Cenibus Darkshell: A complete guideline (Not Finished)
Posted: January 16th, 2008, 5:51 pm
Cenibus Darkshell--Scarab
Cenibus is, in many ways, a stronger, more formitable version of the Arcane Archer. Whether it's healing troops, nuking enemy heroes, or supporting seiges, Cenibus has the potential to fill any of these rolls and much more. A tank, support, off caster, healer, DPS, all packed into one single, yet imposing shell, Cenibus is sought after for his well-roundedness and versatility.
Strengths
--High potential for outlasting other heroes.
--Can support a number of different roles.
--Relatively high mana pool.
--Decent armor and hit points.
--Isn't dependant on other heroes/troops.
--Wide range of builds.
Weakness's
--Not highly effective at any one role.
--Highly dependant on Intelligence.
--Abilities are resticted.
--Wide range of builds.
Skills for Scarab:
Innate--Celestial Restoration
(Q)
Heals for 2% of the heroes health per second.
A very effective skill for innate, has a short cooldown.
Cost 125 mana.
Life Wave
(W) Conjuration
Casts a healing wave in front of the hero. Units that are selected are healed first, otherwise the heal is distributed to the units closest to the caster.
Excellent for keeping troops or allied heroes alive. Can be difficult to use on heroes if not used properly.
Level 1: Heals (120 + INt) to a single unit. (600 + 5 x INt) max. Cost 50 mana.
Level 2: Heals (200 + 2 x INt) to a single unit. (1000 + 10 x INt) max. Cost 70 mana.
Level 3: Heals (280 + 3 x INt) to a single unit. (1400 + 15 x INt) max. Cost 90 mana.
Level 4: Heals (360 + 4 x INt) to a single unit. (1800 + 20 x INt) max. Cost 110 mana.
Level 5: Heals (440 + 5 x INt) to a single unit. (2200 + 25 x INt) max. Cost 130 mana.
Level 6: Heals (520 + 6 x INt) to a single unit. (2600 + 30 x INt) max. Cost 150 mana.
Smite
(E) Evocation
Deals damage to a target hero equal to 30% of its hit points or a minimum amount. Also absorbs some mana.
This is an excellent nuke, great for striking those fleeing, low hit point heroes, as it has a long range.
Level 1: Deals (50 + INt) min damage and absorbs 1 point of mana per 1.2 points of health absorbed. Cost 30 mana.
Level 2: Deals (90 + 1.25 x INt) min damage and absorbs 1 point of mana per 2 points of health absorbed. Cost 32 mana.
Level 3: Deals (130 + 1.50 x INt) min damage and absorbs 1 point of mana per 2.8 points of health absorbed. Cost 34 mana.
Level 4: Deals (170 + 1.75 x INt) min damage and absorbs 1 point of mana per 3.6 points of health absorbed. Cost 36 mana.
Level 5: Deals (210 + 2.00 x INt) min damage and absorbs 1 point of mana per 4.4 points of health absorbed. Cost 38 mana.
Level 6: Deals (250 + 2.25 x INt) min damage and absorbs 1 point of mana per 5.2 points of health absorbed. Cost 40 mana.
Nightmare
(R) Enchantment
Puts all enemy units in an area to sleep for a time and deals damage. Units that are attacked will be awaken.
A great skill for farming gold, stuning enemy heroes or stopping pushes.
Level 1: Lasts 6sec on units/2sec on heroes. Deals (14 + 0.04 x INt) damage per sec. Cost 60 mana.
Level 2: Lasts 8sec on units/3sec on heroes. Deals (15 + 0.07 x INt) damage per sec. Cost 72 mana.
Level 3: Lasts 10sec on units/4sec on heroes. Deals (16 + 0.10 x INt) damage per sec. Cost 84 mana.
Level 4: Lasts 12sec on units/5sec on heroes. Deals (17 + 0.13 x INt) damage per sec. Cost 96 mana.
Level 5: Lasts 14sec on units/6sec on heroes. Deals (18 + 0.16 x INt) damage per sec. Cost 108 mana.
Level 6: Lasts 16sec on units/7sec on heroes. Deals (19 + 0.19 x INt) damage per sec. Cost 120 mana.
Armored Carapace
(C) Physical
Reduces all attacks done to the hero.
A nice skill to have against mobs of enemy troops. Also usefull for a tank build.
