Neutral Frost Arrows Forked Lightning Into The Depths Mana Shield Heroic
Level 1
Clear Shot-Increases the attack range bonus from your trait to 45%
Seasoned Marksman-For every 6 Minion or Mercenary kills near your Hero, gain 3 Basic Attack damage. Hero Takedowns count as 3 Minion kills.
Thunderstrike-Increases the range of forked lightning by 30%. Forked lightning strikes one additional target.
Mana Fountain-Increases Vashj's maximum mana by 30%
Regeneration Master-Collecting Regeneration Globes permanently increases Health Regeneration by 1.5 per second.
Level 4
Vampiric Assault-Basic Attacks heal for 15% of the damage dealt to the primary target.
Swift Tides-Increases the movement speed bonus from Into the Depths to 40%
Mana Barrier-While Mana Shield is active, enemy attacks drain 20% less mana
Mana Leech-Increases mana restored by minion kills to 45 and that of hero takedowns to 125
Level 7
Searing Attacks-Activate to increase Basic Attack damage by 50% for 5 seconds. Each attack costs 50 Mana.
From the Deep-Into the Depths lasts 2 seconds longer.
Crackle-Forked lightning strikes 5 additional targets for 50% the normal damage
Mana Efficiency-Your basic attacks only cost 15 mana when Frost Arrows is active
Battle-momentum-Basic Attacks reduce Ability cooldowns by 1 second.
Level 10
Tornado-Temporarily gain control of enemy movement
Whirlpool-Damage and slow enemies to restore mana to your hero
Level 13
Giant Killer-Basic Attacks against enemy Heroes deal bonus damage equal to 1.5% of the Hero's max Health.
Sprint-Activate to gain 75% Movement Speed for 3 seconds.
Multi-shot-Also hit every enemy damaged by Forked Lightning with a basic attack (Which is buffed by Frost Arrows, at no mana cost)
Tidal Protection-When your mana reaches 0, gain a shield equal to 30% of your maximum health for 5 seconds.
Level 16
Executioner-Basic Attacks deal 40% more damage against slowed, rooted, or stunned targets.
Berserk-Activate to increase your Attack Speed by 40% and Movement Speed by 10% for 4 seconds.
Mana Vortex-Enemies that damage you while Mana Shield is active lose 5 mana per attack, with that Mana being restored to Vashj.
Lightning Blast-Enemies hit by Forked Lightning take 25% increased damage from all sources for 3 seconds.
Level 20
Hurricane-Increases the radius of the tornado by 25%, makes it last 4 seconds longer, and enemies caught in it will take 25% more damage from all sources. It also will apply a 30% slow to affected enemies for 3 seconds after it ends.
Vortex-Whirlpool lasts 2 seconds longer and the radius is increased by 30%. After whirlpool ends a weaker whirlpool is summoned in the same place, which slows enemies by 35% and deals half the full effect's damage per second, lasting 3 seconds.
Nexus Frenzy-Increases attack speed and range by 20%
Bolt of the Storm-Activate to teleport to a nearby location.
This mana shield cant work well in game, becuase mana has simply different scaling from health. It will be op at start and against pokes and yet useless in team fights later in game.
I think you could approach mana shield differently.
Something I could think up right now for example.
Mana shield
Mana cost: 100. Cooldown 15 seconds. Duration 6 seconds.
Lady Vashj gain shield which absorb all incoming damage by 50% up to X+(Y per level) damage. After its duration, the remaing shield will be refunded to mana as percentage.
What I mean is if 50% of shield remains after duration you gain back 50. 30% = 30 mana etc.
Certainly not a bad idea, I think I'll consider it, but do remember that in late-game team fights Mana Shield will slow and damage enemies that attack you immensely, and if talented into will cause a nasty amount of debuffs to them. also consider that Vashj has crazy good mana scaling and great mana regen, and by level 20 gives her a solid extra 1000 health (1100 if talented).
Well, I changed it anyway! Thanks for the suggestion!
I think you could approach mana shield differently.
Something I could think up right now for example.
Mana shield
Mana cost: 100. Cooldown 15 seconds. Duration 6 seconds.
Lady Vashj gain shield which absorb all incoming damage by 50% up to X+(Y per level) damage. After its duration, the remaing shield will be refunded to mana as percentage.
What I mean is if 50% of shield remains after duration you gain back 50. 30% = 30 mana etc.
Well it turns out those modifications pretty much changed it completely, but thanks for the idea.
