Maraad by SirAndy

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Maraad

By: SirAndy
Last Updated: Aug 8, 2017
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Maraad

Hammer of the Light

"A zealous champion of the Light who shares the pain of his allies." Melee Warrior-Hard.

When the Legion came to the eredar homeworld of Argus, the ancient and wise Naaru led all who would follow away from the demon's service. Many draenei embraced the teachings of the Naaru as healers or defenders, including the elite Vindicators. Vindicator Maraad defended his people as they fled across the stars from the Legion's wrath, including Draenor, where the corrupted Horde captured the draenei capital Shattrath. Enlisting in the Alliance, Maraad battled evil wherever he found and ultimately sacrificed his life in defense of others.

-Maraad is a stalwart bruiser, capable of bringing pain to his enemies and protection to his allies. His trait Blessing of Sacrifice allows Maraad to split all damage taken by an ally unto himself.

-His first Basic Ability Templar's Verdict is a powerful strike that restores a great deal of Mana. While Blessing of Sacrifice is active, Templar's Verdict deals more damage and grants Maraad more Mana.
-His second Basic Ability is Consecration. Maraad purifies the ground beneath him, dealing light damage to enemies. Consecration will purge any damage over time effects on allies that travel through it.
-His final Basic Ability is Gift of the Naaru. Invoking the power of the Light, Maraad exhausts his remaining Mana to cast a heal over time effect on himself.

-For Heroic Abilities, Maraad can embrace the protector or avenger duty of the Vindicator. For the protector, the choice is Bastion of Light. Maraad holds his hammer high and channels a protective barrier for his allies, reducing all damage they take.
-For the avenger, the choice is Avenging Wrath. Maraad channels the light into a weapon, increasing his damage and healing by a scaling amount, with the greatest bonuses coming at the end.

-Maraad's embrace of the Light makes him a powerful counter to practitioners of dark power, such as Gul'dan or Malthael, or poisons, like Nazeebo and Xul. Consecration purges all DoT effects, while Blessing of Sacrifice mitigates their damage. Maraad is susceptible to Armor reduction effects, as these will increase his shared damage from Blessing of Sacrifice.

Strengths:
-Single Target Damage
-Defending Allies
-Anti-DOT
-Self-Sufficiency

Weaknesses:
-Armor Reduction
-Cooldown Dependent
-Mobility
-Wave Clear

Combat Trait

1
Blessing of Sacrifice
15 second cooldown.

Protect an ally, taking 50% of any damage they would themselves take for 5 seconds.

Primary Abilities

1
Templar's Verdict
3 second cooldown.

Strike an enemy, dealing X damage and restoring 5% of your Mana. These effects are doubled while Blessing of Sacrifice is active.
2
Consecration
12 second cooldown.

Purify the ground beneath you, dealing X damage to all enemies within for 5 seconds. Any damage over time effects on allies who travel over Consecration will be removed.
3
Gift of the Naaru
100% of your Mana.
16 second cooldown.

Consume all of your remaining Mana to cast a healing spell on yourself, healing for 25% of the Mana consumed every second for 4 seconds.

Heroic Abilities

1
Bastion of Light
70 second cooldown.

Channel a protective barrier for 5 seconds, reducing all damage taken by allies behind the barrier by 50%.
2
Avenging Wrath
110 second cooldown.

Wield the Light as a weapon, increasing your Spell Power by 20% for 20 seconds. Templar's Verdict will also restore twice as much Mana.

(5%/10%-10%/20%)

Talents

1:
A: Blessing of Wisdom: Blessing of Sacriice will restore 5% of you and your target's maximum Mana per second. Passive: Basic Attacks restore 20 Mana and 2% of your Maximum Health.
B: Quest: Spark of the Naaru: Regeneration Globes permanently grant 4 Mana. Reward: For every 10 Globes gathered, reduce the cooldown of Gift of the Naaru by 1 second.
C: Paragon of the Light: Templar's Verdict grants you 10 Armor for 5 seconds.

4:
A: Hammer of the Naaru: Templar's Verdict reduces the cooldown of Gift of the Naaru by 2 seconds.
B: Consecrated Hammer: While standing in Consecration, Templar's Verdict deals 25% of its damage to nearby enemies. Passive: Reduce the cooldown of Consecration by 4 seconds.
C: Hammer of Wrath: Templar's Verdict deals 50% more damage to targets below 25% of their Maximum Health.

7:
A: Retribution: Each Basic Attack against you increases your Basic Attack damage by 1 for 10 seconds.
B: Holy Wrath: 10 second cooldown. After taking X damage through Blessing of Sacrifice, deal 50% of that damage to all nearby enemies.
C: Hand of Reckoning: 10 second cooldown. The target deals 50% less damage to your Blessing of Sacrifice target for 2.5 seconds.

10:
Bastion of Light
Avenging Wrath

13:
A: Last Stand: Allied Heroes standing in Consecration gain 10 Armor. Passive: Gain 25 Armor while below 25% health.
B: Hallowed Ground: Enemy Heroes who damage allied Heroes while standing in Consecration are Stunned for .25 seconds.
C: Sanctuary: Consecration now also removes all Slow effects on allies. Passive: Increase the radius of Consecration by 50%.

16:
A: Justicar's Vengeance: Templar's Verdict deals 200% more damage to Stunned targets.
B: Light of A'dal: Gift of the Naaru immediately heals for 50% of its total amount and lasts 1 additional second.
C: Zeal: Basic Attacks against enemy Heroes increases your Basic Attack and Movement Speed by 10% for 10 seconds. Can stack up to 3 times.

20:
A: Light of the Protector: While channeling Bastion of Light, gain a shield for 25% of your Maximum Health. While the shield is active, you are Unstoppable.
B: Crusade: Avenging Wrath instead grants 2.5% increased Spell Power per second for the duration, to a maximum of 50%.
C: Blessing of Kings: Blessing of Sacrifice grants the target 15% increased Spell Power, Attack Damage and Movement Speed.
D: Divine Intervention: 120 second cooldown. Sacrifice your life to protect all allies from damage for 5 seconds. Can only be used while below 10% of your Maximum Health.

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