Malfurion by Dreadnought

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Malfurion

By: Dreadnought
Last Updated: Feb 17, 2018
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Malfurion

Malfurion Rework to Multiclass

Note - This guide is intended for entertainment purposes and not to be taken as a literal suggestion on how to change malfurion. It is to conceptualize different talent and build ideas that are different from your standard hero (EX: Boomkin's Q abilities and shapeshifting beyond what greymane can do). While I do try to keep numbers reasonable in the realm of heroes of the storm (no 10 second stuns here) I may be off on scaling with the numbers I present to be to strong or to weak which is not my intention

A rework on Malfurion to be a Multiclass character!
Choose which role you want to go for right at the get-go fom level 1, whether it be tanking, healing, range/melee DPS!

~ Featuring ~

~Restoration Tenet (Druid form/Reworked Healing)
-(Q)Regrowth
-(W)Wrath
-(E)Tenacious Roots

~Guardian Tenet (Bear form)
-(Q) Rush
-(W) Derisive Roar
-(E) Ironfur

~Feral Tenet (Cat form)
-(Q) Razor Claws
-(W) Leap
-(E) Feline Tenacity

~Balance Tenet (Moonkin form)
-(Qx4) Moonfire/Lunar Strike/Solarfire/Solar Flare
-(W) Lunar Alignment
-(E) Solar Alignment

~6-7 Talents per tier!
~15 potential basic abilities!
~Changing abilities with shapeshifting!
~Introducing a basic ability that dynamically changes based on how you play!
~Multiple Passive/Secondary Traits!


Note - All numbers are based off level 20 and follow the basic 4%*Lvl algorithm

Combat Trait

1
Shapeshift (Active)

Allows Malfurion to shapeshift to and from his animal form

Cooldown - 6

2
Innervate (active)

Grant an allied hero 20% of their maximum Mana over 5 seconds. While affected by Innervate, their Basic Ability cooldowns recharge 50% faster.

Cooldown - 30


(Unlocked after selecting Restoration Talent)
(Replaces Shapeshift if Restoration Tenet is chosen at level 1)

Primary Abilities

1
(Druid) Regrowth [Q]

Heal target ally for 110 (X) Health instantly and and pulses 68 (Y) Health every second for 10 (Z) seconds.

Mana - 60
Cooldown - 12


Proposed Mana +50% live version 40 to 60
Proposed Cooldown Increased by 7 seconds 5 to 12

Proposed X Reduces 1/3 live version health 329 to 110
Proposed Y Retains live version health 68
Proposed Z Reduces 2/3 live version duration 15 seconds to 10 seconds

Total heal ~ XYZ = 1348 (Live) to XYZ = 790 (Rework)
2
(DRUID) Wrath [W]

After 0.75 (X) seconds, cast a small, slow-moving, green projectile at an enemy target. Deals 391 (Z) damage to primary target and nearby enemies.

Mana - 35
Cooldown - 5


X - Cast Time ~ Proposed 0.75 second cast time
Z - Damage ~ Proposed 391 same as Thrall Chain Lightning

Radius ~ Proposed Pyroblast Radius
Range ~ Proposed old moonfire range
Projectile Speed ~ Proposed double a Pyroblast projectile speed
3
(DRUID) Entangling Roots [E]

Root enemies within the target area for 1.5 seconds, and deals 257 damage over the duration. Affected area grows over 3 seconds.

Mana - 75
Cooldown - 14

(Functions same as live)

4
(Bear) Rush [Q]

Charge at Target location or enemy building and gain 50% movement speed. Deal 120 damage to anyone in your path. If you reach the target location, slow everyone around you 90% for 1.25 seconds and deal 360 damage

Cooldown - 10
Mana Cost - 60


360 damage same as multishot damage
Radius is similar to sanctification radius
Rush Range will be far, probably Tyreal Judgement range, but will also have a minimum distance of a sanctification ring
5
(BEAR) Taunting Roar [W]

All enemy heroes hit are forced to attack Malfurion for 1 second

Cooldown - 12
Mana - 80


Taunt is a cone same size and range of Jaina Cone of Cold
6
(BEAR) Ironfur [E]

Increases health by 3024 for 12 seconds but causes vulnerability (-25%) for that duration

Cooldown - 20
Mana - 100


If Malfurion shapeshifts out of bear form Ironfur health will be removed!
If Malfurion shapeshifts out of bear form Vulnerability will be removed!

Malfurion can not shapeshift out of bear form if ironfur is active and malfurion is below 3024 health!
Ironfur functionality similar to Muradin Avatar, when duration finishes, retains 3024 (or less) health!

