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New Techies Skill - "Sapper"

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Forum » Theory Crafting » New Techies Skill - "Sapper" 3 posts - page 1 of 1
Permalink | Quote | PM | +Rep by jaslam » June 10, 2013 10:16am | Report
Hi Guys,

A quick idea on Techies - removing suicide squad - and adding a skill I call Sapper

Using his knowledge and skill of deep excavation and mining with explosives Techies is able to create tunnels joining him to allied structures, and his own remote mines.

Place a sapper on any building within allied control (fountain, tower, whatever). If the building is destroyed the sapper is also destroyed. Enemies do not know Techies sapper points - even with true sight - however allies will be able to see it. Sappers are permanent or until Techies creates another sapping point above his limit. Techies can also Sap his remote mines (ulti) but the sap point will be destroyed 10 seconds after the mine is destroyed. (allowing him a short time to still tp after destroying it/time expires.)

Number of sappers allowed:
1 / 2 / 3 / 5
Mana cost: 150 to plant a new sap point (building 'saps' have no CD time - only teleporting)
100 to teleport
(channel time is similar to a regular TP, and can be disabled and put into cool down - however CD is separate from a TP or boots of travel)
Cooldown time : 100 / 80 / 50 / 20

Explanation - this skill would definitely make techies a much greater threat, allowing him to essentially plant at nearly all towers (with levels) and teleport and plant bombs at all pushes. It will force an early gem from the enemy - but will not give them the luxury of knowing where techies is. At later levels the number of sap points are useless, as the towers will likely be pushed and you don't really need to TP in base - but will allow techies to join a push, and quickly tp back (as the cd is faster). It will also add to his survivability in the same way suicide squad does - denying the enemy a kill. He cannot use this skill however if he is silenced. the idea of including his ulti in sapping points, is to allow him more travel capabilities within jungles or lanes - but limited by the time and detonation. the 10sec cd, is to allow techies to join a clash if **** goes down unexpectedly.

the high mana cost will prevent the luxury of spamming the sap points early game, until he has an arcane boots or more mana generating items.

thoughts? how do I let Icefrog know if you think it's a good idea?

jaslam


Remarkable (21)
Posts: 381
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Permalink | Quote | PM | +Rep by stibaer » June 10, 2013 11:55am | Report
I like the idea to give techies more mobility so they can do a better job at stopping pushes and supporting.
Suicide should be reduced to a subspell, npt be completely removed.

stibaer



Posts: 3
Steam: stibaer
Permalink | Quote | PM | +Rep by Saryu » June 24, 2013 11:24pm | Report
i like the idea of making an OP hero become a more OP hero, especially if it's the hero i like....

i mean, i never ever ever wanna play against a good techies, ever.. If icefrog added this skill, i'm gonna first pick first ban him every single time. It's been a year since i quit warcraft dota, i still remember the funzies when playing techies or the terror when playing against techies...

Saryu



Posts: 36

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