Mohandar [Full Concept] by TheBukoJoe

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Mohandar [Full Concept]

By: TheBukoJoe
Last Updated: Jan 27, 2016
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Mohandar [Full Concept]

Talents

Level 1:

Prismatic Alignment
Reduces the mana cost of Prismatic Beam to 10 and deals 20% more damage to structures.

Dark Embrace
Increases the stun duration of Dark Coil to 2.0 seconds.

Void Walk
Reduces Void Step's mana cost to 70 and increases its range by 20%.

Conjurer's Pursuit
Collecting Regeneration Globes permanently increases Mana Regeneration by 0.10 per second.



Level 4:

I'm Charging My Laser
Increases the maximum stacks of Prismatic Beam by 1.

Prismatic Coil
Enemies around the Dark Coil target are also affected by Dark Coil.

Phase Reactor
Activating Void Step will grant you shield equal to 10% of your maximum health that will last for 5 seconds.

Gathering Power
Hero takedowns increase ability power by 2%, to a maximum of 30%. This bonus ability power is lost on death.




Level 7:

Prismatic Range
Increases the range of Prismatic Beam by 10% for each stacks charged.

Shadow Force
Increases the damage dealt by Dark Coil by 30%.

Gone With The Void
Casting Void Step grants you invisibility for 3 seconds.

Playing Style

While playing as this Mohandar, you will have to use your Q ability a lot. Your role will be to pound and destroy single targets to dust. In order to maximize Mohandar's damage output, Prismatic Beam would have to be channeled for 8 to 10 seconds. If you want to destroy tanky opponents, a prolonged Prismatic Beam would be perfect when talents to upgrade this ability is chosen especially on level 13 when you choose Overwhelming Power.

Building up the talents for Void Step will increase your capacity to chase and secure a kill on an opponent who is trying to escape your Prismatic Beam, and your ability to escape or disengage from team fights.

On the other hand, Dark Coil talents will allow better crowd control.

In your Heroic Abilities, if you want to have sheer power and to maximize damage output, Shadow Cannon is the best choice. This ability can almost be spammed when channeling Prismatic Beam. Prolonged channeling against tanky heroes can maximize this ability's potential because it also gets stronger when the Prismatic Beam gets stronger.

If you want to maintain your damage output longer or to maximize your Last Stand and prolong your life, Feedback would be a good choice for a heroic ability because it restores your own mana.

Pros & Cons

PROS:
Has a strong focused damage output.
Has a chasing/escaping ability.
Extremely effective against bosses and core (due to prolonged damage output).

CONS:
Lacks AoE attacks.
Abilities focus only on one target
Too positioning-dependent.
Susceptible to stuns.

Skins

Master Mohandar
Master Mohandar features more pointy samurai-ish ornaments on his armor.

High Templar Mohandar
Mohandar wears an armor similar to the one wore by the High Templars of Aiur like Tassadar but Mohandar still wears a helmet hiding his face.

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Severage (29) | January 26, 2016 11:18pm
Seems like a Starcraft version of Azmodan, where instead of other buttons to spawn minions every ability he has increases his single-target damage save E.

In some ways I want to say the damage he can do to a single target, particularly the Core or Keeps, is outrageous, it does make him a bit of a one-trick pony, as in he's poor at other operations. I'm not sure if that balances him out or not, but at least in my opinion it makes him a little less interesting.

Now, I'm no Starcraft player, never been one, so I can't really suggest any thematically appropriate ideas, but personally I'd rework at least 1 of his ults and maybe even his W to simply do other operations other than just make his DPS during Q better.

Currently I feel like every ability says on it "Makes Q more effective", including both of his Heroics. I'm too unfamiliar with the game's numbers at this point to comment on just how much damage he's doing, but if you don't rework his abilities at all and you are perfectly aware and intended him to be a one-trick pony for single-target DPS, I would suggest a couple things.

1: Make clear what his Q's range is. Azmodan-size range? Bigger than that? For the DPS it outputs it needs to be punishable to some degree.

2: On that same note, the fact his E breaks his Q is nearly irrelevant. I'm sure the intention is "Put Mohandar in enough danger and he has to blink away and stop DPSing", but that's not really the case. With his Q having a 1s CD (Sure, it has to be fired for a few seconds to ramp up, but still), it almost eliminates how punishable he is. He can just blink out of your range and start lasering again, which starts up at plenty high damage to not worry about the ramp-up time.

It's kind of like giving Sgt. Hammer's Siege-up no cast timer, no penalty (As in you're not rooted while you do it), and then making Sgt. Hammer's Z a 16s cooldown. Of course, how strong Mohandar is still depends on how big his Q range is. That in itself is a massive balance factor. It begs the question: just how easy/hard is it to stun Mohandar?

