Tier 1:
[ul]
[li]Valor lvl 1: Increase damage bonus by 5% per basic attacks[/li]
[li]Solarion's beam lvl 1: Increase range by 30%.[/li]
[li]Pure form lvl 1: Reduce the cooldown of Pure Form by 1.5 second.[/li]
[li]Block: Periodicaly reduces the damage recieved from Hero Basic attacks by 50%. Stores up to 2 charges.[/li]
[/ul]
Tier 2:
[ul]
[li]Solarion's beam lvl 2: Slowing down ennemies touched by the beam by 25% for 1 second.[/li]
[li]Fearless lvl 1: Increase range around him by 20%.[/li]
[li]Valor lvl 2: basic attacks also restore 5 mana per hit[/li]
[li]Vampiric assault: Basic attacks heal for 15% of the damage dealt to the primary target[/li]
[/ul]
Tier 3:
[ul]
[li]Battle momentum: Basic attacks reduce Ability cooldowns by 0.5 seconds.[/li]
[li]Solarion's beam lvl 3: Deals a beam for 2 seconds.[/li]
[li]Fearless lvl 2: Increase the duration of the effect by 1.5 second.[/li]
[li]Teleporting lvl1: Reduce cooldown of teleporting by 10 seconds.[/li]
[li]First Aid: Activate to heal 35.49% of your maximum health over 6 seconds[/li]
[/ul]
Tier 5:
[ul]
[li]Giant killer: Basic attacks against Heroes deal bonus damage equal to 1.5% of the Hero's maximum health.[/li]
[li]Burning rage: Deal 10 (+2 per level) damage per second to nearby ennemies.[/li]
[li]Pure form lvl 2: Stores 2 charges.[/li]
[li]Teleporting lvl2: After teleporting, Imperius gains a 200 (+50 per level) point shield for 3 second.[/li]
[/ul]
[ul]
[li]Relentless: Reduces the duration of silences, stuns, slows, roots and polymorphs against your Hero by 50%.[/li]
[/ul]
Tier 6:
[ul]
[li](Valor lvl 3) Press-on: Unlock press-on (D)[/li]
[li]Pure form lvl3: Increase speed move by 10% and first hit damage by 50%.[/li]
[li]Fearless lvl 3: Inscease cooldown of ennemies inside your range by 0.5 second each second the ability is on.[/li]
[li]Solarion's beam lvl4: Width is increased by 50% and targets are stunned for 1 second.[/li]
[/ul]
Tier 7:
[ul]
[li]Heavenly Host lvl 2[/li]
[li]Bring down lvl 2[/li]
[li]Nexus blade: Increase basic attack by 20% and slow down ennemies by 25 for 1 second.[/li]
[li]Bolt of the storm: Activate to teleport to a nearby location[/li]
[/ul]
Ohh I see what his Z does now. I thought it was just like Falstad's Fly. That's actually pretty cool.
I wish I could think of more of a way to make Bring Down not so much like Johanna's but still maintain the same effect since it is one of Imperius' main moves, but I can't really think of anything.
Well, it's just the generic talent Nexus Frenzy is built to have the Attack Speed and Attack Range increase. Naturally attack range wouldn't make sense on a melee, so they don't give it to melee Heroes. That's all I meant. I still think Nexus Blades would be good on Imperius because it slows targets, allowing for Imperius to easily keep up with his targets while AAing, along with bonus damage. In fact it might be a little strong on Imperius because of the damage amplification he gets already, now that I think about it.
Hello Severage. Firstly, thank you for your comment !
Lots of questions and objections to answer but fine, I will do it !
About Q Ability, I think that AoE skillshot is a good idea. It could be like the "Annihilate" power of Tychus for exemple dealing damage all along its path. What do you think about it ? And upgrade could be when hiting target on its path explodes.
About Heavenly Host yes there is a problem and I didn't really know how to create something original with the Host because there are a lot of Heroes with heroic power uses mobs dealing damage. Your proposition seems very good to me and I will think about it.
About Bring Down, as you said, it is impossible to not make that heroic power because that's what Imperius does in Diablo 3. About Dash I do not agree because his Z ability is a kind of Dash in fact.
So about Z ability, explaining it would be easier if I describe it as the same Z power as Brightwing teleporting ability.But for Imperius it is on ennemies. So now I think you would better understand why I didn't choose to include dash on ennemies because he already got it as Z ability.
Lastly, about Nexus Frenzy yes you are right about Nexus Blades. But Imperius already got a lot of bonus damage according to his trait and "Pure Form". So I thought it would fit him better if he would be able to attack faster but maybe I'm wrong.
I hope it is more clear for you now. Do not hesitate to share your ideas about it because this is still work in progress ! My answers are not a fullstop at all ! Just sharing thoughts !
I like Imperius as a Hero, and I think your concept here is pretty neat.
I'm not sure if the ideas that you stroke-through are still up for consideration? Or if you've decided against them? So I'll comment on those too.
For his Q, I don't think any of the strike-throughs make sense. He's all about staying in AA range and ramping it up, channeling an ability to prevent him from AAing to debuff his opponent seems counter-productive to his kit.
The damage and slow makes more sense but it is more basic. Maybe the mechanics of the attack could change that, such as making it an AoE line skill-shot rather than a targeted generic damage/slow.
His W looks strong and perfectly fine in both teamfight and 1v1 situations. 25% Vulnerability is a very powerful tool baseline, so having it do no damage makes sense. Idk how "cool" or interactive the ability is, but it definitely works for him.
