Rehgar (Rework Concept) by MrBr0s

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Rehgar (Rework Concept)

By: MrBr0s
Last Updated: Nov 26, 2021
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Rehgar (Rework Concept)

Shaman of the Earthen Ring

Rehgar has been seen as a bit of a lackluster healer for a while. Even though I wouldn't consider it weak, his kit definitely shows its age among newer healers'. This rework concept is my attempt at making Rehgar's gameplay more nuanced and dynamic, without changing too many of his core mechanics. Most of my changes focus on Basic Abilities and Talents, as that is what I think defines Rehgar's playstyle and general feel. I left his ultimate Abilities untouched for now, but I might think about some potential changes in the near future.

Disclaimer: While I think I have pretty good knowledge of most Heroes, I do not play Rehgar very often. For that reason some of my views and ideas about him might seem a bit uninformed or unexperienced. I recently talked about Rehgar with some friends, and I just thought it would be fun to share some of my thoughts on how I think he could be improved. If you have any comments or criticism, feels free to share them. I would especially like to hear the opinions of experienced Rehgar players and take it as a learning opportunity.

Anyhow, here are the changes, with some comments:

Health: 1925
Mana: 500
Attack Damage: 115
Attack Speed: 1.25
Attack Range: 1.5

- Health reduced from 2000 to 1925.
- Attack Damage increased from 106 to 115.

Combat Trait

1
Ghost Wolf (D)
Trait

Instead of using a mount, Rehgar transforms into a Ghost Wolf with 20% increased Movement Speed. Basic Attacks in Ghost Wolf form cause him to lunge at his target, dealing 50% bonus damage and reducing Basic Ability cooldowns by 1 second. Dealing damage, using Abilities, and channeling cancel Ghost Wolf form.

- Bonus damage reduced from 75% to 50%.
- Ghost wolf attacks now reduce Basic Ability cooldowns by 1 second.


Notes: Ghost Wolf now has part of Blood and Thunder's cooldown reduction baseline, encouraging Rehgar to use it as often as possible and making his playstyle more active. To compensate, Ability cooldowns have been increased slightly. Additionally, the damage bonus was reduced, with some of its power being moved to Rehgar's base Attack Damage.

Primary Abilities

1
Chain Heal (Q)
Mana: 40
Cooldown: 9 seconds


Heal an ally with a wave of healing for 230 Health. The wave then bounces 2 times to nearby allies, restoring 230 Health to them.

- Mana cost reduced from 55 to 40.
- Cooldown increased from 8 to 9 seconds.
- Healing reduced from 260 to 230 on all targets.


Notes: Since Lightning Shield now gives a Shield, the healing of Chain Heal was reduced to keep Rehgar's healing/shielding numbers in check. Its Mana cost has been reduced significantly to compensate, but the Mana bonuses from talents have been reduced/removed. This should help making Rehgar less Mana-dependent and reducing the contrast in his Mana tension between early and late game.
2
Lightning Shield (W)
Mana: 65
Cooldown: 10 seconds


Imbue an ally with a 260 Shield that deals 54 damage per second while active and for 3 seconds after it breaks. Lasts 3 seconds.

Enemies that damage the target take 50% more damage from Lightning Shield for 1.5 seconds.

- Damage per second reduced from 64 to 54.
- Duration changed from 5 seconds to "while active plus 3 seconds".
- Now grants a 260 Shield for 3 seconds.
- Now temporarily deals 50% more damage to attackers
.


Notes: Lightning Shield now applies an actual Shield, which gives Rehgar more tools for single-target healing and against burst damage, without overshadowing other Heroes that specialize in these aspects. The damage component has been reworked to make it more nuanced and situational, forcing Rehgar to think a bit more about when, where and why he should use Lightning Shield. To better reflect its increased power relative to other abilities, Lightning Shield's Mana cost and cooldown were increased. To conclude, Rehgar's maximum Health has been slighlty reduced to compensate for the potential self-sustain Lightning Shield brings to the table.
3
Elemental Totem (E)
Mana: 50
Cooldown: 16 seconds


Create a Totem with 217 Health that lasts for 8 seconds.

Passive: The radius of Lightning Shield is increased by 40% when used on a Totem.

- Renamed from Earthbind Totem to Elemental Totem.
- Cooldown increased from 15 to 16 seconds.
- No longer Slows.
- Now increases the radius of Lightning Shield on Totems by 40%.


Earthbind Totem's baseline functionality was removed in favor of giving him more flexibility at level 1. When starting the game, Rehgar now chooses between 3 very different totem effects. This both brings more choice to the player and strengthens the shaman character fantasy of having multiple totem types at their disposal. The totem also benefits from an enhanced Lightning Shield (that now also protects it) that encourages Rehgar to use the 2 abilities together.

Heroic Abilities

1
Ancestral Healing (R)
Mana: 80
Cooldown: 100 seconds


After 1 second, heal an allied Hero for 1180 Health.

Unchanged
2
Bloodlust (R)
Mana: 70
Cooldown: 90 seconds


Grant nearby allied Heroes 40% Attack Speed and 35% Movement Speed and cause them to heal for 30% of the Basic Attack damage to their primary target. Lasts for 6 seconds.

