Friday, December 3, 2010

The Dark Lady Guide



Wielding twin, scythe-like blades, the she-reaper known as the Dark Lady has moved through the Legion's ranks like a shadow of death. For soldiers seeking to buck up their courage, she is a punch-line: "Careful you don't find the Dark Lady," they joke to their carousing friend. But even these jokes are accompanied by a shudder. Swift and cold and lethal as the frozen winds off the steps, black as the cloud-choked night, she is no laughing matter.

Contents
  1. Introduction
    • Description
    • Team Role
    • Stats
  2. Hero Skills
    • Skill Descriptions
    • Skill Builds
  3. Items
    • Starting Items
    • Core Items
    • Optional Items
    • Situational Items
    • Luxury Items
    • Items to avoid
  4. Game Play
    • Early game/Laning
    • Mid Game
    • Late Game
    • Extra Information
  5. Drafting
    • Lane Partners
    • Good Team fighters
    • Bad enemies
  6. Replays
  7. Credit


Introduction

The Dark lady is a hard-carry, there is no other roles that suits her. In order to successfully play the Dark Lady you need to know when to go in and when not to, you need to be able to rice and avoid ganks constantly and you need to know who to attack in a team fight. This guide will go through the optimal skill builds and items builds, what you need to be doing at each point in the game. When playing the Dark Lady you need to make sure you are either farming or killing heroes at all times, as a carry you will need to out farm the other teams carry, so standing around idle is not something you can afford to do.

Team Role
The Dark Lady is a Hard-Carry
Stats
Primary Attribute: Agility
Strength: 22 (2.0)
Agility: 23 (3.1)
Intelligence: 16 (1.9)

Damage: 46-48
Armour: 4.22 (20.2%)
Movement Speed: 305
Attack Range: 100 (Melee)
Attack Point: 400ms
Descriptions

Dark Blades

The Dark Lady activates the malicious energy in her Wrath Blades, causing her attacks to silence foes, preventing them from using spells and abilities. The malicious energy in her blades also increase her base damage temporarily.
Action: Target Self

Mana Cost: 75 / 85 / 95 / 105
Cooldown: 22.0 / 18.0 / 14.0 / 10.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Applies Dark Blades to self for 3 / 4 / 5 / 6 seconds.

Dark Blades Effects
+ 50 / 60 / 70 / 80% Base Damage
Attacks silence target for 2.5 seconds

This is one of your two steroid skills, when activated this skill it applies the Buff increasing your damage, any target you hit will be silenced for 2.5 seconds, at max rank you can keep a single target silenced for 8.5 seconds (6 seconds duration, 2.5 seconds after the last hit). The silence portion of this skill does not go through magic immunity. You can activate this skill on the move without it stopping your current movement. Activate this skill any time just before charging in.

Taint Soul

The Dark Lady forces her influence onto an enemy unit's soul, tainting it. The target enemy is weakened, taking damage and reduced movement speed for a brief duration.
Action: Target Entity
Target Scheme: Enemy Units

Type: Magic
Range: 800 / 900 / 1000 / 1100
Cast Time: 0.5 Seconds
Mana Cost: 35 / 45 / 55 / 65
Cooldown: 12.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Deals 60 / 90 / 120 / 150 Magic damage and applies Tainted Soul to target for 2 / 3 / 4 / 5 seconds.

Tainted Soul Effects
Reduces movement speed by 60% initially, recovering to full speed over 2 / 3 / 4 / 5 seconds

This skill is your primary means of chasing, unfortunately the slow is fairly weak. Early game this skill will allow you to get creep kills even when against a hard lane. With good range you can use it to cancel potions of other heroes with ease and even grab a hero kill if timed well.


This image shows the range of Taint soul for each level, even at level 1 the range on it is still very large and can be used to get creep kills safely.

Charging Strikes

The Dark Lady launches herself toward a target location at incredible speed, attacking enemies as she passes by them.
Action: Target Position
Target Scheme: Enemy Units

Type: Magic
Range: 600 / 700 / 800 / 900
Radius: 200
Cast Time: 0.1 Seconds
Mana Cost: 75
Cooldown: 21.0 / 17.0 / 13.0 / 9.0 Seconds
Required Level: 1 / 3 / 5 / 7

Activation
Charges toward target location, dealing one attack to each enemy that passes within radius of self. Each consecutive attack during the charge will deal 15% less damage than the previous.
When the charge completes, applies Zeal to self for 6 seconds.

Zeal Effects
+ 30 / 45 / 60 / 75 Attack Speed

This is your other steroid skill, as it gives a large attack speed buff, while also being your escape mechanism and initiation tool. When combined with Dark Blades this skill becomes an AoE silence while also dealing strong damage.

This image shows the range of charging strikes at each level, while also showing the 200 unit radius around her. When you charge the circle travels along the shortest path towards the location (the dark lady being the centre of the circle), any enemy unit that passes within the 200 unit radius will be hit with an auto attack, each successive unit will receive 15% less damage.
Quote:
AttackDamage*0.85^(n-1).

AttackDamage is the amount of damage the attack deals.
n is the number of targets hit, important to know is that this value always begins at one when you first attack a target
Credit to ElementUser for the formula.

Cover of Darkness

Using the depths of her Dark Powers, The Dark Lady poisons the minds of all enemy heroes in an area. For the duration, affected enemy heroes move slightly slower, lose all allied vision and have a reduced sight range.
Action: Target Position
Target Scheme: Enemy Heroes

Type: Magic
Range: 99,999
Radius: 1,000
Cast Time: 0.8 Seconds
Mana Cost: 75
Cooldown: 120.0 Seconds
Required Level: 6 / 11 / 16

Activation
Applies Darkness to targets in radius for 4 / 6 / 8 seconds.

Darkness Effects
5 / 10 / 15% Movement Slow
Shrinks vision radius to 400. Unlinks shared vision with allies.

This skill will cause mass confusion within the other team, you can use this to save allies, using it on chasing heroes will make it easy for your ally to juke, you can use it to pick of squishy heroes without the others being able to help. During a team fight this can easily make you win as the support heroes won't be able to find the carry to help them, initiators won't be able to see where to blink, overall making the other team un-coordinated.

From this image you can see the radius is huge, allowing you to easily cast it on most if not all of the enemy heroes, while also having 99,999 range means you can cast it anywhere on the map at any time.
Skill Builds
Everyone of darklady's skills are very important in order to carry well, untill you reach lv13 you won't be dealing as much damage as you could be.

