Lady Vashj (Talents Fixed, Mana Shield Reworked!) by totallyafk

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Lady Vashj (Talents Fixed, Mana Shield Reworked!)

By: totallyafk
Last Updated: Sep 30, 2015
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Lady Vashj (Talents Fixed, Mana Shield Reworked!)

Naga Sea Witch

Lady Vashj was born in the city of Vashj'ir[2], where her mother, Lestharia Vashj, was the high leader and matron. She somehow left her homeland, and came to the city of Zin-Azshari, capital of the night elves, sometime before theWar of the Ancients. Once chief among Queen Azshara's handmaidens, Vashj became one of the serpentine naga when Azshara and her followers were sent to the bottom of the sea during the Great Sundering.
(From wowwiki)

Vashj is a ranged assassin who relies on her archery skills and water/wind magics to excel in one on one combat. She strikes from a distance and can easily kite foes, with powerful disengage for when things get messy. Slippery like the fish-thing she is she can easily run from, chase down opponents and negate huge amounts of damage if necessary. She specializes in picking off the enemy's backline from the backline of her own team with long ranged attacks. The longer you fight her the weaker you become, and by then it's already too late to escape.

STATS
Health: 750 (+150)
HP Regen: 1.5 (+0.3)
Mana: 600 (+15)
Mana Regen: 1 (+1)
Attack range: 7.15
Attacks per Second: 1
Attack Damage: 50 (+15)
"I am not to be trifled with!"

Combat Trait

1
Frost Arrows
Enemy minions that die soon after you've damaged them restore 30 mana to Vashj, and Hero takedowns restore 100. Your attack range is 30% further than most other ranged heroes. You may activate this ability to toggle gaining 25% increased attack damage and causing your attacks to slow enemies by 20% for 2 seconds, but causing each basic attack to cost 25 mana.

Primary Abilities

1
Forked lightning
Strike enemies in a narrow but long cone in front of you for 100 damage (+15 per level) with a maximum of three targets, prioritizing heroes and enemies that are further away over closer ones.

Cooldown: 8 seconds
Mana: 80
2
Into the depths
Slow all nearby enemies by 40% for 2.5 seconds and turn invisible and gain 20% increased movement speed for 3 seconds. Upon exiting stealth reapply the slow to any nearby enemies and increase your basic attack damage by 40% for 3 seconds.

Cooldown: 15 seconds
Mana: 100
3
Mana Shield
Toggle to turn on a mana shield. While active, your hero takes 50% less damage, but taking damage will drain a percentage of your total mana equal to the percentage of your total health lost. Any enemy who attacks you will be slowed by 30% for 2.5 seconds and you will automatically hit them with a basic attack (Enhanced with Frost Arrows, at no additional mana cost.)

(It works like Arthas's Frozen Tempest, and is turned on and off)

Heroic Abilities

1
Tornado
Summon a tornado at target location. If an enemy gets too close to it, they will no longer control the movement of their hero, rather you can re-cast this ability to move the tornado, pulling them with it and dealing 75 damage per second to them. (+6 per level) Lasts 8 seconds.

(Controlling the tornado works similarly to controlling Jaina's Water Elemental)
Cooldown: 70 seconds
Mana: 150

Level 20 Talent
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.
2
Whirlpool
After a 1.5 second channel, (Can be used during Into the Depths) deal 100 damage (+25 per level) to all enemies in a large area around you and summon a massive whirlpool on the ground around you. Enemies that stand in the whirlpool will move 50% slower and take 80 damage per second (+16 per level), with mana being given to Vashj equal to damage dealt. Lasts 3 seconds.

Cooldown: 120 seconds
Mana: 180

Level 20 Talent
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.

Special Mount

1
Wave
Like Azmodan, Anub'Arak and Zagara, Vashj cannot use most mounts (Except ones like flying carpet) Instead, she summons a small wave and rides it around.

TALENTS

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.

Quotes

Click
"Is it time?"
"I grow anxious to act."
"Time is short, mortal."

Move
"Our will shall be done."
"By your command."
"Brilliant."

Attack
" *Hiss* "
"In Azshara's name."
"For the empress!"

Kill
"Taste my sting!"
"We shall reclaim the surface world!"

Death
"I return to the depths"

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totallyafk | September 16, 2015 1:54pm
Mermeoth wrote:

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!
1
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Mermeoth | September 15, 2015 4:23pm
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.
1
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totallyafk | September 13, 2015 2:55pm
I actually think that's a pretty good idea, with a few modifications.

Well it turns out those modifications pretty much changed it completely, but thanks for the idea.
1
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sabugas (1) | September 13, 2015 2:17pm
Hi there, this is really a nice concept and the WCIII references are there.
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
1
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totallyafk | September 13, 2015 2:09pm
Sorry, I meant for her to have to attack the minions to get the mana. I changed the wording to fix 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.
1
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Chatpelier | September 13, 2015 1:31pm
If she had to kill the minions for gaining the mana, I'd say it's okay, but she can sit on the lane, waiting for the minion to die, and use her Trait to deal tremendous amount of damage to the opponent.
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.
1
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totallyafk | September 13, 2015 12:47pm
I'd argue that 30 per minion is fine, considering that if she has Frost Arrows active each attack costs 25, so even if she could one-shot minions she'd only get 5 extra mana.

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 :)
1
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Chatpelier | September 13, 2015 12:00pm
30 mana per minion is too much, since a wave is 7 minions = 210 mana per wave, too good. I'd say maybe a flat 10 or 7/8 (+0.5 per level).
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. :)
1
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totallyafk | September 13, 2015 11:11am
Chatpelier wrote:

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.
1
[-]
Chatpelier | September 13, 2015 8:59am
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. :)
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