Deckard Cain (COMPLETE, EXPLAINED AND LORE-WISE) by Tarurb

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Deckard Cain (COMPLETE, EXPLAINED AND LORE-WISE)

By: Tarurb
Last Updated: Jan 20, 2017
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Deckard Cain (COMPLETE, EXPLAINED AND LORE-WISE)

The Last of the Horadrim (in Tristram)

Melee MULTICLASS Support/Specialist. To be precise, he will be in the Utility family, as Abathur, Murky and Medivh already are with their utility Toolkit. Or, to keep the system as simple as it can be, he would be considered as a Specialist in the heart, with a supportive and a strong utility talentkit.

An old frail persistent resilient slow-moving wise intuitive scholar that grant Cooldown reduction and Talent advantage to allies (by gathering Knowledge), Town portals, can share powerful Unique Quest Items to allies. Can increase ability cooldowns of his foes and can counter capturing strategic points by knowing more than he knows (and should know). Work with Presences and Auras. Does not use Mana, nor Fury or Hope systems (because he doesn't use spells, but ARTIFACTS!), but has very long cooldowns on his secondary skills. Buffing allies and debuffing foes is his playground, not directly attacking them. Sees further than any other heroes. Uses Secret Passageways at foot to get near or on objectives and Neutral Capturing Points. Doesn’t die at first, but will rotten in a cage waiting for help to save his soul.
All the knowledge that we can gather from Cain are not enough to truly know who Cain is, which it gives him a cloaking system to escape himself from the dangers that lurks in the Wilderness...
The Quests of Deckard Cain are completed as a team all-over the map and at all time.


UPDATE FROM 2017-01-18: I see this character specialized in nullifying cloaked/invisible/hidden heroes deadly killing potentials as gank squad teams (with reveals, cooldown increase, cooldown reduction, silences/nullify cloak abilities and instant casting town portals, just as examples). That very specific specialization would make him an utility specialist hero. Indeed, Deckard Cain knows so much about the world that his knowledge proves worth in this indirect but very strategic playstyle.
THE ANTI-GANKING AND THE ANTI-CLOAKING SPECIALIST!!!! MUAHAHHAAHAHAHHHH!!!!!! Sort of a detective playstyle :3


He got his usual outfit on which are his famous travelling sandals / slippers (CAIN'S SANDALS), his laurel (CAIN'S MEMORY) (the laurel doesn't need to be necessary on his head), his horadric robe (CAIN'S ROBES), and his horadric gloves (CAIN'S SCRIBE) AND A LOT OF SATCHELS/SCROLLS ON HIM. http://us.battle.net/d3/en/artisan/blacksmith/recipe/cains-laurel

I would suggest also that he has his horadric staff on his back, The Book of Cain (or Cain's Journal) on one hand and a lantern on the other hand. The lantern could be used for the QUEST GIVER'S MARK combat primary ability animation, as if Cain was searching for artifacts. It could also be used for revealing enemies' position (still as for an animation). The Book / Journal could be animated for his heroic abilities, while the staff is for Auto-attacks.

NOTE: Unless there is a major change on the concept, the last updates would be for grammatical error corrections. I may post the major changes on the comment section. Please have the pleasure to read this hero concept and tell me what do you think about it.

Combat Trait

1
The Last of the Horadrim (Active)

Active trait with a global range. Cannot self-target.
Each takedown done by allies’ grant Deckard Cain a Knowledge. After 10 Knowledges, one ally can pick a talent of the next level.
    Cain’s Presence on the battlefield gives vision to his allies for Unidentified Items. Allies can pick-up these artifacts (which can be found in a minion wave, in a merc camp, in a boss, in objectives, in structures or on heroes), and they can keep a maximum of 5 on them (fills the numerical keys (1:2:3:4:5) or Blizzard create a place to stock them like a bag, a satchel or something else).

    Deckard Cain has a slower movement speed than other heroes, or it appears so (could be the movement speed of Brightwing or Leoric or less) and does a weak melee damage (with his staff/cane).
A talent option could be that he can target himself only to grant Unstoppable for 2 seconds (why? Could ANYONE had stopped this old Man pursuing his researches from his living? NEVER. And even in death, you can still find Cain's Satchels (which it could possibly have some lore in it) in Diablo 3! NO ONE STOPS DECKARD CAIN FROM PURSUING THE REAL TRUTH OF THE PROPHECY!)



TO THE ONES WHO THINKS THAT THE ACTIVE TRAIT IS TOO WEAK:
Here is another option for a late-game point of view
Each takedown done by allies’ grant Deckard Cain a Knowledge. After 4 Knowledges (One for each ally hero you have in your team, You as Cain excluded), one ally can pick a talent of the next level.


A talent option could be that Cain can also use that same Knowledge to give Vulnerability to enemies for a period of time (pretty much the same thing that Tyrande's Trait does, which I don't like that, but heh.)
Another one could be that he can also use that Knowledge to Silence (which it disables enemies of using their abilities, which it still respect this hero concept's Essence, I think) his foes for a period of time.
And if he targets an enemy Hero, they also are Revealed for his duration. How about that?

2
The One who knows more than he knows (passive)
Deckard Cain can Gather objectives and capture points 25% to 75% faster than anybody else. (This means that on the Immortals map, The Garden Terror or The Infernal Shrines one, he will hit much faster and harder specifically and exclusively against the spawning minions and the Immortals/Terrors, but it's only for the sake of gathering faster than nobody else the objectives, not eliminating them quickier if enemy team spawns one, like Gazlowe's Robo-Goblin does against Minions and Mercenaries, but for Cain it would be only for the objectives)
TO PEOPLE WHO THINKS THAT A FASTER OBJECTIVE-GATHERING PASSIVE IS OP:
Here is my concession Cain does not gather objectives faster than anyone else (which personnally it would be an issue for me since that he's weak in solo and the toolkit I gave him has nothing to help him or his team to soak and lane early game), but, for the very least, he can use SECRET PASSAGEWAYS to go near/on them.


