Dual-stance Priest by Drygin_7

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Dual-stance Priest

By: Drygin_7
Last Updated: Dec 28, 2016
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Dual-stance Priest

Priest of Light and Shadow

Hi guys!

This is my preliminary concept for a Priest support based on a dual-stance mechanic. For those who don't know, a dual-stance character is a hero who changes dynamically between two sets of abilities, ussually trough an specific ability(much like Greymane) or a trait button. In other mobas, it's not rare to find a typical dual stance range-meele character (We have Greymane in HotS), or a shield-sword one, but it's rare to see a mage-healer with a dual stance design, and we also have that, compared to HotS supports/healers in other games work differently. There's a referent of a dual stance mage-healer in Smite though, the goddess Hel. It's important to remark that this hero concept is designed with the idea of being constantly switching through stances to minimize cooldown downtime, annd also because abilities from different stances are designed to synergize, so being able to play statically in one stance shoulndn't be specially viable and balance-wise, it should be discouraged, specially by the length of cds.

This concept is a bit more radical than Smite's Hel, though. It focuses on creating a hero with 2 independent kits on each instance (not same ability with different effect, like Smite's Hel). Abilities are all based on common WoW Priest spells, with some modifications to fit a sharper gameplay. Each stance is based mostly in an specific WoW spec (holy and Shadow). Although Wow fans might identify this concept as non truly canonic, the idea the of dual stance is there to offer a very active, interesting gameplay. This concept also leaves some room for a different Discipline Priest, since that spec ins't really represented here. Some might be thinking about a potential "multiclass", but devs specifically said in the last Q&A that creating a true multiclass support-assassin could be fairly problematic (and it's true, and potentially harder to balance with another "XML of death"). Instead, this concept focuses on creating a mage-healer type of support, with some particular design: without a true healing ultimate, relatively strong damage and some debuff stregth, much like Lili, but with only aggro ults. He should have various talent routes, with various passive talents, some actives, and some talents that focus on comboing abilities in either defensive or aggressive way(see below); with this, we can make a support that can build into defensive talents without plainly upgrading his heals, focusing the hero more on making an effective use of his abilities, or offering an aggressive talenting route, like Tyrande.

The idea behind this concept is to create an aggressive, combat-friendly and high-skill support, who is also fun to play and very impactful over the battle, constantly in action either switching stance or spamming abilities using them in rapid succession (W abilities are concieved to be spammy, both Es and Qs are designed to combo with themselves, which tells us that we are going to spam the D button). What's more, following some design patterns used with Auriel, a part of his healing will be tied to the combat performance of allies (Vampiric Touch) so he can be balanced as a more aggressive support by default. As you can see, his damage is and utility is meant to be relatively high if we also consider ultimates, since all 4 ults are fairly aggro-oriented with an AoE damage component(instead of sustained healing or burst super heals) and he can have 2 active ultimates!!!. This aspect should be balanced around cast or effect delays making them a bit harder to land and also not being bursty.

As I already mentioned, you can observe below that abilities share some design patterns and both Q and E of each stance are designed to combo with their counterpart of the other stance. At the same time, the W is kinda oriented at taking advantage of any of E mechancs. I'm going to explain this in a small scheme:
  • Q abilities in both stances are the "healer/defensive" abilities. Single target ally hero. Purify can be used to remove any DoT and most CC effects (a clear counter to Kael or Lunara for example), but has also an innate combo with the other Q by purging the reduced healing aspect from Shadow Mend. So a Q>D>Q is a good combo if you see a target potentially being initiated or trapped by a kael combo. Q talents should either buff the ability (longer unstoppale period, movement speed), reinforce some aspect of this combo or other synergies (For example a talent allows to invert the order, granting retroactive shadow mend purge, or increased heal from other abilities, etc) or even have aggressive uses (removing unstoppable from enemies with Purify).

  • W abilities in both stances are abilities are "aggrosupport" abilities. They can be used on allies to heal or empower them, or over enemies to deal damage to them. The nature of this abilities make them spammy, with relatively low CD and mana cost. They should be able to be talented in either way too. At the same time, both this abilities combo relatively well with either the slow or lifesteal effect from E abilities, healing yourself as you deal damage, or keeping enemies closer reducing the range limitations of W. Some talents should empower the combo aspect between W and E abilities. For example: Penance dealing bonus damage to enemies affected by Vampiric touch, Mind Sear healing additional numbers from enemies affected by either E, etc,.

