Al'Akir by Egregorious

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Al'Akir

By: Egregorious
Last Updated: Aug 18, 2015
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Al'Akir

the Windlord

Al'Akir is the absolute ruler over the skies, air and storms and foremost tactician of the Old Gods elemental armies. Although he lacks the raw power of his Elemental Lord brethren, he makes up for it with unrivaled intelligence and cunning.
HEALTH
REGEN
MANA
REGEN
ATK SPEED
DAMAGE
780
1.8
500
3
0.90
28
(+160)
(+0.33)
(+10)
(+0.098)

(+6)



This is the first of hopefully four heroes I'm conceptualising for a bit of fun and to explore the concept of stationary heroes. The aim of these concepts is not necessarily to create the most viable heroes upfront, but rather explore what can be done within a certain theme in order to throw out ideas on what can yet be done in moba hero design:

Therazane, the mitigating tank
Ragnaros, the aoe pusher

Combat Trait

1
Air Elemental
Rooted in place, all abilities can be cast within a wide radius of Al'Akir. Nearby allies receive 150% bonus health regeneration and 75% bonus mana regeneration.

Primary Abilities

1
Wind Burst
70 mana
8 second cooldown

Target an area, after a short delay wind erupts from the center, knocking enemies back and healing allies in the area for 100 (+30) Health.
2
Squall Line
80 mana
13 Second Cooldown

Target an area, after a short delay create a wall of tornadoes which moves away from Al'akir's position, damaging any enemies caught in it's path for 55 (+17) damage, knocking them back and slowing them by 20% for 2 seconds.
3
Lightning Cloud
70 mana
11 second cooldown

Target an area, cover an area with clouds that silence all enemies which remain in the cloud. lasts 3 seconds.

Heroic Abilities

1
Rise, Thunderfury!
125 mana
80 second cooldown

Throw Thunderfury at target location, dealing 90 (+35) damage on impact and healing allies for 10(+5) Health per second over 10 seconds, activate again to remove Thunderfury, dealing 90 (+35) damage to enemies and healing allies for 120 (+26) and summoning Thunderaan. Thunderaan grants nearby allied heroes 15% extra movement speed and 15% extra attack speed. lasts 20 seconds.
2
Eye of the Storm
125 mana
90 second cooldown

Teleport to target location leaving behind a Heart of Wind and summoning a vortex around Al'Akir, stunning enemies for 0.25 seconds every second and knocking them towards the outer edge of the vortex. Enemies which touch the outer edge of the vortex will be stunned for 0.5 seconds and knocked towards the center. Lasts 5 seconds.

Special Mount

1
Lord of the Four Winds
30 second cooldown

Create a Heart of Wind which lasts for 4 seconds and is linked to Al'Akir's current health. After 2 seconds swap places with the Heart of Wind. Damaging the Heart of Wind will also damage Al'Akir. Unlimited range.

Level 1 Talents

Wind Blast
Increases Wind Bursts radius by 30%.

Changing Winds
Reverses Squall Line's direction, increases slow to 30%.

Wind Resistance
Lord of the Four Winds also grants a shield for 20% of Al'Akirs health for 4 seconds

Healing Ward
Activate to place a ward on the ground that heals allies in an area for 1.95% of their max Health every second for 10 seconds.

Level 4 Talents

Soothing Winds
Activate to increase the health and mana regeneration of Air Elemental to 500% for 5 seconds. 60 second cooldown.

Like Swatting Insects
Increases Al'Akir's Autoattack range to 50% of his ability range.

Lord of the Conclave
Reduces Lord of the Four Winds cooldown by 10 seconds.

Protective Shield
Activate to shield an allied Hero for 15% of their max Health for 5 seconds.

Level 7 Talents

Cleansing Breeze
Activate to remove all stuns, roots, silences, and slows from heroes in a target area and prevents their reapplication for 1 second. (the area being probably smaller than moonfire)

Clairvoyance
Activate to reveal an area for 10 seconds. Enemies in the area are revealed for 4 seconds.

Throne of the Four Winds
Heart of Wind now lasts for 3 seconds, swap occurs after 1.5 seconds.

Regenerative Rains (because it's a cool name, and if Brightwing can't have it, someone should)
Lightning Cloud now heals 50 (+16) health every second over it's duration while allies remain inside.

