NoWaterJustIce Posted January 17, 2013 Report Share Posted January 17, 2013 This is my suggestion for a maar rework that would make him more viable in a larger variety of team comps and make it so he doesnt just sit and shoot fireballs all game long. Name: Maar Unit Base: Hybrid Destroyer Unit Portrait: Hybrid Destroyer Type: Int Caster Script: Maar Lore Abilities: -Maars Heroic active q,w,e, and r would remain the same as they are now but below im going to list the skills that i would give him. -- One Red: Fireball Using one Orb of Destruction, Maar hurls a fire ball in a target direction exploding on the first enemy in comes in contact with dealing aoe spell dmg in a 2.5 unit area. Range: 10 Level 1: Deals 65(+70%int) Level 2: Deals 110(+70%int) Level 3: Deals 140(+70%int) Level 4: Deals 170(+70%int) -- Two Red: Fire Wall Maar channels for 0.5 seconds, then unleashes his powers of destruction causing fire to erupt from the ground in a strait line that is 1.5 units wide in front of him. Fire wall deals spell dmg and slows for 1.5 seconds to all enemies hit. Range: 12 Level 1: Deals 50(+50%int) spell dmg and slows for 50% Level 2: Deals 100(+50%int) spell dmg and slows for 60% Level 3: Deals 150(+50%int) spell dmg and slows for 70% Level 4: Deals 200(+50%int) spell dmg and slows for 80% -- Three Red: Destruction Aura Harnessing his full power, Maar creates and Aura of Destruction around himself that deals spell dmg to enemies in the aura every second and increases the power of Maars descruction spells while standing in it. Liberating the Destruction aura will cause all enemies in the aura to take immediate spell dmg. One Red- Deals an additional 50%int spell dmg Two Red- Fire wall leaves a line of scorched earth, where it was cast, that lasts for 5 seconds that deals 10(+10%int) dmg per second and slows enemies by 15% Range: self Level 1: 40(+20%int) spell dps, 100(+75%int) spell dmg upon liberation Level 2: 50(+20%int) spell dps, 150(+75%int) spell dmg upon liberation Level 3: 60(+20%int) spell dps, 200(+75%int) spell dmg upon liberation Level 4: 70(+20%int) spell dps, 250(+75%int) spell dmg upon liberation -- One Blue: Protect Maar harnesses his power of creation to protect an ally giving them shields that last for 6 seconds. Cannot be cast on the same target within 6 seconds. Range: 10 Level 1: grants 70(+75%int) shields Level 2: grants 125(+75%int) shields Level 3: grants 225(+75%int) shields Level 4: grants 275(+75%int) shields -- Two Blue: Creators Breath Drawing on his Creation powers, Maar channels for 0.5 seconds then breaths out a breath of Life healing allies in a line 1.5 units wide and granting allies hit with aditional movement speed for 1 second. Range: 12 Level 1: heals for 60(+50%int), +20% movment speed Level 2: heals for 90(+50%int), +30% movment speed Level 3: heals for 120(+50%int), +40% movment speed Level 4: heals for 150(+50%int), +50% movment speed -- Three Blue: Creation Aura Rivaling the power of the Gods,(if there are any in the sc universe) Maar calls upon all his powers of creation to Create an Aura of Creation that Heals allies that stand in it per second and Maar's creation skills become stronger while he is in the aura. Liberating the Creation Aura will cause all allies in the aura to immediatly heal. One Blue- Increases sheilds given by 50%int Two Blue- + and additional 20% movement speed bonus. Range: self Level 1: Heals 10(+15%int) per second, Heals for 140(+75%int) upon Liberation. Level 2: Heals 20(+15%int) per second, Heals for 160(+75%int) upon Liberation. Level 3: Heals 30(+15%int) per second, Heals for 180(+75%int) upon Liberation. Level 4: Heals 40(+15%int) per second, Heals for 200(+75%int) upon Liberation. -- One Blue One Red: Eyes of Maar Maar channels his immense power deciding who can be seen and who isnt. Grants target ally invisiblity for 10 seconds or gives vision of enemy for 10 seconds. Cannot be cast on the same target within 15 seconds. Range: 10 One Blue One Red: Sap Calling upon the powers of creation and destruction, Maar strikes out at an enemy target gaining life back equal to the dmg dealt. Range: 8 Level 1: deals 150%int spell dmg -- One Blue Two Red: Vanguard Aura By mixing his powers of Creation and destruction, Maar creates an aura that bends time allowing him and his allies to move faster. Liberating Vanguard Aura increases all allies weapon dmg and Int by 30 that are in the aura when it is liberated for 10 seconds. While Maar is in the Vanguard Aura his Destruction spells are stronger. One Red- +5 unit cast range Two Red- 0.5 seconds stun instead of slow Range: self Level 1: +11% timescale -- Two Blue One Red: Savior Aura By Mixing his Powers of Creation and Destruction, Maar Creates and aura that Fortifies his allies position. While standing in Savior aura Maar's Creation spells are stronger. Liberating Savior Aura will remove all debuffs from allies within the aura. One Blue- Can be cast on the same target after 3 seconds instead of 6. Two Blue- Movement speed buff lasts for 2 seconds Range: self Level 1: +15% spell and physical resist -- Additional Information -with these changes (some of which might need tweaking on numbers) maar wont just spam fireballs or sap all game , but instead will actually have options that are all viable. -- Closing statement Thanks for reading, and please make a constructive comment \ suggestion! akanna, Eliwan and Itsthatguy 3 Quote Link to comment Share on other sites More sharing options...