Skill Build 1: Defensive farmer
  1. Taint Soul/Charging Strikes
  2. Charging Strikes/Taint Soul
  3. Dark Blades
  4. Charging Strikes
  5. Charging Strikes
  6. Dark Blades
  7. Charging Strikes
  8. Dark Blades
  9. Dark Blades
  10. Cover of Darkness
  11. Taint Soul
  12. Taint Soul
  13. Taint Soul
  14. Cover of Darkness
  15. Stats
  16. Cover of Darkness
  17. to 25. Stats
This build maxes charging strikes first as early game the other team is going to go trying to gank you and this skill is your escape skill, it's range increases and cooldown decreases each level while keeping the same mana cost. Dark Blades next to maximise your damage as fast as you can, followed by a point in cover of darkness to help your team out if they need it then maxing taint soul so people can't get away from you so easily. One point early in Taint soul to creep kill with.

Skill build 2: Aggressive Farmer
  1. Taint Soul/Charging Strikes
  2. Charging Strikes/Taint Soul
  3. Dark Blades
  4. Dark Blades
  5. Dark Blades
  6. Charging Strikes
  7. Dark Blades
  8. Charging Strikes
  9. Charging Strikes
  10. Cover of Darkness
  11. Taint Soul
  12. Taint Soul
  13. Taint Soul
  14. Cover of Darkness
  15. Stats
  16. Cover of Darkness
  17. to 25. Stats
This build maximises Dark Blades first, which is better overall damage than charging strikes first, this build is good when you have a good babysitter with some disables that lets you get easy kills. Again Maxing Charging strikes next as to maximise your damage.

If you are having a really hard lane another point in soul early can let you last hit better, 60 damage should be enough to last hit creeps with, remember the mana cost increases with each level, so taking too much of it early isn't the best idea.
Being a hard-carry, the Dark Lady is very item dependant, if you can't farm the items you need than you are not going to be able to fulfil your role.
Starting Items

x2

As with every hero you need some health items and stat items. If you think you will be able to last hit get a hatchet, if you're expecting to be against a double range lane go for the Iron Shield instead. If you happen to have random gold, get both.
Hopefully someone on your team will get a monkey couier and wards, if they don't you don't need to get them as your early items can be mostly gotten at the side shop.
Core Items




The Choice of Boots is entirely up to you, I have had success with both.
Steamboots are my preferred as you are a fairly squishy hero, the +10 strength from them is very useful for The Dark Lady. Ghost Marchers offer much better chasing power at the cost of survivability.

Runed Axe


Cost: 4350g
  • Sustainer: 1750g
    • Lifetube: 875g
    • Manatube: 875g
  • Bastard Sword: 1400g
  • Broad Sword: 1200g
Passive
+65 Damage
+6 Health Regeneration
150% Mana regeneration

40% Splash damage in a 225 unit radius.

This is The dark lady's single core item, as not only is great for farming, it works so very well with Charging Strikes. The idea is that every unit you hit with charging strikes splashes to units around, this makes for some devastating AoE damage.
Optional Items

Blood Chalice

Cost: 650g
  • Crushing Claws: 150g
  • Mark of the novice: 150g
  • Trinket of Restoration: 350g
Passive
+3 Strength
+3 Agility
+2 Health Regeneration

On Activate
Restores 100 mana at the cost of 150 health.

If an enemy hero dies within 700 units before 15 seconds after activation the 150 health is restored.
This item is great for keeping your mana pool high, early game The Dark Lady can still do great damage using her buffs, the down side is that she has low health and this item costs health to use. If you get a manatube for only 225g more that should keep your mana high enough to use all your spells when needed.

Nullfire Blade


Cost: 3300g/4150g
  • Quickblade: 1000g
  • Quickblade: 1000g
  • Apprentice robes: 450g
  • Nullfire Blade 850g
Passive
+6/10 Intelligence
+22/26 Agility

On Attack
Drains 20/36 mana from the target, doing 100% of the mana drain as physical damage to the target.

Activate
Target Scheme: All Units
Range: 600
Cooldown: 12 seconds

Dispels a target, removing buffs and applying Dispelled if it is an enemy or simply removing debuffs if it's an ally.
The Dispel cannot be used on Magic Immune targets.
Destroys target illusion or summoned creature.

Dispelled Effects
80% Movement Speed slow initially, decreases to 0% slow over duration of effect.
This item can be nice early on, however with a runed axe you have incredible farming abilities. This allows you to easily fill your inventory with many of the Luxury Items. If you can't farm so well this is a good alternative.
Situational Items

Shrunken Head

Cost: 3900g
  • Mighty Blade: 1000g
  • Warhammer: 1600g
  • Shrunken Head Recipe: 1300g
Passive
+24 Damage
+10 Strength

On use
Applies Magic Immunity to self for 10 seconds. Reduces by 1 seconds each time the item is used, minimum for 5 seconds duration.

As with any carry, if the enemy team is high is disables or magic nukes this item becomes necessary, get this after the Runed Axe as once you have that farming becomes easy.

Null Stone


Cost: 4850g
  • Sustainer: 1750g
    • Lifetube: 875g
    • Manatube: 875g
  • Blessed Orb: 2100g
  • Null Stone Recipe: 1000g
Passive
+15 Intelligence
+15 Strength
+15 Agility
+10 Damage
+6 Health Regeneration
+200% Mana Regeneration

When not in cool down, negates a single targeted spell.
If the other team has lots of single target spells, or even just a couple strong ones, this item is a nice pick up. Excellent regeneration and some nice stats as well. Should really only get this item if you are going to be getting Harkon's blade later on.
Luxury Items

Frostburn


Cost: 4400g
  • Firebrand: 2200g
    • FleetFeet: 450g
    • QuickBlade: 1000g
    • Firebrand Recipe: 750g
  • Icebrand: 2200g
    • Bolstering Armband: 450g
    • Mighty Blade: 1000g
    • Icebrand Recipe: 750g
Passive
+16 Strength
+16 Agility
+20 Attack Speed
+10 Damage
+14% Move Speed

On Attack
Applies 5% Move Speed slow for 3.5 seconds, can stack up to 5 times for 25% slow.

This is my favourite luxury item for The Dark Lady, it offers a nice Strength and Agility boost, while also providing extra move speed and an on attack slow. This allows The Dark Lady to chase down enemy heroes who are going to be trying to run away from the amazing damage output you will have, while also giving a nice Health boost to keep you alive longer.