Ironfur = Malfurion base health*bear form + Ironfur (3685*50% = 5528+3024 = 8552!)
As comparison, E.T.C/Muradin/Cho'gall health is 5320/5769/8508
7
(CAT) Razor claws [Q]

Swipe towards the area in front of you twice in quick succession for 294 damage each. Apply 1 blood affect to targets hit by each swipe and gain 1 truama charge for each heroic enemy hit.

Cooldown - 6
Mana - 75


(Its 2 swipes, so if the same hero gets hit by both swipes then that hero will gain 2 trauma and you gain 2 blood charges.)
(The Razor Claws range, area of effect and speed is the same as greymane's 'swipe' times two. I just put two of greymane's swipes together, one after another)
8
(CAT) Maim [W]

Consumes 1 - 6 Truama charges to deal damage to target and slows/stuns them. All blood charges on target are consumed and the damage is dealt instantly.

1 Bleed Charge = 200 damage
2 " " = 500
3 " " = 800 + 1 second slow
4 " " = 1100 + 2 second slow
5 " " = 1200 + 1 second stun + 2 second slow
6 " " = 1300 + 2 second stun + 3 second slow

Slow - 60%
Cooldown - 12

9
(CAT) Bleed [E] (Passive)

[Passive] Every fourth consecutive Basic Attack against the same target applies 1 Blood Charge.

-Maximum 3 bleed charges on an enemy. Deals 294 damage over 6 seconds for each charge.
-Maximum 6 trauma charges. Decays every 5 seconds while out of Cat form
-Each truama charge reduces the duration of all blood charges by 10/25/40/65/80/85%. The blood effect deals the same amount of damage, but in less time.


(Example: you have 4 Trauma charges and 2 Blood charges, Deals 588 in 3.6 seconds)
10
(Moonkin) Moonfire [Q]

Deal 231 damage to enemies within target area and reveals them for 2 seconds.

Cooldown - 3
Mana - 20

(Functions Same as live)


(Shares cooldown with all other Moonkin[Q] abilities, Lunar Strike, Sunfire, Solar Flare)
11
(Moonkin) Lunar Strike [Q]

Deal 231 damage to enemies within target area and reveals them for 3 seconds. Deals 100% bonus damage to Minions, Mercenaries, and Monsters

Cooldown - 2
Mana - 20


(Radius 60% larger then moonfire)
(Range 20% further then moonfire)
12
(Moonkin) Sunfire [Q]

Deal 77 damage to target enemy. Each charge of solar alignment increases Sunfire damage by 40%

Cooldown - 3
Mana - 15


(Same range as moonfire [but without the added AOE range radius])
13
(Moonkin) Solar Flare [Q]

Deal 580 damage to enemies within target area and stuns them for 1.5 seconds.

Cooldown - 2
Mana - 40


(Range 20% further then moonfire)
(Radius 30% larger then moonfire)
14
(Moonkin) Lunar Alignment (Toggle) [W]

~ [Passive] Each Lunar charge grants 1 Mana/Second
~ 1 Lunar charge decays every 5 seconds while out of Moonkin form

~ [While Toggled on] Sets [Moonkin-Q] to Moonfire when at 0-5 Lunar charges
~ If Moonstrike hits an enemy, grant 2 Lunar charges
~ At 6 Lunar charges changes Moonfire to Lunar Strike and gives Lunar Strike 2 stacks.
~ Once all Lunar Strike stacks have been consumed. Lunar charges are reset to 0.



(Only 1 Allignment can be toggled on or off, either Lunar Allignment is on and Solar Allignment is off or vice-versa)
(Lunar Allignment is automaticly Toggled on at the start of the game. The last Allignment that was toggled on will be active when shapeshifting back to moonkin form)

A typical damage rotation will look like - Moonfire/Moonfire/Moonfire/Lunar Strike/Lunar Strike/Moonfire/Moonfire/Moonfire/Lunar Strike/Lunar Strike and repeat.
15
(Moonkin) Solar Alignment (Toggle) [E]

~ [Passive] Each Solar charge grants 15 Health/Second
~ 1 Solar charge decays every 5 seconds while out of Moonkin form
~ [Passive] Each solar charge increases Sunfire damage by 40%

~ [While Toggled on] Sets [Moonkin-Q] to Sunfire when at 0-5 Solar charges
~ When Sunfire hits an enemy, grant 1 Solar charge
~ At 6 Solar charges, change Sunfire to Solar Flare
~ Solar Flare consumes 6 Solar charges when used



(Shares rules with Lunar Alignment)

A typical damage rotation at level 1 will look like - Sunfire/Sunfire/Sunfire/Sunfire/Sunfire/Sunfire/Solar Flare/Sunfire/Sunfire/Sunfire/Sunfire/Sunfire/Sunfire/Solar Flare and repeat to the end of all time!

