Key:
Passive Bonuses
Frost Blast Bonuses
Shadow Fissure Bonuses
Cold Dead Hands Bonuses
Hotbar Abilities
Tier 1-Level 1
Death Pact: Harvest souls of the lost to fuel your mana pool. Every enemy minion that dies near you regens 1% of your mana pool.
Kel'Thuzad's Obol: Unique Bribe, Kelthuzad gains a coin everytime an enemy minion dies, at 25 coins Kel'Thuzad can Harvest the soul of an mercenary killing it and refreshing 25% of his health and mana. Max 40 Coins.
Cold Grasp of Death: If the target was already slowed Frost Blast's cooldown is lowered by 1.
Shadow Blast: Shadow Fissure now displaces an enemy in it towards which ever edge of the circle they were closest to.
Tier 2-Level 4
Cold Dead Claws: The hands tear at enemies very souls, Cold Dead Hands now takes 14 mana every second.
Envenom: You all know this, just some extra psuedo assassin for him.
Lich's Touch: Basic attacks now slow for 5% stacking up to 15%.
Undying Pact: The skeletons have taken the pact, now have 70% health and attack.
Tier 3-Level 7
Thieves' Grave: Cold Dead Hands deals 50% bonus damage to structures and steal 1 ammo per second.
Shadow Dweller: Shadow Fissure now spawns a shadow denizen at target location, the shadow will attack anything nearby for 4 seconds dealing 20 (+2*level) damage. Prioritizes Minions, then structures.
Embrace the Cold: Kel'Thuzad retreats into a cradle of ice regenerating 20% health and 30% of his mana, three attacks breaks the cradle.
Clairvoyance: You guys know this one too, STOP THEM GANKS!
Heroics-Level 10
Tier 5-Level 13
Frost Lance: Frost Blast's range is increased by 25% and slow duration is increased by 1.
Spell Shield: For that pesky Nova
Undying Abomination: If 4 or more minions die within 1 second of each other Kel'Thuzad mashes them together to create an abomination with 500% health of a minion. The first enemy unit or structure the abomination collides with takes damage equal to the abominations health and the abomination dies.
Grip of the Dead: Cold Dead Hands slow now persists for 2 seconds after leaving the AoE
Tier 6-Level 16
Shield of Bone: Activate your trait to sacrifice all active skeletons and abominations and amass their remains around you for a shield equal to their health. Cooldown: 45
Abyssal Call: Shadow Fissure now stuns a hero for .5 seconds when it's slow is removed, and causes structures to be disarmed for 5 seconds.
Frosted Skin: Frost Blast now applys Vulnerable.
Shadow Rot: Shadow Fissure's DoT now burns half the damage as mana but deals 25% less damage.
Storm Abilities-Level 20
Heroic Upgrades
Arcane Power: You know it.
Naxxramas Answers to ME!: Call Naxxramas over a designated area for 5 seconds, every second three ghouls rain from the floating Necropolis attacking the nearest structure. Will ignore minions and Heroes. Ghouls have 1300 health each and deal 15 (+1*level) damage. Each ghoul lasts 7 seconds. Cooldown: 120
I think he would best work with the Q W and E ability summoning something and at least one of the R abilities summoning, talents to get maybe 1 or 2 abilities that actually do direct or DoT damage.
MC=really cool, but probably not feesible
passive=amazing
I like the concept but he seems very off-balanced. I'd also love to see him in the game, but I think blizzard really needs to focus on making more Diablo and Starcraft heroes first.
Mana Detonation is actually one of Kel'Thuzad's abilities in the Naxxramas Raid, and although I agree with you on Death and Decay as it was one of my favorite abilities in Warcraft 3. I was having a hard time balancing it when I brought the damage down it didn't feel like a heroic, when I kept it as is you're right it felt far too over powered. When I made it only affect structures, KT lost all his team fight application, when I made it affect only heroes, minions and mercenaries he felt too dependant on teamfights and lost his identity as a pusher. Eventually I decided to just tone it down and make it a standard ability but then it just didn't feel like Death and Decay, and thus Cold Dead Hands was born.
I hope this explains why it isn't included, but don't worry I'm still working on getting it in like I said it was one of my FAVORITE abilities in Warcraft. :)
Ah did not know that, I didn't start raiding until BC, never did do Naxx. Sorry. What about it being percent current HP? That way in team fights it can be used to deal good damage, but not too too much, then with buildings it will melt them starting out because their HP pool is so large. In team fights its weakness would be lack of finishing power?
My one complaint is his R1. Its not very, Kel'Thazad-y nor very lich-y. May I suggest something similar to Death and Decay from WC3, his Heroic ability in that game. http://classic.battle.net/war3/undead/units/lich.shtml
to straight copy will make it overpowered, but it is a starting point.
Great concept otherwise!
Mana Detonation is actually one of Kel'Thuzad's abilities in the Naxxramas Raid, and although I agree with you on Death and Decay as it was one of my favorite abilities in Warcraft 3. I was having a hard time balancing it when I brought the damage down it didn't feel like a heroic, when I kept it as is you're right it felt far too over powered. When I made it only affect structures, KT lost all his team fight application, when I made it affect only heroes, minions and mercenaries he felt too dependant on teamfights and lost his identity as a pusher. Eventually I decided to just tone it down and make it a standard ability but then it just didn't feel like Death and Decay, and thus Cold Dead Hands was born.
I hope this explains why it isn't included, but don't worry I'm still working on getting it in like I said it was one of my FAVORITE abilities in Warcraft. :)
to straight copy will make it overpowered, but it is a starting point.
Great concept otherwise!