Health: 1500 (+4% per level) Health Regen: 3.00 (+4% per level) Mana: 525 (+15 per level) Mana Regen: 3.00 (+0.98 per level) Attack Speed: 1.00 Damage: 70 (+4% per level)
Combat Trait
1
(D) Power Spark
Generate a magical aura that increases the Ability Power of any allied Hero heroes that stand in it by 2.5% for each affected Hero other than you. If no allied Heroes are affected, the aura increases the Power of your next Basic Ability by 40%, and Power Spark goes on cooldown when that Ability is cast. Lasts 6 seconds.
Cooldown:20 seconds
Primary Abilities
1
(Q) Arcane Storm
Summon an arcane missile to strike the ground, dealing 115 damage(+4% per level). Holds 4 charges. Mana: 50 Cooldown: 3 seconds per charge
2
(W) Vortex
Place a disc of arcane energy on the ground. (T*** Psionic Storm size.) After a 0.5 second delay, rotate the disc clockwise 90 degrees, moving any targets in the area with it and dealing 285 damage(+4% per level) to enemies.
Mana: 70 Cooldown: 12 seconds
3
(E) Power Overload
Summon a magical dome on an area (Rag Blast Wave size.) that reduces incoming Ability damage by 30% for any ally standing inside it. 10% of the damage absorbed is converted into mana for you, up to 250 (+5 per level). Lasts 3 seconds.
Mana: 90 Cooldown: 16 seconds
Secondary Abilities
1
(Q) Arcane Breath
Channel a cone of pure magic in front of you, dealing 190 damage (+4% per level) per second. Immobile while channeling. Press Q to cancel.
Cooldown:2 seconds
2
(W) Arcane Wind
Flap your wings, slamming two blocks of wind together in front of you. Enemies caught in the area are pushed to the center and stunned for 0.25 seconds.
Cooldown:5 seconds
3
(E) Arcane Buffer
Gain a shield equal to 100% of your maximum health for 4 seconds.
Cooldown:8 seconds
Heroic Abilities
1
(R1) Mana Burn
Target an enemy Hero in range and burntheir Mana for up to 10 seconds at a rate of 16 mana (+2 per level) per second. When channeling ends, the enemy Hero takes damage equal to 200% of the amount of mana burned.
Mana:120 Cooldown:80 seconds
2
(R2) Aspect of Magic
Transform into a dragon, gaining new abilities (See Secondary Abilities) but have your movement speed reduced by 25%. Lasts 16 seconds.
Mana: 140 Cooldown: 90 seconds
Special Mount
1
(Z) Hover
Summon your dragon wings (glowing with arcane magic) and fly low to the ground.
Talents
Level 1 Arcane Absorption:Gathering Regeneration Globes increases your Mana Regeneration by 0.10 per second, up to 3.0 per second. After gathering 30 Globes, gain 10% permanent Ability Power. Power Glow:Increase the radius of Power Spark by 20% Arcane Spread:Increase the radius of Vortex by 15% Arcane Reach:Increase the cast range of Vortex by 25%
Level 4 Magic Volley:Arcane Storm gains 2 additional charges. Power Momentum:Each of Arcane Storm's missiles that hits an enemy Hero reduces the next charge's cooldown by 1 second. Power Hungry: Power Overload now converts 15% of Ability damage into mana.
I like the hero. However, I feel like the passive is a bit too variable in it's power, and particularly in it's potential strength. Being able to give a 20% boost to a powerful ult can allow certain ult's parctically single handled kill a team. More importantly, if your group is together such that means the whole team gets a 20% boost at once. Nova can KO any player with her regular abilities, two AOE ults in conjunction can splat the enemy etc. The entire team getting 20% boost at start of a team fight pretty much wins the fight every time, and that isn't even an ult.
The one potential weakness would be that it causes everyone to group up making them vulnerable to AOEs, but then the shield ability of yours protects them from AOEs meaning even forcing people to group up to use the trait does limited harm.
I mean really even a flat 5% boost to everyone's magic would be a decent affect for a trait by itself!
I'd suggest changing the trait to either be a flat boost no matter how many members are in the aura, or a flat boost with a *small* scaling amount per ally in the field. That also means it's more useful when duo laning in early game.
First off; Well done, this looks great. This is actually the general idea behind the Dragon Aspects I had in mind when I considered making them, and you probably pulled that off better than I would've.
Secondly; I'd like something specified: Can you cast Arcane Buffer while using Arcane Breath? Would be nice to know.
As it stands, though, I'd definitely play the hero. Well done with this. (^_^)
Thanks for the compliment! And to answer your question, no, Arcane buffer would not be usable during Arcane Breath, because the way that channeled Abilities generally work (except for Morales, I guess) is that they silence all your others until you cancel.
Nice concept for a hero focusing on mana aspect. I wonder how Mana Burn should deal with hero with no mana (Illidan) or hero using a different system (Panda, Sonya). If not, these heroes should be super hard counter of this one.
I actually thought about the same thing when designing Malygos. The way that I justified it is that although there are a fair amount of Heroes that use alternative or no resource, it would be difficult or impossible to build a team without at least one Mana user (I don't know of any Healers that don't use mana) And even if QM throws together something like Illidan, Murky, Cho'Gall, Tracer...well there's always Aspect of Magic. So yeah, no-mana Heroes are definitely a weak spot in his kit, but I still think it's manageable.
I love your ideas with the transforming from this concept and from the others, i just want to see them (i have already seen the other two concepts) in action :D GOOD WORK !!! i hope you will continue with so cool ideas ^^ But i think you have to nerf "Mana Burn" at level 20 Burns it 70 Mana per second or 700 man after 10 seconds, the most Heroes doesnt even have 700 man with lvl 20 xD
Thanks, I hadn't noticed quite how powerful that was. I was counting on Heroes being able to escape before the full duration, but i guess that's not a guarantee.
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The one potential weakness would be that it causes everyone to group up making them vulnerable to AOEs, but then the shield ability of yours protects them from AOEs meaning even forcing people to group up to use the trait does limited harm.
I mean really even a flat 5% boost to everyone's magic would be a decent affect for a trait by itself!
I'd suggest changing the trait to either be a flat boost no matter how many members are in the aura, or a flat boost with a *small* scaling amount per ally in the field. That also means it's more useful when duo laning in early game.
Secondly; I'd like something specified: Can you cast Arcane Buffer while using Arcane Breath? Would be nice to know.
As it stands, though, I'd definitely play the hero. Well done with this. (^_^)