medium hp- 1900
medium aa- 90 damage in an aoe. 5.5 range. 1.11 aa speed.
Combat Trait
1
Catalyst
After using a basic ability, your aa have a special effect for the next 4 secodns (they do not stack):
Healing Spray => healing flask: aa vs enemy heroes heal you and nearby heroes for 40 hp.
Chemical Rage => ogre rage: aa become melee and increase damage by 100%.
Acid Bomb => explosive flask: aa slows all targets in an aoe by 30% for 1.5 sec.
only one can be active
Possible talents:
- ogre rage: every 3rd aa stuns all targets for 0.75 seconds. (same level)
- explosive flask: also reduces target's damage by 30%. (same level)
- healing flask: you heal for 50% more (60 per aa). (same level)
- increase aa speed by 20% for the duration.
- Active to gain all 3 bonuses for the next 8 secodns. 40 sec cd. and maybe even gain all 3 Catalyst talents.
Primary Abilities
1
Healing Spray
Sprays 3 waves of healing mist over ~2.5 secodns that heals units in a target area for 140 each.
7 sec cd.
50 mana.
Possible talents:
- each successive hit heals for 10% more. heroes healed by all 3 waves are gain 100 shield
- active to make your next healing spray remove stun roots slow and silence with every wave. 60 sec cd, aa reduce cd by 0.5 sec per hero hit.
- reduce healing spray cd by 0.5 sec per enemy hero hit with aa.
2
Chemical Rage
The Alchemist causes his Ogre to enter a chemically induced rage, increasing movement speed by 25% for you and all nearby allies decaying over 3 seconds.
12 sec cd.
60 mana.
Possible talents:
- increase movement speed bonus to 40% for the first second.
- grant aa speed
- you gain 25 armor.
3
Acid Bomb
Hurls a flask of acid at a target aoe. The flask breaks upon impact, splashing a powerful acid that remains in the aoe for 4 seconds that damages enemies for 50 per seconds and reduce their physical armor by 5 every 0.5 second for 2 seconds stacks up to 5 times (25 armor reduction).
10 sec cd.
50 mana.
Possible talents:
- targets with 5 stacks takes additional damage from your attacks.
- heal for 10 hp every second per active stack.
-
Secondary Abilities
1
bribe (heroic)
Use 5 stacks to bribe a Mercenary, instantly defeating them. Does not work on Bosses. Maximum of 20 stacks. If a camp is defeated entirely with Transmute, the camp respawns 50% faster.
Heroic Abilities
1
transmute
turn the skin of targeted friendly hero into gold. granting them 50 armor for 4 seconds. for every 2% hp they lose gain a stack of bribe (use with 1)
another option:
grant the target ~800 shield for 4 secodns, each 5% of shield lost grant a stack of bribe.
60 sec cd.
70 mana.
reduce cd to 30 sec.
2
ogre slam
your ogre strikes enemies in targeted direction, dealing damage and knocking them back.
15 sec cd.
hitting an enemy hero reduce all basic abilities cd by 50%.
The idea of a hero's trait being one of AA augmentation is one I love (I used it for a character moveset in a Nintendo-based MOBA once), and perfectly fits into the kind of good hero design that encourages players to think about what move they use and when, rather than just going ham on abilities.
That said, I'd like to make a few suggestions, as there are spots in this moveset that I feel are in need of tuning to properly make for a fully cohesive character.
I generally either take an approach towards lore faithfulness where "it's nice, but it should take a back seat to making something that's fun and/or unique", so in terms of lore, I'm most likely going to go against it.
But anyway... when I first looked at this, the class was identified as a Bruiser, and I had a whole thing about how the moveset was clearly more Healer or maybe even Tank inspired, but since that's fixed, I'll have to focus elsewhere.
Trait (D): I think including a cooldown on this ability is unnecessary. I think just the fact that you can only have one ability active at a time is plenty interesting, and has a good amount of skill expression. A good player will decide when and where it's appropriate to leave one effect on for its full duration, and when it's appropriate to cycle through the three of them rapidly.
