Monday, May 30, 2011

Magebane Guide

A keeper of lost lore and a priest to forgotten gods, Magebane invokes unholy rituals to drain the energy of his enemies and turn it back against them. In less desperate times, heretics such as Magebane would have been burned at the stake, but this is not the first unexpected clemency brought about by the war against the Hellbourne.
Attack Type=Melee
Attack Damage=51-55Attack Range=100
Strength per level=1.6
Agility per level=2.8
Intelligence per level=1.5
Mana Combustion
mana combustion
On each attack, Magebane drains some of the target’s Mana.
The drained Mana combusts, dealing additional damage back to the target.

Level 1 : 16 Mana burnt per hit +60% damage per point of mana burnt.
Level 2 : 32 Mana burnt per hit +60% damage per point of mana burnt.
Level 3 : 48 Mana burnt per hit +60% damage per point of mana burnt.
Level 4 : 64 Mana burnt per hit +60% damage per point of mana burnt.
Mana cost n/a
Cooldown n/a
Magebane gains mana equal to 1/4 of the mana drained from the target.
In a flash of light, Magebane is able to teleport
a short distance to a target location and buffs his allies
resistance to magic in the process.
Level 1 : Range 1000, +3 Magic armor to self and +2 Magic armor to allies within 500 radius of target position for 7 seconds.
Level 2 : Range 1075, +6 Magic armor to self and +3 Magic armor to allies within 500 radius of target position for 7 seconds.
Level 3 : Range 1150, +10 Magic armor to self and +4  Magic armor to allies within 500 radius of target position for 7 seconds.
Level 4 : Range 1150, +15 Magic armor to self and +5 Magic armor to allies within 500 radius of target position for 7 seconds.
Mana cost 60
Cooldown 12/10/8/6 seconds
Master of the MantraMaster of the Mantra
Magebane proves he is the master of the flow of Magic around him,
limiting the speed enemies can control it while damaging them if they cast.

Level 1 : -15 Cast Speed, Damaged for 35% of abilities and items manacost when cast
Level 2 : -20 Cast Speed, Damaged for 50% of abilities and items manacost when cast
Level 3 : -25 Cast Speed, Damaged for 65% of abilities and items manacost when cast
Level 4 : -30 Cast Speed, Damaged for 80% of abilities and items manacost when cast
Mana cost n/a
Cooldown n/a
Mana Rift
mana rift
Magebane tears a Rift in a target unit’s
mind, stunning them briefly and dealing
damage based on how much Mana the target
has missing. The more Mana the target is
missing, the more damage they will take.

Level 1 : 0.6 Damage per mana point missing  in a 250 AOE around the primary target and stuns for 0.1 seconds
Level 2 : 0.85 Damage per mana point missing  in a 250 AOE around the primary target and stuns for 0.2 seconds
Level 3 : 1.10 Damage per mana point missing in a 250 AOE around the primary target and stuns for 0.3 seconds
Mana Cost 125/200/275
Cooldown 120/100/80

Skill Build

1.- Flash
2.- Mana Combustion
3.- Mana Combustion
4.- Stat Points
5.- Mana Combustion
6.- Mana Rift
7.- Mana Combustion
8.- Flash/Spell Resistance
9.- Flash/Spell Resistance
10.- Flash/Spell Resistance
11.- Mana Rift
12.- Spell Resistance/Spell Resistance
13.- Spell Resistance/Flash
14.- Spell Resistance/Flash
15.- Spell Resistance/Flash
16.- Mana Rift
17-25.- Stat Points

Skill explanation:

You need the first level of flash for mobility. Extra levels that could be used for mana combustion in early are a waste. The level 4 stat points are to have more lane fat and that general boost is almost like lvling up an extra lv, meaning faster att speed, more regen and dmg, even if it is a little it helps more than early magic defense when most spells cannot kill you yet.

When I say flash/spell resistance and then spell resistance/flash I mean that those are two alternative skill builds, the one to the left is the recommended by me, the other is circunstantial if you are facing way too many mages, which you shouldn't be so early on.
Item Build

  X 4-6

Fill the rest of your inventory with these:

 X 5

This should be enough to let you stay in peace in your lane for a while. Then get marchers.

 X 1

Now get 2 Soulscreamer rings or three. The reason for this is that Magebane is the fastest atacking hero in the game so getting him an overall stat boost in early will allow you to keep hunting down the enemies, let you cast more flashes and mana burn more times all in one.

 X 2-3

Then finish off your steamboots, you wanna make em strenght first cause you will need it for survivability, you already got your rings for agi.

  Str Steamboots

Now here is up to you. You got 3 choices, choose wisely as it varies from situation from situation. This items are important for magebane's survivability and shouldn't be skipped.

 X 1 If they lack mages

After getting this turn your steamboots to Agi.

