Level 1
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Lord of the Burning Legion: Quest: For every 100 damage absorbed by your
Infernals, gain +1 Health Regeneration. Reward: When you gain 30 Health Regeneration, the extra regeneration also starts applying to your
Infernals.
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Lord of Surprises: Quest: Whenever a Hero activates a
Demonic Trap, gain 1% movement speed. Reward: When you've trapped every Hero on the enemy team at least once, gain Stealth when you have a
Demonic Trap active.
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Dreadlord's Chosen: Whenever you use
You Face Jarraxus!, the target Hero has 5% bonus Ability Power and Attack Speed for five seconds. Reduce the cooldown of
You Face Jarraxus! to 30 seconds.
Design Notes: So these three talents give Jaraxxus three paths to go down. The first is kind of his unique regen globe talent, except instead of globes it's damage absorbed by Inferals. It improves his survivability and the Infernals' once he completes the quest, and is probably the most useful in teamfights, but it can be played around if the enemies can ignore the Infernals. The second grant Jaraxxus mobility and allows him to make even crazier plays: a Demon Lord is scary enough without Stealth. But of course, your enemies need to activate the traps: probably not wise to pick this talent against Abathur (who you'll never be in position to trap) or Tassadar (who can reveal your traps). The third talent affects Jaraxxus's trait and gives him either a cooldown on his global or the ability to empower someone before/during a teamfight. It's useful if you have someone who can take advantage of the bonuses and if you want to swap places more frequently.
Level 4
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Viscous Flame: Fel Wall also slows enemy Heroes inside it by 5% for 3 seconds, up to 15%.
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Invigorating Flame: Fel Wall restores Health to allied Heroes equal to the damage it deals.
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Ravenous Flame: Fel Wall deals double damage to minions, mercenaries, and monsters.
Design Notes: These three talents all improve Fel Wall, but in different ways. The first provides more crowd control and peel, the second helps your allies rather than hurting your enemies, and the third improves your waveclear. Perhaps not the most creative talents but the utility they provide would definitely be useful.
Level 7
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Interdimensional Armor: Whenever you swap or teleport to a Hero, gain +15% Resistant for three seconds.
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Life-Giving Infernal: Healing the summoned
Infernal also heals the Hero in stasis for the same amount.
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Life-Draining Trap: After a Hero is released from a
Demonic Trap, all healing cast on them for the next 5 seconds heals you for the same amount.
Design Notes: Lord Jaraxxus's survivability tier is actually quite interesting. The first talent would affect when he uses his trait or when he is summoned via Demonic Trap: probably the most useful in the worst case, but the other two can be a lot better. The second talent can allow you to save a low-health ally or yourself, provided your support is on board and the enemy team is dealing damage to the Infernal. The third talent is much more agressive, allowing you to stroll into the enemy team as your allies attempt to burst down a recently trapped target: if they die survive, so do you. But of course they have to get caught in the trap in the first place.
Level 13
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Trail of Fel: Activate to leave behind a trail of talented
Felflame for six seconds (Cooldown: 60 seconds).
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Endless Flame: Double the length and cooldown of
Fel Wall. Whenever an enemy hero takes damage from it, reduce the cooldown by one second.
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Infernal Gift: When an
Infernal dies, they leave talented
Felflame at the location of their death.
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Spring the Trap: When a
Demonic Trap is activated, surround it with talented
Felflame.
Design Notes: This tier also interacts with Fel Flame, but in a more interesting way. The first talent works similarly to Putrid Bile as an activatable ability, allowing you to spew Fel Flame behind you wherever you go. The second makes Fel Wall much harder to avoid, especially if you can time your placement of it right to get the cooldown reduction. The third synergizes with your Infernals, but only leave a pillar of Flame as opposed to a wall. The fourth synergizes with your traps. Also note that all of these use talented Fel Flame, so the choice you made at Level 4 also matters: Trail of Fel can slow to disengage or can heal hurt allies, Ravenous Flame and Endless Flame can wipe out minion waves, so on and so forth.
Level 16
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Legion's Fury: Whenever you appear from a
Demonic Trap, summon an
Infernal where you where.
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Fel Fists: Infernals' basic attacks slow the target by 15% for four seconds.
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Not Just Jarraxus!: When you use
You Face Jarraxus!, also summon an
Infernal beside you.
Design Notes: This talent tier focuses on upgrading your Infernals, allowing you to gain additional value from them even if you focused on your other abilities. If you focused on your Demonic Traps, the first talent would make sense, as you gain an additional Infernal when your trap is sprung. If you focused on improving your trait, the third talent allows you to arrive in even more style than before. And if you were talenting your Infernals, Fel Fists gives them some extra oomph when they do hit a hero.
Level 20
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Your Arrogance Will Be Your Undoing! (R): If you have killed Wilfred ten or more times, you can now activate your ultimate to teleport to Wilfred's current location. (Cooldown: 30 seconds).
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Searing Pentacle: Enemies inside the Infernal Pentacle now take 18 damage (15 + 1% per level) every second.
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Greater Inferno!: The Infernal summoned by Inferno! now has the target Hero's untalented abilities.
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Sacrificial Pact: Activate to destroy yourself and give a target allied Hero bonus Health equal to your maximum Health for ten seconds.
Design Notes: Ah, the fun talent tier! The first talent is an upgrade to
Trifling Gnome!, functioning similarly to Nazeebo's talent Vile Infection: if you've slain Wilfred ten times, you automatically gain the reward. If not, you can still achieve it whenever you do kill him ten times. The reward is kind of similar to Epic Mount or Dehaka's level 20, giving Jaraxxus an extra global to whichever lane Wilfred is in. The second talent is an upgrade to your
Searing Pentacle, allowing it to actually be useful before anyone has died. The damage is miniscule, but it is over a large area and completely free. When combined with all the tools Lord Jaraxxus has to stall a fight and with Pentacle's duration it can zone an enemy team out of a large area. The third talent allows the Infernal you summon to use the abilites of whatever hero is caught inside: if you cast it on Kael'Thas, you can control your Infernal to cast Flamestrike or Living Bomb or Grabity Lapse. Animating this would be a giant hassle, but that's the price to pay for such demonic power. And the last talent is a Hearthstone classic: destroy yourself, restore 5 Health (although a teeny bit more in Heroes of the Storm) to a target hero. So noble. Sniff. I'm so proud of you my sweet little demon lord.
Overall Design Notes
This talent tree allows Lord Jaraxxus a variety of playstyles: summoning waves of Infernals that bully your enemies out of the fight, trying to trap enemies and gaining bonuses from doing so, or becoming a Dehaka-esque global presence, hunting a very arrogant gnome and taking maximum advantage of your trait. Some of the talents may be uninspired, any and all of the numbers may need tweaking, a problem could arise with each build only having once choice per tier, but overall I'm pretty happy with the talents and how they capture the fantasy of Lord Jaraxxus: a powerful demon lord who prefers the might of the Burning Legion to some puny heroes.
Any and all feedback appreciated!
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