Savage Mace


Cost: 5400g
  • Halberd: 1500g
  • Halberd: 1500g
  • Slayer: 2400g
Passive
+88 Damage
+15 Attack Speed
True Strike

On Attack
35% chance to do 100 Physical damage and stun for 0.1 second.
One of the greatest damage items in the game, always a great pick up on The Dark Lady, mini stun is great for cancelling them heroes trying to TP away from you. True strike is the counter to any heroes that are building a Wingbow or are zehpyr.

Harkon's Blade


Cost: 6200g
  • Acolyte's Staff: 2700g
  • Great Arcana: 1575g
    • Steamstaff: 800g
    • Apprentice's Robe: 450g
    • Scarab: 325g
  • Harkon's Blade Recipe 500g
Passive
+35 Intelligence
+27 Damage
+10 Attack Speed
+150% Mana Regeneration

On Toggle
Attacks deal Magic damage. Costs 75 Mana per Attack.
Applies Harkon's Blade to the attack target for 3 seconds.

Harkon's Blade Effects
-5 Magic Armor
Only get this if you have both Runed Axe and Null Stone already as without them you will not be able to keep it activated very long due to the mana cost. This item makes you do close to true damage, extremely powerful if you have enough mana for it.

Frostwolf's Skull


Cost: 6200g
  • Blessed Orb: 2100g
  • Glow Stone: 1200g
  • Icebrand: 2200g
    • Bolstering Armband: 450g
    • Mighty Blade: 1000g
    • Icebrand Recipe: 750g
  • Frostwolf's Skull Recipe 700g
Passive
+25 Intelligence
+25 Strength
+25 Agility
+10 Damage
+200 Max Health
+150 Max Mana

On Attack
Applies Freeze to target for 3 seconds when attacking or casting a single target spell.

Freeze Effect
-30% Movement Slow
-20% Attack Speed
Incredibly powerful slow effect while also giving excellent stats, a great item to pick up on The Dark Lady, the -20% attack speed will help greatly if you are against another carry that you need to out carry.

Wingbow


Cost: 5900g
  • Dancing Blade - 3300g
  • Snake Bracelegt - 1800
  • Steamstaff - 800g
Passive
+ 30 Agility
+ 30 Attack Speed
+ 32 Damage
+ 30% Evasion

Wingbow is an amazing survival and damage item, 30% evasion will make you easily out DPS the other teams carry unless they are building a Savage mace, while the other stats grant excellent boosts that work well on The Dark Lady.

Runed Axe


Cost: 4350g
  • Sustainer: 1750g
    • Lifetube: 875g
    • Manatube: 875g
  • Bastard Sword: 1400g
  • Broad Sword: 1200g
Passive
+65 Damage
+6 Health Regeneration
150% Mana regeneration

40% Splash damage in a 225 unit radius.

A Second Runed axe will stack the splash up doing even more AoE damage on the charge.

Symbol of Rage


Cost: 6150g
  • Axe of the Malphai: 3200g
  • Whispering Helm: 1850g
    • Helm of the Victim: 950g
    • Hungry Spirit: 900g
  • Symbol of Rage Recipe: 1100g
Passive
+25 Strength
+20 Damage
+5 Armor
25% Lifesteal

On use
Applies Symbolic Rage to self for 3.5 seconds.

Symbolic Rage Effects
150% Lifesteal
Symbol of rage is an excellent final item, as the lifesteal and health boost is amazing, but you need some good damage first else it isn't going to be any use.

Shieldbreaker


Cost: 4400g
  • Warhammer: 1600g
  • Warhammer: 1600g
  • Shieldbreaker Recipe: 1200g
Passive
+60 Damage

On Attack
Applies Broken Armor to target for 5 seconds.

Broken Armour Effect
-6 Armour
Another good damaging item, not the best as it takes up your attack modifier slot. When you charge through a pack on enemies it will apply the debuff to every unit you hit. If the other team has armour buff heroes such as and you would be better off looking towards getting a harkon's blade to avoid the armour all together.

Riftshards


Cost: 2650/3600/4550/5500g
  • Punchdagger: 500g
  • Broadsword: 1200g
  • Riftshards Recipe: 950g
Passive
+45/55/65/75 Damage

On Attack
10/13/16/20% chance for 1.8/2/2.2/2.4x Critical Strike
Nice damage boost from this item, if you get a couple Crit's during your charge it will do devastating damage to all units near by.
Items to Avoid

Geometer's Bane


Cost: 4800g
  • Blessed orb: 2100g
  • Firebrand: 2200g
    • Quickblade: 1000g
    • Fleetfeet: 450g
    • Firebrand Recipe: 750g
  • Geometer's Bane Recipe: 500g
Passive
+10 Intelligence
+10 Strength
+26 Agility
+15 Attack Speed
+10% Movement Speed

On use
Spawn 2 Illusions of self. The illusions take 3.5 times normal damage, deal 33% of your attack damage, and inherit properties from you. The Illusions have a 20 second life time. Dispels all Buffs and Debuffs on use.
This item is one of the best items for agility carries, but it simply does not work on The Dark Lady, the ideal time for you to use this is just after charging in so that the Illusions are in the pack and able to do damage. This is not the case for The Dark Lady, in the item description I've highlighted in red why, it dispels buffs. A huge amount of The Dark Lady's carry potential comes from the two buffs from Dark Blades and Charging Strikes, so this item is a no no.

Elder Parasite


Cost: 1900g
  • Hungry Spirit: 900g
  • Elder Parasite Recipe: 1000g
Passive
17% Lifesteal

On use
Applies Crazed to self for 12 seconds.

Crazed Effects
+100 Attack Speed
+20% Movement Speed
+20% Damage taken
Every time i've seen someone get this on The Dark Lady it hasn't turned out well, The Dark Lady already has a fairly low health pool, if you are playing against player with a brain they will all target you the second you activate this.

Brutalizer


Cost: 3100g
  • Bolstering Armband: 450g
  • Halberd: 1500g
  • Brutalizer Recipe: 1150g
Passive
+6 Strength
+30 Damage

On Attack
25% chance for Melee Heroes to deal 25 Physical damage to target and stun for 1.4 seconds.
This item offers very little in damage output, with The Dark Lady's farming abilities you will be able to get much more powerful items than this, the stun is close to useless.

