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Lightning Rod / Sliptide Scythe / Stun Baton


Eliwan
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Item statistics:

 

Lightning Rod: 2300

+25 Strength

+25% Weapon Speed

[unique] 125 Spell Damage to up to 4 targets every 3rd attack

 

Stun Baton: 2200

+1 Energy Regeneration

+250 Energy

+20% Weapon Speed

[unique] Every 5th attack on the same target deals 150 bonus Spell Damage and stuns for 0.8 seconds.

 

Sliptide Scythe: 4100

+50 Agility

+18% Spell Resistance

[unique] Your auto-attacks grant you +10% Movement Speed and +15% Spell Resistance for 3 seconds and deal 50 additional Spell Damage.

 

I'd like show some math, next.

 

Added Spell Damage per attack [averaged]

LRod: 42 (125 / 3)

Stun Baton: 30 (150 / 5)

Sliptide: 50 (50 / 1)

 

For Stun Baton, the low bonus Spell damage and not-so-good stats are made up for with the actual stun itself; but I feel that the stun breaks certain fights-- like, say, any AA carry versus any channeler causes the channeler to be incapable of using their spells. Perhaps that could be replaced with a root instead? It would still give the AA-carry the advantage in a fight without destroying the matchup-- and then create an upgrade of the Stun Baton that would return the stunning functionality.

 

And for Sliptide Scythe, I feel that the bonus Spell Damage is too low for the price-- compared to Lightning Rod-- perhaps it could be tried with 70 or so Spell Damage?

 

 

Oh, and why don't we have a Physical-Damage Splash or Bonus True Damage item? Why don't we, seriously? What could possibly go wrong with THAT? o_0

No, seriously. Why don't we? I'm actually curious on this one. I know it looks like I'm being sarcastic, but I can't see why we don't have an item like:

 

[unique] Every Nth Attack your attacks deal XX bonus Physical Damage to up to Y additional targets.

 

[unique] Your attacks deal X bonus True Damage.

 

 

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Well, Physical Damage AoE gives us the same problem that we had with Spell Leech interacting with AoE spell damage. The only source of AoE physical damage right now is Grunty's Shawtgun and it's fairly reasonably limited by charges. But if you have a source of AoE physical damage limited only by your AA attack rate, it is very easily gamebreaking.

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B

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Sliptyde scythe is balanced how it is, just think about what it gives you,

 

you get armor/weapon speed/spell resist/spell damage on attack/move speed and if your an agi hero you get extra attack as well.

 

Its a very good item I think.

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You don't get sliptyde scythe for the spell damage it provides, rather you get it for everything it gives you, most importantly a lot of spell resist and some decent offensive stats as well, not to mention 7.5 armor thanks to the 50 agility. I think it is a really good item and a must have on any AA hero going up against tanks with barbed plating and electric mantle because the item alone reduces barbed damage from 50% to a more manageable 33% (not exact but close).

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Sliptyde scythe is balanced how it is, just think about what it gives you,

 

you get armor/weapon speed/spell resist/spell damage on attack/move speed and if your an agi hero you get extra attack as well.

 

Its a very good item I think.

The Spell damage on Sliptide is newby. Pyre can easily do triple the damage. PYre gives more attack speed, gives some weapon damage, and costs quite a bit less. In majority of cases, People would rather have a Pyre, even if they would cost the same amount. That to me, doesn't make sense.

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The Spell damage on Sliptide is newby. Pyre can easily do triple the damage. PYre gives more attack speed, gives some weapon damage, and costs quite a bit less. In majority of cases, People would rather have a Pyre, even if they would cost the same amount. That to me, doesn't make sense.

 

In terms of damage pyre is absolutely one of the best items if not the best main core on most of AA builds with a really one specific function.

 

But the Sliptide function is not covered by pyre neither inverse.

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One issue with sliptide, is you need to attack for the effect. Issue is, most the time, you need speed so you can charge the enemy, and you need the spell resistance long range, because you kill casters nearly instantly, meaning that casters usually can only kill you if you ain't attacking them. The only thing i can think sliptide would be good for is, close ranged casters and a enemy with Barb. And primarily lifesteal counters both of that much better.

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Team fights

 

Movement Speed isn't entirely useful team fights.

 

Only benefit is Spell Resistance, and if you ain't got an attack down, you could be in trouble, especially if they just shrapnel you.

 

The main reason i want the item to deal more spell damage is so that bandit artifice has more use :P

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