Secondary Abilities

1
[Level 1] Restoration Tenet (Passive)
-[Druid - Q] Reduces Regrowth cooldown from 12 seconds to 5 seconds
-[Druid - Q] Reduces Regrowth mana cost from 60 to 40
-[Druid - E] Entangling Roots also spawns a Treant that does 141 damage per second and lasts 10 seconds
-[Trait] Grants Innervate
-[Passive - Secondary Ability] Life Seed ~ Nearby damaged allied Heroes will automatically gain the heal over time portion of regrowth. This effect has a 12 second cooldown.

(Life Seed Cooldown reduced from 20 to 12 seconds from live)

(Passive only applies after choosing the 'Restoration Tenet' talent)
2
[Level 1] Guardian Tenet (Passive)
-[Trait] Shapeshift to Bear form
-[Bear Passive] Increases Malfurions maximum health by 50% in Druid form (3685 to 5528)
-[Bear Passive] Decreases attack speed by 25%
-[Bear Passive] Increases attack damage by 100%

-[Druid Passive] Increases Malfurions maximum health by 10% in Druid form (3685 to 4054)
-[Druid - W] Wrath slows targets by 25% for 3 seconds



(As comparison, E.T.C/Muradin/Cho'gall health is 5320/5769/8508)
(As comparison, Leoric atk per second is 0.77 and does 302 damage, while Bear form atk per second is 0.83 and 294 damage)

(Passive only applies after choosing the 'Guardian tenet' talent)
3
[Level 1] Feral Tenet (Passive)
-[Trait] Shapeshift to Cat form
-[Trait and Secondary Active] Shapeshift's cooldown is reduced by 3 seconds
- [Passive] Reduce Attack Damage by 50% While in cat form
- [Passive] Increase Attack Speed by 60% While in cat form
- [Passive] Increase movement speed by 15% while in cat form
- [Passive] Increase Attack Speed by 10% While in Druid, Bear and Moonkin form
- [Passive] Increase movement speed by 5% while in Druid, Bear and Moonkin form



(Passive only applies after choosing the 'Feral Tenet' talent)
4
[Level 1] Balance Tenet (Passive)
-[Trait] Shapeshift to Moonkin form

-[Druid - Secondary Ability] Grants Innervasho (Only self-castable)
-[Innervate] Increases the Mana return of Innervate by 30% (Only in affect if restoration Tenet is chosen at level 1 or 20 alongside balance tenet at level 1 or 20)


(Passive only applies after choosing the 'Balance Tenet' talent)
5
[Level 20] Shapeshift (Secondary Active)

Allows malfurion to shapeshift to and from his second form.

Cooldown - 6


(Can be used in his Druid and first form and vice-versa)
(Shares cooldown with first shapeshift ability)

(Only available if 2 animal forms are chosen at level 1 and 20 talents)
6
[Balance Tenet] Innervasho (Active)

Grant yourself 30% Maximum Mana over 5 seconds. While affected by Innervasho, basic ability cooldowns recharge 50% faster.

Cooldown - 30


(Affects ALL basic abilities, not just druid abilities)
7
[Level 4 - Feral] Prowl [Toggle]

Gain Stealth when out of combat for 1 second. Taking damage, attacking, using abilities, or channeling ends Cloak. Reduces movement speed while prowling by 35%

Can be Toggled On/Off


(15% bonus from feral and 20% base, so 80% movement speed overall)
8
[Level 13 -Feral] Scent of Blood (Active)

Teleport to selected target that has a blood charge(s).

Cooldown - 60


(Functions similar to vorpal blade, range of ability is infinite)
9
[Level 16 -Feral] World of Blood (Active)

Apply 1 blood and gain 1 trauma charge every auto attack, Maim cooldown is reduced by 0.75 seconds for every auto attack. lasts 6 seconds.

Cooldown - 70

10
[Level 4 -Balance] Shooting Stars (Active)

Calls a star from the sky at the target enemy. After 2 seconds the star will hit the old location of the target enemy and deals 186 damage and slows by 30% for 1 second to opponents caught in the blast. Stores 5 charges.

Cost - 1 Lunar Charge
Cooldown - 4

11
[Level 4 -Balance] Celestial Downpour (Active)

After a 1 second delay, light explodes around you deals 382 damage to enemies and knocks them back. 2 Charges.

