Jim Raynor; Hero of the tutorial, Raynor the Laner, the man with no Trait.
Raynor has been left by the wayside for too many patches now. His talent tree is outdated and he is considered to be one of the weakest characters in the game. This rework intends to address 3 major concerns.
1. Maintain Raynor's Status as a very easy hero to learn and understand.
2. Give multiple obvious build choices that even a new player can understand.
3. Raise Raynor's power level to be closer in line with the likes of Valla or at least Zul'jin.
Health 1400 (+4%/lv) Small HP Increase. Health Regen 3/s (+4%/lv) Small Regen increase to account for increased HP.
Mana 490 (+10/lv) Mana Regen 2.9/s (+4%/lv)
Attack Speed 01.25/s Attack Damage 112 (+4%/lv) base AD reduced slightly to account for new trait. Attack Range 5 Range increase rolled into base kit.
Combat Trait
1
Advanced Optics
Raynor's vision range is 1 longer than other heroes.
Each consecutive Basic Attack against the same target deals 10% more damage, stacking up to 3 times.
Raynor's new trait is very simple, by design. It exists to teach new players to focus their attacks on a single target to maximize their effectiveness, even with other heroes. It also helps establish Raynor as a sustained damage dealer, great for prolonged engagements.
Primary Abilities
1
Penetrating Round
Mana 60 Cooldown 12 seconds Range Same
Deals 240 (+4% per level) damage and knocks enemies back if they are within the first half of the range.
A big problem with Q build Raynor was that it would push enemies out of Raynor's attack range. This change allows it to be a prime poking tool, while retaining it's old use of keeping Raynor safe from dive comps.
2
Inspire
Mana 40 Cooldown 10 seconds Range Same
Gain 30% increased Attack Speed for 6 seconds. Nearby Allies gain half the bonus.
3
Adrenaline Rush
Mana 0 Cooldown 30 seconds
Automatically activates to heal for 440 (+4% per level) when Raynor is below 30% Health.
Heroic Abilities
1
Hyperion
Mana 100 Cooldown 100 seconds Range Same
Order the Hyperion to make a strafing run dealing 66 (+4% per level) damage a second, hitting up to 4 enemies. Also occasionally fires its Yamato Cannon on Structures for 794 (+4% per level) damage. Lasts 12 seconds.
2
Raynor's Raiders
Mana 100 Cooldown 80 seconds Range Same Functionality Same
Summon two Stealthed Banshees that attack an enemy. Each Banshee deals 40 (+4% per level) damage a second and lasts 22 seconds. Can reactivate the Ability to retarget the Banshees, dealing 60 (+4% per level) damage per banshee in a small area when you do. 4 second cooldown.
Raynor's Raiders was a very boring ultimate. This change makes players want to keep their banshees alive to get maximum value from the strafing attacks, and adds some extra functionality to the move to make it feel more impactful. To make this change, the banshee auto attacks were nerfed slightly.
Level 1 Talents
TRAIT
Seasoned Marksman: QUEST! Every minion killed near Raynor grants 0.2 attack damage. Takedowns grant 0.5 attack damage. REWARD Upon gaining 40 attack damage, activate to gain increase 40% attack speed for 3 seconds.
Q
Confident Aim: QUEST! Hit enemy heroes with Penetrating Round. REWARD Penetrating Round deals 5 more damage for every hero hit, to a maximum of 150 bonus damage. At 150 bonus damage, Penetrating Round's cooldown is reduced by 4 seconds if it hits an enemy hero.
E
Give me More: QUEST! Gather regeneration globes. REWARD Increase the healing of Adrenaline Rush by 2.5% per globe gathered, to a maximum of 50%. At 50% increased healing, Adrenaline Rush applies the effect of Inspire for free.
Design Notes
Level 1 is all about the quests. This has 3 major upsides; it introduces the concept of quests to new players, helps establish good practices for the 3 major builds, and helps build Raynor around a basic core; Stronger AAs, Stronger Q, or Better defenses.