The Ally Team begins at lvl 2 from the Starting point.

You see 30% further than other Heroes. (Knowledge is Power, boys!)
UPDATE FROM 2017-01-18:
Also allows Cain to reveal (with an active or a passive) ANY cloaked enemy in his line of sight for a sustainable amount of time (like a 2 to 7 seconds (inspired by Valeera Talent named Strangle at lvl 13)) to allies. Ally towers and minions can and will target revealed enemies in that time. Reason: in Diablo's Universe, your player-hero and the NPCs of Tristram (the New and the Old one) would have protected The Elder as much as they could. Their respect for his knowledge of Sanctuary and Evil proves how much that character is iconic to them and what they are ready to do for his sake. A talent option would be to allow him to also reveal nearby bushes/ganking spots in his vision range (5 meters like Valeera's Assassination talent?), which it prevents possible ganks in your lane. This vision cames from his wisdom, his knowledge and his strong intuition, not necessarly from what we can see with the eyes.
UPDATE FROM 2017-01-19 : I could also imagine a talent option that would give to any structures within Cain's vision radius a slight temporary active or passive presence Armor (physical and spell. It could be lower than 30% and I repeat it works only for minions and forts against enemy heroes, not against mercenaries or non-heroic damages. It's similar but different of the Promote talent) with a faster ammo recharge rate as for the minion waves (that would be for THE LAST OF THE HORADRIM active trait). Not a boost of damage, just more attack rate and attack speed and defenses against Evil (which are the enemy heroes in the Nexus exclusively). With that talent, it could give to Cain a pushing laner and a better soaking capacity that he can at the base, and it would still respect his lore with the reason I gave earlier for the towers able to target stealthies (which is the respect of the townfolks of the Old and the New Tristram for the Elder. No Village in games history would made an Elder that no villager would want to save him if they can and by respecting their limits as not soldiers).

While the reveal is activated, cloaked revealed enemies cannot use their abilities unless they decloak themselves with a basic attack or are getting hitted by something (to keep it simple, They cannot use any abilities while they are invisible as long as Cain's reveal is activated (7 seconds)). Its like a Silence, but that only affects the stealth heroes. Reason: Maghda, the minion of Belial who killed Cain in New Tristram in Diablo 3, has only been able to do so when she lured your player-hero into a trap far away from the town and only used her abilities to kill Cain when she was uncovered. I do think that a witch could have killed that old fellow in a more indirect manner than she did in the game if she could (like with a curse, an hex spell, or even sending her minions on him rather than herself). That means that Deckard Cain cannot get killed so easly, even if the demons of Hell wanted to, and not even with abilities (since he could before dying reforged El-Druin Sword for Tyrael). with that passive/active trait, an agressive and damaging talent option would be that, within the revealing effect, any damage done by and to allies (example, auto-attack would be 0.5 while abilities would be 1.0) are stored as Knowledge, which it allows you to give them a Talent advantage. That would mean that this reveal trait would have a long cooldown before it can be triggered or activated again (a 40 to 60 seconds, for example). What do you think people?


May ignore strategic specific terrains or "invisible walls" (I mean by that that Cain, like a fusion of dehaka's Brushstalker (Z) and E.T.C.'s Crowd Surfer talent, could use SECRET PASSAGEWAYS AT FOOT to get to/on a Capturing point (mercenary camps, bosses, objectives, for example). ENEMIES WILL KNOW IF YOU OPENED ONE OF THESE SECRET PASSAGEWAYS, BUT NOT WHERE THEY ARE. (Talent Option)
TO THE ONES WHO THINKS THAT IT'S TOO OP: Here is an option. It gives you entries/exists of these Secret Passageways on the map, but your movement speed at foot is reduced by 20% (the issue I can see here is HOW ANNOYING to the Cain's player a reduced movement speed could be in a gameplay point of view. As for reference, we HATED that Medivh's Raven form had less movement speed than anyone else on mount). (Talent Option). Inspiration from Deckard Cain Act 1 Diablo 3 using a secret passageway found in scrolls after you save him from King Leoric.

Cannot get targeted by any structures. (can be a talent option)
UPDATE FROM 2017-01-18: exactly like Valeera's Smoke Bomb ultimate, but without the need of an AOE to do so.

Drops periodically Unidentified Items / Satchels of Items on the ground (like a gazlowe) which it can be picked up by allies. (Could be a talent option)

Can cloak himself (default key A) which it grants him a quickier repositionning system and becomes Unstoppable for a period of time (like a 12 to 20 seconds for the cloak effect, while a 3 seconds for Unstoppable (or all the duration? I don't know XD). (Could be a talent option) UPDATE FROM 2017-01-18: Cain can still reveal enemy heroes while cloaked without losing it.

Your Auto-attacks does splash damage. Knockback also enemy heroes on hit on a short distance (like Auriel's whip without a stun or Tychus Grenade). (Talent Option)

Primary Abilities

1
Identify Items
Close range (it means that you must "touch" the target. It is THAT close range. Like Kharazim's Divine Palm). 6 seconds cooldown. Consume the remaining Unidentified Items kept by the allied Player (which it grant him some space for gathering new items or having second abilities). Cannot self-target.

Allies can search for Items (which can be found in a minion wave, in a merc camp, in a boss, in objectives, in structures or on heroes), gather them (fills the numerical keys (1:2:3:4:5) or Blizzard create a place to stock them like a bag or something else), and deliver them to Cain who will be able to identify them (players will know who have Items on them). Identifying items grant to the ally a Cooldown reduction of all his abilities by 5% (5% is per Unidentified Item), up to 20%, for 5 seconds. Triggers only when the ally begin to use his abilities.



