Rehgar Rework by Murraythehuman

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Rehgar Rework

By: Murraythehuman
Last Updated: Aug 9, 2021
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Rehgar Rework

Rework Concept

Rehgar... is a healbot.

Let me re-phrase: Rehgar has the capacity to do a lot of things. He has a unique mount-attack that's fun to play with, as well as some interesting things that can be done with his offensive talents. There's quite a bit of fun, skill, and depth when it comes to playing Rehgar... but only when he's not being played as a healer.

Chain Heal does not require much skill or forethought to maximize its value. Its bounce range is forgiving enough that your allies don't have to group up that much for it to work, and Rehgar's positioning is easily changed enough that he can usually provide his heals where he needs them. The move, while effective lacks much flexibility, strategy, or value-ability to make it fun to use. At 13, it gains access to some enjoyable bits and bobs, but it's too little, too late.

The only healing move of his that has a nice enjoyable aspect to it is his R1. Ancestral has just enough of a delay to it that it rewards predictive play, and the tension of it popping just in time can be a rush, but one enjoyable healing ability that you only have once every 100 seconds and you only take in 50% of matches does not a fun healer make.


Pain Points:
  • His healing abilities and talents, though effective, are so systematic that the character often becomes a healbot when actually forced to heal.
  • What makes a good Rehgar versus a bad Rehgar are things that barely matter when talking about a healing Rehgar.
  • To have fun as Rehgar, you almost always have to play 'seflishly', and neglect your class role.

Goals:
  • Give Rehgar more baseline tools for making it more fun for him to do his class-given job, without forsaking his playstyle.
  • Retain (and potentially even push) Rehgar's pseudo-assassin qualities.
  • Create new talents that increase the amount of tactical and mechanical depth of his support.

Note: Rehgar is somewhat overtuned in this iteration. Think of this as "the version Blizzard would release, then later balance after 1 month of being OP".

Combat Trait

1
Ghost Wolf
Largely Unchanged.

Primary Abilities

1
Chain Heal
Largely unchanged. Heals about 10% less baseline as some of its protective power is being moved into Lightning Shield.
2
Lightning Shield
Imbue an ally with lightning, dealing 56 (down from 64) damage per second to nearby enemies. The target gains a shield equal to 50% of the hero damage dealt. Lasts 5 seconds.

Shields last for an additional 2 seconds after Lightning Shield ends.
3
Earthbind Totem
Largely unchanged.

Heroic Abilities

1
Ancestral Healing
Largely Unchanged.
2
Bloodlust
Largely Unchanged.

Level 1 Talents

Early game Rehgar mostly gains tools of self-protection. Mostly healing with W, and the ability to keep himself going when playing aggressively in Wolf form, with bigger rewards the more consistently he is able to do so. While questing shouldn't be Rehgar's main focus, the reward should prove nicely satisfying. That said, the removal of 25% cooldown reduction on Ghost Wolf has been done deliberately, so that Rehgar's other Wolf Talents can be further pushed, and so that the wolf build doesn't feed into itself so much.


W: Electric Charge - Increases the radius of Lightning Shield by 25%. After the Shields granted by Lightning Shield expire, Rehgar heals for 125% of the expired shields.

E: Colossal Totem - Unchanged.

Trait (D): Wolfheart - Attacking heroes in Ghost Wolf form restores 4% of Rehgar's Health and Mana over 4 seconds. Quest: Perform basic attacks against heroes in Ghost Wolf Form. Reward: Attacking heroes in Wolf form permanently increase Rehgar's maximum health by 12 and his maximum mana by 2.

Level 4 Talents

Rehgar's Level 4 talents are the first to bring in some fun new mechanics. The Wolf Form build is very self-synergising, but since it primarily benefits Rehgar's ability to use other abilities, it doesn't create too much of a self-fulfilling build. Totemic Pulse is a flashy new ability that grants some serious commitment and decision-making elements to Rehgar's kit, as well as potential for high value plays both as a healer and as a fighter.


W: Stormcaller - Every time Lightning shield deals damage to a hero, it restores 4 Mana, up to 100. If it restores 100 Mana, Rehgar regains health equal to 50% of his current mana.

E: Totem Pulse - Casting Chain Heal or Lightning Shield on your EarthBind Totem causes it to release a pulse in a small radius. The Chain Heal Pulse causes it to heal nearby allied heroes for 6% of their maximum health, while the Lightning Shield Pulse damages nearby enemies for 3% of their maximum health.

Trait (D): Wolfrush - Increase the range of Wolf Form's lunge by 50%. If the target of the lunge is a hero, Rehgar's basic ability cooldowns recharge 100% faster for 2 seconds.

