Dr. Boom by Nortin

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Dr. Boom

By: Nortin
Last Updated: Jul 30, 2020
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Dr. Boom

Mad Genius

Current version: 1.1


Dr. Boom is a ranged bruiser with a combination of durability and mobility. He utilizes a unique resource, and must choose between using his abilities sparingly to activate their powerful Omega effects or casting them more frequently to summon many dangerous Boom Bots. Dr. Boom also uses a Charge-based heroic ability available from level 1 that allows him to reposition himself on the map and gain a burst of power for a fight.

Cosmetic Notes:

Dr. Boom
Dr. Boom's base appearance is his iconic appearance, with plate armor and hood. He also has a jetpack equipped, similar to the one from his Blastmaster Boom card art in Hearthstone.

Additionally, while he has Shields active from his Blast Shield ability, his armor bulks up and deploys a mask, again matching the appearance of his Blastmaster Boom card art.

Finally, when Dr. Boom activates his Heroic ability, Boomship Deployment, he deploys in the mech he uses in the card art of Dr. Boom, Mad Genius.
Blastmaster Boom
Dr. Boom, Mad Genius


Statistics:
Health: 2,160 (+4% per level)
Regen: 4.50 (+4% per level)
Power: 150
Regen: 15.00
Atk Speed: 0.86 per second
Atk Range: 5.5 (standard ranged hero)
Damage: 118 (+4% per level)

Combat Trait

1
Boom Bots
Passive:
Whenever Dr. Boom casts a basic ability, he generates a Boom Bot at his current location. Boom Bots initially prioritize the last target damaged by Dr. Boom for 1 second, then wander toward the nearest enemy. Boom Bots have 156 (+4% per level) Health and a maximum duration of 8 seconds. Upon reaching an enemy, being destroyed, or expiring, they explode for 78 (+4% per level) damage in a small area.

Additionally, Dr. Boom uses a unique resource called Power, which regenerates faster than Mana but has a lower maximum and doesn’t scale. His basic abilities receive additional Omega effects when cast with full Power.

Finally, Dr. Boom’s heroic ability utilizes a Charge system and is available from level 1. Basic attacks generate 0.25% Charge, Boom Bots generate 0.5% Charge if they damage an enemy hero, and each basic ability generates Charge in its own way. Note - if you're confused, this mechanic is similar to how Tracer charges up Pulse Bomb and D.Va charges up Self-Destruct.

Primary Abilities

1
Zap Cannon
Cooldown: 2 seconds
Cost: 40 Power

Dr. Boom blasts a ray of destructive energy in a target direction after 0.25 seconds, dealing 128 (+4% per level) damage to the first enemy hit. Generates 0.5% Charge if it hits an enemy, increased to 1.5% if that enemy was a hero.

When cast with full Power, Zap Cannon’s Omega effect activates, piercing all enemies in its path. Generates Charge for every enemy hit, up to a maximum of 3%.
2
Blast Shield
Cooldown: 1 second
Cost: 30 Power

Dr. Boom deploys a protective barrier on his armor, gaining a Shield that absorbs 110 (+4% per level) damage over 3 seconds. When Blast Shield is recast, its duration is refreshed and the Shield values stack. Each cast of Blast Shield increases its cost by 10 Power, resetting once Dr. Boom reaches full Power again. Generates 0.25% Charge for every 60 (+4% per level) damage it absorbs.

When cast with full Power, Blast Shield’s Omega effect activates, increasing its initial Shield value to 330 (+4% per level) but doubling its Power cost and placing it on a 3 second cooldown. Upon being destroyed or expiring, the Shield detonates, dealing 135 (+4% per level) damage to all enemies in a large area around Dr. Boom and 55 (+4% per level) damage to Dr. Boom himself.
3
Jetpack Blast
Cooldown: 4 seconds
Cost: 60 Power

Dr. Boom fires up his jetpack and launches himself a medium distance in a target direction, dealing 92 (+4% per level) damage to all non-heroes in his path. Upon hitting a wall or an enemy hero, Dr. Boom is Stunned for 0.5 seconds by the recoil and causes an explosion in a medium area, dealing 92 (+4% per level) damage to all enemies within. Generates 1% Charge for every enemy hero damaged, up to 3%.