Talents around Identify Items Would be like buffs ex: increase atk speed, dmg output, increase shield, health/mana regen and increase movement speed or even an increase cooldown reduction (up to 50%) or gaining a charge of Knowledge after 10 identified items.
Other talents options could be that these holded Identified Items will also put a passive debuff (like a slow, a silence, a mini stun, a poison / DOT effect, a healing recieved reduction, a life-steal, a blind, etc.) on the target you Auto-Attack (or just attack) with for the same period of time.
And to make that ability DEADLIER...How about that it give one buff (to ally) AND one debuff (on enemy hit)? 3:) Ohhhh I love it! Now now people, it's not overpowered because Cain himself is frail and old (like, people, do we see him lane-push like gaz and others specialists? Oh give me a break hahaha XD), so he gives all his knowledge to "True heroes" and only for one target at a time. And be reassured that it stays only a Talent option LOL!
2
Town Portal
25 seconds Cooldown.

Deckard Cain instantaneously opens a portal at where he stands to the nearest ally Fort/Fountain/Base/Hall of the Storm still up. It can be used by allies and will be shut down after 6-9 seconds (UPDATE FROM 2017-01-18: or it can be shutted down manually by reclicking on the ability hotkey) and it works like Medivh's portals (so it takes a short delay before heroes can pass the portals) . UPDATE FROM 2017-01-18: Wouldn't it be funny if, without a talent picked in Cain's kit, enemies could pursue you and your team into these town portals? 3:)



Talents around Town Portal could be to create multiple town portals (ex: 4 in total, 1 in each lane and one in Core) which works like a Zagara's Nydus ; to let the Town Portal persist until Cain return in the Portal ; to make it global range and his location is determined by the player (in exchange of an increasing cooldown by 20 secs). But I would prefer that on the basics this kind of portals are made for a retreating or a defensive approach rather than an teamfight initiation like Medivh does
3
Quest Giver’s Mark
Channel of 1.5 seconds. Can be interrupted. Global (but you need vision of the Marked One). Cannot self-target.
We could even make this primary ability as a passive that automatically marks everything that can be marked in your Vision Range (which is 30% further than others Heroes). If that's the idea we want, then to keep it simple we can only put an exclamative yellow mark on Cain which it will indicates to enemies and allies that you have found TREASURES, ARTIFACTS, ITEMS in your line of sight (like Auriel does to single target allies)! And how about that it works the same way as the Quest Bolt from the April's Fool Archivist ability?(make these artifacts shine with gold!)
A mark with a radius appears on the mini-map, which indicates the job to do to generate Unidentified Items. These stats numbers can be changed by any time and are just a visual representation of how this Hero Concept works. Make up your own balanced numbers.


• Marked Heroes (allies or enemies): automatically generate Item if they die
• Marked Boss: 35% chance to generate Item
• Marked Merc camp: 25% chance to generate Item
• Marked Minion Wave: 15% chance to generate Item or 15% per Minion
• Marked Summon: 8% chance to generate Item
• Marked Structure: 45% chance to generate Items. Noticeable Mana and shield generator (within a Radius)
• Marked Objective: noticeable Mana and shield generator (within a Radius). Gives an Item if captured.



Some talents could be to mark allies which gives an aura to the Marked ally of a noticeable shield and mana generator or to be able to mark enemy heroes, which it gaves them a sort of debuff ; to increase the chances to find an Item ; to disable marked things (ex: a silence for heroes, an periodic repeating interrupt for capturing a marked point) ; to increase the number of marked targets by 2 or even to be able to mark GLOBALLY (ex: mark ALL minion waves, ALL heroes, ALL camps, ALL objectives, etc. as long as you have Vision of them). And how about a somewhat "Quest Micro-Manager System"? A micro-manager of teammates available quests and that Cain could give a hand to finish them....quickier?
We could also give a revealing when it marks an enemy hero (Cain knows so much, it's speechless. I'll try to gather and post everything related to that character in the comments section so that you people have an idea of how much he knows!)

Secondary Abilities

1
THE CAGE OF OLD TRISTRAM (PASSIVE 1)
Triggered automatically when Cain’s life reaches zero. 180 seconds cooldown. Cain rot in his D2 Cage for 12 seconds (which it also reduces the Death wait time for the same amount) and can be rescued by his allies (it will work like a channelling, like if you are trying to take a nuke). If Cain is rescued, his abilities are reset and is Unstoppable for 2 seconds. If it failed, Deckard Cain dies, tragically.

Could be a talent option.
2
The Horadric Malus
Passive/aura given to all nearby allies while this secondary ability is not on cooldown: 150% more damage to Minions and Summons.
Active: 120 seconds cooldown. Double the cooldown reduction given of IDENTIFY ITEMS or the One who bears this artefact gain a cooldown reduction of his abilities by 50% for 5 seconds.


Component of the quest THE SEVEN TOMBS (check Talents section for info). This Unique Item can be given to another nearby Ally.
3
The Horadric Scroll
Within a medium radius, 80 seconds cooldown. Reveal and disables enemies Capturing points (mercenary camps, bosses, fountains, for example) for 1.5 seconds.

Component of the quest THE SEVEN TOMBS (check Talents section for info). This Unique Item can be given to another nearby Ally.
4
The Horadric Cube
Passive: Each 3 gathered regen globes grant one Charge of Greater regen globe, which it doubles the regen and the valor (for the ones who have Regen Master's quest, for example) given of the globe by 3 once activated.
Active: holds 3 Charges (maximum capacity). Within a radius, grants to all allies a Greater Regen Globe, which heals and gives twice more mana than a normal one.


