Post by Mort on Mar 18, 2008 12:42:28 GMT -5
Belthamos the Tempest
Tempest is a great supporting caster.
He doesn't kill much with his skills, but he brings down the creeps health so other heroes may kill them.
Armor Type:
Heavy
Damage Reduction:
Chaos 100%
Hero 100%
Magic 125%
Normal 100%
Pierce 100%
Siege 100%
Spells 125%
Skills:
Innate: Zephyr
Creates a raining area that heals allied units and heroes based on their maximum amount of HP for a certain amount of time. Very useful on units with high health such as any summoned unit and even the Warrior Mage's Fortress. It's the best way to heal late game and even helps early on the only problem is that you have to be in the area of the rain.
Level 1: Ethereal Shield
Anti-magic potion and purification can remove the effect of this skill
Can be casted on allied units/heroes and gives them an armor bonus as well as slowing the attack speed of any enemy melee units that attack them. No reason for the Tempest not to get this since he will usually be close to the fights to cast his other spells
Note: Casting range is pretty long, so you can cast Ethereal Shield on a hero without getting the creeps attention.
Level 1: Paeldryth's Wrath
A spell that pushes back creeps and dealing damage but can't kill. The damage is based on their current health eventually becoming a 20% decrease to their life. Use it to give yourself some space and save trapped allies. There isn't much reason not to get this spell since the Tempest isn't that mana intensive and it can help buy your team enough time for your allies to use their finishing moves. However be careful when using it near the middle because it can push creeps to the ledges to the sides possibly killing a weak ally hiding up there or leaking those creeps.
Level 6: Burst
Creates an area with tornadoes that attack anything that enters that area. Like Wrath this spell can't kill creeps, but is much more useful than Wrath early on since it does a set amount of damage instead of a slight percentage of their health. Gets weaker later simply because the creeps health get so high but should still be used as much as possible since it will help your team more than not using your mana.
Level 10: Vertigo
Channelled Skill
Calls up a bunch of small tornadoes that collide into the enemy creeps but only go a short distance. The tornadoes will go in the direction you casted it and will be summoned from behind the Tempest. Direct it on the ground or on a creep without spell block since if you direct it on the creep with spell block the Tempest will channel. Vertigo is very strong but puts the Tempest at risk because of its short range, its best to have an ally luring in the creeps in especially since many creeps can out range Vertigo.
Suggested playstyle:
Tempest is more of a support caster then a killing caster since Wrath and Burst help allies kill more than it helps Tempest.
I would recommend using Wrath mostly when you need to get down the creeps health, or when a hero is stunned, as it is a great spell if someone has been offensed.
Keep up Burst and Zephyr as much as possible and use Wrath when needed.
Since using Vertigo makes the Tempest vulnerable its good to have a some armor, Ethereal Shield and if possible while being healed by Zephyr.
Some people teleport into a mob of creeps to maximize the amount damage Vertigo will do, but it's not advised, it's better just to have an ally help you lure creeps in.
Tips:
- Use Paeldryth's Wrath to save your allied hero. Or if you are trapped with no way of getting out of there, using it to push back creeps could work.
- Tempest is best played with a Hero that does some kind of aoe damage, even a low one, as Burst bring down health of the creeps to 1, any aoe would be useful to kill.
- If you are forced to summon, or use summoner, try to have Zephyr up at the summons so they'll survive longer.
- If you have to summon, use Burst/Paeldryth's Wrath on the creeps first, so your summons can kill them easier.
And check what summon they hit most on, and use ethereal shield on it, eventually you might want to use it on several summons.
Additional Spell Info
Tempests Paeldryths Wrath
Level CD Distance Pushed Damage Dealt
1 40 300 10%
2 38 350 19%
3 36 400 27%
4 34 450 34%
5 32 500 41%
6 30 550 47%
7 28 600 52%
8 26 650 57%
9 24 700 61%
10 22 750 65%
Ethereal Shield Formula
Armor: Level*2.5
Mana Cost: Level*5+20
CD: -4 secs from 40, for each level after level 1
Frost Effect: 15 seconds all levels
Duration: Level*5+15
Note: Tooltips for the spell appear to be wrong, not showing the .5 for armor level ups.
Level 1: Armor Bonus 2.5, Mana Cost 25, Cooldown 40 seconds, Frost 15seconds, Duration 20seconds
Level 2: Armor Bonus 5, Mana Cost 30, Cooldown 36 seconds, Frost 15seconds, Duration 25seconds
Level 3: Armor Bonus 7.5, Mana Cost 35, Cooldown 32 seconds, Frost 15seconds, Duration 30seconds
Level 4: Armor Bonus 10, Mana Cost 40, Cooldown 28 seconds, Frost 15seconds, Duration 35seconds
Level 5: Armor Bonus 12.5, Mana Cost 45, Cooldown 24 seconds, Frost 15seconds, Duration 40seconds
Level 6: Armor Bonus 15, Mana Cost 50, Cooldown 20 seconds, Frost 15seconds, Duration 45 seconds
Level 7: Armor Bonus 17.5, Mana Cost 55, Cooldown 16 seconds, Frost 15seconds, Duration 50 seconds
Level 8: Armor Bonus 20, Mana Cost 60, Cooldown 12 seconds, Frost 15seconds, Duration 55 seconds
Level 9: Armor Bonus 22.5, Mana Cost 65, Cooldown 8 seconds, Frost 15seconds, Duration 60 seconds
Level 10: Armor Bonus 25, Mana Cost 70, Cooldown 4 seconds, Frost 15seconds, Duration 65 seconds
Burst(damage:last time secs)
80:10
150:20
300:30
500:40
780:50
1150:60
1600:70
2200:80
3k:90
3900:100
Vertigo(10 tornado:8 secs)
2k
3k
4.5k
6750
10125
15187
22781
34171
51257
76886