captcpc Posted February 2, 2013 Report Share Posted February 2, 2013 Immortal.Rintar [table] STR 35 + 8 AGI 20 + 2 INT 20 + 2 (Primary) [/table] [table] [td]Base Health: 250[/td] [td]Base Damage: 60[/td] [td]Movement Speed: 2.75[/td] [td]Base Weapon Speed: 1.9[/td] [td]Attack Range: 6[/td] [td]Sight Range: 12[/td] [/table] Introduction Primary Role: Pure Support Secondary Roles: Ganker, Initiator Model: Immortal Affilation: Chaotic Neutral Lore: … Summary: Rintar is a naturally durable, supportive hero that specializes at setting up ganks and team fights. Skills [table] Backtrack [td]Ability Type: Heroic Passive[/td] [td]Damage Type: N/A[/td] [td]Hotkey: N/A[/td][/table] Aevus regenerates 30% of all Spell and Physical Damage as well as 45% of True Damage he receives over 3 seconds. -Only regenerates post-mitigation damage. [table] Fatal Bond [td]Ability Type: Single Target[/td] [td]Damage Type: True [/td] [td]Hotkey: Q[/td][/table] Links to an enemy Hero for 20 seconds, dealing Spell Damage to both Rintar and the target on contact. While linked, the two Heroes will share negative debuffs and a percentage of incoming Physical and Spell Damage. If the link reaches past the maximum 16 units, the link will break. Can only link to one Hero at a time. Level 1: 100 Energy Deals 100 (+50% INT) Spell Damage. Share 35% damage. 22 second cooldown Level 2: 100 Energy Deals 125 (+50% INT) Spell Damage. Share 45% damage. 18 second cooldown Level 3: 100 Energy Deals 150 (+50% INT) Spell Damage. Share 55% damage. 16 second cooldown Level 4: 100 Energy Deals 200 (+50% INT) Spell Damage. Share 70% damage. 8 second cooldown -Fatal Bonds and shared debuffs will bypass debuff immunity. -Rintar cannot deny himself with the shared damage from the initial burst nor teammates. -Shared damage will always be True Damage, does not share True Damage, however. -Damage on contact will be shared as well. -Recasting on the same target will simply reset the duration. -Cast range of 6. [table] Relapse [td]Ability Type: Target Unit [/td] [td]Damage Type: N/A[/td] [td]Hotkey: W[/td][/table] Rintar sends the target back in time, while inflicting Rintar with a debuff that reduces his Timescale by 30% for 3 seconds. If Rintar casts on himself, he will not get the debuff. Only affects positioning. Level 1: 260 Energy 3 seconds back in time. 80 second cooldown. Level 2: 220 Energy 3 seconds back in time. 60 second cooldown . Level 3: 180 Energy 3 seconds back in time. 40 second cooldown. Level 4: 120 Energy 5 seconds back in time. 30 second cooldown. -Cannot be cast on allies. -Cast range of 9. [table] Borrowed Time [td]Ability Type: Aura[/td] [td]Damage Type: True[/td] [td]Hotkey: E[/td] [/table] If Rintar has not taken a certain amount of damage from a Heroic source in the past 3 seconds, he will deal True Damage per second to enemy units in its range, lowering their timescale by 15% and giving 15% timescale to Rintar. Level 1: 20 DPS. Damage threshold of 100. Radius of 2.5, Level 2: 30 DPS. Damage threshold of 175. Radius of 3. Level 3: 40 DPS. Damage threshold of 250. Radius of 3.5. Level 4: 60 DPS. Damage threshold of 325. Radius of 4. -Damage must come from a single source as well as break the threshold. -Only post-mitigation damage is counted. [table]Immortal Sanctum[/th] [td]Ability Type: Instant[/td] [td]Damage Type: N/A[/td] [td]Hotkey: R[/td][/table] Rintar is inflicted with a debuff that reduces the timescale of himself by 1000% and silences him. However, he will regenerate 15% Maxiumum Health per second and have debuff immunity. Level 1: 250 Energy Lasts 3 seconds. 100 second cooldown Level 2: 450 Energy Lasts 4 seconds. 80 second cooldown Level 3: 500 Energy Lasts 5 seconds. 60 second cooldown -Goes through Debuff Immunity Quote Link to comment Share on other sites More sharing options...
Legacy Posted February 2, 2013 Report Share Posted February 2, 2013 HP: seems slightly op, maybe a nerf to the amount of truedamage regen 1: I like it, seems balanced, may have to nerf range. 2: Looks like a cool escape to bad things that had happened. 3: Stronger then most heroes ultis.... 4: Makes him immortal. Overall, fairly nice, but things need to be nerfed... Quote Link to comment Share on other sites More sharing options...
residente Posted February 2, 2013 Report Share Posted February 2, 2013 his E should have 4 or 5 unit radius, and his ult make him invincible, but he cant move or attack, due to the ts reduction, he cant also cast spells or items, so what's the purpose of this skill? his invincibility means that he cant be targeted, he cant drop below 1 hp, or his hp just dont drop while active? Quote Link to comment Share on other sites More sharing options...
captcpc Posted February 3, 2013 Author Report Share Posted February 3, 2013 his E should have 4 or 5 unit radius, and his ult make him invincible, but he cant move or attack, due to the ts reduction, he cant also cast spells or items, so what's the purpose of this skill? his invincibility means that he cant be targeted, he cant drop below 1 hp, or his hp just dont drop while active? Invincibility would have meant not targeted. It's meant to be used in combination with Fatal Bonds to disable an enemy Hero as well with the shared debuff, except the enemy hero wouldn't have the health regen. Quote Link to comment Share on other sites More sharing options...
Legacy Posted February 3, 2013 Report Share Posted February 3, 2013 Well.. i see u have nerfed the damage regen for True damage. everything else seems good but... The problem with Planewalker is that 60% time scale is crazy, means u will be able to outrun any char, u wont need to get cd reduc, and ur ulti will be spammable. I suggest maximum timescale of 15-25% and have the damage back to 80. Hope this helps. Quote Link to comment Share on other sites More sharing options...
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