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Disclaimer: I did not invent the concept of Rithmatics. the basis of this idea came from a book called The Rithmatist by Brandon Sanderson
Innate Ability:D:Line of Warding
Ability:No target Affects:Self
The Rithmatist channels for a short duration to draw a circle around himself. As long as he is in this circle he cannot be Be stunned, silenced, or hexed. Abilities that mute go through this.Only one circle can exist at a time. If Rithmatist is interupted in any of his channels the channel has no effect. If Rithmatist takes a percentage of his current halth the line breaks.
Channel time:2
Circle radius:250
Damage to break:33%
Ability1:Q:Line of Revocation
Ability:Single target Affects:Enemies Damage:Magical
The Rithmatist channels a line of Revocation, Firing towards the target enemy and doing damage on impact. Will do a percentage of the max damage to Creeps and Heroes it flies through. Damage is directly related to time spent channeling.All Damage done to enemies it hits in it's path. Rithmatist must have vision for the duration of the channel
Max channel duration:1/2/3/4
Damage per second channeled:100/120/140/160
Damage per target passed:20%
Mana cost:130/140/150/160 Cooldown:8
Ability2:W:Line of Forbiddance
Ability:ground target Affects:All Units
Rithmatist does a quick channel and draws a line on the ground perpendicular to the direction he is facing.This line will stop any hero, unit, or projectile from passing through. Any projectile that does damage to a hero can be intercepted by the wall and will do damage to it instead. Projectiles are considered to be any ranged attack animation or any spell that has to travel to reach it's target. Units and Heroes will not try to path around the wall (much like Disrupter's kinetic field), and units and heroes that try to path through it will do damage, and heroes will do damage based on their strength. Heroes and Hero controlled units can alternatively Attack the line directly for 1/2 damage
Cast point:0.5
Line Health:100/200/300/400
Line width:600
Creep walk damage per second:15
Hero walk damage per second:10 +0.5 per strength
Mana cost:70 Cooldown:20/18/16/14
Ability3:E:Line of Silencing
Ability:Ground target Affects:enemies
Rithmatist Draws a line of silencing on the ground, Causing anyone who speaks loudly to lose their voice. the line of silencing silences enemies for a set duration and ministuns, in a range based of how much mana the ability costs. The silence is before the spell, effectively stopping the spell from being cast. Cannot put a spell on cooldown. After the Duration a Line of silencing losses it's power but remains on the batlefield
Silence duration:0.5/1/1.5/2
Stun duration:0.5
Range per mana spent:range= 8 x mana (Might change)
Duration:20
Health:50
Mana cost:50 Cooldown:25
Ability4:R:Line of Making
Ability:ground target
Rithmatist spends time channeling a line of making, creating a chalkling. chalklings are chalk-made creatures that are controllable by the caster. Chalklings have a set duration, but their health and damage are determined by the time spent channeling.
Cast range:300
Number of chalklings:1
Minimum channel time:1 Maximum channel time:10
Duration:25(*40)
Attack/second channeled:15+ 5/8/11(*20+ 10/13/16)
Health/second channeled:20+ 100/250/400
Bounty/Second channeled:10+ 10/12/14
Mana cost:50/75/100 cooldown:time spent channling
This is one of the more creative, however at the same time more... doable ideas I've seen. Really like how this is panning out, I'd play this hero given a chance.
Great job man :D
Valar
PS: If the ultimate is anything like the artwork, you have my vote :D
All men must die, atleast while Shallow Grave is on cooldown.
i have to say, the ultimate is very nice, but the mana cost seems a bit too prohibitive.
reduce the mana cost. I'm saying this because the support will most likely be poor and underleveled, so will most likely use the chalkling as a scout. 200 mana is too much.
is the damage calculation like this?
11 (on max level) + 15*10 (max channeling) = 161 ?
very good scouting/ward/attack thingy.
very viable support IMO with the potential projectile stop (no fun 4 tinker, clockwerk and ancient apparition!)
The damage is less then that, 15 is base damage. 15+11*10=125, but with 4000 health and 75% spell resist that chalkling will probobly attack for the whole duration.
This is actually a really, REALLY awesome idea! :D Just a few suggestions that might help.
LINE OF MAKING: The base duration of the chalklings should be a little longer. Also, is the mana cost listed a cost per second of channeling, or just a flat mana cost per cast? And for the X + Y/Y/Y, is it X per second + a flat Y, a flat X + Y per second, or is it the quantity X + Y per second? Not sure why, but it seems a bit unclear to me.
LINE OF SILENCING: The line should actually be an AoE that acts as a "silence aura" for all enemies within it. It could work like an invisible ward that can be revealed with sentries or gem. I like the idea of the mana cost being a function of the duration spent channeling. For example:
AoE growth per second channeled (in units): 20/30/40/50
Max AoE: 250/350/450/550
Silence duration after leaving circle: 0.5/1.0/1.5/2.0
I'm not sure if that's anything like what you had in mind, but that's how I interpreted the ability based on your description and the drawing, heh. I'm not sure if DotA mechanics would be able to silence enemies "before" they cast a spell. Maybe it's possible, but in the off-chance that it isn't, I thought I'd offer this as a possibility, too.
The other abilities look just fine as-is, though I was wondering if maybe LINE OF REVOCATION should be more like an invisible Templar Assassin trap (albeit with different dimensions) with a set number of charges that damages all who cross it. Perhaps more charges, length, etc, the longer it's channeled. The same thing with LINE OF FORBIDDANCE. I just considered this because of his innate passive, LINE OF WARDING, and the fact that he actually has to spend time drawing/chalking out these various symbols and/or rune traps.
But again, it looks fine as is, and I would totally like to play a hero that revolves around channeled abilities :)
This is actually a really, REALLY awesome idea! :D Just a few suggestions that might help.
LINE OF MAKING: The base duration of the chalklings should be a little longer. Also, is the mana cost listed a cost per second of channeling, or just a flat mana cost per cast? And for the X + Y/Y/Y, is it X per second + a flat Y, a flat X + Y per second, or is it the quantity X + Y per second? Not sure why, but it seems a bit unclear to me.
LINE OF SILENCING: The line should actually be an AoE that acts as a "silence aura" for all enemies within it. It could work like an invisible ward that can be revealed with sentries or gem. I like the idea of the mana cost being a function of the duration spent channeling. For example:
AoE growth per second channeled (in units): 20/30/40/50
Max AoE: 250/350/450/550
Silence duration after leaving circle: 0.5/1.0/1.5/2.0
I'm not sure if that's anything like what you had in mind, but that's how I interpreted the ability based on your description and the drawing, heh. I'm not sure if DotA mechanics would be able to silence enemies "before" they cast a spell. Maybe it's possible, but in the off-chance that it isn't, I thought I'd offer this as a possibility, too.
The other abilities look just fine as-is, though I was wondering if maybe LINE OF REVOCATION should be more like an invisible Templar Assassin trap (albeit with different dimensions) with a set number of charges that damages all who cross it. Perhaps more charges, length, etc, the longer it's channeled. The same thing with LINE OF FORBIDDANCE. I just considered this because of his innate passive, LINE OF WARDING, and the fact that he actually has to spend time drawing/chalking out these various symbols and/or rune traps.
But again, it looks fine as is, and I would totally like to play a hero that revolves around channeled abilities :)
First of all, The mana cost on line of making is Flat, but making it a channel would not be a bad Idea. Also, the formula works like Flat X + Y/Y/Y Per second
For the line of silencing, I would like to keep the silence radius a multiplier of mana spent. As I disclaimed above, this hero is based on a book, where Rithmatics is common. In the book the line of Silencing Would mute things that were louder more readily, while whispers were untouched. I also think this allows for a unique mechanic, where there are distances where you can cast some spells but not others.
For the line of Revocation, in the book it is a projectile, and is more powerful based on the perfection of the line. also, if it were a trap, it would not give him much to do in team fights.
As he currently is, i see his as a hero that excels when he has time to prepare. In a roshan fight or a highground defense, he would place down his lines of silencing, forbiddance, create a max level chalkling, and sit in his line of warding throwing lines of revocation and low level lines of making. The cooldowns of these two spells let them be alternated efficiently, and if he cant do anything else he can autoattack with his 2.0 BAT (which is based of lines of vigor, a weaker version of a line of revocation)
Ah, so it IS actually a circle, and not a line, like I thought! Okay, then. For some reason, the description led me to believe that it was just a ________ line, like that. Which seemed a little bit limiting, if the goal was do silence people in an area xD
And if the Line of Revocation is, in fact, a projectile, then it should stay as-is :P might need a slight buff to damage or mana cost, though, as compared to KotL's Illuminate, it seems significantly weaker when compared to mana cost.
Again, awesome hero idea. Makes me think back to the old-school days when Wizards were crazy old people who made magic happen by scribbling circles and arcane symbols onto huge, flat surfaces. Oh, and one more question: does the Line of Warding have its own hit points, or does it simply provide a buff so long as Cretam doesn't take lots of damage?
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