akanna Posted January 17, 2013 Report Share Posted January 17, 2013 Love that you changed savior aura to a resistance buffing spell for allied units, Have been saying for months now that is a desperately needed rework for MAAR Love some of the new spells too, although I really thing its a bad idea to remove sap (one of his best skills) and arguably his best skill for sustain, All the other changes I like though, esp auras boosting MAARs spells, and making liberation proc new effects to give it more versatility. Would love to see this implemented. +1 for everything other than sap removal :) I also worry a bit at the damage loss and loss of slow caused by removing frost, but making it boost ally speed and heal instead is an interesting twisze Didnt realize the 2 red was frost, to be fair since its a "fire wall" it should probably stick around for a few seconds as a DOT, not just be a one off lance, make it a cross this and you get slowed and take damage spell, it would add to MAARs positioning control of enemy heros. Quote Link to comment Share on other sites More sharing options...
WhaleTits Posted January 17, 2013 Report Share Posted January 17, 2013 ? he made frost wave into the 2 red instead of 2 blue Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted January 17, 2013 Author Report Share Posted January 17, 2013 ? he made frost wave into the 2 red instead of 2 blue Yes :P because i dont like frost wave. Quote Link to comment Share on other sites More sharing options...
Qlx Posted January 17, 2013 Report Share Posted January 17, 2013 Well, I'm a real fan of the Maar existing right now and I'wouldn't enjoy playing him anymore. Reasons: -Scaling. Seriously. Heatwave deals (i think) 120% INT + ~200, Sap deals 150% INT. Therefore your skills are, compared to Cyprus, who has an escape, underscaled... Quote Link to comment Share on other sites More sharing options...
residente Posted January 17, 2013 Report Share Posted January 17, 2013 I would like to see the 5v maar but balanced, the meteor spell and ultra, mind control etc Eliwan and Itsthatguy 2 Quote Link to comment Share on other sites More sharing options...
lOvOl Posted January 17, 2013 Report Share Posted January 17, 2013 MAAR is fine. The UI is not. Quote Link to comment Share on other sites More sharing options...
Takeray Posted January 17, 2013 Report Share Posted January 17, 2013 MAAR is fine. The UI is not. are you bringing your ideas about UI to other forums, your friends or your relaxing sessions. It seems there's a bit of obssession out of here. Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted January 17, 2013 Author Report Share Posted January 17, 2013 MAAR is fine. The UI is not. I know maar isnt bad, but he is highly underplayed and i wanted to change that. Plus i wanted to make it so all his skills were viable not just 4-5 of them. Quote Link to comment Share on other sites More sharing options...
