Deckard Cain (100%) by beargeist

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Deckard Cain (100%)

By: beargeist
Last Updated: Nov 16, 2016
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Deckard Cain (100%)

The last Horadrim, Cain the Elder

HP: 1500
Atk 0.75
DPS 40
Range: melee 1.5

Combat Trait

1
Well spring (D)
Passive: Fountain cooldown is reduced by 40s for your entire team. enemy minions will not attack fountains

Cooldown: 40s
Cost: 40 mana
Ability: Rebuild a Fountain after a 3s channel, Enemy fountains can be rebuilt as your own.

Primary Abilities

1
Horadric Seal (Q)
Cooldown: 15s
Cost: 70 mana
Duration 4s

Cain is instantly revealed during a slight casting delay, in which time the Seal's hit box appears on the ground, invisible to the enemy team (Dragon's breath -Chromie). Enemy heroes caught in the hit box are confined within a greater radius. While Contained enemies cannot move, attack or cast beyond the limits of the seal.

Hit box range - bit smaller then a frag grenade (tychus)
Seal range - ring of frost
2
Pursuit of shadow (W)
Cooldown: 40s
Cost: 80 mana
Duration 6s

Globally decreases enemy team's vision by 33%. Prevents map notifications and shared vision from environmental structures and units. Additionally conceals your team from being directly revealed. Does not protect against map area reveals.

Augments
Horadric seal: During "Pursuit of Shadow" Enemies in the seal do not have vision outside the seal.
Horadric staff: During "Pursuit of Shadow" your staff shrines brighter, increasing its vision to a range of 0y.
Waypoints: During "Pursuit of Shadow" its lanterns burn brighter, increasing its vision to a range of 0y.
3
Cain's satchel (E)
Cooldown: 20s, individual cooldowns, starts after activation
No cost

Passive: Allied heroes are permanently granted an (active) ability called "Healing Potion" (at Lv 1). Using a "Healing Potion" puts the (active) ability on cooldown for 20s. When in close proximity to Cain, "Healing Potions" will automatically refresh/refill for heroes whose cooldown is up.
a small potion icon will appear in blue above your teammates name when the potion is ready to refill, and green when its ready to activate

Ability: Use a "Healing potion" for yourself

Secondary Abilities

1
Identify (skillbar)
Cooldown: 10s, shared cd
Cost: 25 mana
Duration 90s

Cannot cast the same Identify on the same target. However, all three identifies can be active on one target. Small icons of a sword, aid cross, and shield appear above his teammates health bars, detailing the following active buffs. Cannot self cast.

Identify Weapon (1) - Increases allied hero's Damage per second by 10 (+4%).

Identify Armor (2) - Increases allied hero's HP 200 (+4%).

Identify Ring (3) - Grants allied hero 10% ability damage reduction.

Heroic Abilities

1
Waypoint (R1)
Cooldown: 90s, Individual cooldowns
Cain's cooldown is reduced to 30s

Opens up waypoints between all forts and keeps for your entire team. Allies have an individual 90s cooldown (like fountains).
Waypoints provide very limited vision.

when a waypoint is used, it is heard globally
2
Horadric Staff (R2)
Passive: Tranforms your basic attack into a direct target "flash spell" (no projectille animation) dealing 120(+4%) dmg in a small radius. (90 dps)

Cooldown: 45s
Cost: 60 mana
Ability: King's grace (R) - Grant an allied hero unstoppable for 1s

TALENTS & NOTES

INTRODUCTION
Fun is the concession you're making with a Cain kit, so you need an ounce of thoughtfulness for every ounce of fun you're trading. Luckily making him fun to have on your team, isn't as hard as making him fun to play. This is not a concept that incorporates; any kind randomness, fire/charge bolts, buff distinctions between loosely associated hero classes, it doesn't create XP on the map where it is not. It doesn't have buff or debuff progression that changes the intention of an ability.

CONCEPT
Decard doesn't have "reliable" sustain or burst heals for brawling, neither can he instantly enable a carry. But at his teams beckon, he can utilize 300s worth of cooldowns/reductions at once. Decard is all about utilizing down time with Satchel and identify, and then forcing a soft engage with Shadow and seal. To complete the concept and keep the fights on his own terms, a large number of his talent extensions place a focus on map presence.

MECHANICAL NOTES
Seal: a shaft of light reflects a horadric cube symbol under the contained targets feet.
functions kinda like lamb to the slaughter, but also effects your cursor functions

Pursuit of shadow (W): Map notifications include forts deaths and mercenary captures. shared vision references the vision that your structures, sight towers and minions grant

Identify Weapon: DPS does not factor attack speed in the scaling. if jaina has 60 dps it goes to 70. if thrall has 150 it goes to 160.


TALENT DIRECTION
Wellspring (D): wanted it to be very clear and complete at base kit. should feel like an additional perk, not a reason to pick him. Ultimately having it on a low CD is more stabilizing, then talent interactions that are impactful and universal enough to warrant their own tier pick. Talent interactions should be additional and integrated into other ability packages.

Pursuit of Shadow(W): has an already maxed out up time. like "Wellspring", emphasis needs to be on global presence and supporting talent interactions.

Horadric seal (Q): Horadric seal has many mechanical barriers for balance and talent interactions. T1 focuses on easing those barriers, and T6 plays within the boundaries. Talent interactions and tier distribution, needs to be isolated and limited in scope.

