Sen'jin (Shadow Priest) [New Heroic!] by Eudaimonia

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Sen'jin (Shadow Priest) [New Heroic!]

By: Eudaimonia
Last Updated: May 23, 2015
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Sen'jin (Shadow Priest) [New Heroic!]

Darkspear Witch Doctor

The spiritual leader of the Darkspear tribeSen'jin was an enigmatic witch-doctor with a deep and profound link to the spirits and his eternally rain-swept island. 

Combat Trait

1
Shadowform
Becoming one with the shadows, Sen'jin heals himself and nearby allies for 10% of all damage he deals. Basic attacks against Sen'jin deal 25% less damage.

Primary Abilities

1
Vampiric Touch
Cooldown: 10 seconds
Mana Cost: 75

Deal damage each second for 5 seconds. Each time Vampiric Touch deals damage, restore 5 mana to you and all nearby allies. 
2
Vengeance of the Loa
Cooldown: 13 seconds
Mana Cost: 75

Channel the wrath of vengeful spirits to an area, dealing damage each second for five seconds. Cooldown begins when the channel ends. 
3
Mind Flay
Cooldown: 5 seconds
Mana Cost: 40

Channel shadow magic to an enemy, dealing damage each second for 3 seconds and reducing its movement speed by 30%. Cooldown begins when the channel ends. 

Heroic Abilities

1
Death Rattle Juju
Cooldown: 80 seconds
Mana Cost: 100

Sen'jin rattles his death gourd, bringing foes closer to their inevitable end. Reduce the maximum HP of enemies in a cone by 5% every 0.5 second, up to 50%. Channel lasts for up to 10 seconds. The effect ends when the channel ends. 
2
Psychic Scream
Cooldown: 60 seconds
Mana Cost: 75

Lets out a psychic scream, knocking back nearby enemies and stunning them for 4 seconds. Taking damage immediately ends the stun effect.

Talents

Level 1

Powerful Mojo - Reduce the cooldown of Vengeance of the Loa by 2 seconds.
Dark Embrace - Vampiric Embrace will heal allies further away.
Vampiric Embrace - Increase the healing of Shadowform to 15% of damage done.
Zuvembi Brew - Kill enemy minions to gain stacks of Zuvembi Brew. Use 20 stacks to control a neutral Mercenary and 40 stacks to control an enemy Mercenary. Does not work on bosses. Maximum 50 stacks.

Level 4

Healing Ward
Shadow Word: Pain - Mind Flay deals additional damage over 3 seconds when the channel ends.
Mental Anguish - Targets affected by Mind Flay deal 35% less basic attack damage
Envenom


Level 7

Shadow Word: Death - You deal an additional 10% damage to enemies below 20% health.
Red Brew - Increase the cast range of Vengeance of the Loa by 25%, but reduce its radius by 25%.
Green Brew - Increase the radius of Vengeance of the Loa by 25%, but reduce its cast range by 25%.
Dispel Magic - Activate to remove all stuns, roots, silences, and slows from the target. Cooldown 20 seconds [does not prevent reapplication like Cleanse, but shorter CD]

Level 10

Death Rattle Juju
Psychic Scream

Level 13

Voodoo Doll - 20% of damage taken by Sen'jin while channelling Vengeance of the Loa or Mind Flay is returned to the attacker.
Gift of the Loa - Each tick of Vampiric Touch now restores 8 mana.
Dark Ritual - If an enemy dies while afflicted with Vampiric Touch, its cooldown is reset.
Spell Shield

Level 16

Mind Quickening - Mind Flay and Vengeance of the Loa now channels 33% faster.
Bambe Brew - Overhealing done by Shadowform now shields the target for up to 10% of its maximum health.
Embrittle - Targets affected by Mind Flay are also made Vulnerable for the duration of the channel.
Blood for Blood

Level 20

Bad Mojo - Become unstoppable while channeling Death Rattle Juju.
Psychic Horror - Taking damage while stunned by Psychic Scream now reduces the effect by 2 seconds instead of ending the stun immediately.
Dispersion - Activate to reduce damage taken by 75% and to restore 400 mana over 4 seconds [unique Sen'jin replacement for Hardened Shield]
Arcane Power

Explanation

Back in the good 'ol days of me playing WoW, one of my mains for quite some time was a Shadow Priest. I wanted to capture the awesomeness and satisfaction of Mind Flaying targets while also bringing the 'heal through damage' mechanic that has so far been missing from HotS. When I saw that there was, in fact, not too many named Shadow Priest in Warcraft lore, I decided to take Sen'jin and mix in some juju awesomeness as well. Here, I try to incorporate both classic Shadow Priest abilities while being faithful to the fact that Sen'jin was also a Witch Doctor.