Charged Hammer


Cost: 5500g
  • Thunderclaw: 3000g
    • Warhammer: 1600g
    • Gloves of the Swift: 500g
    • Thunderclaw Recipe: 900g
  • Warpcleft: 2100g
  • Charge Hammer Recipe: 400g
Passive
+70 Attack Speed
+24 Damage

On Attack
20% chance to do 200 magic damage to target and 2 near by enemies.

On use
Applies charged up to target.
While it can proc on every hit during the charging strikes, it just does not proc enough to work well, go into practice, spawn 10 creeps. Charge into them with this, then charge into them with runed axe, the results will be 1 or 2 dead creeps for the hammer, while runed axe will kill them all. Getting a second Runed axe would be far better than getting this item.

Early Game/Laning
As a hard-carry you are going to be spending most of the early game farming in the short lane, bot lane for Legion and top lane for Hellbourne. You are best off laning with a babysitter who can keep the other team off you while also helping you net some early kills if the other team slips up.

Once the creeps start coming focus on last hitting and creep leashing, this is when you click to attack the enemy hero in order to get creep to try and attack you, turn around just as the creeps chase you, getting them to chase you close to your tower, don't leash them into the towers range as this will push the lane and put you in danger. At about 00:45 get your babysitter to go stack the pull camp and then pull it at 01:15, stacking it first will allow the neutrals to kill the entire wave of creeps, which will not push the lane. While your babysitter is pulling you need to be staying just on the edge of exp range and grabbing kills with taint soul, if the other team has double stun do not get close enough to die.

If the other team over extends you can try to get a kill, The Dark Lady does quite alot of damage early game with her buffs, but she is very squishy so don't be over aggressive leading into a death, you are better off sitting back last hitting over risking a death.

Once you reach around lv6 or 7 with a high level in charging strikes (if you take that build), you can tell your babysitter to go gank while you farm solo.

Depending on your farm you can rush the runed axe for before 15 minutes, you should get normal marchers after the sustainer and the latest. Continue farming towards completing your core items.

If you are going for a kill Charge with Dark Blades active, after you hit them once or twice and they turn to run cast Taint soul on them to maximise the effectiveness of the slow.
Mid game
By the 25 minutes mark at the latest you should be getting your Runed axe, in general i get this before the rest of my core items as it allows easy farming of the rest. If you have had bad farm get steamboots and power supply while still aiming for that runed axe.

By now you should be carrying teleports with you at all times, as you can charge into the forest and teleport away from ganks and if there is a team fight near a tower you can get over there and help, hopefully netting you some kills. In the event of a team fight you should apply Dark Blades and then charge through to cast squishy Int heroes, your silence will make them unable to fight back and they will drop really fast, again use Taint soul if they try to run away.

Continue farming and go for one of the luxury items, or a shrunken head if the situation requires it. With the runed axe you are able to use charing strikes on a creep wave, which will either kill it or leave them all on low hp for easy clean up, farm away on the lanes and jungle, remember you are a hard-carry, if you are not in a fight killing heroes you need to be farming as much as possible.
Late Game
Late game is when The Dark Lady really shines, now you should have Runed axe, boots and at least 1 luxury item. Now is the time to start pushing, get your team together and push the lane, using charging strikes to clear a full creep wave instantly.

Should the other team come to defend you need to make sure you use all your spells, If you have an initiator on your team you need to be ready to use cover of darkness the seconds they go in. Once cover is used quickly activate Dark blades and Charge through as many units as possible, the more units the more AoE damage you will do thanks to the Runed Axe splash. Once you get into the fight, once again target the casters, as the silence will stop them from helping the team out.

If you are not pushing you need to keep farming and fill your inventory with luxury items, if you have filled it then save up for buy backs just in case.
Extra Information
Remember to always watch the map when you are farming, make sure to get supports to buy wards, if they refuse get them yourself! You need to be able to avoid ganks, so wards are necessary, the 200g spent on them is alot less than the gold you will miss out on if you get ganked.


If you planning to get Symbol of Rage as one of your Luxury items, getting an early Whispering helm can allow you to stack up the ancients, once you have your Runed axe you are able to clear a fully stacked (3 spawns worth) ancient camp very easy, this can be a very good boost of gold towards your Luxury items and a nice experience boost.

In a fight always go for the squishy heroes that rely on spells, the silence from Dark Blades makes them useless.

Try to get another hero to buy an abyssal skull, the aura from this is great but you should be focusing on other items instead of this.

Should you end up soloing the lane you will need to spend more time hanging back and using Taint Soul to last hit.
Lane Partners
As a hard-carry you will want a babysitter to help you farm early game.

Glacius

This guy is the best hero to lane with, his slow is extremely powerful and has an immobilize to let you bash on heroes easy early on. Not only that his Global Mana aura will make you always able to pull off your full combo.

Witch Slayer

This guy has lots disables, if you are with this guy go for the aggressive build as you will be able to get lots of early kills thanks to his CC abilities.

Plague Rider

This guy has a powerful slow, which can save you and net you early game kills, he is able to help keep the lane back at the tower while also having an incredibly deadly ult, could very easily get a double kill at lv6.

Nymphora

She has a very powerful stun and a large heal, on top of that she can keep your mana topped up, another great babysitter.

Demented Shaman

Another strong babysitter, unfortunately his slow isn't very good untill level 5 and only has 550 range meaning he can't harass as well as other baby sitters. The heal can be very powerful when timed right and late game his ultimate can lower the other teams armour to nothing letting you destroy them even faster.
Good Team fighters
You are also going to need good allies in order to have a good fight, in particular a good initiator.

Tempest

This guys ultimate is amazing, not only does it the heroes, it pulls them closer together, making your charging strikes with runed axe even more deadly.

Behemoth

Another AoE disabler, this guy will hold them all still long enough for you to get in and destroy them all, while also doing a lot of damage to the whole team.

Pebbles

This guy is going to keep the other team off you early game by killing them constantly, on top of this he is a great initiator for a team fight.
Bad Enemies
Gankers
All gankers are going to be trying to kill you, you will need to be on your guard and make sure these guys don't manage to gank you.

Electrician

This guys ultimate is the biggest counter to you, it will purge off both your buffs, not only this, it even goes through magic immunity! That isn't even the worse, early game his stun will stop you from being able to run away from ganks.

Nullfire Blade

This item will purge buffs from you, severely damaging your damage output, if you think an enemy hero is going to build this you will need to get a Shrunken Head.

