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 Doom

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Posts : 892
Join date : 2008-06-21

Doom Empty
PostSubject: Doom   Doom EmptyTue Jul 22, 2008 6:55 am

Doom

The target unit becomes inflicted with Doom. The afflicted unit cannot cast spells and will take damage per second.

Level 1 - Deals 40 damage per second. Lasts 12 seconds.
Level 2 - Deals 60 damage per second. Lasts 14 seconds.
Level 3 - Deals 80 damage per second. Lasts 16 seconds.

Cooldown: 180/150/120 seconds.

Level 1 - 150 mana cost, 650 cast range.
Level 2 - 200 mana cost, 650 cast range.
Level 3 - 250 mana cost, 650 cast range.



Notes :

* This skill is blocked by Linken's Sphere.
* Doom is not removed by Purge.
* Doom deals Magical damage which is reduced by the target's Spell Resistance.
* Damage goes through Spell Immunity.
* Doom's silence not only renders the target unit unable to cast spells, but it also disables them from using any items and also disables most of their passive skills or spells (i.e. Evasion, Bash, etc)

Special notes of doom about skills that are disabled by 'doom':

# Doom disables the effects of all of the following, regardless of whether or not they were activated (if appropriate) before Doom:

* Any and all activatable item effects
* Critical Strike (from all items and hero skills)
* Evasion (from all items and hero skills)
o Phantom Assassin will still appear blurred, but the evasion will be disabled under Doom
* Passive bash (from skills, forms or Cranium Bashers, not including Greater Bash)
* Lifesteal from items, not including Unholy Rage
* Maelstrom, Mjollnir, Monkey King Bar, Sange and Sange and Yasha (Chain Lightning, ministun and maim will not activate)
* Geostrike (for the Doomed Geomancer)
* Poison Sting
* Beastmaster's Quilbeast and Greater Quilbeast's Poison Sting
* Beastmaster's Greater Scout Hawk's passive invisibility
* Fury Swipes
* Last Word
o Last Word will not activate after Dooming Silencer
o If a spell is cast while the Doomed Silencer dies, Last Word will activate
* Voodoo Restoration (animation remains, but healing is disabled, and the skill cannot be turned off)
* Permanent Invisibility
* Feedback (from Diffusal Blade, Manta Style or Mana Break)
* Any and all consumables
* Gem of True Sight
* Splash damage (from Battle Fury, Great Cleave or Mighty Swing)
* Tornado Damage Aura from Radiance
* Chance to block damage (from Vanguard, Stout Shield or Kraken Shell)
* Picking up runes
* Picking up items
* Dropping items
* Blade Fury (Doom can be cast on Juggernaut during Blade Fury, ending its duration immediately)
* Spirit Bear's Entangle
* Head Shot
* Elder Dragon Form's Corrosive Breath
* Elder Dragon Form's Frost Breath
* Marksmanship (?)
* Incapacitating Bite
* Web (invisibility)
* Split Shot
* Eye of Skadi ranged (Frost Attack)
* Frostmourne
* Geminate Attack
* Anchor Smash
* Storm Seeker
* Sand Storm (ends immediately)
* Caustic Finale
* Epicenter (interrupts channelling)
* Teleportation (interrupts channelling)
* Assassinate (interrupts channelling)
* Moonlight Shadow
* Pulse Nova (stops dealing damage; still drains mana and shows animation; cannot be turned off; will end if Tormented Soul's mana reaches zero)
* Electric Rave (bonus IAS is disabled; still drains mana)
* Barrier (does not block Doom's damage, but is not disable by Doom)
* Phase Shift (bypassed even if on autocast)
* Ethereal Jaunt
* Learning new skills or new levels of skills

# However, the following are not disabled (in the case of active abilities, their effect is not disabled if used before Doom is cast):

* Feast
* Rage (bonus IAS and spell immunity; Doom still goes through and damages and silences Lifestealer)
* Regeneration from Items
* Eye of Skadi melee (Frost Attack)
* Blademail (damage return)
* Blood Bath
* Strygwyr's Thirst
* Untouchable
* Backstab
* Greater Bash
* Charge of Darkness
* Reincarnation
* Stygian Desolator (Corruption orb effect)
* Spell Shield
* Any other kind of bonus stats, damage, HP, mana, IAS, move speed or regeneration
* Any buff
* Unholy Rage (15% lifesteal)
* Auto Fire
* Healing Ward
* Synergy
* Spirit Bear's Demolish (?)
* Juxtapose
* Phantom Edge
* Craggy Exterior
* Grow
* Goblin's Greed
* Chemical Rage
* Moon Glaive
* Take Aim
* Beast Rage
* Bristleback
* Primal Split (Storm, Earth and Fire cannot be Doomed)
* Wind Walk (backstab damage)
* Track (vision of target)
* Dragon's Blood
* Elder Dragon Form (splash damage)
* Repel (still deals damage)
* Guardian Angel
* Diabolic Edict
* Web (bonus move speed and HP regeneration)
* Mana Shield
* Eyes in the Forest
* Nature's Guise (not rendered visible by Doom)
* Spiked Carapace
* Vendetta (bonus damage; not slowed or rendered visible by Doom)
* Lothar's Edge (not rendered visible by Doom)
* Counter Helix
* Corrosive Skin
* Shukuchi (not slowed or rendered visible by Doom)
* Wind Walk (not slowed or rendered visible by Doom)
* Desolate
* Spectral Dagger (collision size)
* Dispersion
* Backtrack
* Flesh Heap
* Rot (cannot be turned off during Doom)
* Necromastery
* Gravekeeper's Cloak
* Decrepify
* Replication (can still swap into Doomed image)
* Morph (if turned on after Doom is cast, stats will continue to be swapped, but Morph cannot be turned off except through Morphling's mana reaching zero)
* Great Fortitude
* Astral Imprisonment (Intelligence exchange)
* Geomancers (Dooming one only disables that Geomancer's skills; other Geomancers can still use Geostrike, Earthbind and Poof to each other as well as the Doomed Meepo; other Geomancers can still learn new skills or new levels of skills for all Geomancers, including the Doomed Geomancer)
* Overload
* Refraction
* Meld
* Psi Blades
* Psionic Trap (can still be detonated from trap controls)
* Inner Vitality
* Berserker's Blood
* Bloodstone
* Auras

# Doom can be blocked entirely by Linken's Sphere.
# Doom can be removed by:

* Borrowed Time
* Kraken Shell

# Damage per second from Doom can be avoided by Backtrack.
# Damage from Doom can be ignored by:

* Song of the Siren (damage from Doom is ignored for duration of sleep)
* Cyclone (damage from Doom is ignored while unit is in air)
* Nightmare (damage from Doom is ignored for duration of sleep)

# Damage from Doom can be paused by:

* Chronosphere
* Astral Imprisonment

# Doom can be cast on Repelled units and units with Avatar activated.
# A Doomed unit may be denied once it falls below 25% of its maximum health. Denying a Doomed unit gives no gold or experience, or credit for the kill, to the unit that cast Doom.
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