Cost - 2 Solar Charges
Cooldown - 12



(Radius smaller then Butcher Furnace blast or Zeratul Cleave)
(Knock Back 75% distance of sgt hammer Concussive Blast)
12
[Level 16 -Balance] Astral Power (Active)

-Generates 3 Lunar Charges
-Generates 3 Solar Charges

Cooldown - 20

13
[Level 16 -Balance] Astral Surge (Active)

Consumes all Lunar and Solar charges. Does 100 + 75 damage multiplied by every solar charge consumed. Deals aditional damage every second for each lunar charge consumed.

Cooldown - 10 + 6 seconds for every Lunar and Solar Charge consumed


(Maximum damage would be 550 damage for 7 seconds = 3850 damage)
(Maximum cooldown would be 10 + 12 charges * 6 = 82 cooldown)
14
[Level 16 -Balance] Obliterate (Active)

Solar Flare does not consume any charges for 5 seconds. Increases radius of Solar Flare by 100%

Cooldown - 80

Heroic Abilities

1
Tranquility

Heals 176 Health per second to nearby allied Heroes over 10 seconds.

(Functions same as Live)


(Can be used in BOTH Druid and Animal form)
2
Twilight Dream

After a short delay, deal 820 damage in a large area around you, silencing enemies making them unable to use Abilities for 3 seconds. Also passively increases your Mana Regeneration by 1.5.

(Functions same as Live)


(Can be used in BOTH Druid and Animal form)

Special Mount

1
Mount
Must be in Druid form to use.

Talents

[] = Same as live
[] = Altered from live

[] = Restoration
[] = Guardian
[] = Feral
[] = Balance

~ Level 1 ~



Restoration Tenet ~ Malfurion gains healing bonuses
Guardian Tenet ~ Allows Malfurion to shapeshift into his bear form
Feral Tenet ~ Allows Malfurion to shapeshift into his cat form
Balance Tenet ~ Allows Malfurion to shapeshift into his moonkin form
(Check Secondary ability descriptions for notes on what each talent can do)

~ Level 4 ~



Elune's Grace ~ Increases the range of Regrowth, Wrath, Entangling Roots and Moonfire, Lunar Strike, Sunfire and Solar Flare by 25% (Affects Druid and Moonkin abilities)
Shan'do's Clarity ~ Reduces Innervate and Innervasho cooldown by 8 seconds.
Bear(Q) - Vigorous Rush ~ Rush also grants Malfurion 50% Damage Mitigation during rush and 1 second after
Bear(Q) - Ferocious Rush ~ Any enemy hero/minion hit by Rush are knocked back and stunned for 0.5 seconds
Feral - Prowl ~ Grants Prowl Secondary Ability
Feral - Feline Tenacity ~ Each trauma charge increases attack speed by 10%. Blood damage heals you for 60% damage

~ Level 7 ~



Druid - Cleanse ~ Activate to make target ally Unstoppable for 1 second. Cannot be cast on yourself. (Only usable in Druid form)
Bear(W)- Terrifying Roar ~ Enemies hit by Roar are now feared for 1.25 seconds
Bear(E)- Mark of Ursol ~ Ironfur reflects 30% of enemy ability damage.
Feral(Q)- Shadow Trash ~ Razor Claws grants you 3 stacks of Trauma for every enemy hero hit.
Feral(Q)- Jagged Wounds ~ Each blood charge increases Razor Claws damage by 30% to that target.
Balance(W)- Shooting Stars ~ Moonstrike grants 3 charges. Grants secondary ability Shooting Stars
Balance(E)- Celestial Downpour ~ Solar Flare consumes 4 charges. Grants secondary ability Celestial Downpour

~ Level 13 ~



Druid - Elegance of Ysera ~ Increase Wrath projectile speed by 50%. Reduce Wrath cooldown by 1 second. Increases next Regrowth Heal over time affect by 3 seconds for every enemy hero damaged by Wrath (Maximum bonus 15 seconds = 25 second duration)
Druid - Grace of Ysera ~ Increase Wrath damage by 25%. Lifeseed gains +1 charge. If 2 or more enemy heroes are damaged by wrath, refresh Lifeseed's cooldown
(If Restoration Tenet has not been chosen, Lifeseed will be granted and have 1 charge)

Bear(Q)- Overrun ~ Increase range of Rush by 25%. Decrease Cooldown by 2 seconds.
Feral- Scent of Blood ~ Grants Sent of Blood Secondary Ability
Feral(E)- Infected Wounds ~ Increase maximum blood charges to 4. Each blood charge will now slow the target by 5%
Balance(W)- Lunar Shower ~ Using Lunar Strike twice reduces the cooldown of subsequent Moonstrikes and Lunar strikes by 0.5 seconds, and increases damage by 30%. Stacks up to 3 times and resets after 10 seconds if out of Moonkin form.
Balance(E)- Ethereal Glow ~ Using Solar Flare increases damage of subsequent Solar flares by 125% and increases stun duration by 50%. Stacks up to 3 times and resets after 10 seconds if out of Moonkin form.

