Mort
Administrator
Posts: 253
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Post by Mort on Feb 10, 2009 8:31:55 GMT -5
I'm looking for some info, and would like some help! - Spells/Abilities that spellcurse does/doesn't affect.
- Spell steal, what spells is taken?
- A Guide, or item/skill build for Shadow Priest.
- A Guide, or item/skill build for Revenant.
- Opinions/Thoughts about darkrift summons on the new/modified waves. ( 3, 5, 8, 17, 18, 22, 24, 25, 26 and 29)
Limegreen has Beastslay in 1.88.
There is probably a lot more that I need help with, however this was what I could think about right now! So any help with any of these things are appreciated!
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Post by Cheezeman on Feb 10, 2009 8:34:29 GMT -5
Spells that can be spell-stolen (still working on the list): I know it isn't much at the moment but I'll try to add more as they come ;D
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Pedro
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MT Team Member
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Post by Pedro on Feb 10, 2009 13:52:20 GMT -5
It can take pretty much anything that can be dispelled.
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Mort
Administrator
Posts: 253
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Post by Mort on Feb 10, 2009 15:26:13 GMT -5
So it removes these from the heroes and gives to a creep:Haste Regenerate Ethereal Shied Barkskin Everild's Rage Blood Dance Concentrate Bloodboil Righteous Wrath And spells casted on creeps give heroes these:Mind Shout Naphtha Holy Binding Unnerving Symphony Chorus of the Madmen Static Discharge Abandoned Heart Harawep's Bonds Scalping Cry And that must mean that the summons(friendly) would be able to take away beer/cripple/slow and such spells? Or did I get it wrong?
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Post by worldtop on Feb 10, 2009 15:49:43 GMT -5
So it removes these from the heroes and gives to a creep:Haste Regenerate Ethereal Shied Barkskin Everild's Rage Blood Dance Concentrate Bloodboil Righteous Wrath And spells casted on creeps give heroes these:Mind Shout Naphtha Holy Binding Unnerving Symphony Chorus of the Madmen Static Discharge Abandoned Heart Harawep's Bonds Scalping Cry And that must mean that the summons(friendly) would be able to take away beer/cripple/slow and such spells? Or did I get it wrong? sorry i am a little confused so u mean red harpies can both steal spells from heros and also return those cast on them...............? today i double checked with ethearal shield i standing in the middle of the harpies and none took my shield away does that chain saw sound effect represent the stealing taking place? same as the barb, i even go attack red harpy first to get their attension but my berserk and ulti were not taken away. or that is by chance........?
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Mort
Administrator
Posts: 253
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Post by Mort on Feb 10, 2009 22:50:05 GMT -5
Tooltip for Spell Steal: Steals a positive buff from an enemy unit, and applies it to a nearby friendly unit, or takes a negative buff from a friendly unit and applies it to a nearby enemy unit.
So if the tooltip is 100% correct, and if it is as pedro wrote, those spells should be able to be removed/added with spell steal.
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Post by Cheezeman on Feb 11, 2009 8:52:47 GMT -5
Tooltip for Spell Steal: Steals a positive buff from an enemy unit, and applies it to a nearby friendly unit, or takes a negative buff from a friendly unit and applies it to a nearby enemy unit. So if the tooltip is 100% correct, and if it is as pedro wrote, those spells should be able to be removed/added with spell steal. When I answered worldtop's question what it does I quoted it from the Spell Breakers' Spell Steal in a Meele game. I don't know how the decription looks in Enfo's MT Edition because I just havn't bothered to check it, but I don't think it makes any difference... After all, Blizzard's Tooltips says it all (except in 1 case). (It was from my post you took this quote, right? Or did I just make a fool out of myself? ) Oh and I tried to make the Harpies steal my Ethereal Sheild, but the stubbornly refused to. Is there a better way to check which ones can be stolen?
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Mort
Administrator
Posts: 253
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Post by Mort on Feb 11, 2009 10:58:39 GMT -5
No, it came from ingame, i rarely write about something i haven't checked!
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Post by worldtop on Feb 16, 2009 20:36:36 GMT -5
I noticed that red harpy kind of cast purge on me(barb with a nimsha) it's also the visual effect of monsters who got hit by nimsha but I checked my armor class, it wasnt reduced...... funny thing........ shadow? i c no reason to get mana pot or staves for him early game since his spell require so little mana to cast it hasnt been changed and I was wondering y ........but now i dont.............. so just treat shadow as a normal melee hero atm i guess pot, combo boots, leather armor/elven armor, thats all i would max enfeeble first , keep mastery around lv5-6, one thing I found out about great illusion having low cd when it hits lvl 10. very useful skill to save ur tank. shadow priest's ulti follows him, just like hypo's.
revenrant? I think a hisan is good enough for a wise caster player, no staff needed, just mana pots and hisan b4 1st bonus..........same set of items for shadow works on him 2 and I wont be 2 worried about the guide for revenrant cause they havnt finalized the hero.
