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Idrath - The Priest of Rathma

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Bard Man


Mega Kill Posts: 791 Joined: 15 Mar 2007 gold

Idrath - The Priest of Rathma

Posted: Wed Jun 20, 2007 10:27 am

As might be expected, the devotees of magic are a segregated lot. They are as leery of students of rival disciplines as a layperson is of all arcane practitioners. None, however, are so widely maligned and misunderstood as the Priests of Rathma. As with most users of magic, the priests of the cult of Rathma hail from the far Eastern jungles. They reside in a vast underground city located deep within those jungles. Their specific geographical locale is particularly secluded, however, preventing their assimilation into a formal mage clan. But it is this same isolation that allowed them to pursue their distinct kind of arcane science. For it is through the teachings of Rathma, as well as through years of research and physical experimentation, that these men have come to understand and hold sacred the delicate balance of life and death and are able to twist the line that borders the two. For although the minions of Hell have long possessed this power, among mortals the knowledge to reanimate and control the dead belongs to these priests alone. It is this practice that has lead outsiders to refer to them as Necromancers. They truly comprehend the balance of all things, and understand and accept their place in what they refer to as the Great Cycle of Being. The priests had heard of the battle between the Sentinel forces and the almighty Scourge. The Priests were reluctant to take part, but knew that if the Scourge were to sucseed, then the balance of the world would be lost forever. With this, a priest was sent to the Sentinel to offer assistance. Though they loathed the powers of undeath, they did allow him to aid in ther fight. Now the Scourge must face an odd combination of power. The mighty magics of the Sentinel, and a taste of their own undead power.



Range: 450 | Move Speed: 295
Primary: INT
Str: 15 + 1.6 | Agi: 12 + 1.1 | Int: 23 + 3
Damage: 36 – 57 | HP: 435 | Mana: 299
HP Regen: 0.7 | Mana Regen: 0.93
Attack Speed: 1.49 | Armor: 1





The First Skill: Iron Maiden

This spell curses a creature, condemning it to suffer the pain it inflicts on others. The greater the skill of the nercomancer, the greater the torment of the victim for his wrongdoings.

Level One: Causes a target enemy to take 15% of all damage dealt for 18 seconds.
Level Two: Causes a target enemy to take 20% of all damage dealt for 18 seconds.
Level Three: Causes a target enemy to take 25% of all damage dealt for 18 seconds.
Level Four: Causes a target enemy to take 30% of all damage dealt for 18 seconds.

Mana Cost: 120/130/140/150

Cooldown: 30




The Second Skill: Bone Spear

Also Known as the Talon of Trang'Oul, This spell summons a long shaft of bone, which issues from the caster and pierces any opponents in its path. Since the force of the projectile is mystical as well as physical,it can pass through one opponent and carry on to the next, rending and tearing whatever is in it's path.

Level One: The Spear deals 90 damage to all units in it's path. Range 600.
Level Two: The Spear deals 180 damage to all units in it's path. Range 650.
Level Three: The Spear deals 270 damage to all units in it's path. Range 700.
Level Four: The Spear deals 360 damage to all units in it's path. Range 750.

Note: This spell has ZERO collision and can pass through trees.

Mana Cost: 115/125/135/145
Cooldown: 15

The Third Skill: Raise Skeletal Mage

DEad warriors are not the only heroes that a necromancer can summon to inhabit his creations. Many a necromancer revels in raising the corpse of long dead wizards and bending them to his will. The Priests of Rathma feel that this is proof of the dominance of their paticular branch of the mystic arts.