Q: My only issue with this one is that trying to catch someone in the AoE of your basic attacks is not a fun mechanic. Personally I would suggest just having the AA bonus be self-healing (since all healers should have some way to top themselves up). It lets you heal a distant ally while you worry about your own safety, and it means you could also add a talent that lets you share some of your self-healing to nearby allies, which is much less cumbersome for the player since they don't have to worry about their allies not positioning between them and their opponent.
W: This is mostly fine, a little speed boost on a healer is a fine tool... but I think this one goes well beyond a 'little' speed boost. 25% for 4 seconds is ludicrously high, even with the drawback. Lucio has 30% for 3 seconds, and that's also a problem, since it leads to a limit on what else Lucio can do. I'd personally recommend that the boost decay, though I'm really not sure what the numbers should be, just because free teamwide movement speed is just such a powerful ability.
E: This one's fine, though I think a healer isn't an appropriate place for physical armor reduction, at least baseline. I'd argue that turning both the AoE and the auto attacks into a stacking slow effect would be the best call.
When it comes to heroics, I don't mind Transmute, but I definitely think that getting bribes from it, while flavorful, is a fairly unusual thing for a heroic to do. But more of an issue is that it pulls the design in two directions. As a life-saving tool you'll want to use it on low health heroes, but then you get fewer stacks of bribe, while using it on higher health heroes just encourages the player to intentionally soak up damage, which good players will be smart enough to not do.
Ogre Slam on the other hand is fine conceptually, low cooldown heroics that are basically just a fourth ability are good stuff, and peel is something Healers are known to do. That said, while I like the idea of a heroic directly influencing Catalist, I feel you should go big or go home on that element of the Heroic. Either have one or both Heroics have their own Catalist side effect, or even have an entire Heroic be to temporarily gain all Catalist effects (though this one is less than ideal given that one of the side effects has a drawback).
All things said, this is one of the better concepts I've seen on Heroesfire. It has a solid core concept, it doesn't overstep the bounds of character design in an attempt to be too unique (ie. "this character replaces all of your team's buildings"), and it mostly knows what the functional requirements of the class are. I think overall there are a mix of good ideas here, some with questionable execution, and some that are very creative (Transmute) but are sadly too problematic to really work.
[D] I agree there should be no cooldown. I initially added it so the players can keep a bonus they want without feeling too restrictive on casting other abilities, but it really just created more problems...
[Q] I changed the tait bonus to heal you and nearby allies when attacking enemy heroes and a talent that increases self healing, in order to give more healing potential for aggressive play on basic. But it can go the other way around like you suggested.
[W] I forgot all the lucio's (justified) nerfs. so i reduced duration to 3 and made it decay over the duration.
[E] It's a form of negating an aoe (like malf's root) but with softer cc.
[Transmute] I dont agree that armor should be used on heroes with low health, as armor only increses the effectiveness of curent health and doesn't prevent damage entirely. So it should be used on heroes that are about to take a lot of damage in combat. Using it only for the bribe is like using Auriel's crystal for damage- possible but not ideal as you waste much of the abilities potential.
That being said, maybe if it gave shield instead of armor (and base the bribe stacks gain on percentage of shield lost) it would be better with that mechanics? As intentionally soaking damage with a shield is not as bad as doing so with armor (because the damage is prevented).
[Ogre slam] I choose to go home XD. Unless I have an idea for some mechanics that is fundamental for the abilities I don't want to add a Catalyst side effect.
I added your nice idea of gaining all 3 bonuses as a high level talent for catalyst for now.
As for the role- it was heroesfire's shenanigans of always changing the role to the default of classic blizzard bruiser.
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That said, I'd like to make a few suggestions, as there are spots in this moveset that I feel are in need of tuning to properly make for a fully cohesive character.
I tryed to make this concept somewhat true to its origin (WC3), but i agree there can still be lots of changes.
But anyway... when I first looked at this, the class was identified as a Bruiser, and I had a whole thing about how the moveset was clearly more Healer or maybe even Tank inspired, but since that's fixed, I'll have to focus elsewhere.