Level 1: Reduces all attacks by 7. Cannot fall below 3.
Level 2: Reduces all attacks by 13. Cannot fall below 3.
Level 3: Reduces all attacks by 19. Cannot fall below 3.
Level 4: Reduces all attacks by 25. Cannot fall below 3.
Level 5: Reduces all attacks by 31. Cannot fall below 3.
Level 6: Reduces all attacks by 37. Cannot fall below 3.
Divine Manifestion--Ultimate
(T) Enchantment
Gives allied units a greatly increased attack speed for a short duration. Also grants hit point regeneation for that time.
An excellent skill for pushes and seiging. Also has a short cooldown.
Level 1: Gives allied units a 75% increased attack speed and 2 hit points per sec heal. Lasts 16sec. Cost 200 mana.
Level 2: Gives allied units a 150% increased attack speed and 4 hit points per sec heal. Lasts 16sec. Cost 270 mana.
Level 3: Gives allied units a 225% increased attack speed and 6 hit points per sec heal. Lasts 16sec. Cost 340 mana.
Level 4: Gives allied units a 300% increased attack speed and 8 hit points per sec heal. Lasts 16sec. Cost 410 mana.
Builds
Tank Build
It's always a good idea to start with nightmare, as it is your farming ability. Get nightmare to Lvl 3, while putting your other points into Armored Carapace. Don't worry about Smite just yet, you won't be able to kill heroes until Lvl 15 or so. Once at Lvl 15, get Divine Manifestation. After that, start to Lvl Smite and put your other points into Nightmare. Continue to Lvl Divine Manifestation when possible and remember: Smite BEFORE Nightmare AFTER Lvl 15. Once Smite is Lvl 6, you can turn your attention toward Life Wave, as you are going to need it for late pushes. Get the final ranks of Nightmare with off points, anything after that is up to you.
Item Build
Orb of Life(Workshop) 700HP/5 hit point regen.
Scorceror's Robes(Workshop) 35 INt/15 Armor.
Plate Helm(Ancient of wonders) 500HP/50 Armor.
Ring of Might(Ancient of wonders) 35 STr.
Talisman of the Sun(Marketplace) 25 to all attributes/5 hit point regen.
Demon's Horn(Marketplace)
Cenibus is, in many ways, a stronger, more formitable version of the Arcane Archer. Whether it's healing troops, nuking enemy heroes, or supporting seiges, Cenibus has the potential to fill any of these rolls and much more. A tank, support, off caster, healer, DPS, all packed into one single, yet imposing shell, Cenibus is sought after for his well-roundedness and versatility.
Strengths
--High potential for outlasting other heroes.
--Can support a number of different roles.
--Relatively high mana pool.
--Decent armor and hit points.
--Isn't dependant on other heroes/troops.
--Wide range of builds.
Weakness's
--Not highly effective at any one role.
--Highly dependant on Intelligence.
--Abilities are resticted.
--Wide range of builds.
Skills for Scarab:
Innate--Celestial Restoration
(Q)
Heals for 2% of the heroes health per second.
A very effective skill for innate, has a short cooldown.
Cost 125 mana.
Life Wave
(W) Conjuration
Casts a healing wave in front of the hero. Units that are selected are healed first, otherwise the heal is distributed to the units closest to the caster.
Excellent for keeping troops or allied heroes alive. Can be difficult to use on heroes if not used properly.
Level 1: Heals (120 + INt) to a single unit. (600 + 5 x INt) max. Cost 50 mana.
Level 2: Heals (200 + 2 x INt) to a single unit. (1000 + 10 x INt) max. Cost 70 mana.
Level 3: Heals (280 + 3 x INt) to a single unit. (1400 + 15 x INt) max. Cost 90 mana.
Level 4: Heals (360 + 4 x INt) to a single unit. (1800 + 20 x INt) max. Cost 110 mana.
Level 5: Heals (440 + 5 x INt) to a single unit. (2200 + 25 x INt) max. Cost 130 mana.
Level 6: Heals (520 + 6 x INt) to a single unit. (2600 + 30 x INt) max. Cost 150 mana.
Smite
(E) Evocation
Deals damage to a target hero equal to 30% of its hit points or a minimum amount. Also absorbs some mana.
This is an excellent nuke, great for striking those fleeing, low hit point heroes, as it has a long range.