Component of the quest THE SEVEN TOMBS (check Talents section for info). This Unique Item can be given to another nearby Ally.
5
The Horadric Staff
Passive/aura given to all nearby allies while this secondary ability is not on cooldown: gives 10% all resistance and 35% reduced DOT recieved and duration (sort of a long duration Cleanse, but not cleansing).
Active: mid-range, 180 seconds cooldown. The Horadric Staff floats on mid-air and, after a short delay, launch a pure blinding beam on a thin straight line, which it deals 2150 damage (851 + 4% per level) or a huge significant game-changing damage like the power of a Nuke to structures (only), destroys all shields and blinds/disables enemy structures and heroes for 3 seconds.


Component of the quest THE SEVEN TOMBS (check Talents section for info). This Unique Item can be given to another nearby Ally.
6
Khalim's Eye
Passive: Aura. Reveal and disable enemy heroes from capturing a nearby point (fountain, mercenary camp, objective, boss).

Component of the quest KHALIM'S WILL (check Talents section for info). This Unique Item can be given to another nearby Ally.
7
Khalim's Brain
Passive: Aura. Allies nearby the Bearer grants Unstoppable after a delay. The Bearer is not Unstoppable.

Component of the quest KHALIM'S WILL (check Talents section for info). This Unique Item can be given to another nearby Ally.
8
Khalim's Heart
Passive: Aura while this secondary ability is not on cooldown. While an ally bears Khalim's Heart on him, the Presence of nearby enemy heroes on a capturing point is ignored (which it means that, with that specific Unique Quest Item, You or an Ally who bears that artefact can take a boss or a mercenary camp regardless 3 enemy heroes are on that same point as you are trying to steal XD). In the case of an objective, though, you can still be interrupted.
Active: Cannot target self, 2 Charges which it completely refills after 45 seconds. Target an Ally to remove all damage over time (DOT) and disabling effects. For 2 seconds after, the duration of disabling effects is reduced by 50%.

TO PEOPLE WHO THINKS THAT KHALIM'S HEART IS OP
Here is another option.
*Khalim's Heart:
Passive: Aura that can be automatically triggered twice every 45 seconds. remove all stuns, roots, silences, slows, and damage over time effects from yourself and an nearby ally. For 2 seconds after, the duration of stuns, roots, silences and slows is reduced by 50%.
Active: 1 Charge which it cannot be reused for 100 seconds. Refills by capturing a mercenary camp normally While an ally bears Khalim's Heart on him, the Presence of nearby enemy heroes on a capturing point is ignored to the Bearer and his nearby allies(which it means that, with that specific Unique Quest Item, You or an Ally who bears that artefact can take a boss or a mercenary camp regardless 3 enemy heroes are on that same point as you are trying to steal XD). In the case of an objective, though, you can still be interrupted.

UPDATE FROM 2017-01-18: another option for the active artifact would be this:
1 Charge which it refills after taking 5 to 10 mercenary camps (normally and/or with bribe) in the bearer of this artifact' range. Bribe a Boss (if the map allows it, if not it spawns a random Boss from any maps? :3). May God have mercy for your soul XD. Inspiration from Narnia when Lucy calls for the help of the Giant Lion Aslan! :D


Component of the quest KHALIM'S WILL (check Talents section for info). This Unique Item can be given to another nearby Ally.
9
Khalim's Flail
Passive while this secondary ability is not on cooldown: The Bearer Steals 1% to 5% health (or max health?) of whoever he hit with an Auto-Attack.
Active: Self, 45 seconds cooldown. Steals 10% of the target's health (or max health?) with the first Auto-Attack and increases the Bearer's Attack Speed by 50% for 4 seconds.
Countered by Blinds (wink wink).


Component of the quest KHALIM'S WILL (check Talents section for info). This Unique Item can be given to another nearby Ally.

Heroic Abilities

1
Stay Awhile and Listen
Channelling for 5 seconds. 40 seconds Cooldown.
Cain sits near a campfire and says his legendary quote, which will grant Cooldown Reduction (20%) with a noticable mana and shield generator to allies and Cooldown Increase (20%) to enemy heroes in a large radius (the one of the Peekaboo! Talent of Brightwing, or a little less).

The Cooldown Increase could be a talent option at level 20. Another one could be that Cain becomes Unstoppable for 2.5 seconds and the duration of Stay Awhile and Listen increases by 1 second.
2
Reveal Evil
Global range.120 seconds Cooldown.
Cain has found the location of the true Evil within the Nexus, which it reveals all enemy heroes for 2.5 seconds to 15 seconds and weakens them by reducing their overall dmg by 30%-60% while affected by the reveal.

At level 20 it can also disable any capturing point of the map for the duration of Reveal Evil.

Special Mount

1
SECRET PASSAGEWAYS
BEWARE: THIS IS ONLY AN OPTION, A PROPOSAL AND AN IDEA TO NOT HAVE AN ORDINARY MOUNT.

40 seconds cooldown (UPDATE FROM BALANCE PATCH NOTE OF THE 6TH DEMEMBER 2016: COOLDOWN OF ALL GLOBAL ABILITIES HAS BEEN INCREASED BY 10 SECONDS). GLOBAL. Self-use only.
Deckard Cain Travels through Secret Passageways to go near/on any objectives or Neutral Capturing Points (merc camp, boss, etc.).

Not a Talent Option.