Level 4 Talents
TRAIT
Focus-Fire: Advanced Optics stacks up to 3 additional times, to a maximum of 60% increased attack damage.
Q
HEAT Ammunition: Penetrating Round reduces enemy heroes physical armor by 15 for 3 seconds.
E
Sustained Assault: Basic attacks against enemy heroes reduce the cooldown of Adrenaline Rush by 2 seconds. Passive: Adrenaline Rush can be manually activated at any time.
Design Notes
This tier is all about basic attacks. This helps to make players understand that no matter what build you go for, Raynor should be using his basic attacks for the majority of his damage, but it still has 3 very obvious paths that synergize well with their respective quest at level 1. Observant readers will note the reworks to Focused Attack and Vigorous Assault.
Level 7 Talents
Q
Send 'em Flying: Penetrating Round's knockback and width is increased by 50%
W
Revolution Overdrive: Gain 20% movement speed while affected by Inspire. Nearby allies gain half the bonus.
E
Fight or Flight: When Adrenaline Rush activates below 30% health, Raynor gains 25 armor for 3 seconds, removes all stuns and roots affecting him, and knocks back all enemy heroes in a small area.
Design Notes
This is a defensive/mobility tier for Jimmy. Send 'em Flying helps get more value from Q talents, Revolution Overdrive now works just like Inspire, granting allies a small bonus, and Relentless Leader has been moved into Fight or Flight, but FoF now only works when Raynor is near death. This tier is less about teaching players directly and more about preference.
Level 10 Talents
Hyperion
Call down a battlecruiser to make a strafing run.
Raynor's Raiders
Call down a pair of banshees to attack enemies.
Level 13 Talents
BASIC
Giant Killer: Basic Attacks against enemy heroes deal bonus damage equal to 1.5% of the hero's maximum health.
Q
Double Barreled: Gain a second charge of Penetrating Round
W
Steel Resolve: Inspire's duration and range is increased by 50%.
Level 16 Talents
TRAIT
Give 'em some Pepper: Basic Attacks against Stunned, Rooted, or Slowed enemy heroes increase Raynor's attack damage and range by 25% for 3 seconds.
Q
Bullseye: The first enemy hero hit by Penetrating Round is stunned for 1 second.
Q
Shotgun!: Penetrating Round fires 2 additional rounds at an angle that do not knock enemies back and deal 50% damage.
Design Notes
Not much to say here, really. Executioner was a great part of old Raynor's kit, and didn't need much tweaking. I added the range to help Raynor maintain Advanced Optics stacks. Bullseye has been made more defensive, but can now affect multiple heroes, and Shotgun just seemed like a cool addition to be honest.
Level 20 Talents
HEROIC
Scorched Earth: Basic Attacks against enemy heroes in Hyperion cause Hyperion to focus fire on them, dealing 100% increased damage for 1 second.
HEROIC
Dusk Wings: Banshees remain stealthed while firing and fire a barrage of missiles around them, dealing 60 (+4%/ level) damage in an area each time Raynor uses a basic ability.
TRAIT
Fill 'em Full of Daylight: Basic attack range is increased by 1. Advanced Optics damage bonus increased to 20% per stack.
E
Heroic Resolve: Adrenaline Rush grants Raynor Protected for 1.5 seconds.
Design Notes
At his heroic tier, all of Raynor's builds get a major bonus. Dusk wings gets a large change, making it more fun to use and helping out with Mage Raynor builds, and Heroic Resolve ensures Raynor gets all the healing he can from Adrenaline Rush.
Changelog
0.9
Talents added.
New trait finalized.
1.0
Published.
Added design notes for most talent tiers.
Tweaked Revolution Overdrive
1.1
Returned Bullseye to its original state. Previously stunned enemies that were knocked back.
Increased "Fill 'em full of Daylight" to 20% bonus damage, up from 15%.
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