Qlx Posted January 17, 2013 Report Share Posted January 17, 2013 I know maar isnt bad, but he is highly underplayed and i wanted to change that. Plus i wanted to make it so all his skills were viable not just 4-5 of them. By underscaling his skills and remving his only escape health-wise, sap? Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted January 17, 2013 Author Report Share Posted January 17, 2013 By underscaling his skills and remving his only escape health-wise, sap? 1 red in destruction aura is stronger at 120% scaling (right now its like 75-80). and i dont like sap and so in my suggestion i removed it. Quote Link to comment Share on other sites More sharing options...
thomulf Posted January 17, 2013 Report Share Posted January 17, 2013 Unfortunately this means his spells would hit enemies more effectively, which means we would have to nerf him and this suggestion would do the exact opposite of what it was meant to. Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted January 17, 2013 Author Report Share Posted January 17, 2013 Unfortunately this means his spells would hit enemies more effectively, which means we would have to nerf him and this suggestion would do the exact opposite of what it was meant to. but the range is shorter meaning that you cant shoot them from as far away. You have to pick between range and power. Quote Link to comment Share on other sites More sharing options...
lOvOl Posted January 18, 2013 Report Share Posted January 18, 2013 I know maar isnt bad, but he is highly underplayed and i wanted to change that. Plus i wanted to make it so all his skills were viable not just 4-5 of them. All his skills are indeed viable. Am I the only person in the AoS universe who has a clue how to play MAAR? And by all his skills, I mean all his auras are good or great and all his skills are useful in many different ways, provided you don't build him like a noob as a straight int glass cannon he is one of the strongest heroes in the game, especially after the orb cooldown reduction buff. If you go straight int then yah he has some obvious weaknesses. And even though I don't play anymore, the nerf to pyre essentially means he is now near invincible with the right build and right knowledge of how to play him. I have not played since the pyre nerf, but with the build I use it makes it extremely hard to kill him even with an unnerfed pyre but with a nerfed pyre he can roll AA heroes so easily it is not even funny as he can just use his offensive combos (which I seem to be the only player who does this) to do a lot of damage without a lot of int on him. Maybe if the devs fix this horrid UI, I will come back and show yah how to play MAAR. So to sum things up, since few if anyone has even a remote clue how to play him to his full potential I would say he is a good hero, while the new UI is just plain terrible. Quote Link to comment Share on other sites More sharing options...
Banzaiguy Posted January 18, 2013 Report Share Posted January 18, 2013 My god, stop talking about the damn new UI in threads where it is completely irrelevant. I won't even bother warning you next time and go straight to a suspension. Eliwan and Itsthatguy 2 Quote Link to comment Share on other sites More sharing options...
thomulf Posted January 18, 2013 Report Share Posted January 18, 2013 but the range is shorter meaning that you cant shoot them from as far away. You have to pick between range and power. Range==Maar's defining trait Power== what every other hero has Nuff said? Quote Link to comment Share on other sites More sharing options...
lOvOl Posted January 18, 2013 Report Share Posted January 18, 2013 Range==Maar's defining trait Power== what every other hero has Nuff said? No versatility is MAAR's defining trait and you don't need him to be built for power for him to be powerful. You do need to build him smart though and understand how the right items can make him super strong against various classes of heroes. I won't go into a long discertation on him, but it is a given MAAR can play the long game, especially if his teammates actively try and protect him. This is a team strategy that of course has potential due to the scaling and range of heat wave plus, but is counterable by not bunching up and having assassin heroes flank from the rear with a taser to kill him (this is assuming he is pure int). If the MAAR player has the sense to get a DST and/or Electric Mantle with the rest of his items presumably being int items, he is a lot harder to kill even with an int build if you are committed to the long game. Personally, aside from ihan in an int build I think electric mantle and DST should be your first major items in an int build (with nitrogen retrofit as third) because they are relatively cheap and don't force your team to babysit you 24/7 so you can solo push lanes and farm when the opportunity arises. Without those items in an int build, and you just end up becoming feed. But that is not the build I generally use. The one I use is mostly quite tanky and more geared towards support and anti-AA gear. Aside from starter items like duran items and gold producing items, the first item I get is superheated mantle. It stacks with destroyer aura and early game you can pretty much rape anything as the defense and health from superheated combined with its burn and destroyer aura and sap for healing allows you to beat down most heroes with attrition. While you can of course farm by spamming heat wave plus into a creep wave, it is not as fast and efficient much of the time as destroyer aura and superheated mantle. Since the damage clocks are different for your aura and superheated, the odds of last hitting a creep are increased significantly from your passive damage as opposed to just having one or the other. Superheated is cheap and if you are getting close to your allies to cover them with an aura or debuff/damage an enemy with an aura, superheated ends up doing a lot of damage over the course of the game. If your plan is to let your allies take all the damage and you just hide in the back like a coward and spam nothing but heat wave plus and frost wave, then yah maybe superheated is