Talents

Possible Quests that Cain could have:
CHOOSE ONE:
Could be a level 1, a level 4 or a level 7 "Path" Option. The reason of this is because these Unlockable Unique Quest Items are given only after completing the task written below it, which it takes some time in a 20 minute game. If there is no Bosses on the Map Cain plays, it can be replaced by AT LEAST taking one team objective (yeah because these quests can being advanced / completed by You and your team).
THE SEVEN TOMBS (QUEST) or another name would be THE PATH OF THE HORADRIM / THE PATH OF THE SCHOLAR or THE PATH OF THE MIND (UPDATE FROM 2017-01-19):
Team captures 3 mercenary camps and one Boss (at first) to unlock Unique Quest Items. Fills one's numerical keys (1;2;3;4;5) (these unique secondary abilities of Cain CAN INDIVIDUALY BEEN GIVEN TO A NEARBY ALLY (who have space to keep them on him) and vice-versa).

*The Horadric Malus:
Passive/aura given to all nearby allies while this secondary ability is not on cooldown: 150% more damage to Minions and Summons.
Active: 120 seconds cooldown. Double the cooldown reduction given of IDENTIFY ITEMS or the One who bears this artefact gain a cooldown reduction of his abilities by 50% for 5 seconds.
*The Horadric Scroll:
Within a medium radius, 80 seconds cooldown. Reveal and disables enemies Capturing points (mercenary camps, bosses, fountains, for example) for 1.5 seconds.
*The Horadric Cube:
Passive:
Each 3 gathered regen globes grant one Charge of Greater regen globe, which it doubles the regen and the valor (for the ones who have Regen Master's quest, for example) given of the globe by 3 once activated.
Active: holds 3 Charges (maximum capacity). Within a radius, grants to all allies a Greater Regen Globe, which heals and gives twice more mana than a normal one.
*The Horadric Staff:
Passive/aura given to all nearby allies while this secondary ability is not on cooldown: gives 10% all resistance and 35% reduced DOT recieved and duration (sort of a long duration Cleanse, but not cleansing).
Active: mid-range, 180 seconds cooldown. The Horadric Staff floats on mid-air and, after a short delay, launch a pure blinding beam on a thin straight line, which it deals 2150 damage (851 + 4% per level) or the power of a Nuke to structures (only), destroys all shields and blinds/disables enemy structures and heroes for 3 seconds.



KHALIM'S WILL (QUEST) or another name would be THE PATH OF FAITH / THE PATH OF THE LOREKEEPER or THE PATH OF THE SPIRIT (UPDATE FROM 2017-01-19):
Team captures 3 mercenary camps and one Boss (at first) to unlock Unique Quest Items. Fills one's numerical keys (1;2;3;4;5) (these unique secondary abilities of Cain CAN INDIVIDUALY BEEN GIVEN TO A NEARBY ALLY (who have space to keep them on him) and vice-versa).

*Khalim's Eye:
Passive: Aura Reveal and disable enemy heroes from capturing a nearby point (fountain, mercenary camp, objective, boss).
*Khalim's Brain:
Passive: Aura Allies nearby the Bearer grants Unstoppable after a delay. The Bearer is not Unstoppable.
*Khalim's Heart:
Passive: Aura while this secondary ability is not on cooldown While an ally bears Khalim's Heart on him, the Presence of nearby enemy heroes on a capturing point is ignored (which it means that, with that specific Unique Quest Item, You or an Ally who bears that artefact can take a boss or a mercenary camp regardless 3 enemy heroes are on that same point as you are trying to steal XD). In the case of an objective, though, you can still be interrupted.
Active: Cannot target self, 2 Charges which it completely refills after 45 seconds. Target an Ally to remove all damage over time (DOT) and disabling effects. For 2 seconds after, the duration of disabling effects is reduced by 50%.
UPDATE FROM 2017-01-18: another option for the active artifact would be this:
1 Charge which it refills after taking 5 to 10 mercenary camps (normally and/or with bribe) in the bearer of this artifact' range. Bribe a Boss (if the map allows it. If not, spawn one randomly from a map who have one!). May God have mercy for your soul XD.
*Khalim's Flail:
Passive while this secondary ability is not on cooldown: The Bearer Steals 1% to 5% health (or max health?) of whoever he hit with an Auto-Attack.
Active: Self, 45 seconds cooldown. Steals 10% of the target's health (or max health?) with the first Auto-Attack and increases the Bearer's Attack Speed by 50% for 4 seconds.
Countered by Blinds (wink wink).


TO PEOPLE WHO THINKS THAT KHALIM'S HEART IS OP
Here is another option.
*Khalim's Heart:
Passive: Aura that can be automatically triggered twice every 45 seconds. remove all stuns, roots, silences, slows, and damage over time effects from yourself and an nearby ally. For 2 seconds after, the duration of stuns, roots, silences and slows is reduced by 50%.
Active: 1 Charge which it cannot be reused for 100 seconds. Refills by capturing a mercenary camp normally While an ally bears Khalim's Heart on him, the Presence of nearby enemy heroes on a capturing point is ignored to the Bearer and his nearby allies(which it means that, with that specific Unique Quest Item, You or an Ally who bears that artefact can take a boss or a mercenary camp regardless 3 enemy heroes are on that same point as you are trying to steal XD). In the case of an objective, though, you can still be interrupted.




Some people in the Battle.Net forums proposed that Cain could give some kind of "promotion (Promote)/buff" to Minions in an Area of Effect (AOE). It would work like Varian's Banners with a reasonnable cooldown. I don't know, even if I see Cain as a buffer/debuffer, if it would feel like Deckard Cain would do. I mean, yeah he does push your player-hero to make quests and search for artifacts in Diablo Universe, but to Minions? Heh, I don't know. And how could it work? By which intermediate (abilities, trait of artifacts)? If we really want him to do that, then how about that he buffs minions early game...indirectly, in some way. I don't know how, but some way...I don't feel that idea yet though.