Level One: Summons a skeletal mage with a random element. Fire Skeletons have splash damage. Ice skeletons slow enemies by 10% for 5 seconds. Lightning Skeletons stun enemies for .2 seconds with every attack. Poison skeletons have a venom attack that hurts enemies for 2 damage every second for 5 seconds.
Level Two: Summons a skeletal mage with a random element. Fire Skeletons have splash damage. Ice skeletons slow enemies by 15% for 5 seconds. Lightning Skeletons stun enemies for .3 seconds with every attack. Poison skeletons have a venom attack that hurts enemies for 4 damage every second for 5 seconds.
Level Three: Summons a skeletal mage with a random element. Fire Skeletons have splash damage. Ice skeletons slow enemies by 20% for 5 seconds. Lightning Skeletons stun enemies for .4 seconds with every attack. Poison skeletons have a venom attack that hurts enemies for 6 damage every second for 5 seconds.
Level Four: Summons a skeletal mage with a random element. Fire Skeletons have splash damage. Ice skeletons slow enemies by 25% for 5 seconds. Lightning Skeletons stun enemies for .5 seconds with every attack. Poison skeletons have a venom attack that hurts enemies for 8 damage every second for 5 seconds.

Skeletons have 300 hitpoints, a 400 range, have no armor, 310 MS, and deal 40-50 damage at all levels. They Last for 90 seconds.

Mana Cost: 140/170/200/230
Cooldown: 25



The Final skill: Iron Golem

While most mages spend their lives devoted to studying the transmutation of base metals into gold, the Necromancers have always had a somewhat different approach to transforming metals. The construct takes on the properties of the original source material, including any magical effects or other properties the original metal possessed.

Level One: Uses an item from the Necromancer's inventory to summon an Iron Golem. The Golem has 1000 Hitpoints, 2 armor, and 30-57 damage. The Golem takes on any properties of the item used to create it. Has Shrapnel Blast.
Level Two: Uses an item from the Necromancer's inventory to summon an Iron Golem. The Golem has 2000 Hitpoints, 3 armor, and 40-69 damage. Has Spiked Body and Shrapnel Blast. The Golem takes on any properties of the item used to create it.
Level Three: Uses an item from the Necromancer's inventory to summon an Iron Golem. Has Spiked Body, Shrapnel Blast, and Spell immunity. The Golem has 3000 Hitpoints, 4 armor, and 50-81 damage. The Golem takes on any properties of the item used to create it.


Spiked Body is a passive thorns effect that returns 15% off all damage inflicted by melee units. Shrapnel Blast is a special ability that goes off either when triggered or when the golem is reduced to 1 HP. The blast deals 300/400/600 damage in a 500 AoE around the golem. Now, when it says "The Golem takes on any properties of the item used to create it." That means that any power from the item you used is transfered to the golem. Example: If you use Raidiance to create the golem, hit will have the burn aura and the added damage. Any Stat boosts from the item you use are passed over to Idrath. There will be a skill tab on the Iron Golem to show what was used to create it. Only one Iron Golem can be had at one time, and if the one you have dies, then you don't get the item back.







As some can see, Idrath is based off of Diablo 2's Necromancer. His skills are based on some of the Necomancer's popular skills. Anywho, discussion time.


Iron Maiden
__________
A skill meant to defend Idrath and company against tough enemies he'll face. Combined with a pair of Blade Mail, not even the most hearty tanks will dare come after you. And of course, ranged heroes will be forced to bulk up a little or get some magic immunity before they dare attack you and your undead army. A final use for this skill is farming. It may not sound smart, but if you build up your health or regen it's quite easy to use Iron Maiden and those affortmentioned Blade Mails to farm creeps without having to do anything. Still, it isn't all perfect. This spell does nothing to protect you against nukers.



Bone Spear
__________
However, this spell allows you to nuke them right back. Bone Spear is meant to be Idrath's bog standard nuke spell. But that alone would be boring. So along with a nice range and awesome damage, Bone Spear passes through trees. That means you can farm nuetrals while farming regular creeps, attack enemies you think are hiding in the Fog of War, and do a lil ambush blasting before the one-man gank.