~ Level 16 ~



Druid - Tenacious Roots - Entangling Roots grows 25% larger, lasts 25% longer, and roots targets for 0.5 seconds longer.
Druid - Harmonious Focus - While above 80% life, your Regrowth, Wrath, and Entangling Roots cooldowns regenerate 50% faster
Bear(E)- ~ Steelfur - If the health range of Ironfur is depleted (5528-8508*Lvl), Ironfur is no longer vulnerable.
Feral(W)- Rip and Tear ~ leave 3 fresh blood charges and causes vulnrable for 2 seconds on target after Maim damage has been applied.
Feral- World of blood - Grants World of Blood secondary ability
Balance(W)- Astral Authority ~ Grants the secondary abilities Astral Power and Astral Surge
Balance(E)- Obliterate ~ Grants the secondary ability Obliterate

~ Level 20 ~


Serenity ~ Any allied hero under the affects of tranquility will also have all Heal over Time affects heal instantly
Nightmare ~ Increase Twilight Dream's silence duration to 4 seconds and it also slows enemies by 50%
Restoration Tenet ~ Malfurion gains healing bonuses
Guardian Tenet ~ Allows Malfurion to shapeshift into his bear form
Feral Tenet ~ Allows Malfurion to shapeshift into his cat form
Balance Tenet ~ Allows Malfurion to shapeshift into his moonkin form
__________________________________________________________________________________________________________________________________

(All talents between 4-16 are available even if a different Druid Tenent is chosen in case the player chooses the appropriate tenent at level 20). (EX:)
(If you are reading this note, you are puting effort into reading this guide, I appreciate it, and if you add (174) to your comment and I will be sure to respond to you!)

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Overview self notes

(These are just notes for myself, so its much less orderly but you can kind of glimpse what my mindset is on things and concepts that I explored and scrapped)



-Keep talents effecient, dont create to many talents, each role only can pick 1-2 (maybe 3) per talent as there are 4 roles to work with and the limit is 6-7 talents a tier.
-May need to nerf tranquility and emerald dream as all forms have access to them and can USE them in said forms (especially bear form)

-Keep any number and balance proposals conservative but still convey idea. People may unnecessarily focus on said numbers instead of overall concept

~Talents count number~

Level 1 - [4] ~ Tenets only
Level 4 - [6+] ~ 2 Resto/Balance. 2 for Guardian. 2 for Feral
Level 7 - [7] ~ 1 Cleanse (Generic/Resto). 2 Balance. 2 Feral. 2 Guardian
Level 13 - [7*] ~ 2 Resto. 2 Balance. 2* Feral. 1 Guardian
Level 16 - [7] ~ 2 Resto. 2 Balance. 2 Feral. 1 Guardian
Level 20 - [6] ~ 2 Ultimates. 4 Tenets (well 3, since one was chosen at level 1 and will be grayed out anyway)

* = Revise later
+ = Could add, dont have to

Resto - Complete
Guardian - Incomplete (Numbers and Descriptions
Feral - Incomplete (Numbers and Descriptions)
Balance - Numbers Complete, need Descriptions

Guardian vs Feral

Level 4[6] - 2 Guardian, 2 Feral (1 Free, Dont need to add)
Level 7[7] - 2 Guadian, 2 Feral (Flesh out Feral or differentiate Guardian, or could make generic for both, could add to restoration . because it ONLY has cleanse)
Level 13[7] - 1 Guardian 2 Feral (Could just have 1 for Feral)

~Generic ideas~
-Reduce shapeshift cooldown
-Increase movement speed in animal form
-Cooldown Reduction/Mana cost

~ Average health of heroes at level 20 ~
Warrior - 3338
Assassin - 5213
Support - 3721
Specialist - 3452

Self notes (Restoration)

Restoration (Easy)

Restoration Tenet ~ Malfurion gains healing bonuses

~ Level 4 ~
Elune's Grace ~ Increases the range of Regrowth, Wrath, Entangling Roots and Moonfire, Lunar Strike, Sunfire and Solar Flare by 25% (Affects Druid and Moonkin abilities)
Shan'do's Clarity ~ Reduces Innervate and Innervasho cooldown by 8 seconds.

