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Deathwing is awesome. He's also really big, which is still awesome, but makes it a little difficult to make into a hero. How do you make something big fit in properly, without becoming watered down and pathetic? Blizz succeeded in that field with Ragnaros, Cho'Gall, and Alexstrasza, so fitting Deathwing in as well is not an impossible feat. My design is focused on making him something of a gigantic juggernaut, with a lot of power and an imposing presence, but with a lot of limiting factors to make him not overwhelming. He doesn't really work as a tank, but has a great deal of survivability and could work as a pseudo-bruiser.
Deathwing has a very large model, being even bigger than Alextrasza in Dragonqueen, though he only has a slightly larger hitbox and stands up straighter. He also has a very, very slow movement speed, making it very difficult to chase enemies down. In return
Soar lets him travel extremely long distances very quickly when used, making you excellent for catching up to enemies or repositioning just before a fight, although it can be broken with a little focus fire. To top it off, he also has the most raw health in the game, and some decently hefty attacks to boot, although his attacks have a delay similar to Fenix's Phase Bomb, and the real damage only comes in at melee range. In the end, you are very immobile when you want to have an impact, but that doesn't mean enemies can just kite and kill you for free. Your damage is high but not absurd, so you won't go winning fights one-sidedly all the time if the enemy ignores you, but you can still have a solid impact. As a side note, your mana costs are balanced quite high, to force you to return to the Altar often.
Molten Plate is the only thing keeping him alive for the most part. Innate thorns means that if enemies try and kill you they will be taking damage in return, and if you hit them or they hit you your health regen increases to 1% of your max health a second, which gives you an edge on sustain. The damage reflected is based on the damage taken, so if you have physical armor and the target has physical armor, the damage is reduced twice, unless you upgrade it at level 20 to make it unreduceable. This means that enemies can't just poke you to death or they will risk killing themselves instead, and helps balance against %health damage.
Molten Spray is your main damage ability, it's kind of like a 1 second Lurking Arm but it deals more damage to heroes, and is quite spammable with a good deal of range. If enemies do try and get too close however, you also have
Tremors which is an instant damage and mini-stun to quickly cancel any channels and disrupt the enemy team. You have a great deal of range to work with but if the enemy gets close they are in for lots of hurt. Finally,
Flame Sweep is your big-boom basic ability, providing strong on-demand mobility and heavy AoE damage, but it has a windup and a long cooldown, so picking your moments will give you plenty of opportunities for big moments.
For heroics, your first option is
Degredation, an easily used instant debilitation skill that weakens any hero that you hit or were hit by recently, chopping off a percentage of their maximum health for a short while and then dealing some damage. It isn't suited for being a finisher but it certainly can make it much easier for your teammates to clean up a bunch of squishier foes. For a more tactical approach
Eruption lets you deal plenty of sustained damage with a large AoE. The damage it deals will not interrupt a channeled objective and the such to prevent cheese, but if enemies are stuck in one place for a long time they will start suffering more and more damage. You can create one huge AoE for a large amount of zone control, and then place some smaller areas to cover up the blank spots.
For talents you have a decent amount of flexibility. Levels 1, 7, and 13, mostly allow you to spec into close range against heavy melee, longer range for anti-kiting, or just a nice mix. Level 4 is slightly different, offering some more defensive options. Level 16 is the real kicker, with a talent offering an easy escape and quick mobility, more durability for entering a fight, or simply a global repositioning tool. Level 20 has mostly utility talents, except for
The Shattering, which is an ability you will only be expected to use once but can have a crazy impact. If you want any more of my designs,
here is my profile with some other concepts.
Statistics
Health: 3300 +4% per level
Health Regen: 6.93 +4% per level
Attack Speed: 0.81 +0.25 delay
Attack Damage: 210 +4% per level
Attack Range: 6
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