Level 10 Talents

Rise, Thunderfury!
Throw Thunderfury at target location, dealing 90 (+35) damage on impact and healing allies for 10(+5) Health per second over 10 seconds, activate again to remove Thunderfury, dealing 90 (+35) damage to enemies and healing allies for 120 (+26) and summoning Thunderaan. Thunderaan grants nearby allied heroes 15% extra movement speed and 15% extra attack speed. lasts 20 seconds.

Eye of the Storm
Teleport to target location leaving behind a Heart of Wind and summoning a vortex around Al'Akir, stunning enemies for 0.25 seconds every second and knocking them towards the outer edge of the vortex. Enemies which touch the outer edge of the vortex will be stunned for 0.5 seconds and knocked towards the center. Lasts 5 seconds.

Level 13 Talents

Ally of the North Wind
Increases Squall Line's damage by 30% and duration by 20%.

Ally of the East Wind
Increases Wind Burst knockback by 100%.

Ally of the West Wind (Acid Rain)
Lightning Cloud now deals 34 (+5) damage damage per second over its duration to all enemies whom remain within the cloud.

Ally of the South Wind
Lightning Cloud now slows enemies by 30%.

Shrink Ray
Activate to reduce an enemy heroes damage by 50% and Movement Speed by 50% for 4 seconds.

Level 16 Talents

Zephyr
Increases Wind Burst's heal by 10% for every hero it affects.

Winter Storms
Increases Lightning Cloud's duration by 33%.

Windlords Blessing
Activate to grant an Allied hero 40% movement speed for 3 seconds. 45 second cooldown.

Imposing Presence
Enemies that attack you have their Attack Speed slowed by 50% .

Level 20 Talents

Heart of the Storm
Al'Akir is now unstoppable while Eye of the Storm is active, increases duration by 2 seconds.

Blessed Blade of the Windseeker
Increases the duration of Thunderfury to 15 seconds, if Thunderaan has not been summoned after 15 seconds, Rise, Thunderfury! has a reduced cooldown of 10 seconds.

Winds Reach
Increase Al'Akirs ability range by 30%.

Rewind
Activate to reset the cooldowns of your Basic Abilities.

Notes

- Since Al'Akir is described as an intelligent and cunning adversary but also the weakest of the four elemental lords, I thought it appropriate for him to play as a support character. To mimic his role as lieutenant of the old gods forces, he's given a lot of active talent choices to make him feel like a tactician making a lot of decisions from the backline. Finally, since he is the elemental lord of air, he deserves abilities based around speed, disruption and controlling the enemies movements. The basic abilities are modelled after his raid encounter.

- Remaining stationary was a suggestion I heard about for Ragnaros in a reddit thread, but the same is true for all elemental lords in WoW (I think) so it's only natural to balance Al'Akir around this factor as well. The ability radius I'm thinking more in terms of Falstads flight radius than Hammers siege radius, although obviously not as big.

- When considering Ragnaros, I thought a way of distinguishing him from Abathur would be to make him loud and obvious by causing all ability animations to lead back to his location, to a greater degree than Squall Line, but I'm not sure this is suitable for Al'Akir, especially since Al'Akir is described as being quite aloof. On a similar note, Al'Akir is also described as being very changeable, which is what Eye of the Storm is modeled after, where he goes from quiet and distant to loud and in your face.

- The biggest issue I foresee is Al'Akir being too good at denying objectives, but I'm not 100% sure, since he's not only worse than Abathur at taking them (being stuck at the objective spot for 30 seconds) he also has no way of returning to objective range for that same length of time should he be poked out of range.

- The high mana costs are meant to balance his trait and his ability to fountain then return to the fight very quickly.

- Most of the numbers are a bit arbitrary, did my best at theorising them compared to current heroes.

- Eye of the Storm alternative: instead of leaving behind a Heart of Wind, return Al'Akir to original position after the 5 seconds, both methods prevent Eye being used as an escape tool.

- I wanted to do something with the Conclave of Wind, but they're supposed to be almost as strong as he is, and I couldn't think of a way of fitting them in without demeaning their status, or turning him into Chen. So best I could do was model the lvl 13 talents after them.

- WINDS! OBEY MY COMMAND!

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matheod (5) | July 19, 2015 8:06am
Nothing to say except I like this idea :)
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