cover target aoe in lush, buildings in the aoe regen 35 hp (does not scale) per sec, allied units regen 20 hp per sec. there may be one lush aoe at a time. last 30 seconds.
When you stand within, building gets 25 armor.
If you die the grove is destroyed.
20 sec cd. Can have up to one active at a time.
possible talents
heroes under 50% health are healed for additional 2% of max hp.
heroes gain 10 armor, buildings gain 35.when you stand within.
increase your ability power by 20% while standing on sacred grove.
cd recharge 100% faster while standing in the aoe.
Gain an additional charge.
While you stand within, enemies take 20 damage per sec, enemy building take 30 and lose 15 armor.
Active to teleport to the secrad grove.
FORCE OF NATURE- summons 3 treants at the lush ground location. they deal 55 damage per aa. and last up to 10 sec. has 500 hp. they gain structure bonus from SACRED GROVE. they taunt nearby non heroics enemies.
45 sec cd. regen 100% faster while standing on SACRED GROVE.
Sacred Grove: Remove the Structure Heal from Sacred Grove (it's more broken than it sounds) and slightly increase the Healing toward allies, plus make it for all allied units. Instead of a set duration, maybe make it last until 2 seconds after Cenarius leaves the area, increasing the cooldown to 40 seconds.
Faerie Fire: Have DoT Debuff be dealt as a poison rather than an AoE, and maybe change it to a delayed targeted effect rather than a skillshot. If you want to double down on the support aspect you can replace the Heal Block with Spell Power Reduction.
Cyclone: Instead of an AoE have it cast as a ring around a target area. Also remove the 4 second stun, even against just minions that's too much.
Force of Nature: Make this a talent, somewhere between levels 7 and 16.
Horn of Cenarius: Can actually be buffed. Remove the channel (replace with 1.5 second up-front channel), increase duration to 6 or 7 seconds, change to 2% Total Hp damage (or don't, it works either way), and maybe even make the targeting area invisible to enemies.
Ancient Protector: Clarify if the Protector is Immobile or not. I know it say it's considered a structure, but just to be sure it's clear.
i took some of you advises and made some changes and clarifications.
Sacred Grove: will last as long as you stand within (expires after leaving), increased healing and cd as you suggested. the structure heal got nerfed (didnt considered scaling) and with the fact that you have to stay in the aoe, i think its more in lie now.
Faerie Fire: i clarified that it creates an aoe that apply dot debuff, the reason is to have a unique ability to deny an area by reducing healing as we dont have enough healing counters on basic (but i might change my mind later). added the Spell damage Reduction as a talent for now.
Cyclone: is now a ring aoe (which is a great idea), the minion stun got reduced to 3 seconds but remained. i think its an important part of his anti push gameplay without having a great waveclear capabilities.
Force of Nature: became a talent.
Horn of Cenarius: damage got buffed, the full channel got replaced with a 3 seconds channel and it lasts additional 3 seconds after you end the channel. i want it to be a bit different from already existing similar abilities. i think a maximum of 1650 damage on basic is pretty solid.
Ancient Protector: is Immobile indeed.
thank for your suggestions! i think this concept is going in the right direction!