not the best item to get on him. Next item is ihan. You get this at some point with any int hero, but you want it after superheated cause it gives you mana regen and more health while you push to level 18 which gives you enough int scaling you shouldn't have too many mana problems anymore. Next after that is usually barbed plating (depends on their heroes and what items they have). Enemy AA hero attacks you and you have savior aura on and you debuff them with savior aura while sapping them and spamming heat wave in their face. Dead, dead, dead AA hero as they do more damage to themselves attacking you than they do to you with their own attack when it comes to physical damage. If they had an unnerfed pyre then that is another story, but if I played 1.70 now I would just run at AA heroes with this tactic because a nerfed pyre means they can't do squat anymore (the pyre nerf is another discussion of course). After barbed you get nitrogen refit because it both slows enemies an extra amount from your spells as well as gives you a slow aura that is great both offensively and defensively when combined with superheated mantle. Also adds more health to synergize with your barbed plating/savior aura tactics. After nitrogen refit, you usually want to get electric mantle and then shrapnel cloak. These are both great items when you are in the thick of things and help a lot against melee AA heroes that jump on you (Zera, Shadow) in giving you the time to get a key aura up or counter with sap or a frost wave. Last item is either executioner's axe or organic carapace. You want to get organic carapace if you can because it makes sustain a lot easier (i.e. you don't have to waste time and mana healing yourself with creator aura and sap), but if they have any hero with high weapon damage and lifesteal you want this item because your barbed plating savior aura tactic won't do diddly if they counter the damage reflect with leech. So in those situations get executioner's axe. In the rare situation they have a pure caster team, you want an organic carapace, but instead of shrapnel cloak you want to buy a mossberg taser. Both give the same amount of spell resist, but taser is much more useful against caster teams, especially if they have a micro on their team that they depend on for setting up concentrated spell fire on a particular target. Since you are a pseudo-tank and in the vanguard most of the time, you need a taser to prevent yourself from getting thrown/pulled. All of that being said, I am still amazed nobody seems to have a clue how MAAR's skills work and with what items considering how long he has been around and all I see are MAAR player's going straight int on him and then complaining about him being useless until he is at max items (even then a single taser disable and a few attacks own that kind of crappy MAAR build). The funniest is people complaining about savior aura being underpowered when in fact it was recently buffed to be arguably an overpowered aura by my account, but considering nobody knows how to use it properly they claim it is useless on him. Quote Link to comment Share on other sites More sharing options...
Qlx Posted January 18, 2013 Report Share Posted January 18, 2013 All of that being said, I am still amazed nobody seems to have a clue how MAAR's skills work and with what items considering how long he has been around and all I see are MAAR player's going straight int on him and then complaining about him being useless until he is at max items (even then a single taser disable and a few attacks own that kind of crappy MAAR build). The funniest is people complaining about savior aura being underpowered when in fact it was recently buffed to be arguably an overpowered aura by my account, but considering nobody knows how to use it properly they claim it is useless on him. Troll more plz. I'm pretty sure I know WHAT his skills do and I play him the way I want to. I can tell It's not the worst, I'm sure... If you have any knowledge of the Map and ward and you don't run around with Heatwave plus you won't die even if you go Straight INT. Besides, mid the difference between FEED and FED please. You feed = you die. You get fed = you kill. Quote Link to comment Share on other sites More sharing options...
lOvOl Posted January 18, 2013 Report Share Posted January 18, 2013 Troll more plz. I'm pretty sure I know WHAT his skills do and I play him the way I want to. I can tell It's not the worst, I'm sure... If you have any knowledge of the Map and ward and you don't run around with Heatwave plus you won't die even if you go Straight INT. Besides, mid the difference between FEED and FED please. You feed = you die. You get fed = you kill. Huh, assuming your hero does not have a gap closing ability, simply getting SHC and taser usually means a dead MAAR. Get two heroes with taser and MAAR is now totally useless if you go pure int. The only times I have any problem with a MAAR is when it is something like a 2v5 or 3v5 and I have to kill 3-4 heroes before killing their MAAR and because he is the last one standing since he never puts himself at risk because he has fodder teammates, he ends up getting a kill through attrition. In a real game of 5v5 with a competent team, you can't just sit back and let your allies die and then hope to be the last one standing because the other team will have enough heroes to just skirt around your allies you use as fodder. Hey I didn't design this game, but the fact remains straight int MAAR is about the most braindead build you can use on him that might work great against noobs, but against better players you can shut him down quite easily. There was a time with the old ihan and 225% int scaling on sap that you could essentially one shot heroes with sap and that was fun while it lasted, but obviously you can't do that anymore. Even then I would not go 100% int on him because if other players saw you had a blue and red orb on you, they know you were just gonna mindlessly charge into them for a double sap and then they would taser you (back in the good old days when taser was ridiculous). Quote Link to comment Share on other sites More sharing options...
