Itherael by Leidiriv

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Itherael

By: Leidiriv
Last Updated: Feb 2, 2018
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Itherael

Archangel of Fate

A unique Support who manipulates the future to keep his enemies on the back foot.




Designed as an alternative to Medivh, who focuses on preventing enemies from acting and empowering ability-focused allies.


Works well with Stukov, Malthael, and Diablo


Excels against Tracer, Genji, and Garrosh


Struggles against Sylvanas, Rexxar, and Sgt. Hammer


Favors Tomb of the Spider Queen, Towers of Doom, and Dragon Shire




Damage: 5/10
Utility: 10/10
Survivability: 7/10
Difficulty: 10/10

Combat Trait

1
Altered Destiny
Whenever one of Itherael's abilities successfully carries out an effect on a Hero, nearby allies have the cooldowns of their Basic Abilities reduced by 0.65 seconds.

This does not affect Itherael.

Primary Abilities

1
Impending Verdict
Mana: 35
Cooldown: 7 seconds
Manifest a bolt of heavenly energy aimed in the target direction. After 1 second, the bolt launches itself, dealing 106(+4%) damage to the first enemy hit and Slowing them by 30% for 2 seconds. This ability deals 25% bonus damage to enemies who are already Slowed, and can be used while moving.

Stores 4 charges.
2
Twist of Fate
Mana: 65
Cooldown: 20 seconds
Activate to alter an enemy hero's fate, causing their next ability used within 1 second to backfire and deal 127 (+4%) damage to them instead of the intended effect.
3
Talus'ar's Mystery
Mana: 50
Cooldown: 10 seconds
Read from the Scroll of Fate, creating a field of altered probability for 3 seconds. Allies whose abilities pass through or whose effects take place within this field gain 15% Ability Power for 6 seconds. Allied heroes can only gain the effect of Talus'ar's Mystery once per cast.

Heroic Abilities

1
Past, Present, Future
Mana: 100
Cooldown: 100 seconds
Activate to place all other Heroes into a Time Stop for 3 seconds. While this effect is active, you can still use all your other abilities, and their durations or activation times do not count down.
2
Left Unwritten
Mana: 90
Cooldown: 80 seconds
For 3 seconds, the target Hero loses 30 Armor but becomes Unkillable for 1 second whenever they deal damage during this ability's duration.

Stats

Health: 1548 (+4%)
Health Regeneration: 4.32 (+0.3)


Mana: 500 (+10)
Mana Regeneration: 3.0 (+0.1)


Basic Attack Damage: 65 (+4%)
Basic Attack Speed: 1.0
Basic Attack Range: 5.5 (Ranged)

Talent Tree

Level 1-
- The Misty Veil (E): The area of Talus'ar's Mystery now also functions as a bush, blocking the enemy team's vision from outside of it for the duration. Allies within the area of Talus'ar's Mystery now also gain 10 Armor for as long as they remain within it.
- Shocking Verdict (Q): Enemy Heroes affected by Impending Verdict have their Basic Attack Speed lowered by 15% for 2 seconds.
- Foretold Tragedy (W): Enemies who trigger Twist of Fate's backfire now have their Ability Power reduced by 10% for 3 seconds.


Level 4-
- Heart of the Matter (Q): Impending Verdict now pierces through all targets hit.
- Gathered Threads (Trait):
Quest: Hit 40 heroes with Impending Verdict. This quest's progress is lost upon dying.
Reward: Itherael now gains the benefit of Altered Destiny. You now no longer lose progress on this quest upon dying.
- Confluence of Fate (E): Talus'ar's Mystery now causes Altered Destiny's effect to occur twice whenever the Ability Power bonus is activated.


Level 7-
- Talus'ar's Revelation (E): Allies affected by Talus'ar's Mystery now regenerate an additional 4(+4%) mana per second for the duration of the effect. The Ability Power bonus from Talus'ar's Mystery is now also increased to 25%.
- History's Judgment (Q): Impending Verdict's damage bonus for hitting Slowed targets now stacks indefinitely as you hit Slowed enemies with it. You lose all additional bonus damage upon missing with Impending Verdict.
- Foregone Conclusion (Trait): Nearby enemies are Slowed by 10% for 1 second whenever Altered Destiny's effect is triggered.


Level 10-
- Past, Present, Future (R1):
- Left Unwritten (R2):


Level 13-
- Brush With Death (Q): Enemy Heroes affected by Impending Verdict now also lose 10 Armor for 2 seconds. This effect can stack, and additional hits from Impending Verdict refreshes the duration.
- Continuum Split (W): You now have two charges of Twist of Fate.
- Extensive Knowledge (Passive): The Mana costs of all your Basic Abilities are reduced by 5, and their range is increased by 20%.


Level 16-
- Arrested Destiny (Trait): Altered Destiny now also pauses all cooldowns for nearby enemies for 0.5 seconds per activation.
- Deepening Aether (Trait): Altered Destiny now also reduces the cooldown of allied Heroic Abilities.
- Fighting Fate (W): Twist of Fate can be triggered a second time if the target uses a second ability within 1 second.


