Mehtan, Priest of Rathma [Complete] by mythandier

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Mehtan, Priest of Rathma [Complete]

By: mythandier
Last Updated: Sep 18, 2015
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Mehtan, Priest of Rathma [Complete]

Hero Stats

LEVEL 1 STATS
Health         
730 (+130 / lvl)
Health Regen 
1.65 (+0.35 / lvl)

Mana          
500 (+10 / lvl)
Mana Regen
3 (+0.1 / lvl)
      
Attack Speed   
1 / second
Attack Damage      
35 (+8 / lvl)

LEVEL 20 STATS

Health   
      
3200 (+130 per level)
Health Regen 
8.3 (+0.35 / lvl)

Mana          
700 (+10 / lvl)
Mana Regen
4.9 (+0.1 / lvl)
      

Attack Speed   
1 / second
Attack Damage      
187 (+8 / lvl)

Talents

LEVEL 1 TALENTS

1. Throw Me A Bone!
Increases the range of Bone Spear by 30%.

2. Fortified Bones
Increases the health of summoned skeletons by 25%.

3. Wrathchild
Reduces Iron Maiden's mana cost from 75 to 50.

4. Conjurer's Pursuit
Collecting Regeneration Globes permanently increases Mana Regeneration by 0.1015 per second.

LEVEL 4 TALENTS

1. Teeth
Your auto-attack will now hit up to two targets at once in attack range for 75% damage each.

2. Skeleton Mastery
Increases the maximum number of Skeletons summoned by Bone Collector from 3 to 5.

3. *****ang
Each hero hit by Bone Spear reduces its cooldown by 2 seconds.

4. Poison Dagger
Activate to poison an enemy hero, dealing 209.88 (29.92 / level) damage over 10 seconds.

LEVEL 7 TALENTS

1. Corpse Explosion
Minions and Mercenaries that die under the effects of the Bone Collector curse explode and deal 25% of their Max Health as damage to nearby enemies.

2. Arcane Animation
Every other Skeleton summoned from Bone Collector will now be a Skeleton Mage instead of Skeleton Warrior. Skeleton Mages have slightly less health, deal slightly more damage, and are ranged.

Skeleton Mage Stats:
Health: 140 (+20 / level)

Attack Speed: 1 / second
Attack Damage: 13 (+3 / level)

3. Grim Embrace
Increases the duration of Grim Armor from 6 to 8 seconds.

4. Bone Graft
Whenever Grim Armor expires or is destroyed it heals your hero for 75 (+15 / level) health.

5. Wicker Man
Increases Iron Maiden damage returned by 25%.


LEVEL 10 TALENTS

1. Summon Golem
Summons a Blood Golem to guard you for 20 seconds. Its attacks deal 100 (+ 10/level) damage and heal you for 50% of each attack's damage if you are nearby.

2. Revive
Partially revives your team's last fallen ally at the location they died for 15 seconds or until their death timer runs out.

LEVEL 13 TALENTS

1. Flesh and Bone
Bone Spear now also heals your Skeletons for 45 (+ 5 / level) health.

2. Bone Harvest
Your Trait may now be activated with a cooldown of 20 seconds and requires that you have at least one Skeleton minion under your command. Upon activation, one of your Skeleton minions will be sacrificed and heal you for 130 (+ 30 / level) health.

3. Grim Omen
Enemies that attack you while shielded take 25 (+5 / level) damage.

4. Decrepify
Activate to reduce an enemy hero's damage and movement speed by 50% for 4 seconds.

LEVEL 16 TALENTS

1. Splinter
Enemies damaged by Bone Spear take an additional 69 (+ 9 / level) damage over 3 seconds.

2. Poison Nova
Grim Armor now causes a poisonous explosion that deals an additional 92 (+12) damage over 4 seconds.

3. Amplify Damage
Enemies afflicted by Iron Maiden take 25% more damage. 

4.  Blood for Blood
Activate to deal 10% of a target enemy Hero's Max Health and heal for twice that amount.

LEVEL 20 TALENTS

1. Fire Golem
You now summon a powerful Fire Golem to guard you for 20 seconds. The Fire Golem deals 130 (+25 / level) damage, has an aura of flame that deals 12 (+2 / level) damage to nearby enemies, and explodes into a large fireball that deals 180 (+30 / level) damage to all nearby enemies when it dies. Its attacks, however, no longer heal your hero. Reactivating the Golem causes it to self destruct.

2. Death Mastery [still under consideration]
Reanimate now restores the fallen ally at the location they died with 100% of their stats and all cooldowns, including heroic, reset. The revived hero lasts 15 seconds or until their death timer expires. 

