"Rohana is a Preserver, an important Protoss tasked with retaining the memories of all the Protoss that came before her. All their accomplishments, all their skills. She is also the purest protector of the Khala that connects all Protoss in unity. In dire times it was the Khala that kept them strong against all odds. Even when her resolve is tested, she will defend the honor of the Protoss' birthright, even at the cost of her life."
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A unique hero, similar to Medivh, Rohana is a low-healing support that can have a high impact if worked with well. Her damage output is pathetic and her durability is miniscule, but if defended she can provide a heavy amount of utility for her team. She works best as a secondary support, or on teams with decent durability she can potentially work as a solo support. Her Trait
Khala Link gives her some passive healing without lifting a finger by causing allies to heal for half a Globe anywhere on the map, making her automatically optimal for large maps or those with lots of Globes. The healing has no effect at all on stacking Globe quests but when all heroes are laning the innate sustain is very useful. The second aspect of the Trait gives a bit more direct healing, letting aggressive players heal for a bit of health by dealing some damage, which may put you in some danger if you're not careful and is pretty useless out of combat. Together though, you can put out some decent healing all things considered.
Guardian Shield is a strong defensive ability that can greatly reduce enemy poke damage, but given sustained fire will eventually wear out. The range is wide enough that you can protect your backline of squishies, but won't do much good for allied divers and doesn't really have the potency to defend against a ton of damage.
Cosmic Binding is a cc skill that does absolutely nothing for a while against enemies who are standing still, however if they try and get away from the cast point they take a chunk of damage and are stunned for a pretty lengthy duration. It's a great anti-mobility tool, but if you can't hurt them while they stand in the area then it won't have much of an impact, especially when it deals no damage.
Recall is obviously an amazing ability with potential uses far and wide. It's good for ganks and getting a hero back on the map really quick, or whatever other uses it could have. The ally needs to stay still though, meaning if they're getting ganked they have to stay in the little bitty circle instead of running, and the enemy could knock them out of it, so there is certainly counterplay. It also takes longer when the ally is further away, so it's not a total replacement for mounting since sometimes it's worth it for the ally to just walk there.
Peace is a funny skill, with similar uses to Sanctification in some ways. It can completely shut down wombo combos and keep an ally alive across the map, but it does not stop cc or non-heroic damage, so it's not foolproof. Be careful or you might find yourself saving the enemy team from a Precision Strike and wiping your own team afterwards. Used sparingly it can be one of the strongest heroics in the game.
Psi Tether is a more localized way of disrupting the enemy. It has a great deal of versatility, allowing you to place it on a tank and a squishy so burning down the high-health one will kill the other, or by placing it on two key targets to disable them both at once. I can imagine it being cool to Void Prison a linked target and them both being stopped. Similarly to Peace, however, if you use it poorly your team might be unable to actually kill their focus target, but even then the cc spread is pretty cool.
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HEALTH: 1577 +4% per level
REGEN: 3.31 +4% per level
DAMAGE: 57 +4% per level
ATTACK SPEED: 1 per second
RANGE: 5.5
(I know everything I said does not really help this concept in any way but I still wished to express my admiration~ cheers!)
BUT = thinking a bit on longer run I concluded of having like 2 concerns about this one TBH:
1 = her Q is very much "meh" making the hero not just a support but literally someone's "lane" escort = that type of heroes tend to be boring TBH, just look at Morales, she even has Grenade to do some "playmaking by self" but even that stops people taking her as opposed to other supports that can do a tad bit more on their own
2 = R2 feels either awfully too much powerful or not impactful at all, as you said = Pyro Muradin and transfer damage to his whole team to blow up to smithereens (either that or just tickle other heroes or not enough AoE to affect enough heroes) lol
Room for improvement ? = more self-reliable Q and harder to hit but when done surely do impact R2
Here's just a suggestion for both (how I'd approach those two issues) though:
I'd say put her Q be her "self-defence" mechanism (and perhaps a bit of waveclear) as I doubt you'll always be able to teleport a hero next to you when in peril
Q = Light Prism = Attacking with ranged AA at the Prism will cause the AA missile split into three at the opposing end. Attacking it with an ability damage or close-range/melee attacks will cause the Prism break and blind nearby opponents for a small amount of duration
(That one IMO this feels more self-reliable, makes up for a tad bit better waveclear as well as some teamfight potential = instead of basically being Jaina's Minigun endless escort :P, furthermore = prisms although corny/boring perhaps = feel well fitting for the Protoss thematic/lore IMO)
As for R2 I think better make it channelable to 1 additional target but have a great % amount like 60% or sth, that way it's not a point-click Muradin into Pyroblast to reduce to half the whole opponent's team lol (at first glance like the ridiculousness of it sounds temptingly awesome but feels like "walking on a thin line" i.e. based either on % or on AoE of impact and it's either OP AF or almost not impactful at all)
Hopefully you think of these for a bit, but yeah like the effort overall (i.e. = better than I'd do for sure when it comes to what seems to be a 90% utility hero)
I'm hesitant to change Preserved Wisdom too much, because although you're correct that she does need to be a bit more self-capable she also needs to provide some standard support benefits. Her Trait is strong and all but it isn't even close to enough healing, and I don't think she can rely on Dimensional Recall for all her supportive power. I'm not concerned with her needing a lane buddy, most supports do and it's one of her weaknesses, but I'd say she's much better as a solo laner since she can still heal allies and can allow for a cross-map gank if necessary. The key playstyle differences between Rohana and Morales is that all the skill with Morales comes with her positioning while you have very simple ability usage, while all the skill of Rohana is knowing when to use your abilities where while you simply position yourself very safely. I'm content with her current Q since there is a lot of team coordination in the ability already, but I am open to ideas.
As for R2... yeah. Honestly I'm not entirely convinced as to what to do with that one either. I don't want Rohana to be much about channeling, but eh. I dunno m8.
While she does not have much healing other than globes (which is an idea I've personally struggled with and I like), she's chock full of utility and that's amazing :D