Rise Skeletal Mage
________________
Harassment at its finest. But, with these little buggers you can do so much more than that. Yopu can Farm, fight normally, scout... Basicly, anything that a normal summon can do, these fellas can do a little better thanks to thier range. And of course, the varied elements that wield make them superb summons. Dirge wishes he had these guys.



Iron Golem
_________
But he just loathes this beast. Your Iron Golem is your ultimate warrior. It is deadly, powerful, and has natural damage repeling, but yto make him you have to use an item that you can afford to lose.The uses for the Iron Golem are as varied as the items you can use to make him. You can harass, farm, push, kill, defend, scout, gank, and anything else I might have overlooked. To put it simply, he's the perfect constuct of doom. He even does his best to kill people in death with Shrapnel Blast.






Skill build
_________

1. Rise Skeletal Mage
2. Bone Spear
3. Rise Skeletal Mage
4. Bone Spear
5. Rise Skeletal Mage
6. Iron Golem
7. Rise Skeletal Mage
8. Iron Maiden
9. Bone Spear
10. Iron Maiden
11. Iron Maiden
12. Iron Golem
13. Iron Maiden
14. Bone Spear
15. Stats
16. Iron Golem
17. Stats
18. Stats
19. Stats
20. Stats
21. Stats
22. Stats
23. Stats
24. Stats
25. Stats




Early game, you sould do everything in your power to harass your enemy with your skelleys and your Nuke. Keep them away from the creeps. When you reach Level six, make your golem, but don't use anything too pricey. This early, he's pathetic and will get PWNd. Bracers, Wraith Bands, or Null Talismans. Ironwood if you're low on gold or want to make him Kamikaze the enemy. Just your Lead Head minion to scout and farm a little.


By Mid Game, your skeletons should be maxed out. Depending on your enemy line-up, your build should have either a Blade Mail (maybe two) or the starting pieces for an AC. If not the AC, then the Necronomicon or Dagon. The Necronomicon gives two extra minions and the Dagon will give you a second nuke. Both very useful. The rule regarding Golem caution remains. Don't use anything too expensive till late game.



Late Game is when the Iron Golem's ability to take on Item abilities will shine. If you want, you make him a great farmer by giving him Raidiance. That Damage and burn aura make him crazy good for that. You could use him for a support beast by giving him the Assault Cuirass. Or, if you feel like augmenting both you and him at once, try Skadi and leave him in the base. You gain a +25 to all your stats and a monster guarding the base with a freeze attack. As for YOU, Dagon and the Necronomicon. If you have only one, that's fine, but with both, you're golden. Dagon & Bone Spear deal ALOT of damage and the Necronomicon minions mesh well with your bone heads who by now aren't going to be quite as useful. Focus more of your mana on Nuking then summoning them when you notice them starting to suck. Iron Maiden will be your best spell now. Use it on anyone in sight, especially enemy heroes.

Last edited by Bard Man on Wed Aug 20, 2008 5:01 pm; edited 3 times in total


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flamedevilpj


Mega Kill Posts: 563 Joined: 26 Sep 2006 gold

Posted: Wed Jun 20, 2007 10:57 am

sounds like diablo the necromencer
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love aint it beutiful devils got soft spots u noe


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mikorkeza


Fear me, for I am Iori Simpsons!! D'Oh!!!
Godlike Posts: 1422 Joined: 18 Feb 2007 gold

Posted: Wed Jun 20, 2007 2:25 pm

I like all of it except last skill.....


Too IMBA.....

Even Warlock's Infernal isn't that strong......

Plus you make your stories too long.....

Didn't bothere to read them anyway.....
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flamedevilpj


Mega Kill Posts: 563 Joined: 26 Sep 2006 gold

Posted: Wed Jun 20, 2007 2:36 pm

reading story makes me sleepy
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mikorkeza


Fear me, for I am Iori Simpsons!! D'Oh!!!
Godlike Posts: 1422 Joined: 18 Feb 2007 gold

Posted: Wed Jun 20, 2007 2:38 pm

Yeah.....