You said u wanted the ability to drain mana, i have an idea. Why dont you make an lv16 talent for mana shield like for example "mana vortex" (just came whit the name :P) that when the mana shield disapears it explodes and drains the mana from the nearby enemies (enemies whit no mana would be drained a litle amount of health, so that they cant go unpuished for thinking the explosion its useless againts them). just an idea
I made a concept of Rhonin where at lv16 i think he had a talent called "mana wyrm" whit the same principle, it summoned a mana wyrm to chase one enemy where it would drain the mana, if they didnt had mana it drained health isntead, but you would get mana instead of health.
I came whit this idea and i think you could apply it to your mana shield
Tell me what you think about it
If you look at her Mana regen, by level 1 she actually has only 1 regen per second. I made her mana regen scale up extremely well to be about 20 near the end of the game.
Look at Nazeebo's passive, he has to deal damage to the minions to regain some mana and it's only 1%, at the beginning of the game it's around 5 to 7 mana per minion that die while poisonned by him. And he can sit on his lane if you manage your mana well. Imagine Vashj with her shield, spamming her AA with trait, she'd got : protection, long range harass and damage that depends on a ressource that is granted to her for nothing.
That is why I've thought of a scalable mana regen (the numbers might be a bit wrong though).
Maybe 5 (+1 per level) ? This way you wouldn't be (as much as) a big bully on the lane, but would get a nice regen end game : 25 mana at level 20.
In terms of damage buff, by level 20 her basic attacks deal 350 damage. 350 x 1.25 = 437.5, which I'd say is fair considering her low attack speed. For comparison, that's less than the damage Valla can put out in 1 second by level 20 (About 480, Not taking into account her possible buffs like searing attacks)
Good point about KT and Illidan not having mana burns like they did in WC3, I guess that makes sense.
Thanks for the feedback :)
I'm not a specialist with numbers, so I don't know if 25% is too much or not. As of yet, with a 25 mana per attack, I'd say it's ok.
The rest seems good now. :)
I also like burning mana abilities, but here's why it's a really big issue :
- Heroes that don't have mana pool aren't affected by it, so some of your kit will be useless, but this situation shouldn't exist.
- Heroes that really a lot on mana might get hard countered, and if you've played other MOBA, you know hard counters can kill the game (pleasure).
If bli² wanted mana burn, they'd give it to Kael'Thas and/or Illidan already, but since they didn't, it means that they don't want to imo.
And tbh I can see a Vashj that drain like to transform it into mana that she uses to power her mana shield. Seems legit enough to me. :)
Nice to see her here. Here's some changes I think would be nice :
- gaining mana just by auto attacking (and that amount) seems way to good. Earning mana by killing is more balanced
- burning mana is generally not balanced at all, I'd make her passive toggle on and off to add some damage to it at the cost of her own mana though
- Into the Depths need a longer CD I think, maybe 16 seconds. Slow(2 times)+movespeed is way too good as an escape tool to be abused
- Tornado seems a bit weak, I'd add damage per second to units close to it
- Whirlpool forces you to go in, so there's two big issues here : 1) You should specify that you can Whirlpoo while under Into the Depths state / 2) You should be untargetable while channeling, you're not a tank. / Either the range of this is huge, and 2.5s might be ok, or you'd might need to lower it to 2s. / Also, as stated above, burning mana is generally not balanced, i'd personally convert HP lost into mana for her
The ideas are really nice, synergizes well together, and fits what I know of her from Warcraft III. :)
1 and 2: I added an alternative trait, feedback on it would be appreciated.
3: You're probably right, I increased it to 16.
4: I added some damage to it, but also doubled how long it lasts and buffed the level 20 talent.
5: I changed Whirlpool to instead to damage per second, but still restore mana to Vashj. I also lowered the channel time to 1.5 seconds.
Overall, while the new Vashj is probably more balanced, I still like the idea of being able to drain mana from enemies. If you have any idea how to implement this without being too OP, I'm listening.
- gaining mana just by auto attacking (and that amount) seems way to good. Earning mana by killing is more balanced
- burning mana is generally not balanced at all, I'd make her passive toggle on and off to add some damage to it at the cost of her own mana though
- Into the Depths need a longer CD I think, maybe 16 seconds. Slow(2 times)+movespeed is way too good as an escape tool to be abused
- Tornado seems a bit weak, I'd add damage per second to units close to it
- Whirlpool forces you to go in, so there's two big issues here : 1) You should specify that you can Whirlpoo while under Into the Depths state / 2) You should be untargetable while channeling, you're not a tank. / Either the range of this is huge, and 2.5s might be ok, or you'd might need to lower it to 2s. / Also, as stated above, burning mana is generally not balanced, i'd personally convert HP lost into mana for her
The ideas are really nice, synergizes well together, and fits what I know of her from Warcraft III. :)