UPDATE FROM 2017-01-19:

THE PATH OF THE ELDER or THE PATH OF THE BODY / THE AGE:

Ally structures and allied minions and mercenaries take 10-30% less damage from any attacking hero (30 Physical and 30 Spell Armor to mercenaries, minions and ally structures), recharge ammo slightly faster and hits 5 to 10% faster as long as they are within Cain's Presence range (which is his trait). Also works when Deckard Cain is hidden. (WEAKNESS: just make Cain get outpositionned or force him to leave the lane and he's useless again in the laning phase :). And it's pretty simple with his poor health pool lol! )




TO RESUME, THERE IS THREE (3) PATH OPTIONS AT LEVEL 1. MAKE THE ONE YOU THINK IT'S BEST FOR YOUR TEAM'S SUCCESS!

Secondary Skin proposals


LEAH

(because she and Deckard Cain have done artifact hunting together and search for lore that would help them piece together the Prophecy of the End of Days. She also had some horadric knowledge. She is considered as a scholar too. Heroes of the Storm needs more female protagonists. She had participated in company of Cain temporarly in The First Ones).

"The First Ones were a group of scholars brought together by Garreth Rau. Originally intent on emulating the Horadrim, the group was splintered by corruption, but was able to come into its own." Source: http://diablo.wikia.com/wiki/First_Ones




Young/Child Cain (That would be related to the NARNIA reference with the special mount skin release pack). (no worries people, our Cain won't die THAT easly. Even so, Cain always looked older than his age from the very beginning of his existence, so he won't really look like a mere child.) UPDATE FROM 2017-01-18




CORRUPTED CAIN
(a somewhat "Antechrist", or like many HOTS diablo franchises' skins, the opposite of the good Deckard Cain we so Know about).




Diadra the Scholar (Diablo 3)








Abd al-Hazir (Diablo 3)





Lorath Nahr (Diablo 3 Newly reformed Horadrim)








Original Zoltun Kulle (Diablo 3 founder of the Horadrim, but it would be BEFORE he got corrupted from Power by the black Soulstone)[/color]





Someone in HeroesFire proposed a Protoss Preserver as a secondary skin related to another universe than Diablo. In my opinion, I would like to see that one day, but not at Deckard Cain's release (it may be too much work for a single hero, and I don't think that it would be as efficient (from a marketing point of view) as making a secondary skin of another wanted character that fit in Cain's concept, like Leah, for example, or Lorath Nahr)





MASTER CAIN: Keeps Soulstones with captured Prime Evils in it on him (could be used as a lantern?). Has many horadric artifacts on him who shine brillantly (by their rarity) and always as much scrolls and satchels of scrolls as he already have. More cleaned than usual. And how about that he becomes THE WHITE WANDERER (which it could be a reference to the Dark Wanderer from Diablo 1 and Diablo 2)? He should still keep a modest outfit though I think. He's not a rich old man, but a wise old man, a town Elder, a lorekeeper, a lord of secrets and an artifact hunter. Don't forget that.

Hero base stats (for a general idea)

FIRST IDEA

Base Stats
Health 750 to 950 (such a frail old scholar...), but more likely 950
Health Regen 20.00 (reason: his persistence and resilience for two consecutive games in a row, for rotten in a public cage in the middle of Tristram for days, for eating and surviving a Meteor in D3 without too many achiness in the end and to have enough endurance, even when Death approaches his life, to repair Tyrael's El-Druin sword. He's one of a hell MLG Grandpa, don't you think?)
Energy 0
Energy Regen 0
Speed 4.2
Attack Speed 1.25
Attack Range Melee
Attack Damage 71 (As you can see, Deckard Cain badly lacks of AOEs, of wave-clearing abilities and of solo damage output, which it can gives to his team a real pain at the early and the laning phase of the game. To balance that, I would suggest as a Talent option (and by sacrificing the buffs/debuffs that you could give to allies/indirectly enemies with Identify Items talents) that Deckard Cain's basic attacks could give a splash damage (it could be animated just by sweeping his staff all-over the place) and it knockbacks enemy heroes (sort of a Gandalf in Lord of the Rings things :P. The animation could be that Cain uses his horadric staff that create a wind (Lorenado?) or a wave of some sort that pushes back enemy heroes.)


Stats per level
Max Health 4
Health Regen 4
Ranged Damage 0
Splash Damage 0
Max Energy 0
Energy Regen 0


SECOND IDEA

Base Stats
Health 1030
Health Regen 81.00 to 84.00 (You will understand if you look at SECOND IDEA -

Release Mount proposals


A CARAVAN!!!!!!! (like the ones in Diablo's Universe);

A goofier one could be mounting hirelings or Escorts (like if you where mounting a Treasure Goblin) and these hirelings could be a rogue, a spearman and an Iron Wolf;

UPDATE FROM 2017-01-18
IF WE KEEP THE SECRET PASSAGEWAYS AS A MOUNT:
The Wardrobe from NARNIA!

How could and does an Item generator system works in Heroes of the Storm?

UNIDENTIFIED ITEMS:


Inspired by Gazlowe's Talent REDUCE REUSE RECYCLE (can be find here: http://heroesofthestorm.gamepedia.com/Gazlowe ) and his SALVAGER Trait and it Works the same way. AS SIMPLE AS THAT!

That means that each minions killed, each mercenaries (or just the camps), each Heroes (allies and enemies), each destroyed structures and each objectives captured will grant a possibility / a chance to find on the ground an Unidentified Item.
These Unidentified Items can be keep on your character as long as you have enough space in your secondary abilities section (numkeys 1;2;3;4;5 etc.) or in a Satchel or a bag that Blizzard could create specifically for this purpose. They're the developpers after all XD.

These Unidentified Items do and give NOTHING by themselves (unless Cain's got a talent which it gives them buffs to the Bearer after identifying them with IDENTIFY ITEMS). They're just there to fill your "inventory" (which it could easly be for me your secondary ability section).