Cain's Satchel & Identify. Needs self competing-primary tiers. Needs to effect the variables evenly and maintain immediate intention.


TALENTS
T1

Burial chamber (Q) - If horadic seal misses, it lasts for up to 4s as a trap

Misery (Q) - Increases seal's hit box by 35%, but increases its containment radius by 15%

Tomb of Town Portal (B) - Within 6s of your team suffering a double kill, Cain's hearthstone instantly leaves a portal to the nexus. Allies can channel the portal, dmg does not interrupt channel.


T2

Tomb of Identify (bar) - Quest: Get all identifies on the same character 3 times. Reward: cooldown is reduced by 2s for each active identification.

Rare item (bar) - Quest: Have at least 2 identifies active on every team member Reward: Increases the first identify's bonus by 50%

Act II (bar) - Quest: Have 5 identifies naturally expire. Reward: Increases the duration of identify by 50%


T3

Stamina & thawing Potion (E) - Quest: distribute 20 healing potions. Reward: removes slow effects and increase movement speed by 15% for 4s

Greater healing potion (E) - Quest: distribute 20 healing potions. Reward: Increases the amount of healing of potions by 0%

Rejuvenation potion (E) - Quest: distribute 20 healing potions. Reward: Potions grant 60 mana and instantly apply restoration effects.


T4
R1 - Waypoints
R2 - Horadric Staff

T5

The search for Cain (passive) - Cain gains 25% health and mana regen for every nearby allied hero. Quest: go 120s without dying. Reward: reduces Cain's respawn timer by 30%.

Tainted Sun (W/passive) - Turns Mage Minions into a powerful Horadric mage that can soak XP. Quest: collect 6 regen globes. Reward: Disables Enemy structures that are not visible to the enemy team during "Pursuit of shadow".

Elixir of Vitality (E) - Your potion of healing (Cain only) increases your damage reduction by 6.5%, up to 25%. Quest: Reach 4 stacks. Reward: bonus becomes permanent.


T6

Spiritual order (Q) - Enemy heroes within the radius of Seal suffer 25% deamped healing, while allied heroes gain 25% amped healing
Seal.

Tal Rasha's offering (Q) - Enemy heroes within the radius of Seal suffer 0(+4%) dmg a second, while allied heroes are healed for 0(+4%).

Caravan (E) - Allied heroes nearby Cain, have their cooldown charge rate of Healing potions increased by 40%. (allies only)


T7

Pilgrimage (R1) - Cain no longer has a cooldown on waypoints. And once every 80s (R) he open waypoints for 1 free use within 10s.

The viper's claw (R2) - Increases attack speed by 25% and deals additional dmg equal to 3% of targets current health over 3s.

Ith rune - Toggle an allied hero (auriel) to absorb 20% of the damage dealt to them. Every 9(+4%) dmg dealt to them destroys 1 mana from decard. approximately cost efficiency of tassadar's shields.

4. team wide temporary experience scaling

Horadric Seal - Alternates

Alt VERSION ONE

Cooldown: 18s
Cost: 60 mana
Duration 3s, up to 5s
Magnetic targeting, range 8: from center of hitbox, hit box: Ring of frost-ish

After a 2s channeling delay, create a large ring on the ground, that enemy heroes can enter but not exit. Enemies inside the ring have their attacks and abilities restricted to the circumstance of the seal. But enemies outside the right can still attacks and heal into the ring.

Decard Cain is instantly revealed when channeling Horadric Seal.
For every additional second that Cain channels past the effect delay, the seal's duration is increased by 1s, up to 3 additional seconds.
Channeling is broken, if Cain takes dmg equal to 10% of max HP.
If channeling is broken before the effect delay, seal is put on a 4s cooldown.


See mechanical notes for new targeting mechanic, "Magnetic targeting"
________________________________________________________________________

Magnetic Targeting: your cursor will automatically soft-lock to enemy heroes, giving you a small radius around them to adjust the hitbox. When Hordric seal's hitbox is placed, it does not follow the target during channeling

Seal: Terran and impassibles will quarter off the sealed zone by sight lines. Ex: if half of your seal is completely behind a wall, that is on the opposite side of the target, the seal will not effect that side of the wall. However, if only part of the seal is on the opposite side of a the wall and part of it is open (wrap around)... then seal only extends to a certain portion of the sight line, preventing it from wrapping around completely.

____________________________________________________________________________

Alt VERSION TWO

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1
[-]
Tarurb (2) | November 26, 2016 7:34pm
Very interesting concept. I really am curious about how a trait like this could work In HOTS. That Would be awesome. I like the fact that Cain does indirect healing.
1
[-]
IlikeItFunny (6) | November 15, 2016 12:10am
"Using it on a standing enemy fountain, adds 30s to enemy team's fountain cooldown."

Question: What did you mean? The time till a enemy hero can heal again by a fountain is permament increased by 30 seconds? So, when you cast this spell 10 times, the time is permanent increased by 300 seconds?
1
[-]
beargeist (1) | November 16, 2016 6:00am
meaning it immediately goes on a 30s cooldown, or added 30s to current cooldown if it was already on cooldown (not permanent). Was a bit messy and it doesn't make a lot of sense for decard to be poisoning wells. so i got rid of it.
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