I would max his deathwave first, keep the raise desad aroudnd 6-7 monsters, lvl up your ulti as long as you are able. u can either save ur deathwave to save ur tank, or just to clear mosnters up(while monsters's hp is lower ur deathwave dmg). save ur raise dead to save ur tank or to buy you time counter offensive spells(ya 20secs can save asses) corpse bomb only target the closest corpse near you, i think it's the only thing can really hurt monsters after turtles.......... I think corpse explosion will fit in the cd of the animated dead. and it's better to use it after you use death wave on them, so u can survive among monsters. u can start to lvl corpse bomb up if u plan to use it after 1st bonus. u can also kill monsters hit by ur deathwave with ur corpse bomb, just ready to run. corpse bomb can reduce the creeps' hp for ur tank, as long as u dont die.
those 2 new beastslay rift are useless if u summon on a melee/caster wearing a elven armor and knows how to purify they even cant kill me using sniper(ya i wore elven armor and combo boots) and one sheared monster left after i purify the rest. I was stunned but that one still couldnt kill me even with an arhat.....(yes normal mode) ya u can use them to kill ppl who dont pick up armors for their mages or dont know how to purify. but hey, whom u cant kill with a rift if they dont know how to purify anyway. ya i think just add all rift with beastslay then that will be a lot better?! comon u want the rift to be able to kill right?LOL
need someone to reconfirm ahlen's strike is not sealed by spellcurse btw.
great hallucination is good on tanks with a nimsha, champion's ulti form, if it gets lucky shot, sniper is also a good candidate,
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Post by worldtop on Feb 24, 2009 3:30:12 GMT -5
sp
enfeeble 5% less exp; 20sec 10% 15% 20% 25% 30% 35% 40% 45% 50% shadow art mastery preservation: - enfeeble:1 sec more greater hallucination: heal 150 hp armageddon: 10% chance to hit an enemy --------------------------------------------------
preservation: 1 enfeeble:2 sec more greater hallucination: heal 300 hp armageddon: 20% chance to hit an enemy --------------------------------------------------
preservation: 1 enfeeble:3 sec more greater hallucination: heal 450 hp armageddon: 30% chance to hit an enemy -------------------------------------------------- preservation: 2 enfeeble:4 sec more greater hallucination: heal 600 hp armageddon: 40% chance to hit an enemy -------------------------------------------------- preservation: 2 enfeeble:5 sec more greater hallucination: heal 750 hp armageddon: 50% chance to hit an enemy -------------------------------------------------- preservation: 3 enfeeble:6 sec more greater hallucination: heal 900 hp armageddon: 60% chance to hit an enemy -------------------------------------------------- preservation: 3 enfeeble:7 sec more greater hallucination: heal 1050 hp armageddon: 70% chance to hit an enemy -------------------------------------------------- preservation: 4 enfeeble:8 sec more greater hallucination: heal 1200 hp armageddon: 80% chance to hit an enemy -------------------------------------------------- preservation: 4 enfeeble:9 sec more greater hallucination: heal 1350 hp armageddon: 90% chance to hit an enemy -------------------------------------------------- preservation: 5 enfeeble:10 sec more greater hallucination: heal 1500 hp armageddon: 100% chance to hit an enemy --------------------------------------------------
greater hallucination: deal 7% of original dmg receive 145% dmg 30secs -----------------------------------
deal 14% of original dmg receive 140% dmg 30secs ----------------------------------- deal 21% of original dmg receive 135% dmg 30secs -----------------------------------
deal 28% of original dmg receive 130% dmg 30secs -----------------------------------
deal 35% of original dmg receive 125% dmg 30secs ----------------------------------- deal 42% of original dmg receive 120% dmg 30secs ----------------------------------- deal 48%% of original dmg receive 115% dmg 30secs ----------------------------------- deal 56% of original dmg receive 110% dmg 30secs ----------------------------------- deal 63% of original dmg receive 105% dmg 30secs ----------------------------------- deal 70% of original dmg receive 100% dmg 30secs -----------------------------------
armageddon: 800 dmg: stun for 5 sec: 20sec 1056: 1393 1839 2428 3205 4231 5586 7373 9733
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Post by worldtop on Mar 3, 2009 22:49:51 GMT -5
animated dead: 3 4 5 6 7 8 9 10 11 12
deathwave:slow attack speed and movement for 10secs 150:5% 300:10% 450:15% 600:20% 750:25% 900:30% 1050:35% 1200:40% 1350:45% 1500:50%
corpse explosion:the range of the corpse u can blow 260 300 340- 380 420 460 500 540 580 620 spiritual sworm: 275 dmg/sec:31jumps 412:32 jumps 618:33 928:34 1392:35 2088:36 3132:37 4698:38 7047:39 10571:40
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Post by worldtop on Mar 3, 2009 23:23:59 GMT -5
So it removes these from the heroes and gives to a creep:Haste Regenerate Ethereal Shied Barkskin Everild's Rage Blood Dance Concentrate Bloodboil Righteous Wrath And spells casted on creeps give heroes these:Mind Shout Naphtha Holy Binding Unnerving Symphony Chorus of the Madmen Static Discharge Abandoned Heart Harawep's Bonds Scalping Cry And that must mean that the summons(friendly) would be able to take away beer/cripple/slow and such spells? Or did I get it wrong? gj but i am confused here how does harpy to return mind shout on heros? or how does the second section spell work?
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Post by arcanis on Mar 4, 2009 18:54:53 GMT -5
Spell steal can do 2 things:
-take good buffs from the enemy and apply them to you -take bad buffs off you and apply them to the enemy
So, the harpy removes the hex buff (caused by mind shout), and gives it to an applicable target (one of your units). In theory at least...I'm not sure if the AI actually transfers hex.
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Post by worldtop on Mar 4, 2009 19:46:24 GMT -5
Spell steal can do 2 things: -take good buffs from the enemy and apply them to you -take bad buffs off you and apply them to the enemy So, the harpy removes the hex buff (caused by mind shout), and gives it to an applicable target (one of your units). In theory at least...I'm not sure if the AI actually transfers hex. I never(or I havnt seen) see any hero got haxed, so maybe it just pervent the harpy itself from haxed? or i should say I hanvt seen any spells from 2nd section got returned to heros.
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Post by worldtop on Mar 5, 2009 13:46:01 GMT -5
btw we need to list the dmg of the aoe attack by the revived ghost?
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