His E is basically an altered Ghost Wolf with a short duration, which is fine, it works really well with his kit also. I actually really like this ability because there's a lot of power in 1.5s of invulnerability.
For his Rs, I don't think Heavenly Host needs to go all the way to the edges of the map. I don't think it'll make a huge difference whether it does or not, but it seems weird to be global since you'll get random free damage on enemy structures/minions across the map if you miss your target. I'd imagine it having more like Hammer's Siege Mode AA Range.
Bring Down would be cool if they didn't just release Johanna who has almost the exact same ability. The difference is Imperius' is global. I'm not sure that's enough of a difference to warrant being a clone-heroic. At the same time, this is one of his most frequently used abilities in D3, so it'd also be weird for him not to have something like it.
I'd change it to a Teleport-Dash rather than a 'Jump into the sky and fall' ability, where he "explodes" in AoE damage wherever he dashes. I'd also reduce the damage and give it 2 charges. This synergizes with his kit as it allows him to stick to his target, as most his damage comes from his AAs.
But idk, just trying to make it different than Falling Sword.
For his Z, I'm curious what the mechanics are. What do you mean "Teleports over enemies"? Or is it essentially Falstad's Fly?
Lastly, Nexus Frenzy is not given to Melee Heroes. It is a generic lv 20 talent for Ranged Heroes - Melees get Nexus Blades.
Nice concept. These abilities fit him more than in previous version. And good job with charting this Divine Order Heroic. Just read after yourself and repair some misstakes in text. Anyway good job.
Yep but it's a first idea, I m gonna try to include more originality on those basics stuffs. Thanks for your comment !
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Ohh I see what his Z does now. I thought it was just like Falstad's Fly. That's actually pretty cool.
I wish I could think of more of a way to make Bring Down not so much like Johanna's but still maintain the same effect since it is one of Imperius' main moves, but I can't really think of anything.
Well, it's just the generic talent Nexus Frenzy is built to have the Attack Speed and Attack Range increase. Naturally attack range wouldn't make sense on a melee, so they don't give it to melee Heroes. That's all I meant. I still think Nexus Blades would be good on Imperius because it slows targets, allowing for Imperius to easily keep up with his targets while AAing, along with bonus damage. In fact it might be a little strong on Imperius because of the damage amplification he gets already, now that I think about it.
Lots of questions and objections to answer but fine, I will do it !
About Q Ability, I think that AoE skillshot is a good idea. It could be like the "Annihilate" power of Tychus for exemple dealing damage all along its path. What do you think about it ? And upgrade could be when hiting target on its path explodes.
About Heavenly Host yes there is a problem and I didn't really know how to create something original with the Host because there are a lot of Heroes with heroic power uses mobs dealing damage. Your proposition seems very good to me and I will think about it.
About Bring Down, as you said, it is impossible to not make that heroic power because that's what Imperius does in Diablo 3. About Dash I do not agree because his Z ability is a kind of Dash in fact.
So about Z ability, explaining it would be easier if I describe it as the same Z power as Brightwing teleporting ability.But for Imperius it is on ennemies. So now I think you would better understand why I didn't choose to include dash on ennemies because he already got it as Z ability.
Lastly, about Nexus Frenzy yes you are right about Nexus Blades. But Imperius already got a lot of bonus damage according to his trait and "Pure Form". So I thought it would fit him better if he would be able to attack faster but maybe I'm wrong.
I hope it is more clear for you now. Do not hesitate to share your ideas about it because this is still work in progress ! My answers are not a fullstop at all ! Just sharing thoughts !
Thanks.
I'm not sure if the ideas that you stroke-through are still up for consideration? Or if you've decided against them? So I'll comment on those too.
For his Q, I don't think any of the strike-throughs make sense. He's all about staying in AA range and ramping it up, channeling an ability to prevent him from AAing to debuff his opponent seems counter-productive to his kit.
The damage and slow makes more sense but it is more basic. Maybe the mechanics of the attack could change that, such as making it an AoE line skill-shot rather than a targeted generic damage/slow.
His W looks strong and perfectly fine in both teamfight and 1v1 situations. 25% Vulnerability is a very powerful tool baseline, so having it do no damage makes sense. Idk how "cool" or interactive the ability is, but it definitely works for him.
His E is basically an altered Ghost Wolf with a short duration, which is fine, it works really well with his kit also. I actually really like this ability because there's a lot of power in 1.5s of invulnerability.
For his Rs, I don't think Heavenly Host needs to go all the way to the edges of the map. I don't think it'll make a huge difference whether it does or not, but it seems weird to be global since you'll get random free damage on enemy structures/minions across the map if you miss your target. I'd imagine it having more like Hammer's Siege Mode AA Range.
Bring Down would be cool if they didn't just release Johanna who has almost the exact same ability. The difference is Imperius' is global. I'm not sure that's enough of a difference to warrant being a clone-heroic. At the same time, this is one of his most frequently used abilities in D3, so it'd also be weird for him not to have something like it.
I'd change it to a Teleport-Dash rather than a 'Jump into the sky and fall' ability, where he "explodes" in AoE damage wherever he dashes. I'd also reduce the damage and give it 2 charges. This synergizes with his kit as it allows him to stick to his target, as most his damage comes from his AAs.
But idk, just trying to make it different than Falling Sword.
For his Z, I'm curious what the mechanics are. What do you mean "Teleports over enemies"? Or is it essentially Falstad's Fly?
Lastly, Nexus Frenzy is not given to Melee Heroes. It is a generic lv 20 talent for Ranged Heroes - Melees get Nexus Blades.