Not all battles are fought on the battlefield. As the Archangel of Hope, Auriel is the guiding voice of hope and reason among her fellow members of the Angiris Council. With her legendary sword, Al'Maiesh in hand, Auriel brings hope to whatever conflict may arise.
Inspire hope in an allied hero by granting impunity from movement impairing and damage overtime affects for a short duration.
Primary Abilities
1
Al'maiesh's Hope (Q)
Throw Al'Maiesh to target location healing all targets in range. Reactive Al'Maiesh's Hope to teleport all nearby heroes to Auriel's location.
2
Valor (W)
Repeatedly strike a target enemy 3 times over 1 second dealing more damage with each hit. Each hit healsnearby allies. Enemy target is stunned during duration of attack.
3
Inner Sanctuary (E)
Create a holy barrier in target area pushing enemy units out of target area. Allied units may freely enter and leave the area, but enemy units may not.
Secondary Abilities
1
Archangel of Valor
A Warrior Hero becomes an Archangel of Valor, increasing their defense and amount healed greatly. Each basic attack knocks enemies anyway and places a fire dot on them.
2
Archangel of Wrath
An Assassin Hero become an Archangel of Wrath, increasing their movement and attack speed greatly. Each basic attack does searing damage and splashes to nearby enemies.
3
Archangel of Hope
A Support Hero becomes an Archangel of Hope, increasing their movement speed. Nearby allied heroes regenerate health and mana while enemy units are thrown away from the Archangel.
4
Archangel of Fate
A Specialist Hero becomes an Archangel Fate, making all basic attacks destroy ammo and deal siege damage. Non-hero units take cleave damage from each attack.
Heroic Abilities
1
Heavenly Host (R)
Auriel grants an allied hero the powers of heaven for a short duration, transforming them into an archangel depending on their archetype.
2
Garden of Hope (R)
Auriel channels the Heavenly Host to manifest her Garden of Hope on the mortal plane healing and restoring mana of allied heroes while reducing the movement speed and attack damage of all enemy heroes in range by 50%.
But there is a huge problem with Archangels. They still lives (4 of them). So making someone a Archangel of Wisdom, who is now Tyrael is little confusing and meh.
You're right that I need to work that out a little better, especially what they grant other heroes.
I wanted to very specifically make sure that what she's granting is simply huge buffs and not new abilities. Giving an unsuspecting player, especially an ally, a different skill set in mid combat is just going to throw that player into turmoil.
We see how much trouble players who don't use the Dragon or Plant Terror often have in controlling. I'd say over 70% of the Heroes population has no business ever taking the Dragon or Plant Terror because they are soooo zoned into what their hero does that getting a new set of skills throws off their game (even though it feels cool).
The idea of making allied heroes into one of the 5 (really 4) Archangels of the Angrisis Council is meant to illustrate an act of defiance on the part of Auriel. She is one of the three who believes humanity has great potential and should be protected. Making a hero into an Archangel is showing her commitment to the cause that she would willing commit sacrilege to help humanity. The ability to become an Archangel, as demonstrated by Tyrael, is more a matter of equipment then power so its more of a matter of committing something tantamount to treason then lacking power.
That being said, I'm not completely sure it sits right with me using the Archangel titles from the Angrisis Council.
Nice, but the fact that you transform others into Archangels is kinda weird. As I know the whole Angiris Council are Archangels and then others are Angels, so making Archangels via Heroic ability isn't good. Not to mention that just one Archangel would have such power to make new Archangels. Just change words and leave her do Angels instead. But overall nice.
Mechanics that can be used to troll are concerning, but the sad fact is if we isolate ourselves to the assumption that people are going to use utility tools to the detriment of their team, it will bar a lot of great potential tools in the future.
Heroes is a team game and we have to design under the belief that, in general, people are going to want to help their team win; not cause it to lose.
I absolutly love the hero concept. Can't wait to have detail !
Also, can you explain to me what are exactly "searing damage and splashes" ? Thanks.
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Based on that, the idea is she's giving each of the heroes a class of archangel that IS in service.
Would it seem better if I named them to sound less "Direct Aspect" such as:
- Valorian Archangel
- Wrathful Archangel
- Hopeful Archangel
- Fateful Archangel
?
I wanted to very specifically make sure that what she's granting is simply huge buffs and not new abilities. Giving an unsuspecting player, especially an ally, a different skill set in mid combat is just going to throw that player into turmoil.
We see how much trouble players who don't use the Dragon or Plant Terror often have in controlling. I'd say over 70% of the Heroes population has no business ever taking the Dragon or Plant Terror because they are soooo zoned into what their hero does that getting a new set of skills throws off their game (even though it feels cool).
The idea of making allied heroes into one of the 5 (really 4) Archangels of the Angrisis Council is meant to illustrate an act of defiance on the part of Auriel. She is one of the three who believes humanity has great potential and should be protected. Making a hero into an Archangel is showing her commitment to the cause that she would willing commit sacrilege to help humanity. The ability to become an Archangel, as demonstrated by Tyrael, is more a matter of equipment then power so its more of a matter of committing something tantamount to treason then lacking power.
That being said, I'm not completely sure it sits right with me using the Archangel titles from the Angrisis Council.
Heroes is a team game and we have to design under the belief that, in general, people are going to want to help their team win; not cause it to lose.
Searing damage is intended to be the same affect as Searing Arrows; a universal talent found on many Assassins.
Splash Damage is simply splash damage. It affects enemies in a short distance away from the primary target.
Also, can you explain to me what are exactly "searing damage and splashes" ? Thanks.