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Senenus the Dark Mage

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Forum » Hero & Item Ideas » Senenus the Dark Mage 11 posts - page 1 of 2
Permalink | Quote | PM | +Rep by Sclipzer » September 4, 2016 12:38pm | Report
The Dark Mage


Senenus is a magic based carry. Although his ultimate (Giga-Graviton) can't kill, it decreases the HP of his enemies so much that a creep can kill them.

Skills:
Q: Reverse Gravity
W: Knowledge is Power
E: Ignis Terra
D: Ultima
R: Giga-Graviton

As you can see, he's Fire (Ignis Terra), Dark (Ultima) and Gravity (Reverse Gravity, Giga-Graviton) based. Knowledge is Power increases the damage from all his skills except Ultima based on his int stat.

Ultima is his 2nd Ultimate. It deals enormous amounts of damage in a small area. Giga-Graviton deals massive damage in a 2000 dotameters radius. Although this damage can be blocked, it will easily put most supports at very low HP. Ultima penetrates ALL magic reductions, immunities and reflections.






Stats:

STR: 18 + 2,1 (Starting HP: 200HP + 18*20 = 560 HP)
AGI: 19 + 1,7
INT: 24 + 3,6 (Starting MP: 50MP + 24*12 = 338 MP)

Armor: 1
Magic Resistance: 25%

Range: 675
BAT: 1.64

Speed: 315
Vision: 1800/800






Q: Reverse Gravity



Cooldown: 12
Mana Cost: 110

Duration: 3
Cast Range: 675
Cast Time: 0,2
Radius: 300

Base Damage: 30/50/70/90
Slow/Haste: 15/20/25/30%


Lifts all units in the area up in the sky. This makes their movement speed change based on your INT. When the duration is over, they fall to the ground and take damage if enemies.

Cannot be avoided. Damage dealt is physical. Ranged units have a 25% miss chance against levitated units.








W: Knowledge is Power



INT to DMG: 1 INT = 0,8/1,6/2,4/3,2 Damage

The more INT Senesus has, the stronger his skills become.










E: Ignis Terra



Cooldown: 18
Mana Cost: 80/110/140/170

Radius: 300
Burn Duration: 4
Centered around hero.

Base Damage: 100/180/260/340 DoT
Miss Chance: 5/10/15/20%



Ignites the earth around Senesus, dealing damage to nearby enemies, while blinding them.

Blocked by spell immunity. Does not work like Flame Guard and Scorched Earth. It quickly sets the area near you on fire, and then burns the enemy over time like Jakiro's Dual Breath. Think of it as Earthshock, but instead of slowing it blinds and deals DoT.








D: Ultima



Cooldown: 90
Mana Cost: INT * 1,5

Radius: 265
Cast Range: 600

Damage: Intelligence * 3


Casts Ultima at the target area, dealing massive pure damage to all enemies in the radius. Cannot be blocked or reflected.

Deals pure damage. Does not need to be leveled.








R: Giga-Graviton



Cooldown: 200/190/180
Mana Cost: 40% of max Mana + 100 Mana

Radius: 2000
Blast move speed: Starts at: 700, Ends at: 100 (Starts fast, ends slow.)
Cast Time: 2,14 Seconds.
Spell centered around hero.

Base Damage: 350/500/650


Casts an incredibly powerful Giga-Graviton spell centered at the hero. Deals damage in an AoE of 4000. Cannot kill, will leave enemies with at least 150 HP.

Blocked by Black King Bar. Damage is reduced by Magic Resistance. Being stunned during casting will not put the spell on cooldown.








Talents


+25% Intelligence
+15 Intelligence
+100 Cast Range/Radius
+5 Mana Regen

25
20
15
10

+400 Health
12% Cooldown Reduction
Ultima Damage INT*4,5
+4 Armor










Changelog:

V1:
Wrote it all.

V2:
Mana cost for Ultima reduced. AoE of Ultima increased. Damage of Ultima decreased.
Giga-Graviton damage changed from Base Damage + Percentage damage to Base Damage only. Giga-Graviton base damage increased. Giga-Graviton mana cost reduced, but now also has a constant 100 mana cost + 40% of max mana. Giga-Graviton Cooldown reduced from 400/380/360 to 200/190/180.
Knowledge is Power changed.
Reverse Gravity buffed.
Added the spell Ignis Terra.
Added talent tree.
Base Armor reduced.

V3:
Talent tree changed.
Ultima mana cost changed from 200 to INT * 1,5 (making it better in the early game and in the lategame)
Reverse Gravity buffed.
Added stat gains (forgot to add them earlier)
Hero DPS and EHP Spreadsheet coming soon.

Sclipzer



Posts: 114
Permalink | Quote | PM | +Rep by The Magnus Magus » February 12, 2017 9:02am | Report
No. Just no. Wtf were you thinking, 6000 aoe damage? 6000 aoe damage in a 2000 radius?
"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

My hero and item ideas!

The Magnus Magus


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Permalink | Quote | PM | +Rep by Sclipzer » February 12, 2017 7:21pm | Report
It's easy to avoid. You can run or blink away, it can't kill you, you need godlike amounts of int to deal that amount of damage and it has an insanely long cooldown.
Hero DPS and EHP Spreadsheet coming soon.

Sclipzer



Posts: 114
Permalink | Quote | PM | +Rep by The Magnus Magus » February 13, 2017 3:42pm | Report
How much damage does it deal though? The int to percent + max percent doesn't make much sense.
"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

My hero and item ideas!