Level 7 Talents

Rehgar's level 7 talents have always been dominated by his Cleanse. To combat that, Lightning's Mercy grants bonuses to CC'd targets, while lacking the immediate usefulness of a true cleanse, while Final Respite simply increases Rehgar's maximum Q healing by 40%, as long as he adapts to where his Chain Heal bounced to.


Q: Final Respite - Chain Heal can be reactivated within 3 seconds from the location of its final target. This cast of Chain Heal applies 65% reduced healing and is untalented.

W: Lightning's Mercy - Allies under the effects of Lightning Shield that are stunned, rooted, silenced, or below 25% HP gain 30 armor.

Active: Cleanse - Unchanged.

Heroic Talents

Balance issues aside, Rehgar's Heroics are generally fine. Bloodlust could probably go for another pass, but I'm in no rush to suggest changes to it.

Level 13 Talents

As per the in-game version, rehgar's 13s are all about extra support. Now that W grants shields baseline, it's been given a flashy new upgrade, perfect for value plays. Meanwhile, Earthliving Enchant now forces Rehgar to consistently seek out his lowest-health ally. Additionally, an upgraded Grounded Totem is up from 7 to 13, and provides hate to all, not just auto-attackers.


Q: Earthliving Enchant - Increase the healing of Chain Heal by 1% for each 1% of health the main target was missing.

W: Thunderburst - Reactive Lightning Shield after 2 seconds to detonate it, dealing 101 damage to all enemies in range, and granting shields equal to the hero damage dealt for 2 seconds. Lightning Shield's cooldown is reduced by 1 second for each enemy hero hit.

E: Grounded Totem: Increase the health of Rehgar's Earthbind Totem by 50%. Enemies in Earthbind Totem's radius deal 30% reduced damage.

Level 16 Talents

Hunger of the Wolf has lost its self-healing attributes, now that Rehgar can heal from it at level 1. The extra burst of movement speed is being treated with caution, as a get-out-of-jail-free tool is rarely good on a Healer, though Rehgar's mount does that a bit already, so it's only pushing an already existing part of his kit.

Rising Storm: Unchanged?

Earthgrasp Totem: Unchanged?

Trait (D): Hunger of the Wolf - Upon activating Wolf Form, Rehgar gains an additional 30% movement speed, decaying over 1 second. Basic attacks against heroes in Wolf Form deal bonus damage equal to 5% of their maximum HP.

Storm Talents

Generic Talents? Dropped. The always powerful Rewind is a thing of the past, and Storm Shield is now slightly more Rehgar-flavored! Meanwhile, Ghost Howl gives the Ghost Wolf build a final payoff with some extremely powerful global heals.

R1: Farseer's Blessing - Unchanged.

R2: Gladiator's Warshout - Unchanged.

Trait (D): Ghost Howl - Activate trait to howl in place for up to 5 seconds to gradually heal all allied heroes for 6% of their maximum health per second. Damaging heroes with Ghost Wolf's charge lowers this move's cooldown by 30 seconds. 180 second CD.

Active: Lightningstorm Shield: Grant all nearby allied heroes an Untalented Lightning Shield and 15% increased move speed for 5 seconds. 70 second CD.

Changelog

1.1.0

Totem Pulse's numbers were lowered, but its effects were simplified and made more flexible.
Stormcaller now rewards Rehgar with a modest heal if he fully restores 100 mana. 50% of your current mana will probably only amount to about 200 odd heals at the best of times, but this also lets Stormcaller synergize with your quest talent, and not just Electric Charge.
Thunderburst's damage now 101, down from 151, and the wait time before reactivation has been increased to 2 seconds, and the cooldown reduction is down to 1 second.
Grounded Totem damage reduction reduced from 40% to 30%, with the health increase for the totem reduced to 50%.
Lightningstorm Shield and Ghost Howl had some of their properties swapped:
Lightningstorm Shield is no longer global, and only grants its effects to nearby allies, but its cooldown has been reduced to 70.
Ghost Howl is now global, but the channel time has been set to 5 seconds with a lowered healing rate per second (healing only 30% now).

1.1.1
Updated Electric Charge to heal for 125% of the shields that survive, to increase the payoff, as well as reward Rehgar for avoiding attacks while shielding, not just tanking them.
Lightning Shield no longer grants a shield against minions or summons, but can actually grant shields to non-heroic targets now. Might have a niche application, but mostly these changes are to prevent characters from gaining a ridiculous number of free shields by fighting within a minion wave, and to lower the overall wordcount.

1.1.2
Increased the health gains of Wolfheart's quest (it's still low enough to generally be pretty negligible).
Final Respite's healing penalty increased from 60% to 65%.
Updated the description of the Storm Talents to better match the 1.1.1 update changes.

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