"Death consumes all." Random Quote from Malthael's boss fight.
My version of Malthael is a medium health Melee Assassin with high AoE damage, good sustain, and the ability to walk through enemies.
(He's confirmed! One last go on the front page for this concept of mine.)
Rough Level 1 Stats Health - 1650
Health Regeneration - 3.44 Basic Attack Damage - 90
Attack Speed - 1.4
Combat Trait
1
[D] - Angel of Death
Passive; None of those inescapable body-block deaths
You passively ignore unit collision, allowing you to walk through enemy heroes; However, this also means that you cannot body-block those heroes.
You heal for 20% of all damage dealt to enemies.
You do not use a resource.
Primary Abilities
1
[Q] - Death Shroud
Active; Iconic Abilities
Create a Death Shroud at target location. This deals 80 damage per second to all enemies standing inside, and slows them by 20% while they're within it. The Death Shroud lasts for 4 seconds. Death Shrouds past the first to affect an enemy hero deal 50% damage and do not stack the slow.
Surround yourself in a whirling storm of souls. This deals 120 damage per second to nearby enemy heroes. The storm lasts for 4 seconds.
Radius - 2. Cooldown - 10 seconds, starting after the ability wears off.
3
[E] - Reaper's Charge
Active; Come back
Charge in a targeted direction, dealing 240 damage to all enemies you pass through.
Range - 5.5. Cooldown - 8 seconds.
Heroic Abilities
1
[R] - Soul Nova
Active; Try it with Mosh Pit
After a small channel, place a whirling Soul Nexus. Every 0.5 seconds, it sends out 3 waves of souls in three separate directions, with 120° between each. These soul waves deal 180 damage to all enemies they pass through, and their origin rotates 30° clockwise each time they're sent out. The Soul Nexus lasts for 5 seconds. Waves take 3 seconds to reach maximum range.
Wave Range - 6. Cooldown - 80 seconds.
2
[R] - Embodiment of Death
Active; Time to Reap
Enter a Protected state for 3 seconds. During this time, you deal 0.66% more damage per 1% life the target is missing, up to 50% additional damage when they're at roughly 25% health or lower. Your Trait also heals for 1% more(.2%) more per 1% life they're missing. Landing the killing blow on a target increases the duration of this state and the Protected status by 1.5 seconds.
Health Requirement - May only be cast at 50% health or lower. Cooldown - 100 seconds.
Talents
Level 1|Tier 1 (!)Reaping Souls - Quest: Kill enemies to increase attack damage. Quest: Killing enemies grants Reaping Souls stacks(1 per Minion/Captured Mercenary, 10 for Heroes). Every stack grants 0.1 bonus basic attack damage. Reward: Upon reaching 250 stacks, or 25 bonus damage, your Trait's healing is doubled on all basic attacks. Basic Attack damage bonus stacks indefinitely.
Death's Presence - Walking through enemies deals damage to them.
Enemies that your hitbox overlaps with take 30 damage per second.
Unphased - Reaper's Charge passes through obstacles.
Reaper's Charge can now pass through terrain and structures.
Level 4|Tier 2 Enveloping Mist - Death Shroud covers more area.
Death Shroud's radius is increased by 25%.
(!)Growing Spiral - Quest: Damage enemies with Soul Spiral to empower it. Quest: Damaging an enemy with Soul Spiral increases its radius by 2%, up to 50%. You lose 5 stacks upon death, even when the quest is finished. Reward: While at 50% increased radius for Soul Spiral, it deals 25% additional damage.
Death is Unavoidable - Reaper's Charge increases movement speed when hitting enemy heroes.
Hitting an enemy hero with Reaper's Charge increases your movement speed by 20% for 3 seconds.
Level 7|Tier 3 Reaper's Momentum - Basic Attacks and Kills lower your cooldowns.
Basic Attacks reduce your basic abilities cooldowns by 0.5 seconds. Killing an enemy hero reduces all ability cooldowns by 6 seconds.
Reaping Shroud - Death Shroud deals more damage to more enemies.
Every enemy inside of Death Shroud increases its damage by 10%, up to 50%.
Battering Assault - Nearby enemies take more damage from Soul Spiral.
Enemies within the inner 50% of Soul Spiral take 50% more damage from it.
Level 10|Tier 4 Soul Nova - Place a whirling Nexus of Souls that does high damage.
See 'Soul Nova' under Heroic Abilities above.
