Medivh by Obarok

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Medivh

By: Obarok
Last Updated: Nov 22, 2015
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Medivh

The Last Guardian

I...am the reason for the Legion's return. Years ago, I brought the orcs to this world, and by doing so, I opened a path for the demons as well. For my sins I was murdered by those who I cared for most. Despite my death, war raged across the lands of the east for many years, leaving entire kingdoms devastated in its wake. Now at long last I have returned to set things right. I... am Medivh, The Last Guardian. I tell you now, the only chance for this world is to unite in arms against the enemies of all who live.

Combat Trait

1
[D] Magical Attunement
Cooldown: 6 seconds.

Activating this ability replaces your current Heroic with a new one based on the Alignments consumed.
Maximum of Alignments active at a time: 2

All Heroics have separate cooldowns, and can not be overwritten.

Arcane Alignment = AA, Fire Alignment = FA, Ice Alignment = IA.

AA + AA = Arcane Blast
AA + FA = Tornado
AA + IA = Invisibility
FA + FA = Inferno Strike
FA + IA = Frostfire Orb
IA + IA = Ice Wall

Primary Abilities

1
[Q] Arcane Alignment
Maximum of total Alignments active at a time: 2


Passive: Per alignment gives 5 % movement speed and 10 % attack speed

Also known as AA.
2
[W] Fire Alignment
Maximum of total Alignments active at a time: 2


Passive: Per alignment gives + X basic attack damage.

Also known as FA.
3
[E] Ice Alignment
Maximum of total Alignments active at a time: 2


Passive: Per alignment gives 1.0x? HP Regen and 0.5x? MP Regen per second.

Also known as IA.

Heroic Abilities

1
[R] Arcane Blast
Target type    = Target location,
Manacost       = Moderate,
Cooldown       = Moderate,
Range            = Minor.

Target an area for arcane energies to start gathering.
After 1.5 second the arcane energies explodes and deal moderate damage to all enemies within range.

Medivh gains 5 % mana per enemy hero hit.
The pre-explosion is visible to all players.
2
[R] Tornado
Target type    = Target location,
Manacost       = Moderate,
Cooldown       = Moderate,
Range            = Moderate.

Choose a direction to fire a tornado, that knock all enemies hit to the side.

All enemies hit by the Tornado is slowed for 1 second by 10 %.
3
[R] Invisibility
Target type    = Self-activation,
Manacost       = Minor,
Cooldown       = Big.

Medivh becomes cloaked and unable to use any abilities for 5 seconds.

All enemies he passes through has their attack speed slowed by 10 %.
4
[R] Inferno Strike
Target type    = Target location,
Manacost       = Minor,
Cooldown       = Minor,
Range            = Global.

Target an area, after 2 seconds a beam of fire strikes down on the location dealing massive damage to all enemies hit.
5
[R] Frostfire Orb
Target type    = Target location,
Manacost       = Big,
Cooldown       = Big,
Range            = Moderate.

Throws a Frostfire orb towards the target location dealing minor damage on the way to the location.
Upon arrival it starts pulsing, dealing Massive damage for 2 seconds.
6
[R] Ice Wall
Target type    = Target location,
Manacost       = Moderate,
Cooldown       = Moderate,
Range            = Minor.

Target an area, creating an ice wall. Slows enemies by 5 % per second they are exposed to the wall.

This slow effect is stackable.

the idea behind the Concept

This hero concept is HEAVILY inspired by a Dota hero called Invoker. This is a very rough idea of how "he" could be implemented into heroes while still staying true to the lore character(Medivh).

This Hero would be all about his spells. He would be the only hero in the game with access to his "Heroic(s)" at level 1.

He would be slower than all other heroes, when he just walk. but if he has 2 of AA then he would be slightly faster than all "normal" heroes. His Healthpool would be the lowest in the game aswell, so if he got caught out of position, he would pretty much be dead on the spot.

The skill cap on this hero would therefore be fairly high. Because if you are to play him good, it's demanded that you would swap between his Alignments and spells very often. Pre-planning your moves and actions would be essential.

Alignments would be as following: AA would primarily be for the movement(escaping / initiating). FA would be for dealing damage outside his spells. IA would be for sustaining in between harassing/being harassed.

Talent ideas

@10: 
[ul]
[li]Magical Attunements cooldown is reduced to 3 seconds.[/li]
[li]You can have an extra Alignment (maximum of 3). The third alignment does not count towards Magical Attunement.[/li]
[/ul]

@20:
[ul]
[li]Magical Attunements cooldown is reduced to 1 second.[/li]
[li]Bolt of the Storm[/li]
[/ul]

Others:
[ul]
[li]Per regen globe picked up, increases the effectiveness of IA's passive effect.[/li]
[li]Most other talents would be of improving and/or change the way his many heroics work.[/li]
[/ul]

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The Mystery | December 31, 2015 5:02am
Invoker, is that you?
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