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"One day, ice will cover these lands, and it will be as if this war never happened."
Design
Here’s a controversial idea: Remove the healing prevention from Ice Blast. As an ultimate, it’s pretty overloaded as a global, vision granting spell with high hit damage and some damage over time. It has another unique mechanic in the shatter, making it far too strong and sapping a lot of power budget from the rest of his kit. Don’t worry, I plan to move the healing prevention to another hero who might find it more preferable for their kit so stay tuned.
For now, this rework is going to be make the rest of his abilities pack more of a punch on their own but still be effective when chained together. Ancient Apparition already has a small niche of being a nuker and disabler who relies on other disables to make his chilling plans come to fruition. So, let’s make the rest of his abilities truly embody that. Also, it might have just been me but I feel his lore of being an old being and foreshadowing an icy apocalypse isn’t represented well enough in his kit. So, this rework has 2 directions in mind: The mechanical idea of relying on disables and the thematic idea of building towards the inevitable end.
As a disclaimer, this rework is not intended to balance him but to explore his kit as laid out above. Here is the current Ancient Apparition for reference. Any unmentioned numbers are assumed to remain the same.
Place a frozen hex on an enemy to damage it over 4 seconds.
If it is close to its original location when this ends, it will be stunned.
Ability: Target Unit Mana Cost: 120 Cooldown: 15, 13, 11, 9 Range: 1000 Break Distance: 800 Damage: Magical Damage per Second: 8% of their Current Health Stun: 1.8, 2.4, 3, 3.6
Kaldr draws those around him into a frozen void, threatening to lock them in an icy prison for eternity.
Notes
Damage no longer stops upon moving far enough.
Vortex
Conjure an icy zone that reveals the area for 16 seconds.
If it overlaps with another Vortex or is caught in an Ice Blast explosion, it implodes.
Enemies caught have reduced magic resistance and speed for 2 seconds.
The Ancient Apparition’s eternal knowledge brings a frigid enchantment to his attacks.
Notes
The first attack has 60 bonus range and 20, 40, 60, 80 bonus damage.
The second attack has 120 bonus range and 40, 80, 120, 160 bonus damage.
The third attack has 240 bonus range and 80, 160, 240, 320 bonus damage.
Ultimate Abilities
Ice Blast
Launch a tracer, which must be triggered again to mark the area to be damaged by a hail of ice.
Enemies in its path or the explosion are frostbitten for 10 seconds. The further it travels, the larger the explosion.
Frostbitten enemies instantly die at a threshold that increases over its duration. While stunned, the threshold is at full effect.
Ability: Target Point Mana Cost: 150, 175, 200 Cooldown: 40 Range: Global Width: 275 Min Radius: 275 Max Radius: 1000 Damage: Magical Damage: 200, 300, 400 Base Threshold: 15, 20, 25% of their Max Health Increase per Second: 1% of their Max Health
Ice storms from ages past and ages to come flow through Kaldr, crashing into the present world at his beckon.
Notes
Still has the same Release sub-ability.
While stunned, the threshold increases to 25, 30, 35% for the duration of the stun.
While stunned, the threshold continues to increase as normal and adjusts upon ending.
Hero Talents
750 AoE Cold Feet
25
+1 Chilling Touch Attack
+2s Vortex Debuff Duration
20
+40 Ice Blast Damage per Second
+15% Vortex Move Slow
15
+15% Vortex Magic Resistance Reduction
90 Gold/Min
10
10% Spell Amplification
Talent Notes
The Ice Blast talent adds a total of 400 damage.
The Chilling Touch talent also increases the buff duration by 2 seconds.
Discussion
Ice Blast has lost some damage in exchange for focusing on its unique shattering mechanic. As it has become the primary part of the ultimate, its numbers have been raised (Or should I say lowered) to a chilling degree, enough to rival Reaper's Scythe. The increasing threshold gives enemies a truly impending feeling of doom, arguably more than the damage over time component did. As enemies now have more ways to play around this, so do him and his allies. Stuns now directly synergize with the ability, immediately making enemies susceptible to shattering like the frozen statues they are.
This makes Cold Feet work really well in tangent with Ice Blast to either guarantee it as per usual or to lock them during it to deadly effect. Cold Feet itself, which was the main ability that pushed the mechanical direction, has received little change aside from its damage properties now imitating Arctic Burn to better push enemies towards the threshold. Chilling Touch still buffs his attacks but with the slow removed and the bulk of the damage potential being delayed. It now boasts ridiculous single target damage from decent range, only held back by his attack speed. It has a tight duration so if the target can be held down to guarantee all of them landing, that would be nice. His stats have been brought down primarily due to how crazy this spell can get.
Ice Vortex by itself now does little aside from providing better vision. Its true power lies in what it can do when paired with another one. This can be quite telling and aware enemies can dodge with ease so if need be, he can fire Ice Blast to immediately trigger a Vortex in a close engagement. Regardless, it is still a good zoning and scouting tool that he can spam out even more easily than before. Because of the way it works, he can litter the battlefield with these zones and threaten to unleash a chain reaction. This spell also works well with Cold Feet in multiple ways. While enemies are stunned, he can easily guarantee an implosion. Alternatively, if he can manage to get it off while Cold Feet is ticking, they take more damage and are more likely to be stunned.
In terms of talents for this revamped Ancient Apparition, left for more utility and right for more damage. The Ice Blast talent reintroduces the damage over time but competes with a potential 100% Vortex debuff uptime so choose wisely. With Cold Feet dealing better damage against heroes in the late game, its talent radius is nerfed but really, it’s always been an incredibly strong choice. The alternative is a 1080 range attack that deals an extra 640 magic damage, which is a pretty frosty treat.
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