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FoC - Group D

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Forum » Hero & Item Ideas » FoC - Group D 5 posts - page 1 of 1
Permalink | Quote | PM | +Rep by Smuggels » May 27, 2015 1:12am | Report

Group D



thesofa
Terathiel
mrlocket
kody

GROUP STAGE RULES

    Submission threads are for SUBMISSIONS ONLY, if i see any comments that arent submissions on them you will get one warning then the whole group will get docked 5 points from there scores... for the rest of the FoC.

    you will be given a scheme/parameter/guideline/base idea to create your idea on. please adhere to this as your score is directly attached to how well you have worked with what you have been given. if it says create an item ... dont create a bloody hero.

    any questions about your idea please post in the main questions thread. any questions or comments about anyone else's . post there. questions .... go ... there.

    any unrulyness will be dealt with by the forge enforcer!(wulfy-samaaaa) *AHEM* good? good!

Create an Item that would be considered CORE on position 3 heroes.

I WILL DESTROY YOU ALL.... WITH FLUFFY BUNNIES


Smuggels

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Permalink | Quote | PM | +Rep by TheSofa » June 2, 2015 12:14am | Report

Starlit Cape



Shops: Main Shop, Side Lane Shop
Active Effect, Passive Effect
Total Cost: 875
Consists of: Cloak, Sage's Mask

Starlit Cape



Bonus

+20% Magic Resistance
+50% Mana Regeneration

Passive: Starlit Blessing

When no allied unit is within 1800 units, receive 150% experience in exchange for 50% gold. Can be toggled on or off. The toggle has a 2 second cooldown.

EXP gain: 150%
Gold loss: 50%

The stars reveal their teaching to lone souls when no one else is listening.

Notes


While I was thinking of ideas for this FoC, I was concentrating on mid-game items that costed around 1000-2000 gold, for pos.3 heroes. Then I realized that laning items could work just as well. While the term 'pos.3' is very vague, I realized that all offlaners and junglers need experience. Not many offlaners can thrive in their lane, getting last-hits at will. Therefore trading gold for experience would make sense. At first I thought I would increase EXP range. Then I realized that proper positioning should be enough, and that would be slightly broken.

The greatest thing that differs this from a pos.2 item is the gold loss. It could be useful if you're really losing mid and just want EXP, but generally pos.2 are there for both the EXP and the gold.

The cooldown was implemented because you could potentially toggle it off for the one creep you can get for the extra gold and toggling on again.

Thanks guys!
-Sofa

TheSofa
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Permalink | Quote | PM | +Rep by Terathiel » June 2, 2015 10:40am | Report
Svork's Lucky Gubbins - 950
Ring of Protection, Gauntlets of Strength, Ring of Regeneration, Recipe (250)

+5 armour
+4 HP regeneration
+3 Strength
+3 damage

Passive: Gambler's Luck
Whenever an enemy creep is denied within 900 units of the Hero, the regeneration bonus is increased to 9 for 4 seconds and the Hero gains 3 gold.

The confused little goblin Svork created a lucky talisman that somehow seemed to compensate for bad luck... or lanes.
_____________________

Like TheSofa, I had the idea of making a laning item to assist with experience in an offlane situation. This is for the greedier offlaners who like a bit of gold coming their way, like Lone Druid or Nature's Prophet. The additional armour, HP, regeneration and damage also enable the offlaner to trade hits with supports more easily and resist being zoned out.
There are two kinds of people in the world; those who can count, and those who can't.

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Terathiel
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Permalink | Quote | PM | +Rep by KoDyAbAbA » June 11, 2015 4:09pm | Report
Psi blades/Psi shield
Quelling Blade, Stout Shield, Recipe (400)

passive:damage block
Gives a chance to block damage based on whether the equipped hero is melee or ranged.

Proc Chance: 50%
Blocked Damage (melee): 25
Blocked Damage (ranged): 10,

Passive:quell

Gives bonus attack damage against non-hero units, based on whether the equipped hero is ranged or melee.
Attack Damage Bonus (melee): 55%
Attack Damage Bonus (ranged): 25%




Toggle

1. Psychic blades
passive

When activated, it gives the user bonus damage on the basis of their base damage and bonus range.
(melee/ranged)
Bonus damage : 15%/10%
Bonus Range : 150/75
Duration : 10 seconds
Cooldown : 18 seconds

2.Psychic Shield

When activated, it gives the user percentage based damage reduction and bonus armor.

Damage reduction : 20%
Bonus Armor : 5
Duration : 8 seconds
Cooldown : 15 seconds
enhanced by specified toggle mode.gets disabled when respective passive is used.Toggle mode does not change passives in any way.
Chop Tree cannot be used.

When psychic Reach is used, the bonuses of quelling blade go on cooldown, and likewise for psychic shield.

A mere morsel of the immense knowledge of the hidden temple is seen in these psychic armaments, though they do not come without a certain sacrifice.


So, I made this item for those aggressive offlaners and solo laners like Tidehunter and Broodmother who can kill very early.
also, it opens up slots taken by quelling blade and stout shield, without you having to sell them while making an early investment in them very benifitial.

Psychic blades can be used to harass and and potentially kill the enemy supports.

Psychic shield is very beneficial when you find yourself into those tight situations when you thought you could get a kill/last hit and it turned out to be a trap.

KoDyAbAbA


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Permalink | Quote | PM | +Rep by MrLocket » June 11, 2015 7:30pm | Report

Sacred Dagger of the Woods



Materials:
Blink Dagger - 2250
Magic Wand - 465
Ring of Regen - 350
Sage's Mask - 325
Total price - 3390



Bonus:
+5 Strength
+5 Agility
+5 Intellegence
+7 HP/sec Regeneration
+150% Mana Regeneration


Part A


Part B


Can be disassembled

description
My face -> ( / *3*)/

MrLocket


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Posts: 430

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