Horace Warfield was a general for Emperor Mengsk and the leader of the core Dominion forces. He lead the charge in conjunction with Raynor's Raiders to assault the heart of the Zerg's forces on Char, and managed to use the Xel'naga Keystone to remove Kerrigan's infestation. He would then remain on Char to burn away remaining Zerg forces until his defeat at the hands of the newly infested Kerrigan.
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Warfield is another ranged Terran warrior, set up in a Maurauder suit. With no sustain or reliable mobility he has to have excellent positioning, but unlike Blaze he has fully-fledged ranged attacks and highly potent soft-cc. With a decent amount of ranged engage and being very slippery he can be very difficult to handle for the enemy team, but can be weak to dedicated focus and is not very strong on his own. He works well into cc-heavy teams and can supplement a poke or pick composition well but is weaker against ultra-long range or very heavy dive.
Deploy is a unique mount that replaces the standard mount, allowing you to jump to any visible location on the map for near-instant reinforcement similar to Dehaka, but also has a very low cooldown and can be used whenever it's ready. The price is that you have to either respawn or Hearthstone to use it, and when using the Hearthstone, yeah, you can move around a bit while doing so, but it takes 7s instead of 6 to do so and can still be cancelled by taking damage or trying to take any other action. Unyielding is literally Relentless as a passive. Being able to shrug off nearly all forms of crowd control in half the time makes him far better at soaking up potent crowd control effects for your team, gives him much more leeway for repositioning, and makes the rest of his kit far more useful. Bear in mind that it has no effect on silence or Stasis effects.
Hellstorm Battery is both your biggest damage and primary mobility skill. Passively you fire a missile at an enemy within attack range periodically, dealing a small amount of poke damage and letting you take a step slightly faster. Upon activation you fire a storm of missiles at many nearby enemies, dealing decent damage and guaranteeing the movement speed boost for longer, but disables the passive movespeed. This is a very useful tool for chasing down enemies and with the active has a sizeable amount of AoE damage. Concussive Shells is an exceptionally powerful slow that could nearly be called a root, and although it doesn't disable enemy spells or attacks it can still trap them in place, especially if you burn all 3 charges of it. One key point is that it does not reset your basic attack, so with your cripplingly slow basic attack timer enemies still have about half a second to run, but with good aim you can heavily disrupt their movement. Flashbang is a skillshot with a very short interrupt but a longer vision blinding effect, which only hits heroes and effectively disables their ranged attacks for a decent amount of time. It only hits one target and does not prevent their movement, so it should be used in conjunction with your other abilities.
Nano-Healing (needs a better name) is your only form of self-sustain, providing you with an immense amount of healing over a long duration. The raw healing numbers can almost bring you to full health from 0 over the full duration, but if you're mid-combat then being at low health will heal you for essentially your full health bar over the duration. Unfortunately enemies can burn you down with heavy focus, the ability is rather pathetic if used at higher health, and the cooldown is very high, so be vary careful with it. Meanwhile Unstoppable Army makes your army Unstoppable, simple as that. The base effect might seem like a weaker Sanctification, but when it can be used instantaneously, while disabled, and does not require allies to stand in a circle, it has plenty of uses.
When it comes to talent selections there are many unique options. Level 1 decides how you want to handle enemy crowd control, whether you want to deal damage if you get chain-cc'd, become more resistant, or just have a hard resilience to soft cc. Level 4 is a weird tier, with Hot Landing making Deploy into more of an offensive tool to support allies with, Signal Flare allowing for around 3s of cdr on Flashbang, and Missile Flurry letting you hit every enemy hero with max missiles in a teamfight. At level 7 you can greatly increase your burst damage with Punisher Grenades, become able to cc 2 heroes at once preventing them from blocking, or gaining a great deal of raw damage output when shooting from a bush or hitting a blinded enemy. At 13, Scanner Sweep lets you scout but also lets you land Deploy anywhere on the map! Level 16 is a powerful but standard tier, letting you increase your cc, mobility, or damage. And at 20, they're all good choices but Dominion Tech is the funny one, letting you become tankier as long as you stay in combat.
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HEALTH: 2178 + 4%lvl
REGEN: 4.57 + 4%lvl
DAMAGE: 133 + 4%lvl
ATTACK SPEED: .77 per second
RANGE: 5.5
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