  X1 If their mages are high damagers

By this I mean they hae Aoe damages or high damaging nukes that are kind of spammable or they kill you easily

  X1 If they got Deadly targeting skills.

As far as I know, any targeting skill can be blocked and this is lifesaving against heroes as blood, lego and maybe pyro. Also the regen and stats are pretty nice.

Next up, is time to start doing some serious dmg.

  X 1

I already said magebane is the fastest hero in the game. Not because he has more IAS than everyone, but because his base attack speed is faster and that allows him to have the fastest att speed in the game. Get him one of this babies and he's ready to roll.

This all is necessary as far as I know, next up is MY of building magebane.

  X 1

This is very nice with magebane. High att speed = more disables + you will need to slow them down if your wanna burn some high amount of mana in late and also it's useful for disabling spellcasters and just about everything else.

  X 1

This is just what you needed, the item that will make you immortal and also pretty hard to get except you are farming noobs. Btw, with immortal I mean you will be pretty hard to kill unless they got some nasty disables or they overpower you and you could still always flash away.

And the last item is...

If you decide to forfeit this item, the last item is up to you. Since I haven't gotten this far in a game with magebane in HoN, I just suppose this is a good idea.

  X 1

Monday, May 23, 2011

New patch arrived!

This patch actually came out on friday, but better late than never D:

Version 2.0.30
- 5 new icons

 Fixed recipes being able to combine using items from multiple players
- You can combine items properly using ownerless (i.e. dropped by a leaver) items now
- Fixed a crash during loading
- Touched up some of the Matchmaking UI
- Fixed Grimm's Crossing teleporters so that immobile gadgets can't use it to teleport
- Fixed lifesteal to not lifesteal on gadgets and chests. Also fixed lifesteal so it won't play a sound unless you validly lifesteal a unit. The following things are affected by this change:
* Dampeer's Bloodthirst
* Elder Parasite
* Hungry Spirit
* Symbol of Rage
* Whispering Helm
- Vulture Lord's Tornado now goes through trees and cliffs

== Items ==

- Aura radius to 900
- Activation radius increased from 450 to 600

 Barrier Idol
- Radius from 500 to 600

 Elder Parasite
- Damage taken reduced from 20% to 15%

 Frostfield Plate
- Aura radius from 1000 to 900

 Logger's Hatchet
- Reworked slightly
* Activates to throw an axe at target enemy creep or neutral
* 600 Range, 30s cooldown
* Deals your attack damage to target on impact
* Can still target a tree to kill it and only has a 15 second cooldown if targeting a tree
- Retains passive


- Now has a short 500ms cooldown when toggled on

 Nome's Wisdom
- Aura radius from 800 to 900

 Nullfire Blade
- Upgraded version has infinite charges
- Cooldown increased from 12 to 20 seconds

 Plated Greaves
- Radius from 450 to 600

 Homecoming Stone
- Fixed a bug where you can infinitely disarm a tower with Post Haste

-Added visual timer on the item so you don't have to select the minions to see their lifetimes

 Refreshing Ornament
- Aura radius to 900

 Restoration Stone
- Mana cost reduced from 375 to 300

 Runed Cleaver
- Now can be used to cut down trees

 Shield of the Five
- Radius from 450 to 600

- Made it unbind the target it's used on
* This stops it from causing derps or people flying all over the screen randomly
- Fixed Pebbles graphical bug

== Heroes ==

- New Intelligence Hero: Martyr
- New Gold Collection Alternate Avatar:  Golden Pebbles 
- Flux now sides with the Legion!

- Sear is no longer an Attack modifier

- Mana cost of Comet from 95/110/125/140 to 110/120/130/140
- Aurora duration from 14/16/18/20 to 14 seconds
- Void Rip cooldown from 45/45/45 to 70/60/50


- Mana cost of Harden Carapace from 90 to 50
- Harden Carapce Magic Armor from 5/10/18/35 to 8/16/24/32

- Snot Storm armor reduction from 1/1/2/2 to 1/1.5/2/2.5

- Added a visual timer for Corpse Conversion minions

- Heavy Weight damage from 25/45/75/115 to 25/55/85/115
- Heavy Weight stun duration from 0.3/0.7/1.2/1.5 to 0.6/0.9/1.2/1.5
- Shockwave Magic damage for additional units from 35/45/65 to 35/45/55
- Shockwave Magic damage from corpses removed

