Gabriel Tosh (Wip 65%) by beargeist

0 Votes
Rating Pending

Gabriel Tosh (Wip 65%)

By: beargeist
Last Updated: Jan 5, 2019
Quick Share

Gabriel Tosh (Wip 65%)

Spectre

HP: 1650
Resource: 0/3 energy stored
Shell count 0/2
Bottom left UI shows energy count 1/3, and cloud shell count 1/2 - for currently active energy pt

Range: 5 ranged
Dps: 130
Atk/spd: 0.91
__________________
AGR-28 gauss rifle, is a modified AGR-14. Slightly less range and slower fire rate, but has a greater impact.

Combat Trait

1
Psi Cloaking Module (D)
Cooldown: 15s
Duration 14s, deployment range 3.5
Radius equal to Pheonix-KT

The Module grants Tosh stealth after hes been out of combat for 2s. Stealth lasts for 2s after leaving module radius.

Re-activate: 1 charge, cannot cast during deployment/deactivation. Instantly grants stealth that is unreveal-able for the first 1s, and 30% movement speed decaying over 2s.

radius deployment delay of 1s at the beginning of its duration, 1s deactivation time after its duration. Prevents any overlap between Module devices, and misuse of a new cast when the intent is a last second re-activation.

Leaving the module radius resets the stealth delay. The module itself has reduced unit vision and does not see over terrain.
Note: Zera and nova are on a 3s base timer, nova can go down to 1s

Primary Abilities

1
Mind Lash (Q)
Cooldown: 8s
Range 5, Channel time 0.8s
Radius equal to Psi storm
Channeling does not break stealth, end of the channel breaks stealth.


Channel a small AoE storm for 0.8s that pulses rapidly at a target location, dealing a potential 4 ticks of 37 dmg each. when the channeling ends, the storm explodes dealing 150 dmg. If the channel is interrupted the explosion occurs immediately.

Every tick of storm that deals hero dmg, increases the explosion's dmg by 25%
(up to 100% bonus, tick every 0.2s for 0.8s)

the Storm radius could be about 20-25% smaller then the explosion, to make the stacking process more meaningful.
2/3rds of the dmg is hidden in the storm (37x4 = 148) + potential 150 bonus dmg. 148 + 150 + 150.
2
Cloudburst Shell (W)
Cooldown: 0.5s
Consumes 1 energy per use, can queue multiple energy points
starting a queue resets basic attack delay

Tosh focuses his Psi energy to empower his next 2 basic attacks, dealing 40% bonus dmg as ability dmg.
A second shell occurs 50% faster, when fired immediately after the first.

While in Module range, Cloudburst shells reduces the current stealth delay by 0.5s.

Note: reset basic attack delay, is not basic attack refresh. Queuing multiple pts avoids untimely resets.
Attack Delay reset cannot interrupt a double tapped shell. as a single shell counts as a "queue"
3
Crystalline Bank (E)
Cooldown: 8s, recharge rate is 50% slower while outside of Module radius.
Can only be activated in module radius

Restores Tosh's Energy to Max and grants him 2 stacks of Crystalline Recovery. maximum of 2 stacks

Crystalline recovery: Grants 8(+4%) life Regen per stack. Stacks break when taking ability dmg, Only 1 stack can break every 2.5s. two separate instances of dmg at least 2.5s apart, is required to break both stacks.

Secondary Abilities

1
Clear Shells (1)
Clears Cloud Energy/shell Queue. Resets basic attack delay.
Will not clear a single loaded shell 1/2, does not reset attack delay while a loaded shell remains

Heroic Abilities

1
Consumption (R1)
Cooldown: 25s

Tosh is Granted unstoppable for 0.75s, 720 hp as healing, and is Shrouded in lightning for 3 seconds.

The lightning strikes a nearby heroic target for 60 damage every 0.25 seconds. Every bolt that does not deal dmg to an enemy hero, deals dmg to Tosh.
The lightning dmg output is equal to the upfront healing. (3 / 0.25 = 12 x 60 = 720)

The lightning shroud is the Molten Armor(E) mechanic from Imperius
2
Your Ability's Name
Cooldown: 30s

Play style & Notes

Play style



Giant killer, or any life percent based dmg is intentionally absent. This also means a majority of his dmg can be blocked, thou he has a fair split between physical and ability based dmg.
His cloud burst(W) gives him a rare capacity to output direct dmg, without relying on enemy health pool and armor bypass.

