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The golden city of Mystocordia, concealed behind the protective tunes of baritone bards, presents itself, pristine and polished, only to the blood of its kin. Able to insulate the tragedy in the Isle of Masks, the city boasts its talentful magicians in their practice of the musical arts of concealment and repulsion. But not all that is hidden in Mystocordia is as immaculate as its symphony, as a dark truth obscures itself within the city's perfect golden walls, a greater tragedy lurks underneath, a shadow awaiting the opportunity to lay waste to the pristine land. A shadow that can hide from all, except one. Symus is unlike other practitioners of Cordian Magic, for when others hide, he seeks. For only a skilled conductor can filter the faultless, and point to what strays from his score, for none can run from Symus' music, and more assuredly, none can hide.
Symus, Conductor of Music
Main Attribute: Intelligence
Base Stats/ Stat Gains:
Strength: 22 + 2.1
Agility: 14 + 1.2
Intelligence: 22 + 2.5
Attack Time: 1.7
Attack Range: 550 units
Projectile Speed: 1100 units/s
Base Armor: 2
Base Magic Resistance: 25%
Movespeed: 310 ms
Vision Range: 1800/800
Spells:
Q - Pervasive Pitch (Active)
The conductor waves his magic baton and releases a wave of musical magic in a line towards his target ground or unit, dealing 50/100/150/200 magic damage to all enemy units caught in the path. The wave explodes upon impact with an enemy hero and deals the damage within a 200 unit radius AoE around that hero (enemy units are damaged only once per Pervasive Pitch).
Pervasive Pitch can be prematurely reactivated after 2s, dealing an additional 30/40/50/60 magic damage per use. Maximum 150/200/250/300 additional damage. Prematurely activating Pervasive Pitch increases its manacost per use by 20/25/30/35.
If Pervasive Pitch does not hit an enemy hero, it explodes upon reaching a length of 1200 units.
Cast Range: 800 units
Projectile Range: 1200 units
Hitbox: 200 radius AoE
Projectile Speed: 900 units/s
Cast Time: 0.4
Manacost: 100/110/120/130
Cooldown: 6s
Premature Activation Cooldown: 2s
Pierces Spell Immunity: No
Cordian Music is without fault nor limit, it plays even in the future of its audience.
W - Vivace Rhythm (Active)
The Composer throws his magic baton to the ground and produces a damaging beat from below the target enemy unit. The beat deals 40/80/120/160 magic damage to enemy units within a 250 unit radius AoE. The damage is dealt across 4s. After the 4s have passed , the beat transfers to a random enemy unit within 250 units of the initial target and repeats the effect.
The second Vivace Rhythm does not adopt the ability to transfer to another unit.
The spell damages in 0.25s intervals.
Multiple instances of Vivace Rhythm refresh the current duration.
Cast Range: 800 units
Cast Time: 0.4s
Manacost: 40/60/80/100
Cooldown: 14s
Pierces Spell Immunity: No
Dispellable: Yes (All Kinds)
A legend no longer, local Cordian wisemen describe it as a tune so maddening that no mortal entity can withstand it alone.
E- Cordian Crescendo (Passive)
For every spell cast by the Conductor, he gains a charge of Crescendo. Each charge of crescendo grants 50 attack range and 10/20/30/40 magic damage. Maximum 5 charges. Crescendo charges are expended through attacking an enemy unit.
Upon hitting an enemy unit with an attack charged by Cordian Crescendo, 10%/20%/30%/40% of mana consumed for spells are replenished (only for the initial spells cast that granted Crescendo charges).
Enemies hit by an attack charged by Cordian Crescendo are dealt the magic damage per charge as well as receive a 3/5.5/8/10.5 (raw, not percent) movement speed slow per charge that tapers across 1/2/3/4s.
This attack does not miss.
Crescendo charges expire if they are not used within 30s. Gaining a charge refreshes the duration. Cannot gain more than 5 charges.
Cooldown: 2s (after expending the charges)
Pierces Spell Immunity: No
Dispellable: Yes (All Kinds)
"My beloved Symus, I shall accompany my father to ward off the attacks in the island, play strong and well tonight. I apologize for my absence. Love, Niña."
R- Silent Opera
The Conductor enters a state of focus, hearing nothing but movement and breath, revealing to himself all enemy heroes in a 1200 unit radius area of effect around him. The enemy heroes are not revealed to the team but solely to the player. During this state, the Conductor receives 20/35/50 increased movespeed.
