[Int-Scourge] Orion, the Forsaken Priest

Discussion in 'Hero Ideas' started by drgaliza, Sep 17, 2011.

  1. drgaliza

    drgaliza Well-Known Member

    Orion the Forsaken Priest

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    Strength Agility Intelligence
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    16 + 1.7 16 + 1.6 21 + 2.9

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    Affiliation: Scourge
    Attack Animation: 0.55 / 0
    Damage: 40 - 46
    Casting Animation: 0.3 / 2.4
    Armor: 1.24
    Base Attack Time: 1.7
    Movespeed: 300
    Missile Speed: 900
    Attack Range: 600
    Sight Range: 1800 / 800

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    Mind Disruption

    The Forsaken Priest releases psychic charges which disrupts targets brain activities which disable him to move as he please.

    [TABLE="1|2|3|4|5|6|7|8"] Level|Mana Cost|Cooldown|Casting Range|Area of Effect|Duration|Allowed Targets|Effect
    1|110|13|750|N/A|1.25 secs|Any Hero|Disables the target to control himself for the duration of the spell
    2|140|13|750|N/A|1.75 secs|Any Hero|Disables the target to control himself for the duration of the spell
    3|170|13|750|N/A|2.25 secs|Any Hero|Disables the target to control himself for the duration of the spell
    4|200|13|750|N/A|2.5 secs|Any Hero|Disables the target to control himself for the duration of the spell[/TABLE]

    Notes:
    • this spell can be evaded by magic immunity (bkb) or spell block (linken sphere)
    • purge spells cant nullify this effect.
    • can target an illusion and instantly destroyed it.
    Comments:
    • this spell is almost like a vodoo spell except that the controller is not a critter thus he can still block,evade,spell reduction and same movement speed
    • the target's recent command will be the priority of the AI command while he is disabled thus if he is moving forward, he will keep moving forward for the duration of spell. If the target's recent command is to attack a unit, he will keep hitting that unit until it dies, but if it happen that unit dies the AI will automatically switch target to the nearest enemy unit and if there is none then he just stays on place doing nothing.
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    Levitation

    Forsaken Priest uses his psychic energy and use some telekinetic powers to lift himself for defense and scouting territories. During this process the Forsaken Priest is enveloped with protective telekinetic barrier which prevent and deals damage if he is attacked or damaged.

    [TABLE="1|2|3|4|5|6|7|8"] Level|Mana Cost|Cooldown|Casting Range|Area of Effect|Duration|Allowed Targets|Effect
    1|100|30|550|N/A|1.25 secs|Self or Allies|Levitates target on air for the duration of the spell and is granted greater vision depending on position in the map. Prevents a total of 100 damage and deflects it back with 100 damage to the attacker during the duration of the spell.
    2|90|25|550|N/A|1.75 secs|Self or Allies|Levitates target on air for the duration of the spell and is granted greater vision depending on position in the map. Prevents a total of 150 damage and deflects it back with 150 damage to the attacker during the duration of the spell.
    3|80|20|550|N/A|2.25 secs|Self or Allies|Levitates target on air for the duration of the spell and is granted greater vision depending on position in the map. Prevents a total of 200 damage and deflects it back with 200 damage to the attacker during the duration of the spell.
    4|70|15|550|N/A|2.5 secs|Self or Allies|Levitates target on air for the duration of the spell and is granted greater vision depending on position in the map. Prevents a total of 250 damage and deflects it back with 250 damage to the attacker during the duration of the spell.[/TABLE]

    Notes:
    • Ground based spells are completely evaded by Levitation namely: fissure, ravage, torrent, ice shards, scorched earth, burrowstrike, epicentre, hoofstomp, echo stomp, overgrowth, power cogs, battery assault, and slithereen crush. Thus not all stuns can interrupt this spell.
    • The damage prevented and deflected by the spell is against physical attacks and magical attacks.
    • The barrier remains for at least 3 more seconds if the spell is interrupted
    • Levitated unit stays in one position
    • Units on air is granted greater vision depending on the position and is still affected by factors such as night, occlusions, and total height changes. (True Sight Range is not increased)
    • Units on air cant cast spells normally except for Orion, the Forsaken Priest.
    • A unit on air in a levitation state returns to normal state immediately if he cast a spell except for Orion, the Forsaken Priest.
    • Any unit in levitation state can go to normal state if he applies a move command on the ground (this is considered as an interruption of the spell thus 3 more seconds of barrier is attained). Targeting a unit wont return you to normal state but stays in levitation state for the duration.
    • Units on air can still be targeted by spells/items and take damage and same effects applies normally and legally.
    • Units on air is invulnerable to melee attacks.
    • Melee units on air cant attack units while Ranged Units can still attack units on ground but attack range of levitated unit is reduced by 100 for the duration (this is due to the distance and height vertical ratio must be taken into consideration).
    • Units on air can be pull or push (force staff, meathook) but is not interrupted if the spell is coming from an allied units
    • Units on air can be interrupted by interrupting spells such as stuns, mini stuns, bashes (ranged bashes only) etc. and returns to normal state and the rest of the spell effects applies.
    • -disablehelp command disables the spell to be used on allies.
    Comments:
    • Other spells and items can be used in conjunction with this spell like force staff, meat hook.
    • This spell if used in conjuction with mind control, minimizes the set of skills that can interrupt him..
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    Telepathic Conversion

    With the use of telepathy and mind control, Orion is able to control creatures with lesser minds and use them in combat. He also infuses some psionic charges in the creature which explodes when unit dies and deals damage to enemies.

    [TABLE="1|2|3|4|5|6|7|8"] Level|Mana Cost|Cooldown|Casting Range|Area of Effect|Duration|Allowed Targets|Effect
    1|60|22|750|1000 AOE|180 secs|Enemy Units|1 unit max, Possession of Level 1 Neutral Creep, Deals 25 magical damage on explosion.
    2|60|18|750|1000 AOE|180 secs|Enemy Units|2 unit max, Possession of Level 1-2 Neutral Creeps, Deals 50 magical damage on explosion.
    3|60|14|750|1000 AOE|180 secs|Enemy Units|3 unit max, Possession of Level 1-3 Neutral Creeps, Deals 75 magical damage on explosion.
    4|60|10|750|1000 AOE|180 secs|Enemy Units|4 unit max, Possession of Level 1-4 Neutral Creeps or Enemy Creeps, Deals 100 magical damage on explosion.[/TABLE]

    Notes:
    • When converting a new creep above your max unit count, a random converted unit (which could be the one you just persuaded) will die and AOE damage still occurs.
    • Converted creeps last for 180 seconds
    Comments:
    • With relatively low cooldown and mana cost. A 100 magical damage; 75 damage with natural magic reduction in 1000 AOE EACH is not something to laugh about specially in team clashes. You can deal a total of 300 AOE damage or more if you can stack 4 creeps and let it die in clash.
    • This also aid in pushing. Converting enemy creeps every 10 secs is damn good in pushing. The downside of this tactic is that the creeps converted gives gold bonus and experience to opponents instead of your team (2-3 creeps per wave gold lost and experience lost or a chance but not guaranteed push due to massive AOE spells of opposing team). Thus this strategy cant be abused and is used only in certain situations.

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    Mind Control

    Orion, the forsaken priest releases his full psychic energy and uses it to fully control his enemies. Although this spell is really stressful for him thus he can only manage to control a unit for sometime. He also manages to deal some damage in the process.

    [TABLE="1|2|3|4|5|6|7|8"] Level|Mana Cost|Cooldown|Casting Range|Area of Effect|Duration|Allowed Targets|Effect
    1|200|140|750|N/A|1.25 secs|Enemy Heroes| Able to control enemy heroes for the duration of the spell, Deals 150 magical damage.
    2|300|110|750|N/A|2.25 secs|Enemy Heroes|Able to control enemy heroes for the duration of the spell, Deals 250 magical damage.
    3|400|80|750|N/A|3.25 secs|Enemy Heroes|Able to control enemy heroes for the duration of the spell, Deals 350 magical damage.
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    Notes:
    • This is a chanelling spell.
    • This spell is instant thus invisible based spells cant counter this spell once casted.
    • Controlled units cant attack his/her allies. All commands must be legal.
    • Controlled units cant drop his/her items once controlled
    • Controller cant use controlled units - other units (only the hero).
    • diffusal blade cant cancel the mind control.
    • BKB, repel, and Linken's sphere can block the spell.
    • Phase Shift can also counter this target spell.
    • Controlled units teammates can still use spells and items on the hero as long as it is legal. (note for bkb, repel etc)
    • Cant use mind control when Pandaren uses his ultimate.
    • Illusions can be targeted by this spell but the spell is nullified if it lands on the illusion. The illusion is instantly destroyed if targeted.

    Comments:
    • Ultimate is used to disable 1 target hero; either by sending him away from battle with the aid of controlled units tp scrolls or teleporting spells, waste item charges, waste spell cooldowns etc.
    • TP abuse can be countered by not carrying a TP before battle or dropping the tp scroll before engaging in battle. Remember that Decrify, Swap, Nightmare, Disruption, Astral Imprisonment, Chronosphere, Sunder, Meat Hook, Dark Rift, Relocate, Snow Ball to cancel the teleportation.
    • Teammates can use interrupting spells on Forsaken Priest to stop the spell completely.
    • Astral Imprisonment is a direct counter to this spell. Allied hero vanishes for the duration. But a fast hand Forsaken Priest user can atleast waste 1 or 2 spells/item charge/cooldowns before being countered.

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    Last edited: Sep 17, 2011
  2. Flame13

    Flame13 Well-Known Member

    Remove this I think it is uncodable
    "attack range of levitated unit is reduced by 100 for the duration "

    By the way I like the hero concept...I will give a full review later...
     
  3. drgaliza

    drgaliza Well-Known Member

    rebump
     
  4. drgaliza

    drgaliza Well-Known Member

  5. IVIr.PL0W

    IVIr.PL0W Well-Known Member

    Mind Control is bad. Do not use it. Hero is good, but very bland and overdone.
     
  6. joopo

    joopo Member

    I don't see any synergy in this hero