 Blood Hunter
- Fixed mod exploits with Blood Sense


- Take Cover duration reduced from 0.75/1.5/2.25/3 to .25/1/1.75/2.5


- Focus Buffer from 150/300/450/600 to 125/250/375/500

- Time Leap movespeed slow from 10/20/30/40% to 22/28/34/40%

 Corrupted Disciple
- Script cleanup for Electric Tide

 The Dark Lady
- Taint Soul mana cost from 35/45/55/65 to static 35

- Illusory Veil duration from 2/3/4/5 to 3/4/5/6


- Changed Spider Mines to not trigger on siege units

- Cull
* Now always manaburns
* Damage increased from 100/150/200/250 to 100/160/220/280
* Manaburn is now 7/14/21/28% on all targets hit, Fayde gains mana equal to half the mana burnt
- Burning Shadows
* Now always stuns
* Manacost lowered from 85/105/125/145 to 85/100/115/130
* Damage and stun are the same
- Scythe/Shadow Stance
* Removed
- New ability: Deep Shadows
* Target an area, summoning shadows there for 5 seconds
* Shadows slow enemies by 15/20/25/30% and increase Fayde's movespeed by 15/20/25/30% while they are inside of it
* Movespeed modifiers linger for 1 second
- Reflection
* Now has treewalking
* Now grants Fayde 1200 clearvision while stealthed by Reflection
* This sight lingers for 2 seconds after exiting stealth

- Optimized his Magnetic Surge and Discharge by removing superfluous checks & improved algorithms
- Tweaked Magnetic Surge & Discharge pushes to be more accurate
- Reduced the sound on his Polarity Swap modes by a factor of 4
- Made Discharge give assists
- Dampened Flux's & Steam Flux's walk and regular attack sounds
- Fixed tooltip on Release to show radius correctly
- Made Discharge unbind so it stops interacting with projectiles very (VERY) poorly

 Forsaken Archer
- Call of the Damned Skeletons TP with FA
- Split Shot reworked to basically be ranged cleave
* Main target takes full, 2 additional targets take 14/21/28/35% damage


- Infernal Instability grants 40 Movespeed at all levels instead of 10/20/30/40
- Grapple slightly increased touch radius to 80 from 75
- Enfeeble is no longer an Attack Modifier
- Capped the charges on Enfeeble to prevent rollover
- Fixed a bug with Gauntlet Blast where it was waking people up incorrectly

- Life Void damage healed from 10/20/30/40% to 15/20/25/30%
- Added visual timer to Summon Malphas

- Inner Light from True Damage to Magic Damage
- Inner Light radius from 250 to 300

- Tower attacks may now proc Whirling Blade


- Fixed Eruption to play the animation correctly

- Matraxe now has a small cooldown after activation on it
- Quake stun duration from 1/1.5/2.0/2.5 to 1.75/2.0/2.25/2.5
- Fixed his attack animation not playing while he has Arcane Shield up (before absorbing a spell)

- Fixed his Mirage Strike illusion from spamming attack commands
- Fixed the Mirage Strike illusion playing the "ZING!" charge initial sound twice if the unit is invulnerable before the illusion gets a chance to attack

- Fixed Volatile Pod visual lasting for 1 second more than it should. 


- Cannonball stun duration from 0.75/1.25/1.75/2.25 to 1.5/1.75/2/2.25


- Tormented Soul manacost increased from 50/50/50/50 to 50/55/60/65

 Pollywog Priest
- Added visual timer to Voodoo Wards

 Puppet Master
- Cleaned up scripting for Puppet Show
- Fixed the Puppet Show's target from spamming attack commands every frame since it messes with pathing
- Voodoo Puppet health from 450/700/950 to 500/750/1000
- Voodoo Puppet decreased damage amp from 160/180/210 to 140/160/180
- Voodoo Puppet overkill damage is still transferred to target, but not amplified

- Fixed a mod exploit

- Vanish no longer loses 'Flurry' when Invisibility is manually disabled

- Fixed her Grapple from interacting badly with Bubbles's Take Cover

- Added a targetradius for the tooltip of Poison Spray
- Removed 10% movement slow from Toxicity
- Toxicity is no longer an attack modifer
- Toxicity's regen disable from 40/60/80/100% to 20/40/60/80%

- Demon Hands manacost increased from 75 to 80


- Mesmerize manacost reduced from 165 to 130/140/150/160

- Lightning Rod damage from 5/7/9/11% to 3/5/7/9%

- Chain Reaction manacost increased from 100/125/140/165 to 120/135/150/165
- Impalement manacost increased from 95/120/135/155 to 115/130/145/160
- Agonizing bonds damage reduced from 80/145/205/265 to 80/140/200/260
- Agonizing Bonds targets lowered from 3/5/6/7 to 3/4/5/6
- Agonizing Bonds pull radius reduced from 650 to 600

- Added a visual timer to Call of the Winter to check summon's lifetime
- Cold Shoulder is now always 600 range


- Fixed a super duper rare long range Javelin of Light bug

 War Beast
- Added visual timer for his Summon Hellhounds

- Power Drain rescaled drain from 20/40/60/100 mana per second to 25/50/75/100