And I need to sleep coz I got school tomorrow so.....


Ta ta!!
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flamedevilpj


Mega Kill Posts: 563 Joined: 26 Sep 2006 gold

Posted: Wed Jun 20, 2007 2:45 pm

ta ta oh yeah i got sch tmr to nite nite
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Bard Man


Mega Kill Posts: 791 Joined: 15 Mar 2007 gold

Posted: Wed Jun 20, 2007 7:43 pm

@flamedevilpj
It is the D2 Necromancer. All the text is straight from the game Manual.

@mikorkeza
Bard Man didn't think Fire Golrm would be wise, but it seemed like a good idea.
_________________
This is the point from which I could never return,
and if I back down now then forever I burn.
This is the point from which I could never retreat,
cause if I turn back now there can never be peace.
This is the point from which I will die and succeed,
living the struggle, I know I'm alive when I bleed.
From now on it can never be the same as before,
cause the place that I'm from doesn't exist anymore.


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flamedevilpj


Mega Kill Posts: 563 Joined: 26 Sep 2006 gold

Posted: Thu Jun 21, 2007 9:14 am

make a druid its fun ^^
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love aint it beutiful devils got soft spots u noe


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Bard Man


Mega Kill Posts: 791 Joined: 15 Mar 2007 gold

Posted: Fri Jun 22, 2007 12:14 am

Bard Man will eventually.
_________________
This is the point from which I could never return,
and if I back down now then forever I burn.
This is the point from which I could never retreat,
cause if I turn back now there can never be peace.
This is the point from which I will die and succeed,
living the struggle, I know I'm alive when I bleed.
From now on it can never be the same as before,
cause the place that I'm from doesn't exist anymore.


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mjs


FIMBULVETR
Godlike Posts: 1519 Joined: 11 Oct 2006 gold

Posted: Fri Jun 22, 2007 3:53 am

best viewed with pics, the hero seems to be ok....
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_noob28_


~Nienna Sakimatsu Anarion~™
Beyond Godlike Posts: 2731 Joined: 08 Dec 2006 gold

Posted: Sat Jun 23, 2007 11:35 am

This is a nice hero...
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saya_macd


Mega Kill Posts: 619 Joined: 07 Feb 2007 gold

Posted: Mon Dec 17, 2007 3:34 am

hey if u had DR and put on golem then does he get +250 dmg?
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SlwaBluPhnx


Mega Kill Posts: 919 Joined: 22 Aug 2007 gold

Posted: Mon Dec 17, 2007 5:00 pm

Yes

Item spells are no good IMO, change the ulti, then it is fine.
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Bard Man


Mega Kill Posts: 791 Joined: 15 Mar 2007 gold

Posted: Mon Dec 17, 2007 5:10 pm

@saya_macd: Well yea, you can do that, but you'd be using all that gold just to give a minion +250 damage. You'd be better off using something like Vladamir's Offering or the Assault Cuirass so that he could support you.

Using Iron Golem with a DR is basicly a watse of mana, gold, and time.



@SlwaBluPhnx: Dude, this is MASSIVE improvement from what I had his ult as before. Wanna see the specs for Fire Golem? Just ask and I'll post them. >=/
_________________
This is the point from which I could never return,
and if I back down now then forever I burn.
This is the point from which I could never retreat,
cause if I turn back now there can never be peace.
This is the point from which I will die and succeed,
living the struggle, I know I'm alive when I bleed.
From now on it can never be the same as before,
cause the place that I'm from doesn't exist anymore.


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saya_macd


Mega Kill Posts: 619 Joined: 07 Feb 2007 gold

Posted: Mon Dec 17, 2007 5:50 pm

aye! i was just curious!
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UsWest Acc: TheGreatSayre


"Maddness? THIS! IS! DOTA!" -kicks-
-Ghost
Ps3 is moar addicting than dota!!!! SIKE THATS MADDNESS!!!


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