  • E abilities in both stances are combat oriented abilities. Both are single target abilities with damamge + debuff used over enemies. They are designed to grant an advantage to allies but also yourself. Comboing them in rapid succession might be a good idea to isolate targets from teamfights and can be comboed in any order. E>D>E will effectively slow an enemy hero and will also grant general lifesteal (not only form basic attacks) to allies attackikng him (maybe with some range limitation) and also adding damage. This ability is also a good way to increase the focus over a peculiar target in the fight. Talents for it should be mostly aggressive, and grant combo advantages when used with both Ws.

Combat Trait

1
Stance switch
Switch your stance, allowing you to use spells from another type of magic. Spells have independent cds.

Self-silences while switching stance. It's unninterruptible, and doesn't dismount. Can still attack and perform any other action normally.

To balance the whole kit, this character might have an inbuilt passive that increases mana regen significantly after spending some time in one stance, so the spells have a relatively higher mana cost to prevent infinite cycle spam. This is mostly a balance suggestion, but the main idea is that it shouldn't enforce to be conservative with switches.

Primary Abilities

1
(Q) Purify
Removes most negative effects from any ally hero, including yourself.

Works like cleanse, but doesn't grant unstoppable to the target; maybe a very brief period (0.25, equal to animation duration) so it's a critical-timing mini-cleanse, but at the same time, useless against most continous CC mosh or malf roots for example.

Removes "damage" caused by Shadowmend, DoT, stuns and so.

Some talents to grant retroactive Shadowmend purge, Stun prevention, or heal increase from other abilities for example.
2
(W) Penance
Basic, spameable single target nuke that can be used to deal damage to enemies or to heal allies.

Short CD, numerical value and relatively short range.
3
(E) Holy word: Chastise
Causes burst damage to an enemy hero and slows him. The slow effect increases gradually. The slow effect is pretty high. Might add other potential cc, like rooting if you channel mind sear for X amount of time over a marked target, and other ability synergies.

Longer CD and higher mana cost.

Secondary Abilities

1
(Q) Shadow Mend
Big burst heal, but causes the ally to take some damage (25-50% of the total heal ammount) for 4-5s, so the total heal is inferior.

The damage/HP removal part can be purged by Purify. (It's intended)
2
(W) Mind Sear
Channeled spell that creates a damaging aura that emanates from the target, damaging all enemies around the target. Can be used on both allies and enemies. Enemies affected by it also take the damage (or maybe reduced damage).

Relatively cheap on mana and with good range. Has a small activation cost and a continous mana cost.

Talents can make it heal via damage inflicted or adding base heal, also some debuffs or defensive buffs for allies.
3
(E) Vampiric touch
Applies a debuff onto an enemy hero, dealing X damage over time to him for 8s. Damage might be %HP based.

Allies that attack that hero in a set range (has a visual AOE indicator) will heal for 25% of all the damage dealt to that hero (both basic attacks and abilities).

Heroic Abilities

1
Holy 1 - Shining Force.
Creates a burst of light around a friendly target, knocking away nearby enemies and slowing them.

Might add another defensive effect, like heal or movement speed.

Synergistic with meele heroes without mobilty.
2
Holy R2 - Halo / holy nova
Creates an expanding ring of Holy light around you, healing allies and damaging enemies, maybe as a periodical effect.

The expanding effect is pretty noticeable and takes some time, but the AoE is decent.
3
Shadow R1 - Shadow word: pain
Creates a blast of shadow energy that explodes after a delay, causing damage to all enemies inside. Affected enemies recieve reduced healing and take some additional % HP damage for 4s.
4
VoidForm (Void eruption)
Enter in a Voidform for 15s.

When in Voidform, you can't switch stance or cancel Voidform, but you can use all Shadowspells. Spells cost no mana and they generate insanity, which increases your mana regen and movement speed.

Upon morphing, Voidform button is replaced by the Void Bolt ability, which is a simple, spammeable nuke with small AoE and relatively slow travel time but decent damage.

Might add other bonuses.

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