Embodiment of Death - Become Protected and enhance your ability to secure kills.
See 'Embodiment of Death' under Heroic Abilities above.
Level 13|Tier 5 Unstoppable Advance - You can now walk through obstacles.
You may now walk through terrain and structures at 80% speed. Enemies may only see you if your Hitbox is outside of the terrain within their line of sight(Except Medivh while he's above you.). While inside of terrain, you may see through it as if it were open ground.
Death's Cold Embrace - Death Shroud slows for more.
Death Shroud now slows for 40%.
Reaper's Fury - Soul Spiral increases your attack speed.
While Soul Spiral is active, you attack 40% faster.
Shrouded Charge - Reaper's Charge refunds Death Shroud charges.
Hitting an enemy hero with Reaper's Charge refunds 2 charges of Death Shroud.
Level 16|Tier 6 Dark Haste - Abilities recharge faster while low on health.
Your ability cooldowns tick 2% faster per 1% life your missing. Does not function while dead.
Binding Cold - Death Shroud roots enemies.
Death Shroud roots enemies for 1 second if they remain in a Death Shroud for 3 seconds.
Shifting Mists - Death Shroud now moves slowly.
Death Shrouds are now Vector Targeted, moving 0.75 units per second in the targeted direction.
Soul Barrier - Soul Spiral reflects basic abilities.
Soul Spiral reflects basic abilities that hit it, sending them back in the direction they came from and resetting their travel distance. This removes 1.5 seconds from the duration of Soul Spiral per basic ability reflected.
Level 20|Tier 7 Spiral of Skulls - Soul Waves from Soul Nova return to their origin point.
Soul Nova's Soul Waves return back to the Soul Nexus' placement point at the same speed. They deal 50% damage on this pass.
Shatter the Soulstone - Embodiment of Death can be cast whenever.
Embodiment of Death can now be cast at any life total. In addition, its cooldown is reduced by 30 seconds.
A Foggy Day - Death Shroud gains charges.
You gain 3 more charges of Death Shroud maximum, for a total of 5.
Mastery over Death - You respawn faster.
Your Death Timer is 50% shorter.
Skin Possibilities
Master Malthael (Click Me!) A more imposing Malthael with added designs and general awesomeness.
(Credit goes to the original artist, that I do not know the name of.)
Malthael, Archangel of Wisdom Before he decided that the Genocide of Nephalem was the best route, Malthael was the Archangel of Wisdom, and leader of the Angiris Council.
Quotes
Heroics
Embodiment of Death - "No one can stop Death."
Soul Nova - "The end is inevitable."
Changelog
6/10/2016
Uploaded.
6/11/2016
Fleshed out the Talent Tree some.
6/12/2016
Finished the Talent Tree.
7/17/2016
Death Shroud now deals ~80 damage per second(from 100).
9/30/2016
Soul Spiral now lasts for ~4 seconds(from ~6).
Dark Haste now increases cooldown speed by ~2% per ~1% life missing(From 0.5% per 1% missing).
1/21/2017
Redid Soul Nova and Embodiment of Death; Soul Nova is now at a fixed location, firing a few less waves over a longer duration. Embodiment of Death now grants additional damage and sustain based on the target's missing life, and additionally gives Protected, not Invulnerable. Angel of Death now only gives 20% lifesteal on all damage, from ~50%. Soul Nova deals ~180 damage per wave, from ~200.
1/22/2017
Images have been updated to more fitting versions.
Master Skin Concept provided.
Shatter the Soulstone now reduces the CD of Embodiment of Death to ~80 seconds(from 100).
Death Shrouds now deal exponentially less damage per Death Shroud affecting the target, to prevent 600 DPS with level 1 stats by stacking 5 Death Shrouds on one person.
1/23/2017
Added talents Shifting Mists and Unstoppable Advance.
1/24/2017
Intro changed. Health Regen stat added. Reaping Souls now gives the reward at ~25 bonus damage(From ~30), and now specifies it has no cap. Growing Spiral now always loses 5 stacks on death, because it's kind of simple to stack. Death Is Unavoidable now has a specified duration(3 seconds.).
4/8/2017
Reaper's Charge's cooldown was lowered by 2 seconds(was 10).
Embodiment of Death's cooldown was lowered by 20 seconds(was 120).
Format update.
Minor Talent changes.
4/9/2017
Fixed 'Range' being under Soul Spiral. It is now appropriately under Death Shroud.