3. Fury of the Storm
Every 5 seconds your next basic attack will deal an additional 29 (+9 / level) damage to the target and 44 (+24 / level) damage to all nearby Minions and Mercenaries.


3. Bolt of the Storm
Activate to teleport to a nearby location.

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beargeist (1) | August 14, 2015 12:03pm
i have an old draft of the necro that had revive as an enemy hero revive with BOT ping AI as a model.. either or both works really; but the AI control is essential to the issue of alternate death mechanics.. but nothing says that you can't have a raised dead uther for 15 seconds while his player ghost is still running around. so there aren't really that many obstacles.

If unstable poison is the model then individually tagging units with corpse explosion isn't ideal, the teeth talent would help a bit if they were T1/T2... but if its just wave clear, then wouldn't extra minion damage on bone spear be more encompassing? I completely understand the want to have corpse explosion, it was my favorite necro spell; but if it's being used in lane with some hero threat potential (which it should be), then it needs a sudden and aggressive spread. you could make a note for a larger blast radius of 3.5-4 and decrease the mark duration and/or application rate(can only activate once every?). that way you can hit heroes(via radius), eliminate the need for a chain effect, or repetitive/ineffective tagging, and give it some individuality.

iron maiden, mana cost and CD is no longer proportionate for general usage. generally it's power lv doesn't sound that good, sonya can heal for 30% of her basic attacks with a T1 talent. overall there's nothing really wrong with it, but i understand the hesitance... its not just windfury you've gotta account for, also things like follow through, hammer's 100% ambush, the monks 4 attacks per second/ 100% every third attack while using deadly reach, splash basic att damage talents like fury of the storm or cleave, blood lust, inspire, etc, etc. it would still be difficult to manage in an offensive role; having an ability - that you would want to use liberally in general situation, but potentially canceling out 4 or 5 different enemy stacks. it's one aspect of the gameplay that i don't think is handled as well as it could be. they've changed their approach to countering basic attack builds a lot over the past few months; i suspect it will keep changing. The block talent is the only thing that has really remained a constant, maybe there is something in those mechanics that could help raise the minimum and lower the maximum effect. i think an important part of the idea behind reflect damage, is that you want them to have to suffer it unless it's urgent... but you also don't want it to be negligible. Cost and CD changes are a start, maybe a duration mechanic that decreases as it procs; i used something like that on the Life tap curse for my necro mock up.

curse's duration decreases 0.5 seconds when X amount of life is stolen from target. X represents [50 damage (+18 per level)

attacker heals a % of cursed target's max life (per fixed damage + lv scale)

I've got a couple concepts on this site, most are Works in progress but any constructive criticism would be more then welcome. If you're interested, if not then no worries. I did a Science Vessel concept that i think is pretty unique, you can find it all by clicking on profile name.
1
[-]
mythandier (1) | August 14, 2015 8:51am
beargeist wrote:

I like a lot of what it the character does, but the Iron maiden ability has a lot of root problems that could be managed better (if at all possible). It appears that the line "Ranged abilities are excluded" is at least an identification of that... but overall the ability is crippled, unpredictable and highly situational. potential future characters and current ones like murky, aba and jaina pose a problem, at the very least you're casting a 2 second quasi silence, and again, there are better ways to do that. The Ranged affix is a deal breaker, you would also have to consider damage caps and minion return for AoE characters, duration/ multi wave spells that are already active or out - like globe of annihilation(+burning effect) or burning rage. approaching the mechanic from the flip-side with thorns and punishing focus fire is a hell of a lot easier/flexible/applicable. But if you're fixed on it, you could start by halving the effect and improving the application - through more charges or double cast. At first glance it seems like return damage is something this game would routinely support, but there is a reason why you see none of it currently implemented. the other round about way to reliably achieve this kind of effect, is life stealing per damage(0 + X lv), like a lifetap curse.


otherwise i'd really like to see this character in some shape or form.

other notes

- corpse explosion should probably have fixed damage, merc% can be a problem. It's Like unstable poison and the main reason why that really works, is because it spreads promptly. otherwise its just lane clear, or complete lock out for melee - if the damage is proportionate to the lack of pvp application.. It's too volatile, it should be versatile enough for lane support. you could add it as a bone spear talent, or some kind of skeleton minion affix.

- Arcane Animation, it would be much more interesting if this was just a part of the base kit.. pending on what class or type of minion you kill. It also removes the element of chance, which is important to the individual in Esport. if you're rolling a %, it's better if it effects the entire field, and has some gauge or rotation.