Level 20-
- Vote of Mercy (R1): Allies are now only affected by Past, Present, Future for the first second.
- Intertwined Fates (R2): Allies affected by Left Unwritten now only lose 10 Armor, and affected enemies no longer become Unkillable when they deal damage.
- Cruel Fate (W): Enemies who trigger Twist of Fate now also suffer any negative conditions that would have been inflicted by the ability that backfires. (Examples include Fear, Sleep, and a reduction to healing received.)
- History Repeats Itself (Q): If Impending Verdict deals damage to an enemy hero, that bolt is immediately brought back to its origin point and will fire again after 1 second. This effect occurs as long as the bolt hits a hero.

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Challenge (8) | September 25, 2017 4:16pm
Happy you made another concept, ill be the first to leave feedback.

I like the idea of an alternate medivh but I dont think hes quite there yet.

D- This seems way too inconsistent. Not only is it semi random just because you are relying primarily on a delayed skillshot (Q) to land to proc it, you also have to be in a postion where your allies are in a postion to gain benefit from the CDR. Most times people arnt using any specific ability off CD except a few heroes such as illidan.

If you wanted to go this route, Id suggest something like giving nearby allies a short burst of CD recovery rate, say something like 150% for 1 second. Its less bursty of an effect and gives the user more time to react to it. Also it scales better with longer cooldowns.

Q-Seems fine as is , i imagine its like a chromie Q without the self inflicted channel. Perhaps a little weak though? might be able to up the slow there since its a delayed skillshot that will more often miss than land and 15% isnt that high

W- Thats broken. That would actually break any hero who isnt something like Li LI or raynor. To be able to completely negate a heroes next ability ruins the tempo of nearly any hero in combat. Theres actually no redeemable way i can see this ability functioning unless it was a LONG CD. In a game like WoW you can juke similiar abilities like Dark Simulacrum with trash abilities that dont matter but those dont exist in hots

E- Seems just a Dalaran banner but worse. Also seems kinda boring. Maybe have it just be a straight up damage bonus, not sure why it has to be only ability power since medivh can enable/defend all types of users not just one or the other.

R1- I dont see the point in it, a global Void prison for everyone except you. Seems more obnoxious than anything because this hero doesnt seem like a hero killer so its not like hes going to get big benefit from being able to only reposition himself. Not to mention it offers no counterplay or room for error.

R2- I like the idea a lot more, since it can be used on both allies and enemies, but im not keen on unkillable specfically because it seems like a targeted Tazdingo on a shorter CD with a moderate setback. Maybe cause them to deal 30% increased damage instead? that would make for some high risk high reward plays and still benefits both allies and enemies.
1
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Leidiriv (14) | September 25, 2017 5:47pm
Thanks for the shoutout :D

with regards to the trait's CDR, it's when ANY of his abilities has its effect comes to fruition. The backfiring on the W, the AP boost on E, and all that.

Q: I plan to have some interesting talents for this one that I think you'll like, making it much more thematic and powerful.

W: I might up the CD to 20 seconds then, but otherwise I'm liking the function of the ability as a sort of Medivh W but with more of a targeted effect that can be used to secure kills.

E: This one will also have some really fun talents, stay tuned :P

R1: This one's got a bit of versatility to it, namely allowing you to basically reset a fight and completely negate the enemy team's burst while enabling some setup on your end. I plan to buff the ally portion of it to make it less obnoxious on your team's end, in the 20 talent. You'll see :P

R2: I'm pretty keen on keeping this the way it is, but you'll like the ult upgrade I do for it, where I reduce the corresponding "downside" for each side.

In a nutshell, the talent tree fixes everything :P
1
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Challenge (8) | September 26, 2017 7:34am
Trait: Thats still totally random and inconsistent to be either overpowered or 100% worthless based on team comp. Heroes who attack insanely fast with abilities like Tychus's Overkill is going to basically be giving nearby allies 2 second CDR on all their basic abilities a second just hitting 1 single target. Or what if Tychus places his Drakken laser inside the field? His allies nearby basically have no cooldowns at all.

If you dont have a hero like Tychus, Genji, or Li Ming you wont get any value out of this trait at all because like i said, you would need to be in a position to not only gain the benefit of the CDR, to also be in a position where you are able to use your abilities that frequently (which half the roster doesnt use their abilities off CD, or already have insanely low cooldowns like Guldan's Q).

With a static recovery rate aura like i said the first time, it becomes streamlined for every hero and is less random. You get the buff, you see it on you, you know what to expect and gives you more of a chance to react and capitalize on it. Your cooldowns are not just randomly lowered from some external force (The ithereal player). Not to mention it scales equally with fast/slow attacks, and long/short cooldowns, vs what it is now.

W: I still think you are underestimating how much that would also break a lot the roster and be useless against the rest. Most heroes are either tempo or combo based, which this abilitiy ruins both. On a hero like Li Li or Raynor, it wouldnt really matter since their abilities arnt as impactful to their job and they are more or less spamable. But on a hero like Illidan, Alarak, Uther, ETC, this would ruin them in every single engagment.

Even if lets say, you want to juke the Twist of Fate as Illidan. You need to evasion/sweeping strike but you have to use Dive first. Assuming you even had the reaction time to notice this before you used one of those 2 pivotal abilities in a team fight, thats still effectively a 3 second silence, point and click.

Or lets say im sylvannas. Im holding down Q and you press this ability on me. Random withering arrow fires off on a minion or something and I never even knew you used it on me.

Its actually a common issue between both of these proposed abilities. They are either oppressively overpowered with low counterplay or insanely worthless and not even noticeable. Thats way too much variance to ever be considered a good hero.

The rest is fine with tweaking so its not a big point of contingency for me.
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