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Magina casts a powerful inhibiting magic on himself. When the enemy casts a spell on Magina a portion of their mana leaks away. Increases Anti-Mage's resistance to magic damage.
Level
1
2
3
4
Mana
40
40
40
40
Cooldown
25 seconds
22 seconds
18 seconds
14 seconds
Casting Range
N/A
N/A
N/A
N/A
Area of Effect
N/A
N/A
N/A
N/A
Duration
10 seconds
10 seconds
10 seconds
10 seconds
Allowed Targets
Self
Self
Self
Self
Effects
10% of their mana leaks away. Increases magic resistance by 25%
15% of their mana leaks away. Increases magic resistance by 30%
20% of their mana leaks away. Increases magic resistance by 35%
25% of their mana leaks away. Increases magic resistance by 40%
Notes:
Spell Shield can be triggered if Anti-Mage is attacked by single target, point target spells and some other.
Possible balance issues:
In competitive, like The International, if Anti-Mage is focused down by spells, the enemy team more or less needs to back away to regain their mana. This is a pretty huge difference. Mana decides team clashes.
This can finally spell the end for deathball meta. This may be the answer to deathball.
Anti-Mage won't get focused, can fearlessly participate more in the frontline of team clashes, can continue his farmfest as he gets focuses less and dies less.
It seems like a cool idea, but I'm not sure about the mana leak %. If that happens every spell cast it is a lot of mana to lose. At level 4, about 2 spell casts will deplete the enemy mana pools entirely. Although I know this skill is to make Anti Mage more up close and in the action, it seems like a bit too much. And with the added 50% magic resist, it makes spellcasters useless, also, take not of the duration and cooldown on level 4, that means it is a spammable spell, and with a very low mana cost. It is a nice idea, I feel that nearly half of an enemies mana pool gone in 1 spell cast seems too much. But maybe I'm wrong. If you could correct me with anything that would be cool. Also what skill would this replace? Or would it just be an added skill so he would now have 5?
love the Idea, but the numbers seem pretty high to me at max level. 40% mana drain PER spell cast on antimage PLUS the spells normal cost means that if a hero with high manacost/cooldowns casts a spell, they will lose over 50% of their mana while someone with low manacosts/cooldowns, whos abilitys not super powerfull in one cast, lose an immense amount of mana for a cheap spell. The only compensation is if this is simile to linkens and the effect only happens to single target abilitys. Then It might be fairly balanced.
EDIT: Bunkansee, I am pretty sure it is adding an active component to antimage's mana shield, similer to what they did to drow's precision aura
It seems like a cool idea, but I'm not sure about the mana leak %. If that happens every spell cast it is a lot of mana to lose. At level 4, about 2 spell casts will deplete the enemy mana pools entirely. Although I know this skill is to make Anti Mage more up close and in the action, it seems like a bit too much. And with the added 50% magic resist, it makes spellcasters useless, also, take not of the duration and cooldown on level 4, that means it is a spammable spell, and with a very low mana cost. It is a nice idea, I feel that nearly half of an enemies mana pool gone in 1 spell cast seems too much. But maybe I'm wrong. If you could correct me with anything that would be cool. Also what skill would this replace? Or would it just be an added skill so he would now have 5?
The CD numbers can be tweaked. This has been discussed on PlayDota. Everyone were and are posting about Anti-Mage, Spell Shield to have an active component. So I came up with this, I posted it in a comment and then I made a thread on my own about this on PlayDota. No the spell is the same. It gives MR and you can activate it so that anyone who casts a spell on Anti-Mage % mana of their mana leaks away. Just like you said. It's to make spell casters useless around Anti-Mage. Because when Anti-Mage enters a game everybody focuses on him (that is early game. Like I said in my post: Anti-Mage won't get focused, can fearlessly participate more in the frontline of team clashes, can continue his farmfest as he gets focuses less and dies less).
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The CD numbers can be tweaked. This has been discussed on PlayDota. Everyone were and are posting about Anti-Mage, Spell Shield to have an active component. So I came up with this, I posted it in a comment and then I made a thread on my own about this on PlayDota. No the spell is the same. It gives MR and you can activate it so that anyone who casts a spell on Anti-Mage % mana of their mana leaks away. Just like you said. It's to make spell casters useless around Anti-Mage. Because when Anti-Mage enters a game everybody focuses on him.
Yes but the mana but is too much to be activated by abilitys like ravage, earth split, anchor smash, and wave of terror. Even if the enemy team is trying to ignore antimage, he can deliberately place himself in harms way to destroy all the mana of the enemy team
Like everyone has already mentioned, the numbers are too big. My suggestions:
Make it activate only when hit by single target spells. If enemies are so discriminatory to target you with their spell, then they should pay the price.
Make the mana burn a flat amount, not a percentage. I suggest 100/150/200/250 per spell. Even with the scaling down of this spell, it is still a huge amount, especially for heroes with a low mana pool, and this would force them to increase their total mana by buying some stats. Anti-Mage can impact the item choices of his opponent without being too imbalanced now. Intelligence heroes or heroes with large mana pool are gonna cause some trouble, but 250 mana lost is still not funny at all.
Decrease the magic resist a little. You already have a mechanism to prevent spells from flying towards you, so you don't need that much resistance. 20/25/30/35% is a good amount, I believe.
OR you could make it a passive that activates like Unstable Current. Once the mana burn amount is decreased to about 60/90/120/150, I think it should be balanced.
Or make it remove mana per damage you take. Like if someone right-clicks you for 100, they lose 50 mana, or something. If you are hit by Laguna Blade, then...
Like everyone has already mentioned, the numbers are too big. My suggestions:
Make it activate only when hit by single target spells. If enemies are so discriminatory to target you with their spell, then they should pay the price.
Make the mana burn a flat amount, not a percentage. I suggest 100/150/200/250 per spell. Even with the scaling down of this spell, it is still a huge amount, especially for heroes with a low mana pool, and this would force them to increase their total mana by buying some stats. Anti-Mage can impact the item choices of his opponent without being too imbalanced now. Intelligence heroes or heroes with large mana pool are gonna cause some trouble, but 250 mana lost is still not funny at all.
Decrease the magic resist a little. You already have a mechanism to prevent spells from flying towards you, so you don't need that much resistance. 20/25/30/35% is a good amount, I believe.
OR you could make it a passive that activates like Unstable Current. Once the mana burn amount is decreased to about 60/90/120/150, I think it should be balanced.
I tweaked the numbers to 25% on max. The MR reduction is unnecessary because Anti-Mage always needed it.
"The only thing we have to fear is fear itself."
Please PM me if you spot anything missing or outdated in the data base
Its a pretty cool idea, and would **** up heroes like tidehunter massively.
There would be a weird interaction with BKB on antimage though. If he has BKB activated and is hit but not affected by ravage for example will he still apply the mana 'leak' to enemies?
And does it break after one instance of damage or does it stay the whole duration?
It would be thought about a lot since the spell could be quite gamebreaking.
Its a pretty cool idea, and would **** up heroes like tidehunter massively.
There would be a weird interaction with BKB on antimage though. If he has BKB activated and is hit but not affected by ravage for example will he still apply the mana 'leak' to enemies?
And does it break after one instance of damage or does it stay the whole duration?
It would be thought about a lot since the spell could be quite gamebreaking.
No if being Magic Immune Spell Shield will not be triggered and if the enemy is Magic Immune, Spell Shield will not trigger.
If you mean by staying the whole duration yes it's 10 seconds and does not break after one instance of damage.
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