you can work at the cooldown/MP part.

The third skill is pretty strong, and I have created a hero that use it before (almost the same, didn't publish it though) and in my case, I make it to do a full effect in 900 AoE but half amount globally because I think that it currently is very strong (it's the same amount of Dragon Blood regen, but is global and affects everyone) it is also the amount of Ring of Health regen, and +2.3 to produce Tango passively and globally. It's not really that strong, so do think about it and do what you like, even now is still okay

The ultimate skill..... What do you mean infinite? Do you mean infinite, infinite? Because if so it seems well... odd, not to mention that it makes the ult pretty rigid and unusable, especially if you need to cast it for 5 seconds within 128 range (which means the both of you must not move at all for 5 seconds, imagine max Sacred Arrow) If that is intended, I think that the rest of the effects are fair enough, but the ultimate is really useless otherwise. Still, currently the ultimate skill needs to be more versatile, so I suggest reducing all the three effects for the improvement of versatility (reduced cast time, increased cast range and reduced cooldown + duration)

Although the idea is pretty interesting, this hero doesn't seem viable because he cannot become a trilane support, and I don't think he can do well in any other roles (same problem as Omniknight), so.... good luck with that :D


first of all I give you my greatest gratitude for your opinion and constructive criticism, I very appreciate it Dude really :D.

huft :3 ok ill start from your first thought, in my mind is he is situational damage dealer later on through his lvl 3 ultimate Sacred Wrath. i mean if bonded unit lose like 50% of their max health Elam will gain like 160 raw damage 112 attack speed and 24 bonus movement speed as long as he maintain that condition he could deal considerable damage. even with support items and no farming (as supports usually do). but keep in mind that he need to be in 900 radius from his bonded ally to get this skill active.

yes it does i think you miss the fact that its current health based, so, the heal wont be always that high as the skill is frequently used. i dont understand why people disagree about the heal amount this skill could do, i mean ok lets compare it with Purification, its heals 360 with ability to deal PURE 360 damage to nearby enemy, in my opinion Purification is balance skill between healing and dealing damage while JoL is focus on both depend on your needs Healing or Damage. err anyway you probably right the damage is too much 10 sc cooldown thus ill increase the cooldown around 15 or 20 thats sounds fair.

actually its slightly weaker version of lich frost armor and remove its slow effect with magic resist well. im lack of information about armor amount and the effect so yeah you right its 8 armor is too much (maybe), and 20% resist is like rubick nullfield. i guess i'll keep the ratio and increase the cooldown greatly like greaaatly to balance its effect :)

i think third skill will soon lose its effectiveness as the time passed, 5 regen is not that much and its kinda useless in team fight its more like early help to sustain people stay longer in their lanes during farming early on. but i will likely to change it as really similar to CM aura but.... -_- i really love global regen aura (WHO DOESNT ? :3)

seriously its infinite, the duration, its infeeiineeite until you cast it to another one. wait woooophs holy sheep! i forgot to put max unit on the skill description. no wonder you confused about it :D my bad. its not kind of skill to use in battle, basicly you are Guarding your MOST MOST MOST precious person in your team. you could heal and protect him even you are across the ocean as if you heal or buff your self so does the bonded allied. this is true love skill lol :D.



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