But what is SPECIAL with them is when you give them to Deckard Cain (or he comes to you) so that these Unidentified Items could be identified. Cain will grant you 5% of cooldown reduction of your abilities PER IDENTIFIED ITEM, up to a total of 20% (or the maximum could be as big as you can fill your numkeys with them??? Oh, I think that would be too Over Powered XD. NEVERMIND) for 5 seconds, and this "buff" triggers only when you use an ability.

After the triggering effect is done, the Identified Items are consumed and vanishes from your NumKeys slots, which it gives you more space to pick new ones up!

And because that Cain would be in your team, only your team can pick up and see Unidentified Items (like Butcher's Meat). But this is only for these ordinary Items. LET'S TALK NOW OF THE UNIQUE QUEST ITEMS!!!!





UNIQUE QUEST ITEMS:



Unique Quest Items are, like their name says, Unique and specific Artefacts that Deckard Cain obtains after completing with his team one of the two proposed Quests that can be found in his talentkit (THE SEVEN TOMBS or KHALIM'S WILL). It works the same way as Unidentified Items, but they have POWERFUL PASSIVE AND ACTIVE EFFECTS, they are NOTICEABLE / REVEALED TO EVERYONE NEARBY (even to the enemy team) and THEY DROPS ON THE GROUND WHEN YOU DIE AS THE BEARER. They stay on the ground where you died as long as your team don't pick them up or as long as the game does not end. Enemy team cannot pick them up.

What it's so GORGEOUS about them is the fact that these unique secondary abilities of Cain CAN INDIVIDUALY BEEN PICKED UP OR GIVEN TO A NEARBY ALLY (who have space to keep them on him) and vice-versa. This means that you can have an artifact (which replaces for Cain the normal Secondary Ability System) with Powerful and Unique skills that CAN BE USED BY WHOEVER FRIEND OF YOURS BEARS THAT ARTIFACT!

These Unique Quest Items are listed here and it's just a copy-paste of what was mentioned earlier in the TALENTS section:

*The Horadric Malus:
Passive/aura given to all nearby allies while this secondary ability is not on cooldown: 150% more damage to Minions and Summons.
Active: 120 seconds cooldown. Double the cooldown reduction given of IDENTIFY ITEMS or the One who bears this artefact gain a cooldown reduction of his abilities by 50% for 5 seconds.
*The Horadric Scroll:
Within a medium radius, 80 seconds cooldown. Reveal and disables enemies Capturing points (mercenary camps, bosses, fountains, for example) for 1.5 seconds.
*The Horadric Cube:
Passive: Each 3 gathered regen globes grant one Charge of Greater regen globe, which it doubles the regen and the valor (for the ones who have Regen Master's quest, for example) given of the globe by 3 once activated.
Active: holds 3 Charges (maximum capacity). Within a radius, grants to all allies a Greater Regen Globe, which heals and gives twice more mana than a normal one.
*The Horadric Staff:
Passive/aura given to all nearby allies while this secondary ability is not on cooldown: gives 10% all resistance and 35% reduced DOT recieved and duration (sort of a long duration Cleanse, but not cleansing).
Active: mid-range, 180 seconds cooldown. The Horadric Staff floats on mid-air and, after a short delay, launch a pure blinding beam on a thin straight line, which it deals 2150 damage (851 + 4% per level) to structures (only), destroys all shields and blinds/disables enemy structures and heroes for 3 seconds.

*Khalim's Eye:
Passive: Aura Reveal and disable enemy heroes from capturing a nearby point (fountain, mercenary camp, objective, boss).
*Khalim's Brain:
Passive: Aura Allies nearby the Bearer grants Unstoppable after a delay. The Bearer is not Unstoppable.
*Khalim's Heart:
Passive: Aura while this secondary ability is not on cooldown While an ally bears Khalim's Heart on him, the Presence of nearby enemy heroes on a capturing point is ignored (which it means that, with that specific Unique Quest Item, You or an Ally who bears that artefact can take a boss or a mercenary camp regardless 3 enemy heroes are on that same point as you are trying to steal XD). In the case of an objective, though, you can still be interrupted.
Active: Cannot target self, 2 Charges which it completely refills after 45 seconds. Target an Ally to remove all damage over time (DOT) and disabling effects. For 2 seconds after, the duration of disabling effects is reduced by 50%.
*Khalim's Flail:
Passive while this secondary ability is not on cooldown: The Bearer Steals 1% to 5% health (or max health?) of whoever he hit with an Auto-Attack.
Active: Self, 45 seconds cooldown. Steals 10% of the target's health (or max health?) with the first Auto-Attack and increases the Bearer's Attack Speed by 50% for 4 seconds.
Countered by Blinds (wink wink).





So people, what do you think about this? :P

How does Secret passageways (Special Mount) works?

EXACTLY LIKE DEHAKA'S BRUSHSTALKER (Z), Only for Deckard Cain's uses, GLOBAL RANGE (without the need of vision to use them). Could be already intergrated in maps, or to keep it simple to be activated like Dehaka's Brushstalker (Z). These passages would be invisible to the enemy team . It could also need a short channel before it opens (.75 to 1.5 seconds).

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1
[-]
Tarurb (2) | January 18, 2017 10:09pm
MAJOR UPDATE ADDED IN THE CONCEPT FROM 2017-01-18!!!! GO CHECK IT OUT PEOPLE!

Beg me pardon if I don't quote all the sources and the ideas I gathered. I try to do it as concise as possible, but sometimes I forgot to name some of them. I'll try to compel in this post, but it will take some time, so bare with me people!

here's one I have forgotten when I updated this week:
http://www.heroesfire.com/hots/concept/deckard-cain-6158#comment-21986
1
[-]
Tarurb (2) | December 28, 2016 11:31am
http://eu.battle.net/d3/en/blog/20407578

"Blizzard Celebrates 20 Years of Diablo
Blizzard Entertainment 28/12/2016

Heroes of the Storm:

The battle for the High Heavens continues, and a new Diablo-themed portrait is up for grabs! Can you emerge victorious on this hectic new brawl map?"