Thursday, December 2, 2010

Hon2.0 - Massive update preview


Here is a Worthplaying preview of Heroes of newerth new patch with massive updates to every aspect of the game.


http://worthplaying.com/article/2010/12/2/previews/78586/

Here you have an Honcast interview with highlights listed below:


-Casual Mode
-What it entails
-Thought behind replacing EM with it
-PSR system for it

-Microtransactions
-
What will be purchasable
-How do you gain "goblin coins"
-How will this effect gameplay

-Map Editor
-
What can be made
-The interface
-How will maps be spread throughout

-Matchmaking
-How it works
-What they learned from first implementation
-Restrictions

We were also able to get some very interesting information from [S2]Idejder concerning future patches as well including;

-Myrmidon (New Hero)

-New Hero every two weeks

-New item and what it does

You can download the mp3 file here: http://hotfile.com/dl/86652544/4ff54d8/podcast_12_2.mp3.html

S2 staff is doing an Q & A session, which you can read below:

Release Date?

Quote:
From the Article: Barring any last-minute issues, Heroes of Newerth 2.0 is scheduled to go live on or about December 13, 2010. It is a free update to all players, so if you own Heroes of Newerth, you're getting the 2.0 update without any additional charge.
How much is X? And how long will it take me to grind for it?
Quote:
No information on specific prices and no information on how long it will take to 'grind' an Alternate Avatar for a hero. Numbers are still being tweaked, so we don't want to give out wrong information!
If we think of more obvious answers I will throw them in this post.

Ask Away!

Answers so far...

Quote:
Originally Posted by Evozer 
Will there be an option to avoid seeing/hearing other peoples skins and sounds?
There is no option for this at the moment.

Quote:
Originally Posted by Soblane 
If you get coins for kills, why should I not ks everyone?
Coins are given for large kill streaks (more than Bloodbath) and Annihilation. The person that got these events are not given the coins, the whole team is.

Team effort!

Quote:
Originally Posted by eNTe_eXe 
Do you have to watch Maliken running around as a pimp?
Are you really gonna change the minimap to a LoL style map, with those green ugly LoL-like dots?
The minimap is changing to be more interactive. You can hover over building to see their health, wards to see their time left, and heroes to see their health/mana/inventory.

Overall it's a vast improvement.

Quote:
Originally Posted by SkullBoy 
Can we still play the game we know and love now? We don't HAVE to play this 'casual' game all the time?
Right, Casual is an optional mode just like any other.

Quote:
Originally Posted by praylude 
Will we get coins retroactively?
No, coins will not be give for past wins. Only future wins using Matchmaking.

Quote:
Originally Posted by Pyroglyphics 
Is Casual Mode replacing Easy Mode?
Not so much as Easy Mode is being removed.

Quote:
Originally Posted by Credge 
Will these cosmetic changes have the potential to confuse what me about what hero I'm looking at? For example, in the Myrmidon video there is a hero I can't identify. It could either be Soulstealer, Nymph, or a new hero. Will this sort of confusion be something that happens once and never again?
We have tried to keep the alternative skins and avatars as close as possible to the original hero in tone, color, and size so that the confusion is at a minimum. So far we think we have done a great job and once you see a hero ingame it is obvious which one it is. The one 'farthest' away from this is the Scorpion, since it just has nothing to do with the original model but was highly requested.

Quote:
Originally Posted by ShibuyaX 
Will 'Casual Mode' stats be included with our other stats (like EM currently is) ?
Sub-question: Will EM stats still be included with NM stats?
Casual Mode is going to be listed as separate stats for Matchmaking games.

Quote:
Originally Posted by dmae 
1. Will coins be shared between normal account and sub account. If I unlock a skin on my main account will it be available on my sub account (and other way around)?

2. Will we be able to gain coins in no stats games?

3. Are you planning to record leaves in "no leavers" no stats games?
1. Yes, coins and everything in the store is globally shared through main and sub accounts.

2. You only get coins from Matchmaking games.

3. I don't think how nostats games work are changing.

Quote:
Originally Posted by Dougleton 
Will there be a pebbles alternate avatar?
Not yet!

Quote:
Originally Posted by l34Um1 
How does our PSR, our KDR, pretty much everything we already got translate into MM and the Gold System?
I believe that the MM stats are being reset, though your TMM might be influenced by your PSR slightly at the start so there is some separation. We are still deciding how initial placement will work.

Quote:
Originally Posted by Blu3 
Are the models shown on the screenshots the only skins being released on 2.0 launch?
The artists just finished another avatar, so no

Quote:
Originally Posted by zeNap 
First of all I would like to say that I like the ideas but then thing is that there is so MUCH in once.
I don't know why people are complaining about the shop? I think it's a nice way of earning some money etc.

What I don't like is Casual Mode, I think (from reading) it will be worse than EM.

Anyways, good work S2. Btw, have some questions.

1. Will there be a BreakyCPK announcer?
2. Will no stats games give you leaver?
3. Will Match awards come anytime soon?
4. You've said that taunt will be available for everyone, when is that? And will we have to buy it from the shop or ?
Casual mode is not like EM. EM rewards you with gold for doing nothing. In casual mode, this isn't the case.

1. No, but this is an interesting idea
2. We didn't change anything about how this works from the current system (so no).
3. Match awards will be integrated into the progression system.
4. Taunt will be an item in the shop.

Quote:
Originally Posted by tpfaff 
How will you stop people from purchasing a new skin (or grinding it) and then releasing it as a mod?
We won't. In fact, we don't mind if you do. To go further on this, you don't even need to grind out the avatar, because it will already be on your computer when you download the patch. Like all mods though, it will be local. The fun part about alternate avatars is that other people can see them too.

Quote:
Originally Posted by Galneryus 
The achievements will be implemented on HoN 2.0? If yes, they will count as a way to earn coins?
We do not have achievements in the traditional sense; instead, we will have career goals that you can achieve to make coins. These goals are recursive and can be obtained multiple times.

41
Quote:
Originally Posted by Blu3 
Are the models shown on the screenshots the only skins being released on 2.0 launch?
Nope, there are more!

Quote:
Originally Posted by aeternitatis 
Dear S2:

Will you give bonus coins to your loyal gold shielded customers who purchased the game before it was released, thereby saving you from bankruptcy and putting you on the road to the immense wealth you enjoy today?

Best regards,

aeternitatis
Dear Aeternitatis,

We haven't decided anything about pre-purchased accounts yet. We will let you guys know.

Best regards,

S2

Quote:
Originally Posted by eLeven 
can you give any more info at all about how the map maker will work and be implemented?
We will release a larger post about the editor later.