When cast with full Power, Jetpack Blast’s Omega effect activates, increasing the radius of its explosion by 50%, Stunning all affected enemies for 1 second, and increasing its travel speed by 100%.

Additionally, the Boom Bot generated by this ability appears at Dr. Boom’s final location, not his casting location.

Heroic Abilities

1
Boomship Deployment
Cooldown: N/A
Cost: 150 Power, 100% Charge

After a 3 second channel interrupted by damage, Dr. Boom retreats via jetpack to the Boomship. For 10 seconds, he can select any visible area on the map to deploy there in his battle mech with full Power after a 3 second delay, restoring 648 (+4% per level) Health to himself and dealing 78 (+4% per level) damage to all enemies in a small area around his landing location.

While in his battle mech, Dr. Boom gains 10 Armor, has 10% increased ability power, and all of his abilities activate their Omega effect regardless of his current Power. Also, his basic attack has its range reduced to melee and damage increased to 177 (+4% per level) per hit. After 12 seconds, Dr. Boom is forcefully ejected from his battle mech and it explodes, dealing 78 (+4% per level) damage to all enemies in a medium area around it. This final explosion also occurs if Dr. Boom dies during this time.

The Boomship remains above the location where it dropped Dr. Boom for 12 seconds afterward, offering aerial support based on his heroic talent choice.

Talents

Tier 1 | Level 1


Bloom Bots - Enemy heroes damaged by Boom Bots are marked for 4 seconds. Dr. Boom

Changelog

v1.1
-Minor balance changes
-Blast Shield's regular effect no longer has a hard cap (since it could already be surpassed by staggering ability casts)
-Micro-Squad Deployment talent now reduces the Physical Armor of enemies instead of all Armor, and this effect's magnitude is doubled

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Murraythehuman (2) | September 1, 2020 7:30am
As a firm supporter of Heroes of the Storm getting a Hearthstone rep, I'm always glad to see concepts like these. That said, while there are a lot of elements I really like here that form a great foundation for a Dr. Boom moveset, I feel like it needs another pass to iron out some of the kinks.

If you'd let me, I'd like to give an in-depth critique of this moveset, to suggest where I think it needs some improvements, and what those improvements might look like.
1
[-]
Nortin (2) | September 4, 2020 12:35am
Hey! If you're interested in leaving feedback I'd love to see it, I'm always happy to hear criticisms and such about my concepts :)
2
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Murraythehuman (2) | September 5, 2020 10:36pm
I'll note first and foremost that I generally don't judge characters based on how well they've implemented lore. I also tend not to look too deeply into talents, just because I'd rather the core kit design be perfected before thinking about those.

Sooo, the good:
Omega is an excellent mechanic. I'm always fond of mechanics that reward the player for not just 'going ham' and using their abilities the moment they come up, and I think this lets Dr. Boom play around getting the most value for each move, as well as letting Dr. Boom's abilities have a lot more individual power without overpowering him as a whole. The choice of 'which do I open with' becomes a big focus, as well as 'should I pop this now or wait 2 seconds to get even more value?' It's a really solid core mechanic for an energy-based character that opens up the door to a lot of interesting design.

The bad:
Tooooooo much text too much text too much text. You should always try to sum up things succinctly, and I think you have summarised these abilities into as few words as possible... but most of these abilities could easily be reduced down in complexity to something more straightforward. I partially want to point in the direction of Boomship Deployment as the reason why some of these abilities are a bit bloated, but I'll get to that after I go through the basic abilities.

One quick way to fix this problem would be to format Omega effects as just
"Omega: <effect>" or "Omega Bonus: <effect>"
Though that does come with the requirement that all Omega effects be as simple as possible.


Trait (D): Boom Bots
While I don't judge characters based on lore, it would be impossible to include Dr. Boom as a character without including some kind of explosive, and Boom Bots are a fair approach. That said, the dev team as been avoiding adding new summoners to the game due to their lopsided effectiveness and tendency towards boring gameplans. That mostly applies to summons who are auto-attack focused, but Boom Bots still represent a few issues.