---update---
possible solution for iron maiden, Fixed damage return based on enemy abiltiy cooldown, eg. 10 damage per second of abilty cooldown. Penetrating round has a 12s cooldown so it does 120 damage upon cast; Inspire has 10s cooldown so it does 100 damage. its a general rule of thumb that the better the ability, the longer the cooldown. you could even make the condition that targets are marked until the abilty does damage. so if its a heal or the frost bolt misses, no dice. it would be a nice change to comping for enemies that spec ability refresh rates, rather then the typical auto attack talents. you'd be punishing characters that relied on combos more that anything, which is very relevant to the way damage is dealt in the current meta.

Hey there, thanks for the copious amounts of constructive criticism.

I've made a few changes that I think are for the better that largely address your concerns. Namely as follows:
- Iron Maiden now only applies to auto-attacks (AAs). This solves the issues of it serving as an ability silence and, though it can deal with characters like Zerar/Illidan/Thrall quite handily, all melee abilities are unaffected so that (with the exception of Windfury) they can still burst without too much repercussion. At the end of the day, 2 seconds of damage from your own AAs computes to at most 2 swings and likely just 1 swing for most characters. That's really only going to be minimal chip damage which makes the ability more of a laning tool while allowing it to still contribute (especially at 16) to Team Fights.
- Teeth has a damage reduction to 75% when it hits 2 targets. As it was I think it was just slightly too powerful since it was basically a 100% increase in AA power. It's now more comparable to Zagara's Medusa Blades.
- Envenom renamed to Poison Dagger (purely for reference to the ability from Diablo 2)
- Arcane Animation changed to remove the element of randomness. I don't like the idea of including it in the base kit for the hero; however. If you think it's too weak for a Level 7 Talent then I could adjust the DPS of the Mage slightly (+1-5 damage / swing).
- Run To The Hills talent was removed and replaced with Poison Nova. This change is largely because the original talent didn't align with the Hero's purpose and the new talent brings in more flavor from Diablo 2.

Regarding Corpse Explosion: I researched the minion/merc health pool and 25% seems to scale more or less very near to what Unstable Poison is over the typical span of a game. If I made any change it would be to just make it a renamed version of Unstable Poison (similar to Decrepify = Shrink Ray and now Poison Dagger = Envenom).

The next likely adjustment will be to Reanimate as it's currently a bit awkward and would be difficult to implement with how the game handles Hero deaths (ie, it doesn't store where the character died). The likely change will incorporate the creation of an AI controlled Hero. Alternatively, I might overhaul it altogether and make it some sort of Skeletal Army. The problem I have with that route is that it will be far to similar to Arthas & Azmodan's Heroics.
1
[-]
beargeist (1) | August 13, 2015 11:38am
I like a lot of what it the character does, but the Iron maiden ability has a lot of root problems that could be managed better (if at all possible). It appears that the line "Ranged abilities are excluded" is at least an identification of that... but overall the ability is crippled, unpredictable and highly situational. potential future characters and current ones like murky, aba and jaina pose a problem, at the very least you're casting a 2 second quasi silence, and again, there are better ways to do that. The Ranged affix is a deal breaker, you would also have to consider damage caps and minion return for AoE characters, duration/ multi wave spells that are already active or out - like globe of annihilation(+burning effect) or burning rage. approaching the mechanic from the flip-side with thorns and punishing focus fire is a hell of a lot easier/flexible/applicable. But if you're fixed on it, you could start by halving the effect and improving the application - through more charges or double cast. At first glance it seems like return damage is something this game would routinely support, but there is a reason why you see none of it currently implemented. the other round about way to reliably achieve this kind of effect, is life stealing per damage(0 + X lv), like a lifetap curse.


otherwise i'd really like to see this character in some shape or form.

other notes

- corpse explosion should probably have fixed damage, merc% can be a problem. It's Like unstable poison and the main reason why that really works, is because it spreads promptly. otherwise its just lane clear, or complete lock out for melee - if the damage is proportionate to the lack of pvp application.. It's too volatile, it should be versatile enough for lane support. you could add it as a bone spear talent, or some kind of skeleton minion affix.

- Arcane Animation, it would be much more interesting if this was just a part of the base kit.. pending on what class or type of minion you kill. It also removes the element of chance, which is important to the individual in Esport. if you're rolling a %, it's better if it effects the entire field, and has some gauge or rotation.

---update---
possible solution for iron maiden, Fixed damage return based on enemy abiltiy cooldown, eg. 10 damage per second of abilty cooldown. Penetrating round has a 12s cooldown so it does 120 damage upon cast; Inspire has 10s cooldown so it does 100 damage. its a general rule of thumb that the better the ability, the longer the cooldown. you could even make the condition that targets are marked until the abilty does damage. so if its a heal or the frost bolt misses, no dice. it would be a nice change to comping for enemies that spec ability refresh rates, rather then the typical auto attack talents. you'd be punishing characters that relied on combos more that anything, which is very relevant to the way damage is dealt in the current meta.
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