Quote:
Originally Posted by twizzR 
1. Will "Match Awards" be released with HoN 2.0 and will each award give any coins?
1. Sort of. There are 'awards' at the end of the match for certain things and these give you coins. Every match will reward you with coins (if it was a matchmaking match)

Quote:
Originally Posted by MileyCyrus 
Idejder; I know you said that coins are shared across sub accounts, but if I have 2 accounts (paid the full $30 for each) will I be able to somehow send or gift my coins between accounts?

Also would be a good idea to do so if people want to gift coins to friends and such.
You will not be able to share purchases between your separate accounts, since they are not connected, but you will be able to purchase coins for friends/other accounts.

Quote:
Originally Posted by eLeven 
how is the map editor going to work and will map submission be similar to dream hero creation?

Will a custom map mode ever be intergrated so maps dont need S2 aproval?

Cheers.
DREAM will encompass maps soon.

Quote:
Originally Posted by BrownBanana 
Why did HoN choose to go this route? Will this mean with more funds we can expect faster hero addings?
A lot of people, including those on other forums, are making the supposition that we're doing this for financial reasons--this isn't true. We're doing this with two primary goals in mind:
1. Getting more people to play HoN.
2. Getting people who play HoN to play it more.
Everything in 2.0 has been designed around those two ideals.

70
Quote:
Originally Posted by revan_xp 
I hope you test before patch this time
Both internal and the testers are doing a lot of it now! They are enjoying it thoroughly.

71
Quote:
Originally Posted by shine 
How are the new model's animations? Majority of the players should be used to how a hero moves by now. Obviously if you've changed the model drastically (like magmus for example), their animation is going to be different. Basically it might conflict with something like animation canceling in attacks. Do they have the same delay between attacks and frames in their animations?
We didn't change any timings on attacks or spellcasts for teh alternate skins or avatars. They have the same cast points and delays as normal, so playing a new skin should not throw you off at all.

72
Quote:
Originally Posted by qazqazqaz 
Now for the question. Idejder, can you shed a light on ways of getting coins, besides killstreaks?
Some examples:
Winning, Losing, getting a "Quick Victory", playing games consecutively, Bloodlust, Immortal, Annihilation, and you get bonuses when you hit certain lifetime marks for Total Wins/Assists/Wards Placed/Smackdowns.

There will probably be more added later.

77
Quote:
Originally Posted by Kraphty 
1. Will TMM have game options? Or will it strictly be BP?
2. What are the new items being released?
3. How will the community created maps be implemented into the game
4. Is nigma making a voice pack?
1. It will have a choice of 5 game modes (AP, AR, SD, BP, BD) and you can 'thumbs down' two of them. You can also pick region and map.
2. Spellshards and Trophy Belt!
3. More information on this later.
4. Not that I know of...?

Quote:
Originally Posted by The_Dunedain 
Will it be possible to have some of the cool features if you ain't rich?
I don't have time to read every information that have been told
Everything--and I mean everything--in the shop is purchasable through playing the game. This will never change. So just play the game a lot

Quote:
Originally Posted by Soblane 
How many randoms (nons2) participated in the HON 2.0 beta?
Surprised there were almost 0 leaks.
A lot! We got some awesome feedback from them.

Quote:
Originally Posted by Achtenfier 
So lets say a team of 4 wants to play a 5v5 matchmaking game (with +1 pub) is that possible or is it only n V n games solely?
That is possible. In fact, the matchmaking system will favor 4+1 vs 4+1 over 4+1 vs 5 or any other combination.

Quote:
Originally Posted by Soblane 
WTF?
I can't play the mode I actually want to play?
Sigh s2... sigh
There was a lot of debate about this, but what it came down to is queuetimes. We would rather a really fast queuetime and the mode be one of a few over just one mode but a queuetime up to many times longer. It is no fun to sit there and wait, but it is fun to play.

Getting people from click button -> into game is the most important part.

Quote:
Originally Posted by BeastmanAIDS 

1. Has the MM queue been fixed so that Joining -> Disconnecting -> Joining -> Disconnecting -> Etc etc will no longer get you into a game faster than just Joining and waiting?
Yes. Players will load up almost all the map resources before they enter into the queue, and the group will only queue up for a match once all the other players in the group have finished loading.

Quote:
Originally Posted by uberdabing 
Nome said that TMM will first try to match 5v5, then 5v4&1, then 4v3&2, etc. Does TMM weigh a team of five's average PSR as higher than five randoms? For example, a team of five 1700's is significantly better than five random 1700s, or even 2&3 1700s. Individually they may all be the same skill, but the team has inherent advantages such as better communication, designated roles for support/ganker/carry, etc.
The algorithm will always try to match up teams that consist of the same group make up (5 vs 5, 4+1 vs 4+1, 3+2 vs 3+2, etc), but it is just a preference the algorithm decides on based on the length of time the groups/teams have been waiting. There are no rules that teams with different group makeups will never be matched up against one another, just that it will do it's best to find a match with the same, or roughly similar group makeup for the first minute or two. After that, the algorithm opens up to allow other group makeups, and groups with a larger TMR spreads than it did in the beginning. Note that this also applies for inexperienced vs experienced teams. There are no rules governing that an inexperienced team will never play an experienced team, just that the algorithm will do it's best to place them into a match with another inexperienced team the first minute or two, and eventually place them into a match. The exact details of how we do the matching is confidential but the main goals were 1) make fair matches 2) keep queue times low.

All teams will contain a single group or a combination of groups, those groups are then combined together to form teams, and those team's TMR averages are based on the average of the group TMR's. This means a 3v3 teamA with large variation (such as a group with a 1300, a 1500 and a 1700) would come out to an average of 1500 and could potentially be matched against teamB (three 1500 players) with an average TMR of 1500. Obviously this is not our first preference when matching together two teams, but presently it is the way it will work. There isn't a really nice way to handle this situation without heavily increasing the amount of time teamA spends in the queue. We definitely don't want people to avoid playing MM games with their friends just because they are way better or way worse than their friend or because they know it will take a long time to find a match. That being said, I think you will find that on average most MM games are going to be very fair matchups that should result in some really fun games. Give it a chance first =) (I've always hated pubstomps). The bottom line is that that we will monitor this sort of thing and make adjustments as we get more data. If huge TMR variations between teams are causing significant gameplay issues then we can always account for the TMR variance among the team and factor that in when looking for matches.