All that said, I really like the way his mana management is set up (Unsure about those exact numbers, but the dynamic of his mana-hungriness combined with it being a core part of his survivability is pretty cool), the passive is a very neat idea, and everything seems thematically appropriate.
1
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TheBukoJoe | January 27, 2016 5:06am
Thanks a lot Sir Severage. I'll try to re-work his W ability because that ability is pretty much boring. And I'll adjust some numbers for this and add range comparisons. :)
1
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Severage (29) | January 27, 2016 3:56pm
Awesome! Hopefully I didn't come off as too critical - it's a fine concept! Just wanted to point out anything I found about it that didn't seem ideal to me.

Have fun!
1
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Lio61012 | January 23, 2016 1:52pm
I have made rough calculations on the prismatic beam damage and this is what I got.

All values are max stacks of prismatic beam

lvl20 407,088 dps

lvl20 gathering power all stacks 529,1104 dps

lvl20 gathering power+using shadow cannon as soon as possible (52,1429(3)) 581,253 dps

lvl20 adding overwhelming power (assuming the target has 5k hp) 631,253 dps

lvl20 adding overdrive 776,567 dps

To be honest that looks like an incredible ammount of dmg, and you could also use your w ability for extra damange and stun. This makes Mohandar basically sgt hammer (who nobody really likes, or atleast me)

PS. I realized i forgot to add gathering power to shadow cannon, so the final damage would probably be ~800
1
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TheBukoJoe | January 24, 2016 6:27pm
Actually, I like Sgt. Hammer. XD

The downside with this hero is that he focuses only on one target (Just like a Starcraft II Void Ray).
If he changes target or get stunned, his damage output will go back to its minimum.
This guy would need perfect positioning to be maximized (Just like Sgt. Hammer).
2
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Phoenix86 (1) | January 19, 2016 6:07am
Seems kinda powerful -maybe too much-

Void Step should interrupt Prismatic Beam imho, then have a talent (i'd say at lvl 7 or 13) that makes it not interrupt the channel.
Having it by default seems too much, imho
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TheBukoJoe | January 19, 2016 6:32pm
Hi Phoenix86, thank you so much for your suggestion. I nerfed Mohandar by considering many other things aside from your Void Step suggestion. Here's the changes I made:

Abilities:
Primsatic Beam - reduced the damage output increase per charge from 25% to 20%.
Void Step - removed the ability to not break the Prismatic Beam chain. (As you suggested)
Dark Coil - reduced the damage dealt from 57.42 to 47.42, increased the mana cost from 50 to 60, and extended the cooldown from 6 seconds to 7 seconds.

Tier 1:
Dark Embrace - reduced the stun duration from 2.25 seconds to 2.0 seconds.

Tier 3:
Prismatic Range - reduced the range boost from 15% to 10%.
Shadow Force - reduced the damage bonus from 75% to 30%.
ADDED TALENT: Stalk - enables Void Step to not break the chain of Prismatic Beam.
(Putting Gone With The Void and Stalk on the same talent tier is a good idea so the player could choose for a build to either chase or for an escape.)

Tier 5:
Overwhelming Power - reduced the bonus damage from 1.25% of target's max health to 1.0%.
Overriding Movement - reduced the movement speed from 80% to 70%.
Overprotection Beam - reduced the damage conversion to shield from 20% to 15%.

Tier 6:
Darkness Lives On - reduced the free re-casting to a 2-second blind after the stun.

Tier 7:
Devour Energy - reduced the damage boost from 50% to 20%
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Phoenix86 (1) | January 20, 2016 12:52am
Really like your changes (and concept ofc) :)
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Sarm Kahel | January 7, 2016 10:34am
Really like this hero concept! I had a few idea's for a Void Ray hero myself, but I like the idea of imbodying the aspects of the ship into a more normal hero better I think! The only suggestion I would make is to remove the mana consumption from feedback. Blizz has gone on record stating that there wont be any mana drain mechanics in Hots due to them being unfun mechanics, but again, other than that I would love to play this hero.
1
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TheBukoJoe | January 17, 2016 6:55pm
Hi Sarm Kahel! Sorry, I haven't been online for quite a while. I considered your suggestion and I modified the Feedback heroic ability. I increased its damage output and removed the mana burn mechanic. I replaced it with a mana restore for the caster so it may blend well with Mohandar's trait so that when Mohandar's trait is active, his Last Stand will be prolonged if he casts Feedback.
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