Level 1: Deals (50 + INt) min damage and absorbs 1 point of mana per 1.2 points of health absorbed. Cost 30 mana.
Level 2: Deals (90 + 1.25 x INt) min damage and absorbs 1 point of mana per 2 points of health absorbed. Cost 32 mana.
Level 3: Deals (130 + 1.50 x INt) min damage and absorbs 1 point of mana per 2.8 points of health absorbed. Cost 34 mana.
Level 4: Deals (170 + 1.75 x INt) min damage and absorbs 1 point of mana per 3.6 points of health absorbed. Cost 36 mana.
Level 5: Deals (210 + 2.00 x INt) min damage and absorbs 1 point of mana per 4.4 points of health absorbed. Cost 38 mana.
Level 6: Deals (250 + 2.25 x INt) min damage and absorbs 1 point of mana per 5.2 points of health absorbed. Cost 40 mana.
Nightmare
(R) Enchantment
Puts all enemy units in an area to sleep for a time and deals damage. Units that are attacked will be awaken.
A great skill for farming gold, stuning enemy heroes or stopping pushes.
Level 1: Lasts 6sec on units/2sec on heroes. Deals (14 + 0.04 x INt) damage per sec. Cost 60 mana.
Level 2: Lasts 8sec on units/3sec on heroes. Deals (15 + 0.07 x INt) damage per sec. Cost 72 mana.
Level 3: Lasts 10sec on units/4sec on heroes. Deals (16 + 0.10 x INt) damage per sec. Cost 84 mana.
Level 4: Lasts 12sec on units/5sec on heroes. Deals (17 + 0.13 x INt) damage per sec. Cost 96 mana.
Level 5: Lasts 14sec on units/6sec on heroes. Deals (18 + 0.16 x INt) damage per sec. Cost 108 mana.
Level 6: Lasts 16sec on units/7sec on heroes. Deals (19 + 0.19 x INt) damage per sec. Cost 120 mana.
Armored Carapace
(C) Physical
Reduces all attacks done to the hero.
A nice skill to have against mobs of enemy troops. Also usefull for a tank build.
Level 1: Reduces all attacks by 7. Cannot fall below 3.
Level 2: Reduces all attacks by 13. Cannot fall below 3.
Level 3: Reduces all attacks by 19. Cannot fall below 3.
Level 4: Reduces all attacks by 25. Cannot fall below 3.
Level 5: Reduces all attacks by 31. Cannot fall below 3.
Level 6: Reduces all attacks by 37. Cannot fall below 3.
Divine Manifestion--Ultimate
(T) Enchantment
Gives allied units a greatly increased attack speed for a short duration. Also grants hit point regeneation for that time.
An excellent skill for pushes and seiging. Also has a short cooldown.
Level 1: Gives allied units a 75% increased attack speed and 2 hit points per sec heal. Lasts 16sec. Cost 200 mana.
Level 2: Gives allied units a 150% increased attack speed and 4 hit points per sec heal. Lasts 16sec. Cost 270 mana.
Level 3: Gives allied units a 225% increased attack speed and 6 hit points per sec heal. Lasts 16sec. Cost 340 mana.
Level 4: Gives allied units a 300% increased attack speed and 8 hit points per sec heal. Lasts 16sec. Cost 410 mana.
Builds
Tank Build
It's always a good idea to start with nightmare, as it is your farming ability. Get nightmare to Lvl 3, while putting your other points into Armored Carapace. Don't worry about Smite just yet, you won't be able to kill heroes until Lvl 15 or so. Once at Lvl 15, get Divine Manifestation. After that, start to Lvl Smite and put your other points into Nightmare. Continue to Lvl Divine Manifestation when possible and remember: Smite BEFORE Nightmare AFTER Lvl 15. Once Smite is Lvl 6, you can turn your attention toward Life Wave, as you are going to need it for late pushes. Get the final ranks of Nightmare with off points, anything after that is up to you.
Item Build
Orb of Life(Workshop) 700HP/5 hit point regen.
Scorceror's Robes(Workshop) 35 INt/15 Armor.
Plate Helm(Ancient of wonders) 500HP/50 Armor.
Ring of Might(Ancient of wonders) 35 STr.
Talisman of the Sun(Marketplace) 25 to all attributes/5 hit point regen.
Demon's Horn(Marketplace)