~ Level 7 ~
Druid - Cleanse ~ Activate to make target ally Unstoppable for 1 second. Cannot be cast on yourself. (Only usable in Druid form)

~ Level 13 ~
Druid - Elegance of Ysera ~ Increase Wrath projectile speed by 50%. Reduce Wrath cooldown by 1 second. Increases next Regrowth Heal over time affect by 3 seconds for every enemy hero damaged by Wrath (Maximum bonus 15 seconds = 25 second duration)
Druid - Grace of Ysera ~ Increase Wrath damage by 25%. Lifeseed gains +1 charge. If 2 or more enemy heroes are damaged by wrath, refresh Lifeseed's cooldown (If Restoration Tenet has not been chosen, Lifeseed will be granted and have 1 charge)

~ Level 16 ~
Druid - Tenacious Roots - Entangling Roots grows 25% larger, lasts 25% longer, and roots targets for 0.5 seconds longer.
Druid - Harmonious Focus - While above 80% life, your Regrowth, Wrath, and Entangling Roots cooldowns regenerate 50% faster


1 main build with flexible talents

Easy to play, much like old resto with priority on HoTs (heal over times)
Let playmaking through root and wrath help with healing. (talent possability enemy heroes hit by wrath increases duration of next regrowth by 3 seconds, or hitting an opponent while rooted (not just malfs root either) with wrath will give a second temp charge of regrowth?)
Not really rework but tightening talents and introducing wrath
The way of the druid

~Cleansing ground - replaces cleanse, improves Entangling Roots(W) ~ You and any allied hero standing in Entangling Roots are Unstoppable.
-Multiple applications, allows malfurion to self cleanse.
-Can be used aggressively with bear and cat form, throw cleansing ground down and they can charge/pounce that area and be protected

Talents
Level 4 - Generics
Level 7 - Cleanse
Level 13 - Wrath (pretty much only new one lol)
Level 16 - Recycling

Pretty much saying I reworked Restoration when I just tightened talents, wrath is quite similar to moonfire (AOE Range DPS)

Self Notes (Guardian)

Guardian (Medium)

Guardian Tenet ~ Allows Malfurion to shapeshift into his bear form

~ Level 4 ~
Bear(Q) - Vigorous Rush ~ Rush also grants Malfurion 50% Damage Mitigation during rush and 1 second after
Bear(Q) - Ferocious Rush ~ Any enemy hero/minion hit by Rush are knocked back and stunned for 0.5 seconds

~ Level 7 ~
Bear(W)- Terrifying Roar ~ Enemies hit by Roar are now feared for 1.25 second
Bear(E)- Mark of Ursol ~ Ironfur reflects 30% of enemy ability damage. (Ya, that includes vulnerable damage, so enemies will be taking more damage then expected!)

~ Level 13 ~
Bear(Q)- Overrun ~ Increase range of Rush by 25%. Decrease Cooldown by 2 seconds.

~ Level 16 ~
Bear(E)- ~ Steelfur - If the health range of Ironfur is depleted (5528-8508*Lvl), Ironfur is no longer vulnerable.

1 Main build with situational flavor talents

charge with aoe damage
~Stun considered but could be to strong like old Stitches, Slow considered
~Could also add knockback to charge itself, no need to focus on just AOE damage

Roar that taunts nearby enemies
~Varian beat me to it, apperently 1.25 seconds is a very long duration
~Could have enemies deal increased damage, but also may add unneaded complexity
~Or make it a cone
~Or make it a fear as well

increases health temporarily by 50-100% for a duration but also vulnerable.
~soft counter to enemeis with vulnerable since vulnerable does not stack beyond -25%
~Idea of taking lots of big hits and have lots of health, healing output at disidvantage, damage mitigation favored like lt morales's safegaurd instead

-May be a bit to strong with Charge/Roar/Twilight Dream combo
-Only 1 true build for gaurdian with a couple flavor talents.
-Guardian should be the easiest of the forms for players to play
-Guardian will have mana with same pool as restoration, adds soft limits to switching forms and self healing/utility but also managing multiple resource pools does add complexity. Unkown how to apply rage fairly and interestingly anyway

Level 4 - Bear charge (Offensive or Defensive options into bruiser or main tank)
Level 7 -
Level 13 -
Level 16 - (Only 1 talent available)

Self Notes (Feral)

Feral (Medium/Hard)

Feral Tenet ~ Allows Malfurion to shapeshift into his cat form

~ Level 4 ~
Feral - Prowl ~ Grants Prowl Secondary Ability
Feral - Feline Tenacity ~ Each trauma charge increases attack speed by 10%. Blood damage heals you for 60% damage dealt to heroes and 10% to non-heroic enemies.