As for whether or not the algorithm weighs the TMR for teams with different group makeups, there is current currently no such weighting. We have built in support to take other factors into account (KAD/XP per min/Games Played) but would only use those secondary stats in cases where there is a tie between multiple teams getting matched up. We did discuss whether or not we should weight the TMRs based on this, but have chosen not to for now till we have more data to support this. We will be logging and monitoring all matches that are played through the new system, and if we find the data lends credence to updating the TMR calculations a bit to create more fair game play, we will look further into making an improvement to the TMR calculation. Hopefully it goes without saying, but you can rest assured we will keep close eyes on the MM process and continue to tweak to ensure an optimal balance between fair matches and low queue times for everybody.


Disclaimer: Anything here is subject to change, I was just giving a rough writeup of what to expect and some basics of how the MM algorithm works. Enjoy. =)

Just got back from lunch, so sorry about the wait.

Quote:
Originally Posted by SAFAD 
mmmm
STILL ****ING IGNORED ????????????
YOU SIR ARE ****ING IGNORING MY ****ING QUESTIONS
btw! i'll get reported for infraction like this so please answer my questions +D
These are very technical questions, somewhat unrelated to 2.0, and unfortunately I can't answer them.

Quote:
Originally Posted by Midnightoil 
So everyone EM % gets removed?
Yep.

Quote:
Originally Posted by BeastmanAIDS 
As an almost exclusively solo player I have a couple questions about Matchmaking, the 2nd being more important:

1. Has the MM queue been fixed so that Joining -> Disconnecting -> Joining -> Disconnecting -> Etc etc will no longer get you into a game faster than just Joining and waiting?

2. I may have just missed something, or more information might be being held back, but are gaining Coins the "only" perk being added to Matchmaking? I ask because while I think that will work very well to persuade people to play MM, I also think that it can only work for so long for a couple of reasons.

One is that if the price of items in Coins is too low, everyone will buy what they want and then stop using Matchmaking again. On the other hand though if the price is too high, most people will either just pay using real money or essentially say "screw it" and not even try.

The second reason, related to their first, is that just adding more items ad nauseam likely won't be enough to entice people to continue to play Matchmaking either. For a worthy comparison, see Team Fortress 2. Originally they added 1 hat for each of their 9 classes; these were purely cosmetic, but because there were so few of them everyone generally cared about them, to the point of even trying to cheat to get them. Since then, they've added 81672 (roughly) more hats to the game, and now very few people actually care about them anymore. To swing it back to HoN, how much motivation is there going to be to play Matchmaking to get Coins to unlock your 3rd or 4th Succubus skin?

Basically I'm just concerned that everyone is going to play Matchmaking for a few months and then stop. Again.
1. Matchmaking as a whole has been completely revamped. The problem you mentioned should not longer exist.
2. We will always be adding content to the shop, not to mention content to the game in general. There will be no shortage of items for you to spend coins on. What we're aiming for with the new matchmaking is to provide a generally more streamlined interface to play HoN. Our goal is for matchmaking to be the PRIMARY way to play HoN. Matchmaking stats will be the reliable stats vs. public stats. Matchmaking games should be the way you look for a game over the custom game list. Our previous matchmaking was riddled with problems--we admit that. With the new revamp, we're aiming to roll it out with all features intact, and hopefully it will be problem-free (fingers crossed).

Quote:
Originally Posted by GreenAndGold 
Will we still have access to our career hon stat totals or is everything being wiped?
Only matchmaking stats are being reset.

Quote:
Originally Posted by BobSaggot 
What is the desired goal of casual mode?

Are you trying to replace EM with something better - or are you trying to implement something completely different?
Casual mode is our answer to both players who are trying HoN for the first time, and for players who simply don't want the stress of playing a normal mode game. EM players should feel right at home, while normal mode players should still have a good deal of fun. Ultimately, we want to remove the stigma that comes with playing an alternate mode. There should be nothing to be ashamed of in playing casual.

Quote:
Originally Posted by Kraphty 
another thing I am curious about is how will you select the skin you use. I'm sure you can swap skins and go back to default when you want to. (is this being added to the options menu?)
The hero selection screen allows you to choose and preview all available skins.

Quote:
Originally Posted by Paulie 
First off, thx for the preview. I'm really looking forward to it. I especially love that we will be able to show our support by buying stuff from the in-game shop.

One question tho. You guys said that in the future SMACKDOWNs will be obtainable through other methods besides preordering the game. Will u put it in in-game shop or you have something else planned?

Thank you again and keep up the good work!
Taunt is indeed in the shop.

Quote:
Originally Posted by ain 
The fact that AR is in MM invalidates it completely as a reasonable way to play this game.
Otherwise great job!
Just veto it if you don't want to play it! The goal of MM is to encompass all ways someone may want to play the game. There are plenty of dedicated AR players who would be left out if we didn't include AR.

Quote:
Originally Posted by htns 
Will there be stability and bug fixes included too? Especially related to HoN crashing the computer?
Resource loading and unloading has been revamped, so hopefully that will solve a lot of issues.

Quote:
Originally Posted by FUNTIK`666 
1 question, but PLZ answer it:

If i buy hero models, only me can see this new magmus? Or ALL PPLS will see this model when i will play magmus ? And can i use old model if i want ?
Everyone will see your alternate avatars. There is nothing you can buy from the shop that will only be seen by yourself. Everything is for everyone to see and enjoy.

Quote:
Originally Posted by Shen 
Right, let me state my question differently,

will it be difficult to get a hold of the Taunt ability as a non-prepurchaser or will every second doofus have easy access?
It will be difficult in that you'll require a good number of coins to obtain it. There will be no other requirements. The golden shield, however, can never be obtained by anyone else.

Tuesday, November 30, 2010

Myrmidon preview


Upcoming Hero Preview: Myrmidon




A denizen of Newerth's uncharted depths, Myrmidon has arisen to check the Hellbourne advance before it reaches his beloved seas. Like the ocean whose form he can take on, Myrmidon is powerful, fickle, and at times even cruel. With his ability to transform into a monster of terrifying strength and power, some question where his loyalties truly lie, but his might is certainly a welcome aid to the Legion in the war against the daemons.



Abilities:

Weed Field: Myrmidon calls forth a line of seaweed from the ground in a line in target direction to bind his enemies after a short delay. Bound units are stunned and take magic damage over time.




