Ala'thaes by Neptune45

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Ala'thaes

By: Neptune45
Last Updated: Oct 16, 2016
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Ala'thaes

Spellbreaker

A warrior that excels in absorbing and preventing ability damage while punishing enemies for using spells.
Uses Mana Thirst and Feedback to fuel his mana. Use these to tank the ability damage from a enemy and increase the cooldowns to delay further use.
Mana Shield lasts and is meant to keep you taking that spell dmaage. Interrupting skill shots while your shield is up is a great way to increase your mana for your next shield.
Use Spell Shackle to prevent enemy mages from casting spells. They will need to reposition to be safely rooted or back away.
Mana Storm is also meant to make enemies aware of using spells and can break or make an engagement.
Spell Break is meant to take out a high value heroic from the enemy team.

Combat Trait

1
Mana Thirst
You don't regenerate mana. 10% of all ability damage taken is converted into mana.

Primary Abilities

1
Feedback
Cost: None
Cooldown: 8 seconds
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Increase basic attack damage by 50% and restore 10 mana per hit. Each basic attack increases enemy basic ability cooldowns by 0.5 seconds, this does not apply to abilities not on cooldown. Lasts for 4 seconds once triggered.
2
Mana Shield
Cost: all current mana
Cooldown: 5 seconds
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Consume your mana gaining a shield equal to 150% of the mana consumed. Lasts for 10 seconds.
3
Spell Shackle
Cost: 50 Mana
Cooldown: 12 seconds
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Deal 301 (143 + 4% per level) damage to enemies within target area, marking and slowing enemies by 40% decaying over 4 seconds. If a marked enemy uses a basic ability they are rooted for 1.5 seconds.

Heroic Abilities

1
Mana Storm
Cost: 100 Mana
Cooldown: 90 seconds
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Fuel a surge of mana around you causing abilities cast by enemy heroes to deal 250% of their mana cost to the caster. Lasts for 8 seconds.
2
Spell Break
Cost: 70 Mana
Cooldown: 70 seconds
___________________________________________________________________________________________

Silence an enemy heroes basic abilities for 1.5 seconds and heroic ability for 10 seconds.

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beargeist (1) | January 8, 2019 10:25pm
the ability concepts behind all of your hero concepts are really good. i like how they work mechanically; but to echo what the other guy said... sometimes it might fluctuate in application a little too much. but that doesn't break the concepts

one overall suggestion for the concept; the "10% of all ability damage taken is converted into mana." doesn't really reward skill in anyway (kind of does the opposite), you usually would want to an effect like that to a window of time.
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gustmes (1) | October 17, 2016 12:56am
I like your concept. I've been trying to think of a good way to present a Spellbreaker in Heroes, it's such an iconic unit and a cool concept that I hope it gets put into the game.

However, I think your concept might be too... extreme. I believe heroes who counters specific types of heroes are healthy additions to the meta, as long as this counter doesn't mean he completely overpowers. In other words, he should be good against ability-heavy heroes; he should not auto-win against ability-heavy heroes. This makes this hero a good pick vs. ability-heavy heroes but not a must pick, and not OP in the situation. Also, on the other side of the same coin, he should not feel useless against non-ability heavy heroes - he should be countered by them, but not become totally obsolete.

Another issue I see is that being good against "abilities" is too generic and might make him shine against many heroes. For example, some Assassins and Warriors might not care too much about ability, but EVERY Support will. The fantasy of "spellcasting" is usually (emphasis on the usually) represented by ability-damage assassins and similars, so he could have some features dedicated to being good vs. ability damage, instead of all abilities. One example (might not be the case but just to illustrate a point), change Spell Shackle to "If a marked enemy deals ability damage, they are rooted for 1.5 second".

Upon second thought... I think the way his trait works is flawed. It might be somewhat easy for enemies to not use ability damage vs. him, and thus you will be mana-less and useless for long time.

In summary, my suggestions would be somewhere in the lines of: a) making something in his kit more useful vs. all heroes (some ability not related to enemy casting); b) making some of his anti-ability powers instead be punishing only to ability damage (so he won't feel supper punishing vs. Supports), and c) maybe rethinking or adjusting his trait.

EDIT: Also, I think he could have an exclusive version of Cleanse, maybe at level 16, where he uses a normal Cleanse; if a CC effect (slow, stun, root, silence, blind, etc.) would be ignored by this cleanse, you get the ability to cast the same effect to an enemy.
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