Alarak is somewhat of a carry, destroying the enemy team with flexible and high impact abilities, and finishing them off if left alive. He lacks sustain however, and is similar to Greymane in that he deals absurd damage but needs support to be able to survive. Highlord's Might helps alleviate these worries, and is incredibly powerful because it reduces the damage you take as well as the damage your allies take. In doing so it indirectly increases the power of healing. Bear in mind that it's pretty much your only form of durability though, and if you're not hitting the enemy you're not getting any value. You need to be tactical with where you place your abilities in order to get the most value out of them. He can be a good fit as a replacement for a mage in a team that can't defend the backline, or as an alternative to Thrall.
Psionic Orb is an odd ability that takes strategy to use right. It does not damage the target of the Orb but has a large radius, so if you're looking to deal damage to one target you have to place it on an enemy near the target. Putting it on a tank means the orb can damage the squishies instead of the bulky warrior, but the tank is more likely to stay away from the squishies. Placing it on a support can make them stray away from their allies, potentially allowing for a pick. I can't begin to think of all the applications for the ability.
Bane Blade is a deceptively simple ability that requires good positioning to be used right. It has decently long range and can deal a lot of AoE damage if you can hit multiple enemies with it. Destruction Wave is very powerful and deals a ton of damage in a large area while providing some crowd control. Try not to screw over your teammates with it, but don't be scared to use it. The synergy with Psionic Orb is amazing and is basically a one-man Lamb to the Slaughter/Mighty Gust combo, albeit less impressive.
Purge has a short charge up time and is great as a finisher. It isn't a great ability to use in the middle of a teamfight since it won't deal as much damage but there's always the chance that it's still useful, and if you can bait out invulnerabilities it further increases the chance you'll kill enemies with the ability. It's also quite strong when you aren't present at the teamfight or when initiating the fight. Bear in mind that the ability never grants vision of the enemy, so it can't be used to scout, and you need to be sure that the enemy will be killed by the ability.
Rak'shir is effective at disabling a single target, mainly a support or squishy dps, but be careful of using it on an enemy with a lot of damage or self sustain. Using it on a low-health enemy is okay but generally is a waste of the ability. In a teamfight it should be used to incapacitate an important target that you think you can kill while your team does clean up. Do remember to have cooldowns off though, or you will go into the duel with only basic attacks. Make sure to place the Psionic Orbs on yourself.
_______________________________________________________________________________________
Poke build:
I guess you should make death beam affected by the trait, and you shuld decrease its damage. It'll fit in Alarak's playstyle than before.
BLIZZ PLS ADD THIS HERO!!!
I guess you should make death beam affected by the trait, and you shuld decrease its damage. It'll fit in Alarak's playstyle than before.
BLIZZ PLS ADD THIS HERO!!!
I thought about making Death Beam affected by Highlord's Wrath, but then how would it be useful? It deals more damage as it ramps up, so unless you use it first and lose out on the damage from your combo, you'll miss out on the bonus damage coming in at the end. If it is special and deals a pretty good amount of damage on its own without Highlord's Wrath, then you can use it when you can't use your normal abilities and still provide some damage and stuff.
I appreciate the input though, glad you like him :D