Knockback, roots and slows are also absent. Forcing him to rely on his team to control enemy front liners.
utilizing his decreased stealth delay, is his best defensive tool against frontliners and direct target

His threat to front liners is in his ability to punish indecision over a sustain period
Also his ability to counter comp certain follow up characters.



Mechanical Notes



Psi Module
the deployment delay/ deactivation prevents overlap, keeping the window between effects short and fair/controlled (flexible for dev adjustments). It also prevents a new cast of the module, when the intent is a last second Reactivate.

Resetting the stealth delay by exiting module range, means you must be in module radius to receive stealth.

Visuals: The Module's radius probably only needs visible to Tosh in a distinct way
solution #1. clicking on the module could reveal its area of effect to other players. It allows them to learn the distance, without having to see something that isn't so critical to the inch.
solution #2. could use two different visuals, a permanent more visible one for tosh. And a low visual aid for other players. Using Crystalline bank with status effect could then make it more visible to everyone.

Cloudburst shell's "doubletap"
The second shell does not have to be part of the same clip to gain atk/spd bonus, as long as another energy point is queued.

the double tap and atk delay reset, adds mechanical depth to the basic attack. it also keeps the pacing of crystalline relevant. allowing good players to constantly keep it off cooldown, when his shorter atk range is managed properly.

Blinds prevent shell consumption


Crystalline's recharge and restricted use features, force the player to commit position for poke. But the transfer of energy to tosh, allows him to chase/kite outside of the "committed" position.. Committing to a position is a central theme, and how greater use from the stealth update is leveraged.

using a slower recharge rate effect, instead of a faster recharge rate, gives the player more consistent timings when the power is most relevant

Talents

If the blast hits two heroic targets the storm persists for an additional 1.25s.

Hitting two heroic targets with the storm increases the blasts dmg by 50%

targets hit by the blast deal 25% less dmg to tosh for 4s.

cloud burst(W/Q) cloud burst splashes mind lash's storm



____________
Stalker module (active/passive) - the module sprouts legs and crawls towards tosh.
While outside of module radius, Psi cloaking module's cooldown recharge is 50% faster.
____


Shell (W) - cloud burst splashes for its ability dmg when the primary target is heroic.

Bank (W) - Refreshes mind lash cooldown

Mind lash (Q) - reduces ability armor by 20 for 4s



_____________
Talents

T1

Portable Crystalline (E) - Bank can grant energy outside of module radius.
!quest: 0/25, heroic hits with cloud burst. Reward: recharge slow is reduced to 35%. -15%
!quest: this quest can be repeated once (reduced to 20%)

Mind Blast (Q) - Hitting two heroic targets with mind lash's blast grants an energy point.
!quest: 0/8, fully charge Mind lash's bonus dmg. Reward: fully charging mind lash grants 1 energy point.

Slide trigger (W/passive) - Gain an energy point every 10s while remaining in combat, basic attacks vs heroes reduce the effect timer by 1s. effect trigger will pause at 0s while at fully energy
!quest: 0/18 successfully double tap Cloudburst. Reward: Cloudburst can triple tap.
must have energy queued. Fire a third shell at 50% attack speed, if done in succession


T2

Ghost (D) - Module gains a second reactivation charge. 2s delay between charges.

Operator (D) - Module reactivation removes roots, slows and silences. If it does not remove a root or a silence, the movement speed bonus does not decay.

Shade (W/passive) - Stealth grants 15% movement speed lasting for 1s after stealth is broken. Cloudburst reduces the current stealth delay by an additional 0.25s


T3
Equalizer (D) - Module grants Tosh 15 armor, but its radius is reduced by 15%.

Spectre Module (passive) - Tosh becomes "undetectable" by reveal status. The module has its unit vision increased by 50% and can see over terrain. Reveal area powers will still show him, but not prevent or break stealth. global auto target powers like mephisto's Consume souls won't have its dmg mitigated, just the reveal status = Detected Icon.

Still suited (E) - Crystalline bank grants a 3rd stack of crystalline recovery. Additionally each stack grants 10% amped healing.


T4
Consumption (R1)


T5 - att build


T6 - att build finisher


T7

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved