Post by Mort on Apr 17, 2008 2:06:47 GMT -5
www.dmortb.net/MTG/Battle Chanter/1.jpg
[/img]Gogo the Battle Chanter
Battle Chanter allows your team to more damage against the creeps while making them do less damage.[/center]
Armor Type:
Heavy
Damage Reduction:
Chaos 100%
Hero 100%
Magic 125%
Normal 100%
Pierce 100%
Siege 100%
Spells 125%
Skills:
www.dmortb.net/MTG/Battle Chanter/innate.jpg[/img]
Innate: Chorus of the Madmen
Purification can remove the effect of this skill
Significantly lowers enemy attack within the targeted area and is based on the creeps base attack (not attack after difficulty adjustment, the attack they do in Normal).
Use it as much as you can when your tank is surrounded by creeps, however if you know ranged/thougher creeps are comming, it could be a wise idea to save it for that wave.
And remember that it won't make you invincible, as it can be removed with purification, and at higher levels they will still do damage.
Level 1: Combat Mastery
A passive ability that grants a chance to do double damage and a chance to evade normal attacks, the percentages when maxed out are 90% chance of a 2x critical hit and a 45% chance to evade. Not that great of an ability to have early on because of the low damage of the hero and the creeps. However it is essential to eventually max this out in later rounds.
www.dmortb.net/MTG/Battle Chanter/abHeart.jpg[/img]
Level 1: Abandoned Heart
Purification can remove the effect of this skill
This will slow enemy creeps movement speed around where you casted so you can stay away from the creeps or run away until your allies can clean them up with a finishing move. Remember this only slows their move speed so if you get close they will still hit you as fast as they did before.
www.dmortb.net/MTG/Battle Chanter/forge.jpg[/img]
Level 6: Failure of the Forge
An Aura that decreases enemy creeps armor and is very useful in helping allied heroes that rely on their attacks to kill creeps. However if you don't have any allies that rely on it you don't really need to get this skill. As creeps will go after you if nobody else is around and they're affected by the aura.
www.dmortb.net/MTG/Battle Chanter/muse.jpg[/img]
Level 10: Muse's Inspiration
Resets all of an allied hero's abilities cooldowns and is vital for helping characters that rely on long cooldown active skills. Such as other casters like the Warrior Mage but can still help other heroes such as Cleric (not sure if it resets her revive ability but useful if it does) or any hero with powerful/useful active skills.
Suggested Playstyle:
The Battle Chanter is not a tank, but he can be used as a secondary tank, use his Chorus to lower the damage output on the main tank, when he needs it.
His abandoned heart is useful for slowing creeps movement down, very useful if your tank is dead and you need to buy time, or if your casters need to get to a position without worrying about creeps moving to fast.
It can also be used to slow summoned Darkrifts.
You should only get the Aura if your team benefits from it.
If your team isn't in trouble use Muse on another support hero such as the Hypnotist or Empath for beneficial effects and use it on a caster such as Evoker or Warrior Mage when your team needs the killing power. Just remember to know how much cooldown is left on their abilities either by talking to them or sharing control with their hero or yours (so they can reset their abilities on their own). This is to prevent reseting their ultimate when it only had 10seconds left anyways.
Tips:
- Chorus and Abandoned Heart can both be used at Darkrift to more or less neutralize them.
- At ranged levels, use Chorus when several creeps is close to each other, as that will help your tank survive longer.
- Remember that Chorus and Abandoned Heart can both be dispelled.
- Failure of the Forge stacks with Nimsha, Spiked Trees Poison Gas and Barbarians Kuniyo's Spirit.
- Armor is recommended as Battle Chanter will be close to the front line.