Firstly, they're an element that Dr. Boom can't hope to take advantage of as a result of his own skills. He can mash abilities can get some 4-6 of them out onto the field, at which point all he can do is hope that no one kills them. They give him extra damage, but whether or not it pays off has nothing to do with the player controlling Boom, just the opponent. Then there's the issue with some characters (Valeera, Illidan, Artanis, Sonya) who have no way to avoid the damage because of the fact they explode on death, giving point-blank characters no counterplay.

I imagine this ability was largely designed as a sieging tool, but as it is, I feel it wouldn't be that fun to play as or against, either feeling completely unimpactful, too impactful, or just annoying when the Boom Bots absorb skillshots.

I don't really have a suggestion for this one, except maybe to rethink it into something activatable.


Q: Zap Cannon
This one definitely suffers from the Wordiness problem, but on top of that, it's also sort of useless when used outside of Omega. An piercing bonus is a perfectly natural fit for the Omega concept, but only if the base ability is already effective. Unfortunately, I think you put the horse before the carriage a bit with this ability, since its only real purpose seems to be for gaining energy, and that adds a significant amount of wordiness to the move. If it had a longer cooldown and a bigger effect, I think it'd be going in the right direction.

W: Blast Shield
I have mixed thoughts on this one because I actually really like the concept. Mash W to live... but don't mash it unecessarily or you'll waste all your energy. I had a similar concept for a Matt Horner moveset (only there he was a Support providing shields to the entire team). It also has natural synergy with Boom Bots, where, like Anub'arak, a low cooldown shield has the side effect of creating a summon.

On the other hand, it only takes 2 seconds to regain all the energy lost, meaning Boom can spam the Omega version with virtually no loss in shields. In turn you seem to have addressed this by having the Omega version add in some extra penalties, mitigating that potential issue. However, all of this simply adds more rules text to an ability already full of rules text, suggesting the ability might need to be rebuilt from the ground up.

I don't have any suggestions for this one, but I think if you found a simplified way to implement this, you could even justify the Omega effect being a second of Unstoppable.

E: Jetpack Blast
This one is probably the ability I have the least problem with. A lot of the extra text comes from a mix of flavor and the potentially unecessary self-stun. The Omega Effect is a good fit, bringing with it a big engage tool that can only be used so many times due to the need to be at full energy for it to work. It's why the Omega effect has such an interesting cadence. You can have a character with three exceptionally powerful basic abilities... but they only get to choose one, or they're forced to use them sparingly.

That said, this ability does have a bit of an issue visa-vis its cooldown and cost. Boom has a lot of low-cooldown abilities, and I think that's fairly logical for a non-mana character, as the tension should come more from managing resources, not cooldowns. But with that said, I think it's only helped to support the idea that Boom's abilities are largely only there to build energy for his Heroic.

Speaking of...

R: Boomship Deployment
I... don't care for this ability. The global movement part is fine. The support from above at level 10 is theroetically fine. The fact that Omega effects become enrergy-agonistic is fine (actually it's more than fine, a heroic or talent that gives you unlimited access to Omegas is a perfect fit). But making it a Tracer-like effect where it's available from the start but requires charging is something that I think has been more harm than good in terms of the cohesion of the moveset.

I don't think the move itself is bad, but I do think too much focus has been shifted onto the heroic rather than on the depth that the fascinating Omega mechanic could bring. It and Boom Bots are both things I think would be fine under the right conditions, but I don't think a chargable heroic is the right condition for this particular ability.


I probably forgot a lot of the things I meant to say along the way - there were a lot of things I wanted to tackle - but if I had to suggest one thing, I think it'd benefit Dr. Boom to be redesigned as a Tank, with his Omega abilities being his primary Playmaking and Playbreaking tools. A lot of tank abilities are really impactful by necessity, but that often leaves them with long cooldowns or the like. Omega as a concept lets you keep the really big moves that a Tank is wanting for, without sacrificing moment-to-moment ability usage.
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