Mehtan by Fatal Croissant

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Mehtan

By: Fatal Croissant
Last Updated: Oct 12, 2015
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Mehtan

Necromancer

Wrote this concept mostly as an attempt to create a necromancer class that stayed true to the D2 necromancer's capabilities but also to add some, I hope, interesting mechanics to the game.

Basically Mehtan can be built in two ways. Either as a DPS right-clicker or as a poison AoE damage-dealer.

I've chosen to make the skeletons invulnerable so they could not be used to drain tower ammo indefinitely.
The bone wall starts out with 1 health as I merely want it to be an obstruction that goes away with any auto-attack or AoE effect. Just a simple escape mechanism that can be turned into a fun tactical game mechanic with the right talents. Bone walls can be attacked and destroyed by anyone, making sure they couldn't be used to block off paths of your friendly minions.

Haven't thought everything through. The trait, bone wall and some of the talents could be game breaking.

Combat Trait

1
Raise skeleton
Instead of attacking the necromancer summons invulnerable skeletons (1 per second) that fight in his stead with:
Basic attack damage: 15 (+3 per level)
Attack speed: 1.00
Duration: 3 seconds.

Primary Abilities

1
Amplify damage
Mana: 60
Cooldown: 10 seconds

Curses enemies in an area to take increased basic attack damage by 25% for 4 seconds.
2
Bone wall
Mana: 50
Cooldown: 8 seconds

Create a wall with 1 health in front of Mehtan. Maximum of 2 walls.
3
Corpse explosion
Mana: 80
Cooldown: 16 seconds

All your skeletons explode dealing 50 (+12 per level) damage each to adjacent enemies and structures.

Heroic Abilities

1
Skeleton mastery
Permanently increases your skeletons' duration by 2 seconds and movement speed and attack speed by 20%.
2
Poison nova
Mana: 80
Cooldown: 80

Deal 350 (+35 per level) damage over 10 seconds to enemy heroes in an area around you.

Talents

Tier 1:

Conjurer's Pursuit 


Seasoned Skeletons
For every 10 enemy Minion or captured Mercenary kills near your hero, your skeletons gain 1 Basic Attack damage. Hero Takedowns count as 3 minion kills.

Amped Up
Increase the area of effect and duration of amplify damage by 50%.

Forgotten Graves
Increase the maximum amount of bone walls to 4.


Tier 2:

Life Tap
Basic Attacks heal for 15% of damage dealt to cursed enemies. Skeletons channel the life gained to you.

Poison Dagger (Cooldown: 60 seconds)
Deal 20% of an enemy Hero's Max. Health in damage over 10 seconds. Melee distance.

Deconstruction
Corpse Explosion deals 50% extra damage to buildings.

Calcium Resorption
Increase the Health of your Bone Walls by +20 per level.


Tier 3:

Poison Explosion
Corpse explosion applies Envenom to any Hero damaged by it. 

Revive (Cooldown: 30 seconds)
D can be activated to simultaneously spawn 3 skeletons on your next attack action.

Mending Bones
Bone Walls that are destroyed by damage will regenerate after 10 seconds.


Tier 4:

Skeleton Mastery
Permanently increases your skeletons' duration by 2 seconds and movement speed and attack speed by 20%.

Poison Nova
Deal 350 (+35 per level) damage over 10 seconds to enemy heroes in an area around you.


Tier 5:

Bone Prison (Cooldown: 60 seconds)
Target becomes surrounded by a wall with +100 Health per level for 5 seconds. While in the Bone Prison you are untargetable and unmovable but can still use traits and abilities.

Teeth
Enemies dealing damage to a Bone Wall lose 5% of their current Health.

Skeletal Mages
Skeletons have a ranged attack and do an additional 25% damage over 3 seconds.

Spell Shield



Tier 6:

Executioner


Decrepify
Cursed enemies will have their attack and movement speed reduced by 20%.

Blood for Blood


Bone Shield



Tier 7:

Summonancer
Further increase your skeletons' duration by 2 seconds and movement speed and attack speed by 20%.

Alchemist
All your poison effects deal their damage in half the time.

Nexus Blades


Bolt of the Storm

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Fatal Croissant | October 12, 2015 2:22am
I agree that the randomization element is interesting! The idea here was simply to replace the standard auto-attacks with skeletal summons, making for some interesting micro-options and some real potential for right-click DPS with certain talents. Therefore I've actively chosen to make (D) a passive trait.
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super | October 11, 2015 8:20pm
I think if the trait summons a randon skeleton (Mage, archer or Sword) from the corpses is more interesting... maybe active, (D) from X mana, and X cooldown...
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