~ Level 7 ~
Feral(Q)- Shadow Trash ~ Razor Claws grants you 3 stacks of Trauma for every enemy hero hit.
Feral(Q)- Jagged Wounds ~ Each blood charge increases Razor Claws damage by 30% to that target.

~ Level 13 ~
Feral- Scent of Blood ~ Grants Sent of Blood Secondary Ability
Feral(E)- Infected Wounds ~ Increase maximum blood charges to 4. Each blood charge will now slow the target by 5%

~ Level 16 ~
Feral(W)- Rip and Tear ~ leave 3 fresh blood charges and causes vulnrable for 2 seconds on target after Maim damage has been applied.
Feral- World of blood - Grants World of Blood secondary ability


Feral is all about bleed effects and bleed charges or stealthing (Passive - 6 charges)
Decreases time to shapeshift

2 Main Builds

~Bleed (Get bleed affects on as many targets as possible, cleave)
~Cloak and Claw (Cloaking and more 1 shot orientated)


Bleed points increase how fast DoTs (Damage over time) effects deal damage. Probably wont do more damage, just deal that damage faster.

Build Ideas
~Bleed for days - Unlike poison, bleed will be fast acting and hits hard, like old envenom being only 5 seconds and doing a lot of damage.
~One shot - Focus a specific target, (Feral Only)Vulnerable strike, and set up for Maim with combo points.

Main and secondary abilities brainstorm
~Maim - sacrifice truama points to deal incredible damage
~Elune's Guidance - grants 3 bleed points
~Sent of Blood - leap to a selected target (must have Feral Bleed effect on them)
~Feline Tenacity - could reduce enemy AA damage, increase movement speed, cloak, ect...
~Prowl - Gain Stealth when out of combat for 1 second. Taking damage, attacking, using abilities, or channeling ends Cloak. Reduces movement speed while prowling by 35% Can be Toggled On/Off(15% bonus from feral and 20% base, so 80% movement speed overall)
World of blood - Activate. Apply a blood and trauma charge for every auto attack, Maim cooldown is reduced by 1 second for every auto attack. lasts 8 seconds.
~Savage Relentlessness - All stuns and root durations are reduced by 33%, every time you are stunned, rooted, slowed, refresh razor claws

Self Notes (Balance)

Balance (Medium/Hard)

Balance Tenet ~ Allows Malfurion to shapeshift into his moonkin form

~ Level 4 ~
Elune's Grace ~ Increases the range of Regrowth, Wrath, Entangling Roots and Moonfire, Lunar Strike, Sunfire and Solar Flare by 25% (Affects Druid and Moonkin abilities)
Shan'do's Clarity ~ Reduces Innervate and Innervasho cooldown by 8 seconds.

~ Level 7 ~
Balance(W)- Shooting Stars ~ Moonstrike grants 3 charges. Grants secondary ability Shooting Stars
Balance(E)- Celestial Downpour ~ Solar Flare consumes 4 charges. Grants secondary ability Celestial Downpour

~ Level 13 ~
Balance(W)- Lunar Shower ~ Using Lunar Strike twice reduces the cooldown of subsequent Moonstrikes and Lunar strikes by 0.5 seconds, and increases damage by 30%. Stacks up to 3 times and resets after 10 seconds if out of Moonkin form.
Balance(E)- Ethereal Glow ~ Using Solar Flare increases damage of subsequent Solar flares by 125% and increases stun duration by 50%. Stacks up to 3 times and resets after 10 seconds if out of Moonkin form.

~ Level 16 ~
Balance(W)- Astral Authority ~ Grants the secondary abilities Astral Power and Astral Surge
Balance(E)- Obliterate ~ Grants the secondary ability Obliterate


2 Main Builds
This one is going to sound complex but be pretty damn simple when it actually plays out.
The problem is that if I commit to 1 build (Lunar or Solar build) I will essentially have just 1 button the player is pressing (Q) since (W) and (E) will never have to be used to toggle between 2 builds.

~Could add compelling reasons to switch between 2 builds, even if 1 is stronger (Cant force, dont punish players for not switching but reward them with something extra for swtiching)
~Each build could come with extra secondary abilities through talents (the problem with this is that Lunar and Solar both go in affect at level 7, would have to add talents there or else we have players playing 1 button for 5 levels between 7-13)

Range dps, builds up over time.
Utilizes 3 resource pools
~Mana
~Lunar Charges
~Solar Charges

Display Lunar and Solar charges same place as you would for Greymane's Inner beast, Kerrigans Shield, Vallas hatred, ect...theres just 2 of them!