Trait (D): I think including a cooldown on this ability is unnecessary. I think just the fact that you can only have one ability active at a time is plenty interesting, and has a good amount of skill expression. A good player will decide when and where it's appropriate to leave one effect on for its full duration, and when it's appropriate to cycle through the three of them rapidly.
Q: My only issue with this one is that trying to catch someone in the AoE of your basic attacks is not a fun mechanic. Personally I would suggest just having the AA bonus be self-healing (since all healers should have some way to top themselves up). It lets you heal a distant ally while you worry about your own safety, and it means you could also add a talent that lets you share some of your self-healing to nearby allies, which is much less cumbersome for the player since they don't have to worry about their allies not positioning between them and their opponent.
W: This is mostly fine, a little speed boost on a healer is a fine tool... but I think this one goes well beyond a 'little' speed boost. 25% for 4 seconds is ludicrously high, even with the drawback. Lucio has 30% for 3 seconds, and that's also a problem, since it leads to a limit on what else Lucio can do. I'd personally recommend that the boost decay, though I'm really not sure what the numbers should be, just because free teamwide movement speed is just such a powerful ability.
E: This one's fine, though I think a healer isn't an appropriate place for physical armor reduction, at least baseline. I'd argue that turning both the AoE and the auto attacks into a stacking slow effect would be the best call.
When it comes to heroics, I don't mind Transmute, but I definitely think that getting bribes from it, while flavorful, is a fairly unusual thing for a heroic to do. But more of an issue is that it pulls the design in two directions. As a life-saving tool you'll want to use it on low health heroes, but then you get fewer stacks of bribe, while using it on higher health heroes just encourages the player to intentionally soak up damage, which good players will be smart enough to not do.
Ogre Slam on the other hand is fine conceptually, low cooldown heroics that are basically just a fourth ability are good stuff, and peel is something Healers are known to do. That said, while I like the idea of a heroic directly influencing Catalist, I feel you should go big or go home on that element of the Heroic. Either have one or both Heroics have their own Catalist side effect, or even have an entire Heroic be to temporarily gain all Catalist effects (though this one is less than ideal given that one of the side effects has a drawback).
All things said, this is one of the better concepts I've seen on Heroesfire. It has a solid core concept, it doesn't overstep the bounds of character design in an attempt to be too unique (ie. "this character replaces all of your team's buildings"), and it mostly knows what the functional requirements of the class are. I think overall there are a mix of good ideas here, some with questionable execution, and some that are very creative (Transmute) but are sadly too problematic to really work.
[D] I agree there should be no cooldown. I initially added it so the players can keep a bonus they want without feeling too restrictive on casting other abilities, but it really just created more problems...
[Q] I changed the tait bonus to heal you and nearby allies when attacking enemy heroes and a talent that increases self healing, in order to give more healing potential for aggressive play on basic. But it can go the other way around like you suggested.
[W] I forgot all the lucio's (justified) nerfs. so i reduced duration to 3 and made it decay over the duration.
[E] It's a form of negating an aoe (like malf's root) but with softer cc.
[Transmute] I dont agree that armor should be used on heroes with low health, as armor only increses the effectiveness of curent health and doesn't prevent damage entirely. So it should be used on heroes that are about to take a lot of damage in combat. Using it only for the bribe is like using Auriel's crystal for damage- possible but not ideal as you waste much of the abilities potential.
That being said, maybe if it gave shield instead of armor (and base the bribe stacks gain on percentage of shield lost) it would be better with that mechanics? As intentionally soaking damage with a shield is not as bad as doing so with armor (because the damage is prevented).
[Ogre slam] I choose to go home XD. Unless I have an idea for some mechanics that is fundamental for the abilities I don't want to add a Catalyst side effect.
I added your nice idea of gaining all 3 bonuses as a high level talent for catalyst for now.
As for the role- it was heroesfire's shenanigans of always changing the role to the default of classic blizzard bruiser.