There is always hope!
1
[-]
IlikeItFunny (6) | December 8, 2016 12:56pm
Quoted:
could be the movement speed of Brightwing or less


Brightwing has the same movementspeed as any other hero without mount. Except Lunara and the lost vikings.
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Tarurb (2) | December 8, 2016 2:36pm
That's what I am saying. Average movement speed would be 4.3984 if we look here (http://heroesofthestorm.gamepedia.com/Brightwing), or it could be less or it appears so (like Leoric's slow walk animation).
1
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Tarurb (2) | December 6, 2016 9:42am
Here is a fair Resume of what happened in Diablo, and it's told by Deckard Cain.
http://pwncastdailyquest.com/aldiabolos-lord-of-terror-from-the-burning-hells/
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[-]
Leidiriv (14) | December 5, 2016 11:00am
Please don't have ither major Diablo characters as skins :(
1
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Tarurb (2) | January 19, 2017 4:24pm
Damian from Battle.Net Forums propose some skins for Cain that may interest you here: https://us.battle.net/forums/en/heroes/topic/20752496485?page=1#post-3
1
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Tarurb (2) | December 5, 2016 11:07am
Sure (but they are not all major Diablo characters btw :P)! I'm not enough aknowledged of the other franchises Universes to share secondary skins ideas related to them, so I need help of you guys and girls for that!

Yeah, I'm such a ignorant of Warcraft, Starcraft and Overwatch universes. All I know, I think, is Diablo's universe and lore because that is my hobby and my major topic to study since I played these games. Share me some ideas, help me, us (the Community), please XD.
1
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Leidiriv (14) | December 5, 2016 12:20pm
The majority of them may not be major Diablo characters, but I say it doesn't do justice to the other established characters to shoehorn them into Deckard Cain's kit. Personally, I feel as thought it is better to have no skins for a hero than skins that step on the toes of other potential concepts. I don't really have any ideas for a Deckard Cain skin, aside from maybe a Protoss Preserver (they're basically living history books) skin, but that might be a bit of a stretch. Hope this helps!
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Tarurb (2) | December 4, 2016 11:42am
Look what I found here! http://diablo.wikia.com/wiki/First_Ones

Under "Light and Darkness" section:

"Word of this new group of Horadrim spread throughout Khanduras. The word was that these Horadrim were preparing to summon something terrible into the mortal world. Rumors spread to both Caldeum and Kurast, and the term "Horadrim" took on a negative connotation. Word of this reached Cain's ears and, along with his new ward Leah, set out to find them. The monk Mikulov tracked him, as he reckoned that the best way to find these Horadrim was to follow Cain to them. The trio came to work together, and found the group, where its current leader narrated their history. Cain was the one the texts had prophecized, but he was not sure what to make of the situation before him. Still, he did what he could, correcting their misconceptions about transmutation, illusion, and prophecy.

Rau possessed the body of Egil and absconded with Leah. The events cost Egil his life, and the group came under attack by khazra, fallen ones, undead, and corrupted townsfolk of Gea Kul. It was the straw that broke the group's back, Cain included, for a time. But he was able to rally the group and infiltrate the tower, defeating Rau, rescuing Leah, and causing the tower to slide into the sea. With the tower's destruction, the darkness that had plagued Gea Kul began to lift.

Cain and Leah thus departed, content to leave the group to its own devices, confident that it could leave others into the light.[1]"

I think that can justifies to have a cloaking system for Cain. How could this old man has saved Leah from this terrible tower without that capacity of being incognito? Even with a group of people, he is still a scholar, right? His knowledge helped him and his friends to save Leah! What do you think?
1
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Tarurb (2) | December 3, 2016 12:15pm
Here you can find some insights of who are the Horadrims: http://diablo.wikia.com/wiki/Horadric

Also, I just have learned that Tal Rasha was one of the founder of this mage Brotherhood. This means that, maybe, just maybe, as a secondary skin we could put a corrupted Cain instead of a corrupted Tal Rasha (who became Baal after Act 2 ending cinematic).
1
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Tarurb (2) | December 2, 2016 1:03pm
Here is what Blizzard did for April's Fool 2009 year:
http://www.diablowiki.net/The_Archivist_(april_fools)

There is so much content we can gather around and from Cain that it can help us (and others) to bring inspiration!
The materials to make Cain are right in front of our eyes! It's just there, look at it XD. WE CAN DO IT! JUST DO IT NOW LOL.
1
[-]
Tarurb (2) | November 28, 2016 9:32pm
Here is some lore for you people!

https://www.youtube.com/watch?v=_8VbToj-IMA
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Tarurb (2) | November 26, 2016 7:03pm
Hey IT'S SO AWESOME! A topic has very close ideas of mine about how we see Deckard Cain: http://us.battle.net/forums/en/heroes/topic/20752045397?page=3

From ChuckMorris
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[-]
IlikeItFunny (6) | November 26, 2016 8:22am
Too much randomness. So much randomness dont belongs into the nexus.
1
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Tarurb (2) | November 26, 2016 8:53am
Please precise the randomness you talk about. I'm blind right now and I need your wisdom!
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IlikeItFunny (6) | November 26, 2016 4:53pm
Quoted:


• Marked Boss: 25% chance to generate Item
• Marked Merc camp: 16% chance to generate Item
• Marked Minion Wave: 8% chance to generate Item
• Marked Structure: 5%-60% chance to generate Items. Noticeable Mana and shield generator (within a Radius)
• Marked Objective: noticeable Mana and shield generator (within a Radius). Gives an Item if captured.
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