Raynor (Rework) by Pickly

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Raynor (Rework)

By: Pickly
Last Updated: Jan 2, 2018
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Raynor (Rework)

Renegade Commander

Raynor Rework. meant to keep Raynor's role as a straightforward, sturdy assassin, but give him a bit more variety of abilities. All abilities and skills are no frills, straightforward as possible. Raynor's talents can go either for ability damage or autoattack damage, with a few utility/survival mixed in.

Combat Trait

1
Adrenaline Shot
Raynor heals for 60% of his health over 6 seconds if he is below 30% health. 30 second cooldown. Raynor also has extra range.

Primary Abilities

1
Penetrating Shot
Raynor deals high damage to everything in a straight line. Minions and Structures take 1/3 or so of hero damage. (This would be much narrower and longer than current penetrating shot, and no knockback.)
2
Plasma Grenade
Deals area damage around target point.

This is a simple AoE, useful for waveclear, extra damage, whatever else.
3
Inspire
Passive: all allies near Rabynor get 15% extra attack speed. Activate on a 30 second cooldown to switch to 20% extra move speed in the area for 5 seconds.

Heroic Abilities

1
Hyperion
Same old Hyperion. Moving AoE damage.
2
Advanced Stim
Raynor gains 50% move and attack speed, and heals for 10% of his max health per second, for 10 seconds.

Talents

Level 1

Seasoned Marksman: Quest. Gain .1 attack damage per dead minion, .5 damage per dead hero, for deaths around Raynor. Reward. At 40 extra damage, Raynor can increase his attack speed by 40% for 3 seconds on a 60 second cooldown.

Salvaged Equipment: Quest. Each time Raynor damages a minion with his abilities, he gains .1% ability power. Each hero damaged gives .5% ability power. Reward. When Raynor gets 25% ability power, Abilities gain 20% extra range.

Scout: Raynor can create scouting drones. In addition, gain 20% vision range.

Level 4

Focused Attack: Every 10 seconds, Raynor's basic attacks deal an extra 60% attack damage. Basic attacks reduce this cooldown by 1 second.

Vigorous assault: Raynor heals for 15% of the damage his attacks deal.

Patch Me Up: Each time Raynor uses an abilityhe heals for 5% of his max health.

Sharp Eye: Each time Raynor hits with penetrating shot or damages 2 heroes with grenade, his next ability deals 10% more damage.

Level 7

Fight or Flight: Adrenaline shot gives 25 armor for 4 second when it activates, and can be activated manually.

Revolution Overdrive: Inspire no longer loses the attack speed bonus when activated.

That's gotta hurt: Enemies hit by Penetrating shot are slowed by 10% for 2 seconds.

Pursuit: Raynor gains 5% move speed for 3 second after autoattacking.

Level 10

Hyperion: See Above.

Advanced Stim: See Above

Level 13

Puttin' on a Clinic: Reduce ability cooldowns by .5 seconds each time Raynor autoattacks.

Follow Up: After damaging a hero with an ability, Raynor's autattacks deal 15% extra damage for 4 seconds.

Giant Killer: Raynor's autoattacks deal 1.5% of the target's max health as extra damage.

Improved Grenade: Grenade and Penetrating shot's damage to heroes increased by 3% of their maximum health,

Level 16

Steel Revolve: Increase inspire's attack damage bonus to 20%, and the move speed bonus is activated when adrenaline shot activates. (this activation does not remove the attack speed bonus as normal activation does.)

Executioner: Attacking a stunned, rooted, or slowed enemy increases attack damage by 30% for 3 seconds.

Deadeye: If one of Raynor's abilities hits a stunned, slowed, or rooted target, Raynor's next three abilities gain 20% more damage.

Hot footin': Adrenaline shot increases Raynor's move speed by 30% while active. Inspire activation cooldown reduced to 20 seconds.

Level 20

Scorched Earth: An extra set of lasers causes AoE damage.

New Tech: Advanced Stimpack's bonuses increases to 75% each.

Nexus Frenzy: Raynor gains 20% attack speed and 1.1 attack range.

Born Leader: Inspire passive also raises ally's move speed by 10%, and the attack speed bonus increases to 20%.

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