Pervasive Pitch, during Silent Opera, homes in to the nearest enemy hero present in a 60 degree cone towards the target unit or area (30 degrees left and right). Enemy heroes struck with Pervasive Pitch, during Silent Opera, receive the current level of Vivace Rhythm.
Spells cast during Silent Opera grant two charges of Crescendo.
Only enemies that are hidden, but are affected by Vivace Rhythm, during Silent Opera, are revealed to the rest of the team.
Only the initial target of the Pervasive Pitch receives the Vivace Rhythm debuff.
Duration: 12/15/18s
Cast Time: Instant
Manacost: 100/150/200
Cooldown: 50s/45s/40s
Purgable: No
Aghanims Upgrade:
Spells cast during Silent Opera pierce through Spell Immunity.
To create the perfect symphony, one must seek out every mistake and put it to rest.
Talents
Lvl 10: +3 Mana Regen OR +25% Exp Gain
Lvl 15: Vivace Rhythm Slows (20% MS slow) OR -1 Premature Pervasive Pitch Cooldown
Lvl 20: +12 Armor OR +400 Health
Lvl 25: 30% Manacost/Manaloss Reduction OR 40% Spell Lifesteal
Playstyle:
The Conductor is ideally played in the mid lane, as he is able to safely harrass the enemy midlaner as well as secure last hits in the process. Playing mid enables him to keep up in levels, and in turn, in the pace of the game. As a sustained magic damage dealer, he excels in chipping down enemy health as he is able to continuously cast spells that become more painful the longer the fight progresses.
Before ganking a lane, it is ideal to collect a reasonable amount of Crescendo charges beforehand, in order to initiate with a movement speed slow. When the enemy is slowed, activating Silent Opera allows him to have a superior movement speed advantage against his target, securing the kill with his devastatingly painful spells that whittle down enemy healthbars. Crescendo can be reapplied after casting a satisfying amount of spells, which keeps the pain train rolling.
During teamfights, he punishes enemies that group up as he applies The Vivace Rhythm debuff for every hero hit with Pervasive Pitch in the duration of Silent Opera, not to mention that Pervasive Pitch deals its own AoE damage upon impact with an enemy hero.
He also has a go-to late game item in the form of Aghanims Scepter, allowing him to surpass spell immunity.
Proper positioning is mandatory when playing the Conductor as he has little to no escape and durability in his kit. He makes up for this issue with his long ranged nukes and attacks that he can utilize from safe distances.
If you have any questions or clarifications, comment away!
Well now this is different, one of the unique ones in the contest, the abilities are balanced and all, however, the ult is the one that makes it OP, serious speaking though if it wasn't for the ult the hero won't be satisfying to play with, the greatest issue here is not how he should be played but his gameplay, the thing is very complex and stuff and the balancer of it is the skill level of the player and all whch is not an issue if you have miracle levels of hand eye coordination. Although this is good I gotta say it, its unique and stuff and it yey for a bard hero in the game.
As I feel obligated to contribute something for discussion, it seems Cordian Crescendo should be its own activated ability. I understand the sentiment that with each ring of music, he gets louder and louder, but I believe gameplay should go before lore.
I say this because it seems that is mostly how it is designed to work right now. It seems like it is assumed you will have 5 charges before expending a single one. "The initial five charges..."
I feel it would work much better if it was an active that, when used, gave you five charges. As long as you had 1 charge, you recieve 250 bonus range, 50/100/150/200 magic damage, and slow 15/22.5/30/37.5 speed.
You could even keep the old sentiment (of a crescendo) and the interaction with silent opera by making it so under the sound of silence its cooldown is reduced by three per spell cast.
As another suggestion, reword Cordian Crescendos mana-recharger.
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche
I say this because it seems that is mostly how it is designed to work right now. It seems like it is assumed you will have 5 charges before expending a single one. "The initial five charges..."
Just to clarify --and I've edited the wording for that part in Cordian Crescendo (thank you for pointing it out)-- you get a charge for every spell cast and can expend it as long as you have any 1 charge available, but you replenish only a percentage of mana consumed based on the spells that contributed to the charges. Is that still a concern?
The wording feels better now.
I'm wondering if Cordian Crescendo could be a toggle to add the option to not expend a charge on an attack if you so desired.
Keep up the good work!
"He who fights with monsters should look to it that he himself does not become a monster... when you gaze into the abyss the abyss also gazes into you." - Friedrich Nietzsche
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kurlb
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The Magnus Magus
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