A water Mage that generates burst damage by sticking to the frontline
Forward
Hi all! The following is my concept for a Lady Vashj hero, an aggressive, frontline
assassin who can deal massive burst damage when outnumbered. First, I outline
Lady Vashj's strengths, weaknesses, and stats. Next, I detail my philosophy behind
the concept, broken down into two core principles: AOE-esque Burst, and Frontline
Jukes. Lastly, we get into the Abilities. Let me know what you think of the concept,
and what changes you’d make to improve it. I'm still thinking about Talents, and
will add them if there's enough interest.
Excellent mobility and self-peeling with Submerge.
Poor dueling potential.
Terrible waveclear.
Dependent on excellent positioning and mobility.
Poor sustained damage.
Stats
Health: 1862 (+4% per level)Regen: 2.92 (+4% per level)Attack Speed: 1.00 per secondAttack Damage: 121 (+4% per level)
Mana: 500 (+10 per level)Regen: 3 (+0.10 per level)Attack Range: 5.5
AOE-esque Burst
Frontline Jukes
I love burst mages like Nova, Li-Ming, and Kael’thas, but they are
some cowardly ?#%@!%. So, I wanted to design a hero that is capable
of dishing out massive burst damage while maintaining their dignity
on the frontline. Like Kael'thas, Lady Vashj strives to punish the
enemy for dense positioning, only instead of attacking with AOE
spells, she is the AOE. Lady Vashj is capable of destroying
single-target enemies so long as those enemies are foolish enough to
stick with their allies. That isn’t to say that she should just
waltz into a 1v5 and expect to get away, but a good Lady Vashj can
juke through a 1v3 long enough to secure a Shock Blast burst kill,
so long as they’ve got the guts.
It’s not the safest way to play, but when I’m playing
Lt. Morales, I like to throw myself in the thick of things, bobbing
and weaving through a 5v5 to heal as many teammates as I can. It
takes a certain amount of finesse. Yet, there aren’t too many heroes
in the game that are designed to attempt such jukes. Lady Vashj
changes that, with a play style that consists of initiating a group
of enemy heroes, and generating stacks by sticking to them while
staying alive with Entangle and Submerge. Rather than initiating,
pounding their faces in, and running away when threatened, Lady Vashj
prefers to dance around and taunt her enemy. That is, until she
decides to unleash a well stacked Shock Blast.
Check out my other concepts:
Combat Trait
1
(D) Frostfathom
Passive: Each enemy hero within 160% of Lady Vashj's Attack Range grants 1 stack of Frostfathom per second, up to 20. Each stack of Frostfathom increases Shock Blast's damage by 25%. Lasts 3 seconds. Stacks are acquired 50% slower when an allied hero is within Frostfathom's range.
Note: Whenever there is at least 1 enemy hero in Frostfathom's proc range and 0 allied heroes, Lady Vashj emits a circle of icy mist. The icy mist is cosmetic, and its diameter is equal to 160% of Lady Vashj's Attack Range. The mist serves to remind allies and warn enemies that Lady Vashj is maximizing Frostfathom stacks.
Primary Abilities
1
(Q) Shock Blast
Cost: 60 Mana.Cooldown: 6 seconds.Deals 342 (166 + 4% per level) damage and resets Frostfathom stacks to 0.
2
(W) Entangle
Cost: 80 Mana.Cooldown: 10 seconds.
Attracts all enemies within a target area (4.5 units in diameter) and reduces their damage dealt by 25% for 2 seconds. Note: "Attracting" is similar to "pulling", but instead of stunning and dragging the enemy, "Attracting" decreases enemy Movement Speed by 75% when moving DIRECTLY AWAY from the attracting hero, and increases Movement Speed by 25% when moving DIRECTLY TOWARD the attracting hero, with other directions affecting Movement Speed proportionally and on a continuous scale. For example, if you were to draw a line between an attracting and attracted hero, and then draw a circle around that line using the midpoint as the center, then an enemy moving toward the points of intersection between the circle and a perpendicular line (that is also intersecting the circle's center) would move 25% slower.
3
(E) Submerge
Cost: 60 Mana.Cooldown: 14 seconds.
After channeling for 0.5 seconds, teleport to a target point within 160% of Lady Vashj's Attack Range. Leave behind a 564 (+4% per level) Health Myrmidon that attacks for 68 (+4% per level) damage per second and lasts for 6 seconds. Lady Vashj can activate Submerge even when affected by negative status effects.
Note: Just because she can Submerge when under negative status effects, that doesn't mean that Lady Vashj removes those effects after successfully Submerging.
Heroic Abilities
1
(R) Waterspout
Cost: 60 Mana.Cooldown: 70 seconds.Enter stasis for 3 seconds. Every 1 second, emit a radiating wave of water, knocking back all enemies and reducing their movement speed by 25% for 2 seconds. Each wave travels up to 140% of Lady Vashj's Attack Range. Gain 1 stack of Frostfathom per enemy hero hit.
2
(R) Static Charge
Cost: 90 Mana.Cooldown: 90 seconds.
Shoots an enemy with a bolt of lightning, dealing 276 (+4% per level) damage. If Static Charge damages an enemy hero, it chains to another nearby enemy hero after 0.5 seconds, dealing 50% more damage than previously. Resets Frostfathom stacks to 0.
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