akanna Posted January 19, 2013 Report Share Posted January 19, 2013 I did read your big wall of text on how to play MAAR, and I still think you are wrong and he could use a rework. No one can make a serious argument that savior aura would not be better as an allied resistance buffing spell, thats a rework that has been needed for a VERY long time, for reasons I explained to you in http://www.aeonofsto...__40#entry38479. ALso there isn't really a viable point to having "fireball" for 1 red, and "bigger fireball" for 2, it would be easy to change the second slot up with another spell as he did to give more utility. Looking over all of the different spells and effects I can say that this new MAAR would be a million times more useful to the team. (Although I veto hardcore the removal of sap, sight toggling is pretty pointless since there are TS wards now, and thus would change 1 red 1 blue back to sap). This game needs more "buff spells" to encourage actual support roles, and the new 2 blue he proposed is a great step in that direction. Lastly liberating really doesn't do anything for MAAR atm other than reset the timer on his auras, I think adding buffs to maars spells when he stands in them, and added effects on casting of liberation is a great way to get more people to use auras instead of spamming fireballs and frost all game, which lets be honest is 95% of people playing MAAR. Aura play even with liberation is still rather underrated because its a big investment (3 seconds to cast without doing any other damage) I get that you disagree, but to be honest It doesn't matter if you are an amazing MAAR player and the best of the best with him, or that you have your own crazy unique build that lets you charge in headlong, what matters is that for most people he really struggles to have a cohesive benifit to the team, often feeding early game when his damage is low, and spending the late game hiding behind everyone to toss spells, crossing his fingers they hit, and he really could use a rework to address a lot of these issues. MAAR is supposed to be the hero that does a little bit of everything and supplys whatever the team needs, and simply spamming fireballs to try to get kills all game really doesnt fill that support role at all. He is a highly underutilized hero, and when he is used very few people use him well. ALthough to be honest a lot of this stems from flaws in the assist system. You do not actually get assists for playing support, if I heal or buff someone and they get a kill, I will not get an assist unless I happen to be in proximity range (which was a flawed fix in the first place intended to help medics get assists but really just gives people assists for being in the general area even if they didnt help, and needs to be removed). There are also a ton of debuffs and items that need a rework to do a token damage so you actually get assists for using them. Quote Link to comment Share on other sites More sharing options...
lOvOl Posted January 19, 2013 Report Share Posted January 19, 2013 I did read your big wall of text on how to play MAAR, and I still think you are wrong and he could use a rework. No one can make a serious argument that savior aura would not be better as an allied resistance buffing spell, thats a rework that has been needed for a VERY long time, for reasons I explained to you in http://www.aeonofsto...__40#entry38479. ALso there isn't really a viable point to having "fireball" for 1 red, and "bigger fireball" for 2, it would be easy to change the second slot up with another spell as he did to give more utility. Looking over all of the different spells and effects I can say that this new MAAR would be a million times more useful to the team. (Although I veto hardcore the removal of sap, sight toggling is pretty pointless since there are TS wards now, and thus would change 1 red 1 blue back to sap). Lastly liberating really doesn't do anything for MAAR atm other than reset the timer on his auras, I think adding buffs to maars spells when he stands in them, and added effects on casting of liberation is a great way to get more people to use auras instead of spamming fireballs and frost all game, which lets be honest is 95% of people playing MAAR. It doesn't matter if you are an amazing MAAR player and the best of the best with him and have your own crazy unique build that lets you charge in headlong, what matters is that for most people he really struggles to have a cohesive benifit to the team, often feeding early game when damage is low, and spending the late game hiding behind everyone to toss spells, and he really could use a rework to address a lot of these issues. I did read your big wall of text on how to play MAAR, and I still think you are wrong and he could use a rework. No one can make a serious argument that savior aura would not be better as an allied resistance buffing spell, thats a rework that has been needed for a VERY long time, for reasons I explained to you in http://www.aeonofsto...