The Magnus Magus


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Permalink | Quote | PM | +Rep by Sclipzer » February 14, 2017 5:16am | Report
It would deal a large amount of damage, since it's his ultimate and has a very long CD. Let's say that he has 60 int. This means that he gets around +220 magic damage from his W. Every 30 int adds 2% damage to his ult. This means that it deals 720 damage + 64% of the enemies current HP. If it hits them of course, because it's very easy to see it coming and just pop bkb. I would actually be more afraid of his Ultima, because of the massive pure damage. Unless there's an Enigma on his team of course.
Hero DPS and EHP Spreadsheet coming soon.

Sclipzer



Posts: 114
Permalink | Quote | PM | +Rep by TheSofa » February 14, 2017 7:04am | Report
I'm ok with the ult. It's overpowered, but then, hero idea should be given some leeway.

HOWEVER, 300+ pure damage in an AOE nuke at level 5. That's cow poo.

TheSofa
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Permalink | Quote | PM | +Rep by The Magnus Magus » February 19, 2017 5:33pm | Report
I still think ult is OP.
Here's a suggestion - the ult has a 3 second cast time. That makes it possible to dodge if he uses blink dagger. Also, get rid of the percentage of current hp, making it deal only the base damage. Then dealing 50% current hp as damage can be used as an aghanims upgrade.

Ultima can be made as an inborn ability, dealing INT*3 pure damage. That's the only way I can see to balance it. That way, it is always relevant, but never OP, as it seems to be at lower levels.
Knowledge is power is really wonky right now. I would change it to something like this: 1 int = 0.75/1.5/2.25/3 damage (basically an easier on the eyes version of what it is) OR a possible cooler way of doing it would be that he gains 1% spell amp per 12/9/7/5.5 INT instead of the base 16.
Reverse gravity could also be single target. My reasoning for this is because then you could make it castable on an ally or enemy, speeding an ally up instead of slowing them down. If KIP is the spell amp route, you could get rid of the INT to Slow conversion as that is inborn. If KIP is the base damage route, then you can get rid of the INT to damage conversion. Plus giving an ally 25% evasion and flying vision would be really cool, giving him an escape and making the player have to actually use a brain when casting a spell.
Then you can add a new spell as Ultima is inborn, which I think would be ideal for this guy. A really cool spell idea I have had for a long time that combos with an ally/self-targeting q is something that diverts all attack projectiles to him for a 3/4/5/6 seconds. It also fits with the gravity theme and makes him have to choose between building pure int versus having survivability.
"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

My hero and item ideas!

The Magnus Magus


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Posts: 104
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Permalink | Quote | PM | +Rep by Sclipzer » February 20, 2017 3:06pm | Report
Good ideas.

I think that Ultima will be a little bit too weak though. Maybe a talent that increases it to INT*4 could make it stronger later on.

I'm also going to change his ultimate a bit. I'm thinking something like decreasing the cooldowns alot, but also decreasing damage. I think that a 3 second cast time is way too long though. Requiem of Souls has a 1.67 second cast time and that's already very long. But I will add a small delay.

The idea of the spell that diverts all projectiles feels like an Axe without Counter Helix imo. And without the extra armor. I don't think that's very good for an intelligence hero. It has very little synergy with the rest of his skills.
Hero DPS and EHP Spreadsheet coming soon.

Sclipzer



Posts: 114
Permalink | Quote | PM | +Rep by The Magnus Magus » February 20, 2017 3:49pm | Report
I was thinking knowledge is power increases the ultima so it gets more than int × 3.

I was also thinking the projectile grabber (gravity well?) Combos with a self targeting q for the evasion (maybe that gives 30/40/50/60 miss chance when cast on allies?)

If the ult doesnt do so much damage that would remove the need for a long cast time. I was just worried that blink + spell is unavoidable even with bkb, then ultima gets dropped and dead with nothing that could be done.

EDIT: Still love the idea of a talent that gives ultima more damage, maybe even could work like this: (with gravity well in mind, but with a few tweaks could work with ignis terra)

10 +12 intelligence/+225 hp
15 +1.5 damage per int on ultima/+20% evasion for allies for reverse gravity
20 3 reverse gravity charges/-50 sec cd on ult
25 +25% INT / +12 armor
"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

My hero and item ideas!

The Magnus Magus


Notable (5)
Posts: 104
View My Blog
Permalink | Quote | PM | +Rep by Sclipzer » February 20, 2017 4:16pm | Report
Interesting talent ideas. I will probably change the current talent tree because of the ability to use Reverse Gravity on allies being obtained a bit too late, and the increased Ultima Damage feels a bit too weak.

The reason it's 25% evasion is because that's the normal miss chance of ranged units attacking enemies on higher ground, so I will probably not change that.

3 Reverse Gravity charges is very interesting. It would need some big nerfs to the cooldown of Reverse Gravity, because of the 5 second duration making it possible to perma-slow enemies and give your allies permanent evasion.

-50 Sec CD on Ult is also interesting. Right now the 12% CD Reduction talent reduces the cooldown from 180 to 158. But, it also reduces the cooldown of all his other skills, including Ultima. With the 12% CD Reduction the cooldown of ultima becomes 79. I think that the 12% CD Reduction is slightly better, because it also impacts all his other skills.

+25% INT. I really like this. It's a big increase to the damage of his skills and his right clicks and it is probably perfect as a level 25 Talent.
Hero DPS and EHP Spreadsheet coming soon.

Sclipzer



Posts: 114

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