1) Lunar Build
~Wax and Wane
~Constant, predictable
~Has more utility
~6 charges
~1 charge = 1 mana/second (Static)
~moonfire grants 2 charges
~lunar strike takes away 3 charges (how to make description/mechanics make it so that lunar strike strikes twice, or if moonkin is switched out, and you could loose a charge and only have 1 strike, but its easier to build back up? hard life is description life)

2) Solar build
~Builds up over time
~Deals more and more damage overall
~Sustained Burst
~6 charges (changed from 5, more in line with 6 charges of lunar alignment)
~1 charge = 15 hp/sec (4%xlvl, so starts at...im bad at math, ok make it static and screw the rules)
~Every charge increases damage of solarfire (5%, 10%, 15% ect...)

Solar flare could blind or root, then turns into a stun for 13, so 16 could be increases CC duration.

Possible Talent Names
Starlord/Astral Power/Dark Side of the moon/Stellar Drift/Celestial Alignment/Celestial Downpour/Warrior of Elune/Twilight Glow/Touch of the Moon

Sun king/Stellar Flare/Starsurge/Starfall/Solar Beam/Solar Wrath/Sunfire Burns/Effulgence

Could have more synergy between Solar and Lunar. Maybe give players a reason to switch between the two despite going 1 build at level 7, dont have to since they are both fine to take before level 7. Will see.
~Slow from Lunar Strike could increase CC duration of solar flare and/or give it blind
~Solar Flare could make target vulnerable (only to malfurion) and Lunar strike increases this duration

If its not about synergy but truly going down 1 build, need to add secondary abilities. Could be based on build up charges, could be from both lunar and solar
~Fury of Elune. (70 second CD) Consumes all Lunar and Solar charges Does (100*Solar charges) damage every 1(+ Lunar charges) second. Maximum would be 600 damage for 7 seconds = 4200 damage....this could one shot someone lol, maybe numbers are extreme here.
~Sunblind (20 second CD) AoE Blind for 2 seconds in area (just like artanis's suppression pulse...maybe to much like artanis's suppression pulse)
~Eclipse. (6 seconds) Lunar Strike and Solar Flare do not consume any charges (Allows you to chain multiple spells at a time)
~Astral Influence. (Passive) While at or above 3 charges, increases range of Q abilities by 25%
~Renewal (Passive) Innervate and Innervasho also heals the target for 20 or 30% health health over 5 seconds
~Echoing Stars (60 seconds) Enemey heroes recently hit by Lunar Strike (3 seconds) will have another Lunar Strike hit the location they were in after 2 seconds for 50% damage.



Dont call the moonkin a boomchicken, this is serious sh!t!

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spyro2002 (6) | May 30, 2017 4:54am
I don't think Malfurion should be reworked as a multiclass, since he rarely shapeshifts, but I think he should be reworked in general.Take a look at my rework concept:http://www.heroesfire.com/hots/concept/malfurion-7373
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Dreadnought | June 26, 2017 11:28am
I made this concept over a year ago, my thought process back then was about pushing past 5 talents that many heroes had to 6-7 talents. As you can see in other comments my position is "screw the lore, gameplay matters" as I still think 1 impressive hero is better then 2 mediocre ones.
4
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uparrow (11) | December 7, 2016 7:22pm
Malfurion is not know to shapeshift frequently. The only time I have seen him change forms was into Flight Form and into Travel Form. His current form is a mixture of other animal forms (he says so when you bring the orphan to him during Children's Week).
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Dreadnought | December 8, 2016 11:50am
Heroes of the storm isn't exactly lore friendly and Malfurions legs are bear legs anyway?

Its more for the concept and essentially putting 4 heroes into 1 for the fun of it then about the lore.
3
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uparrow (11) | December 8, 2016 2:02pm
True, however I feel like Hamuul Runetotem or Broll Bearmantle would be better candidates for shapeshifting Druids in Heroes of the Storm.
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IlikeItFunny (6) | December 7, 2016 9:02pm
Indeed. Malfurion is a druid, who is not famous for shapeshift. Its the same with Rehgar, who is a shapeshifting shaman.
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uparrow (11) | December 8, 2016 8:33am
The difference between a Druid's shapeshifting and a Shaman's Ghost Wolf Form is that Druids use these other forms for increased combat expertise as well as maneuverability whereas Shamans use Ghost Wolf Form purely for mobility. Rehgar's Ghost Wolf Form is not a shapeshift in the sense that he does not fight in both Orc Form and Wolf Form - he can only Basic Attack once in Ghost Wolf Form which will shift him out of the form as well as casting any Ability.
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