Magic Carp: Myrmidon sends his fish friend after target enemy unit. The magical carp will follow the target until it hits, dealing magic damage to the target. In addition, if the target is moving at the time of impact, it is stunned.




Wave Form: Myrmidon manifests the sea's rage, turning into water and crashing to target location. Enemies he passes through are slowed and have their magic armor reduced.




Forced Evolution: Myrmidon transforms himself, exchanging his ranged attack for more durability and power. In his transformed state, Myrmidon attacks at melee range, dealing magic damage to and slowing the target with each hit.






Coming to a Newerth near you on Friday, Dec. 3rd 2010.

Friday, November 19, 2010

Patch 1.0.20 Changelog and Moraxus details


Version 1.0.20
-------------
- Added a new strength hero:  Moraxus!
- Updated the Caldavar map with significant changes to the bases and area right outside of them
- Assist Gold Reworked
* Instead, half of the total bounty awarded for the hero kill is then divded evenly amongst all assisters on the kill
* The player who gets the kill receives the same amount of gold. Overall this is an increase in gold received for assisting on a kill, however you must actively partake in earning the assist (dealing damage, debuffing, etc) rather than just being nearby
* You still receive gold for simply being in the proximity of an enemy hero kill

- Fixed up a bunch of stringtables
- Delay before the other team can unpause lowered from 60s to 30s
- Disabled voice responses for a lot of abilities that have custom sounds
- New Immortal sound

 Puzzlebox
- Spawn order changed so next unit tabs to Puzzlebox Wizard when Hero + summons grouped together
- Puzzlebox Mauler's passives moved to slots 2/3/4 so that player can easily distinguish Wizard from Mauler
- Fixed Puzzlebox Wizard's Manaburn incorrectly burning 275 instead of 225 at lvl 3
- Manaburn popup is now above target instead of Wizard
- Tooltips redone/fixed
__________________

Moraxus preview:

Because HoN needs more axes.



Leaving a trail of headless and maimed corpses in his wake, the blade-throwing Moraxus is among the most feared of the Hellbourne daemons. Some speculate he was once a Beast, transformed by sheer agony in the pits of hell. Others claim he is an elemental creature of warfare itself. Whatever his origin, Moraxus is an unstoppable, implacable foe.

Abilities:

Quake: Makes the ground quake beneath Moraxus, damaging and stunning nearby enemy units.



Arcane Shield: Moraxus gains passive bonus armor, and with expert timing, can absorb enemy spell energies.



More Axes: Moraxus is armed with more axes, which he may throw at enemies as presents. Axes deal damage and apply a stacking movement slow to the enemy hit.



Matraxe: Moraxus creates a defensive axe matrix which feeds off of the energies of nearby enemies. The matrix absorbs incoming damage, and Moraxus may detonate it to deal damage to nearby enemies.









Spotlight video:

Friday, November 12, 2010

Version 1.0.18


Version 1.0.18
-------------

== General / Bugfixes ==

- Tutorial re-voiced by MsPudding~
- Removed Halloween effects
- Fixed some water effect problems with Rampage
- Fixed Nighthound's attackscheme when he is in cloud so it functions correctly.
- Corrected Valkyrie's Javelin speed from 837 to 857.14
- Andromeda's Void Rip will now disjoint her as well as her target on use
- Bubbles' Take Cover will now properly trigger from invulnerable sources of damage
- Bubbles' Kelp Field will now properly stun invulnerable units that move out of the radius (Magmus Lava Surge, for example)
- Bugfix for Ophelia's Judgment so it unbinds the target when they are teleported
- Ophelia's Judgment can no longer be cast on allied lane creeps
- Fixed an old bug with Ophelia that lets her perma-block a neutral creep spawn with illusions
- Wildsoul Bear's Root will now correctly last 9 seconds on non-hero units
- Witch Slayer's Power Drain will now instantly kill illusions on use
- Fixed Bombardier's Boom Dust so it is correctly blocked by Null Stone
- Correctly unbind the targets of Nymphora's Teleport
- Nymphora's Teleport now picks the closest targets to her, not random ones
- Puppetmaster's Puppet Show now silences as well (This is a bugfix for weird situations it can cause)
- Pharaoh's Soul will again reveal around itself while in flight properly
- Pharaoh's Wrath of the Pharaoh is now a Superior Magic instead of Superior Physical touch to fix some issues. No gameplay change.
- Bugfix for Kraken's Charge warping people around
- Thunderbringer's Bolt's reveal is now clearvision
- Fix for Pestilence's Swarm so you can't lose vision on someone in odd situations
- Fixed Dark Lady's Dark Blades so they silence Bubbles correctly when he has Autocast on
- Tundra's Coeurl now has the correct backswing (from 800 to 1000)
- Fixed Tempest's Glacial Blasts from doing 2x damage on the first blast
- Fixed Forsaken Archer's Skeletons so they won't stand around like dorks if she is attacking from max range
- Fixed some effects from playing through the fog


== Items ==

- Added Courier sounds and some effects
- Mana Potion, Health Potion, Wards, and Runes of the Blight now lose ownership when dropped from a courier death
* This means that if you kill an enemy Courier that is carrying wards, you can now use those wards as if you bought them

Ring of Sorcery
- Recipe lowered from 525 to 200

Striders
- They now lose charges if you are within 600 units of a visible enemy hero at the same rate they gained them. You begin to gain the charges back as soon as you run away from the enemy.


== Heroes ==

Accursed
- Fire Shield cast range from 350 to 450

Armadon
- Buff Quills projectile flight speed from 900 to 2700

Bombardier
- Boom Dust cast range reduced from 700 to 600
- Air Strike's delay lowered to almost nothing
- Pick sound corrected

Blood Hunter
- Blood Crazy from unremovable debuff to removable on enemies, debuff is a "buff" on allies

Chipper
- When you hit someone who is Tar'd with a Rocket, it will put a stacking DoT on them for each Rocket that hits
* DoT does 15/20/25/30 Magic Damage per second charge

Flint Beastwood
- Flare DoT to smooth damage over the 2 seconds instead of 2 ticks

Legionnaire
- Terifying Charge cooldown from 30 static to 30/26/22/18

Kraken
- Tsunami Charge touch radius from 60 to 80
- Splash cooldown from 8 secs to 11/10/9/8 seconds, damage type changed from magic to physical

Sand Wraith
- Any valid enemy target hit by the initial sand projectile will leave a sand trail behind them!

Voodoo Jester
- Manacost on Mojo from 95/105/115/125 to 110/120/130/140