Lots of area of effect damage, not commonly seen in a Melee Assassin. I like it. A few suggestions however...
Angel of Death: Heals for too much. 20% of damage dealt returned as Health is a better number.
Some nice synergy with Soul Spiral and Reaper's Charge.
Very unique idea with Soul Nova, but perhaps have it channel to place it down, reduce the wave rate, increase its duration, and have the waves spiral in a clockwise or counterclockwise pattern?
Embodiment of Death: Somewhat lackluster compared to your other ideas. Instead of flat damage increase for the duration give him a damage increased based on the target's current Health percentage (higher damage against low Health targets), final blows (Malthael MUST deal the final point of damage aka is rewarded with the kill on the scoreboard) extend the duration by 1 second, and remove the additional healing component (you are Invincible for the duration after all).
Angel of Death: Fair change, 20-25% seems much fairer. Older concept; Balance is a bit more skewed.
Soul Nova: I may have worded this wrong, if I'm interpreting this right; The wave's origin rotates clockwise, causing it to rotate like that. The idea to place down a section, and change it like that is an interesting idea, though I'm not sure which I'd rather go with.
Embodiment of Death: The increased damage based on health percentage.. Yeah, that seems like a better idea. The healing for double was sort've a way to 'pop' the ult & sustain yourself to full. How about;
Dealing increased damage based on their missing health, extending the duration if you land the killing blow, being Protected instead of Invulnerable(now that that's a status; wasn't when I made this), and keeping some of the additional sustain? Just an idea, though I'll part with the additional sustain without an issue.
How about healing based on the bonus damage dealt during Embodiment of Death? Still the base healing from Angel of Death with yet another reward for targeting low Health enemies while in the Protected state.
Back to Soul Nova, the reason I would rather have it placed instead of a full channel is that Malthael can easily be interrupted while channeling making Embodiment of Death the obvious Heroic Ability to choose. With a 1 second channel time to place the Heroic, it still allows for counter play but is more reliable to use.
They could rotate a whole 2 times, once every 1.5 seconds. Or perhaps up the duration to 5 or 6 seconds, for 5 full rotations (once each second) or 4 full rotations (again, once every 1.5 seconds).
I think I like the 4 full rotations;
Once every 1.25(5 second duration) seconds or once every 1.5(6 second duration) seconds.
Or; They rotate the 120 degrees total by those intervals(if that isn't what you were implying). One of the two.
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Angel of Death: Heals for too much. 20% of damage dealt returned as Health is a better number.
Some nice synergy with Soul Spiral and Reaper's Charge.
Very unique idea with Soul Nova, but perhaps have it channel to place it down, reduce the wave rate, increase its duration, and have the waves spiral in a clockwise or counterclockwise pattern?
Embodiment of Death: Somewhat lackluster compared to your other ideas. Instead of flat damage increase for the duration give him a damage increased based on the target's current Health percentage (higher damage against low Health targets), final blows (Malthael MUST deal the final point of damage aka is rewarded with the kill on the scoreboard) extend the duration by 1 second, and remove the additional healing component (you are Invincible for the duration after all).
Angel of Death: Fair change, 20-25% seems much fairer. Older concept; Balance is a bit more skewed.
Soul Nova: I may have worded this wrong, if I'm interpreting this right; The wave's origin rotates clockwise, causing it to rotate like that. The idea to place down a section, and change it like that is an interesting idea, though I'm not sure which I'd rather go with.
Embodiment of Death: The increased damage based on health percentage.. Yeah, that seems like a better idea. The healing for double was sort've a way to 'pop' the ult & sustain yourself to full. How about;
Dealing increased damage based on their missing health, extending the duration if you land the killing blow, being Protected instead of Invulnerable(now that that's a status; wasn't when I made this), and keeping some of the additional sustain? Just an idea, though I'll part with the additional sustain without an issue.
Back to Soul Nova, the reason I would rather have it placed instead of a full channel is that Malthael can easily be interrupted while channeling making Embodiment of Death the obvious Heroic Ability to choose. With a 1 second channel time to place the Heroic, it still allows for counter play but is more reliable to use.
Now I do have another question about the wording of Soul Nova: What does it mean by "triangular fashion?"
Equal distance from one another.
I do have a habit of odd wording, though, so. I hope this clears it up. (^_^)
Once every 1.25(5 second duration) seconds or once every 1.5(6 second duration) seconds.
Or; They rotate the 120 degrees total by those intervals(if that isn't what you were implying). One of the two.