__40#entry38479. ALso there isn't really a viable point to having "fireball" for 1 red, and "bigger fireball" for 2, it would be easy to change the second slot up with another spell as he did to give more utility. Looking over all of the different spells and effects I can say that this new MAAR would be a million times more useful to the team. (Although I veto hardcore the removal of sap, sight toggling is pretty pointless since there are TS wards now, and thus would change 1 red 1 blue back to sap). Lastly liberating really doesn't do anything for MAAR atm other than reset the timer on his auras, I think adding buffs to maars spells when he stands in them, and added effects on casting of liberation is a great way to get more people to use auras instead of spamming fireballs and frost all game, which lets be honest is 95% of people playing MAAR. It doesn't matter if you are an amazing MAAR player and the best of the best with him and have your own crazy unique build that lets you charge in headlong, what matters is that for most people he really struggles to have a cohesive benifit to the team, often feeding early game when damage is low, and spending the late game hiding behind everyone to toss spells, and he really could use a rework to address a lot of these issues. Savior aura as an allied buff spell would mean it is a no-skill aura MAAR can use with little risk to himself. It would have to be nerfed severely for it not to be OP because you can essentially give your whole team a combination of Erekul's physical resist and Vorpal's spell resist. You would just see MAAR players spending the whole game keeping the aura up and throwing it on their team while throwing fireballs from afar and any long-range attacks from the other team would only scratch his allies. I do agree sort of that 95% of MAAR players just throw fireballs and frost wave, actually I disagree cause the figure is more like 99%. But even if that is your style, a lot of MAAR players feed early game cause the refuse to get defense, mobility, and utility first which is your first priority whenever playing a caster. And there is nothing crazy about my build, rather it is I feel the optimum build for MAAR because of how well-rounded he is and how much utility the build offers both yourself and your team. Quote Link to comment Share on other sites More sharing options...
akanna Posted January 19, 2013 Report Share Posted January 19, 2013 Savior aura as an allied buff spell would mean it is a no-skill aura MAAR can use with little risk to himself. It would have to be nerfed severely for it not to be OP because you can essentially give your whole team a combination of Erekul's physical resist and Vorpal's spell resist. You would just see MAAR players spending the whole game keeping the aura up and throwing it on their team while throwing fireballs from afar and any long-range attacks from the other team would only scratch his allies. We are well aware that when changed it would need a nerf, thats why he proposed it as a 15% resistance buff for allied units, not 30. Auras are not intended to be skill shots only usable in 1% of gameplay, or suicide moves that carry great risk for you to cast, but rather be things that you cast regularly to help your team. No matter how you slice it, there is not a single in game situation in which an allied resistance buffing aura would not be useful, whereas the current savior aura does absolutely nothing to actually save people 80+% of the time, and is only useful in a very limited set of circumstances(I explained this in great detail in that link I posted). If changing it means people spam it all game, then great, its about time more people used auras, instead of just spamming fireball and kiting with despair Changing it would also give MAAR some much needed early game sustain so you can focus on getting some INT, instead of rushing to invest in defense / utility as you have pointed out is necessary on him to not feed because he is rather squishy and does almost no damage early on outside of frost. If it is combod with other auras from other heros or items like korpal vanguard (the 8% item aura) or spell buffer, so be it, you can always do true damage with crits (get archbound) / gravity edge so its not like you don't have a counter to all resistances readily available for 3600 or less on any hero, and honestly since prye got nerfed and armor is so prevalent a lot of people are building crits faster in game anyways, so you may already have lots of true damage on your team. I really fail to see how "people will use this spell a lot more if we change it" is a bad thing or an argument not to change something. You are essentially complaining about the idea of people actually using MAAR for a support role finally, instead of the pure damage dealing caster that 95-99% of people try to play him as (which even you agreed is true above, and we both agree is not what he was meant for) Quote Link to comment Share on other sites More sharing options...
Rohtube Posted January 19, 2013 Report Share Posted January 19, 2013 How bout make him exactly as same as invoker Quote Link to comment Share on other sites More sharing options...
akanna Posted January 19, 2013 Report Share Posted January 19, 2013 How bout make him exactly as same as invoker For those of us that dont play DOTA2 / LOL or whatever game thats from, can you elaborate? Quote Link to comment Share on other sites More sharing options...
NoWaterJustIce Posted January 19, 2013 Author Report Share Posted January 19, 2013 Quote Link to comment Share on other sites More sharing options...
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