This hero concept is
complete! I am open to suggestions as far as refining the balance of this hero.
Aldur's people are former barbarians that left during the reign of Bul-Kathos in pursuit of a more nomadic lifestyle. They settled in Scosglen, a northern region of Sanctuary, where they secluded themselves from the outside world and learned to commune with nature. This natural attachment to the forest and its creatures has allowed them to develop abilities that their barbarian kin could never have dreamed of, such as the ability to manipulate the elements, summon the forest's natural predators, and even transform into powerful bestial avatars of nature themselves. Aldur is one such individual who has ventured out of the tribe's lands, having heard of the rise of Hell's minions and seeking to defend Mother Nature against corruption and hellfire.
Aldur wields his set from Diablo 2, including a morning star. Aldur's kit was difficult to create due to the number of elements that he shares with other pre-existing heroes. Greymane's design makes a permanent Werewolf less practical, so I went for Werebear instead. This enables him to be a hero who can shift from being a melee specialist with a lot of ranged potential into a full-blown melee form with greater tanking potential and a focus on AA damage. Multiple heroes can summon up minions of some sort to fight for them, and Rexxar makes the Grizzly companion less unique as well. Basically, the Druid's kit is restricted by what already exists, so it was a real challenge to develop a kit that stands out among all of the other heroes that already exist. However, I think I've achieved that goal and created something that is true to the D2 Druid while still providing a unique experience.
Hero Type: Melee Specialist
Difficulty:
Medium
Pros:
- Aldur can summon spirit wolf companions that behave like minions, allowing him to more easily push a lane as well as provide greater pressure against other enemy heroes. With his Lvl 1 talents, he can also choose from one of three other familiars to aid him: ravens that can blind a target, a creeper that can consume the corpses of minions in lane to heal him, and a spirit which provides him and his nearby allies with shielding so long as it remains alive.
- Aldur can push lanes with Fissure, and also pressure enemy heroes away from certain locations.
- Aldur can reduce incoming ability damage for a short time with Cyclone Armor.
- Aldur's Werebear form allows him to become significantly more tanky in a team fight, allowing him to substitute as a tank if the team is in need.
- Aldur has good sustain while in Werebear form with Hunger.
Cons:
- Aldur's personal auto-attack damage is fairly low. He relies on his spirit wolves to help compensate for his lower damage, and his other familiars do no damage. Thus, when his spirit wolves are killed, his damage potential is greatly reduced.
- Aldur's Fissure is his best form of damage, but deals its damage over time, meaning it will have less impact if the enemy moves out of the affected area.
- Aldur loses access to his ranged abilities when in Werebear form, depending entirely on his auto-attacks to deal his damage. Also, his primary form of sustain while in Werebear form requires the target to be in melee range, and his heroic has reduced effectiveness at range. Enemies that shoot him from range while he is in Werebear form will be able to pressure him away from a location easily.
- Aldur's heroic selection is limited based on which form he is in. This can be exploited by the enemy to force him to use a heroic that may not be ideal for the situation he is in.
Note: All figures shown on this hero concept page are listed at their baseline figures (Lvl 0).
Health: 1760 HP (+4%) in human form, 2288 HP (+4%) in werebear form
Health Regen: 3.85 HP per second (+4%) in human form, 4.74 HP per second (+4%) in werebear form
Resource: Mana
Mana: 490 (+10)
Mana Regen: 2.9 per second (+0.1)
Attack Damage: 67 (+4%) in human form, 80 (+4%) in werebear form
Attack Speed: 1.2 in human form, 1.0 in werebear form
Attack Range: 1.0 in human form, 1.25 in werebear form
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