Unchanged

Talents


Level 1


Rehgar's level 1 talents have been replaced with Elemental Totem choices, each bringing its own form of power and utility. Most of the removed talents' functionality has been added to other parts of Rehgar's kit in some way.
Note: the radius of these effects might vary depending on their power/utility.

Earthbind Totem (Replaces Electric Charge)


Elemental Totem Slows nearby enemies by 40%, increased to 80% for the first 1 second.

Windwalk Totem (Replaces Colossal Totem)


Elemental Totem removes Slows and prevents Roots and Slows on nearby allies. The cooldown of Ghost Wolf recharges 100% faster while the Totem is active.

Searing Totem (Replaces Wolf Run)


Elemental Totem deals 80 damage per second to the nearest enemy, prioritizing Heroes, and reveals them for 8 seconds.


Level 4


The Mana-saving elements of these talents was reduced to go with the reduced Mana tension in Rehgar's baseline kit. Some functionality was also added or adjusted to make the talents a bit more insteresting.

Stormcaller


Increase the range of Lightning Shield and Elemental Totem by 50% and reduce their Mana cost by 20. Increase the Shield amount of Lightning Shield by 20%.

Feral Heart


Increase Health Regeneration by 50% while in Ghost Wolf form. Ghost Wolf attacks against enemy Heroes regenerate 4% of Rehgar's maximum Mana and grant him 20 Armor for 3 seconds.

Healing Totem

Active
Cooldown: 30 seconds

Activate to place a Totem with 75 Health that heals allies in an area for 2% of their maximum Health every second for 8 seconds. Using Chain Heal on Healing Totem causes it to instanly bounce to all allied Heroes in its area.

Lightning Shield can be used on Healing Totem.


Level 7


The star of this talent tier is definitely Lightning Jolt, a Rehgar-flavored Cleanse-like talent that also replaces Cleanse. Some twists and bonuses were added to the other talents as well.

Lightning Jolt (Replaces Cleanse)


Lightning Shield removes Stuns from its target. For 1.5 seconds after removing a Stun effect, Heroic Basic Attacks against the target Stun the attacker for 0.5 seconds.

Grounded Totem


Increase the Health and area of all Totems by 50%. Enemies in Elemental Totem's area have their Attack Speed and range reduced by 35%.

Blood and Thunder


Increase the cooldown reduction from Ghost Wolf Attacks by 100%, and cause it to affect Heroic Abilities.


Level 13


All talents on this tier have added functionnality to make them more interesting and situational. Tidal Waves was given more healing output through careful use of Chain Heal. Earthliving Enchant was replaced by Conductivity, a talent that creates synergy between all of Rehgar's basic abilities. Earthen Shield was specialized by adding Physical Armor to Lightning Shield.

Tidal Waves


Each Hero healed by Chain Heal increases the healing of the next bounce by 35% and reduces its cooldown by 0.5 seconds.

Conductivity (Replaces Earthliving Enchant)


Chain Heal can be used on Totems, and it can bounce 1 additional time. Healing an ally affected by Lightning Shield with Chain Heal spreads the Shield to the nearest ally, prioritizing Heroes and Totems.

Earthen Shield


Lightning Shield grants 75 Physical Armor, and its Shield amount is increased by 6% of the target's maximum Health.


Level 16


The level 16 talent tier was given more depth and complexity overall, giving Rehgar some original tools. Earthgrasp Totem's functionality was moved to level 1 as part of Eartbind Totem, and was completely changed. Totemic Might is a new talent that replaces Hunger of the Wolf, which was moved to level 20.

Rising Storm


Every time Lightning Shield damages an enemy Hero or its target takes damage, increase its damage by 15%, up to 150%, and reduce its cooldown by 0.25 seconds.

Earthgrasp Totem

Active
Cooldown: 20 seconds

Create a Totem with 250 Health that pulses every 1 second, reducing the Armor of nearby enemy Heroes by 8 for 2.5 seconds, stacking up to 3 times. Upon reaching 3 stacks, enemy Heroes are Rooted for 1.5 seconds. The Totem lasts for 8 seconds.

Passive: Enemies that destroy Elemental Totem take 180 damage and are Rooted for 1 second.

Totemic Might (Replaces Hunger of the Wolf)

Active
Cooldown: 30 seconds

Activate to make all active Totems Unkillable for 4 seconds.

Passive: Elemental Totem gains an additional charge. Rehgar gains 15% Attack Speed for every active Totem.


Level 20


The only change on this tier is the completely reworked Hunger of the Wolf, moved from level 16. It replaces Rewind with some very aggressive effects that can reduce Ability cooldowns as a side effect, beacause of the cooldownd reduction baked into Ghost Wolf.

Farseer's Blessing


After 1.5 seconds Ancestral Healing is cast a second time on the same target. Allies near the target are healed for 590.

Gladiator's War Shout


Increase the duration and range of Bloodlust by 100%.

Storm Shield

Active
Cooldown: 45 seconds

Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.

Hunger of the Wolf (Replaces Rewind)

Active
Cooldown: 60 seconds

Activate to transform into an enhanced Ghost Wolf for 5 seconds. During this time, Rehgar is healed for 20% of all damage done, and Ghost Wolf form cannot be cancelled by dealing damage or channeling.

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