I don't envision Shadowform healing to be enough to make Sen'jin a 'real' healer. He's a support in the same way that Tassadar is a support. Specifically, the support functions include small AOE healing, team sustain, channeled slow, and powerful team-supporting effects for both Heroics. 

Stray thoughts:

- For Sen'jin's trait, I was torn between the iconic name of Shadowform and the uniqueness of Vampiric Embrace's healing through damage feature. I ended up incorporating the latter's effect into the former, and naming a talent that improved the trait Vampiric Embrace as a compromise
- I tried to preserve the effect/spirit of the Fear mechanic in WoW without introducing a new game mechanic to HotS, which is why I described Psychic Scream and its Level 20 upgrade in the manner I did
- In the spirit of talents involving trade-offs that have been met positively by players (think Sylvanas' Cold Embrace), I sought to make more talents that involve such trade-offs. I'm particularly proud of the Red Brew/Green Brew talents, although I'm not sure if x% range is as important as x% radius, so those numbers may be tweaked.
- Mind Quickening means the spells deal their full damage in 33% less time, though associated effects (i.e. Mind Flay slow) also last less. Their cooldowns are not affected however.
- Vampiric Touch's mana regen, I believe, compares favourably to the only other mana regen ability currently in game: Malfurion's Innervate. The latter restores 100 mana on a 30 sec CD, translating to 3.33 mana/second. A full Vampiric Touch restores 25 mana on a 10 sec CD, translating to 2.5 mana/second per Hero. In the case where Sen'jin lanes with another Hero, however, total mana returned would be 5 mana/second, with even more once teams start grouping. The downside of VT is that if an enemy with VT dies before all ticks go off, the full mana return is missed. In addition, Innervate can be targeted to return a large chunk of mana to one hero who is particularly low or a heavy mana user, whereas VT cannot. 
- Please comment/vote! <3

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Eudaimonia | May 26, 2015 9:00pm
Thanks for the feedback!

@LainEdel: While I understand your concern, it seems to me that hitting the sweet spot between non-viable and OP that you raise is simply a matter of tweaking damage numbers (which I have purposely left out here in the design). Note that channeled abilities like Mind Flay have some crucial drawbacks: (1) they deal their damage over time instead of right away like most Basic Abilities; (2) they render the hero effectively immobilized for the duration of the cast; and (3) they are vulnerable to interrupts. A full Mind Flay build on Sen'jin with the talents you pointed out might tip the balance in his favour for 1v1s, but probably not against heroes with interrupts, and would also entail giving up many of his team-centric talents. I will concede that Voodoo Doll--meant to make the decision to continue channeling while taking hits more attractive--may need to be tweaked to reflect only 10% or 15% of damage sustained while channeling.

@Kaiser24: I respectfully disagree that Psychic Scream is OP as is. One reason why DS is (was?) considered so strong is because it can stack with other AoE ultimates for some wombo-combo silliness. Because the stun effect of Psychic Scream is designed to immediately end if the target takes damage, Psychic Scream can't be stacked with AoE in the way DS can, and in fact the knockback component of the ability actually makes subsequent AoE more difficult. Instead, Psychic Scream is designed to serve either as an emergency escape (a la Brightwing's Emerald Wind) or as a way to isolate a target or targets from an enemy team (a la Maw, Void Prison, some Emerald Winds, sort of like Web Wrap, etc.) that requires a higher degree of team coordination to pull off (don't break early with errant AoE!) but may be more rewarding in its effectiveness. Also note that both DS and PS require the caster to be right in the thick of things for optimal effect, and Uther arguably has access to more survivability talents that make such a feat much more likely. In fact, the difficulty of Sen'jin to get into the middle of the enemy team to cast PS is the primary reason why I actually had the opposite concern than you: I expect Death Rattle Juju to be the more popular ultimate, and am worried that PS may be significantly less likely to be picked.
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kaiser24 | May 26, 2015 8:18pm
that spycho scream is toooo op, 4s is too much for this game. look at divine storm, it has a very litle range and only sutns for 1.5s and is really good
1
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LainEdel | May 26, 2015 1:53pm
There's too much over time abilities in my opinion. So in my opinion he either won't be viable, or will be quite OP with that trait and voodoo doll+embrittle.
Would like to see Vol'Jin anyway though. You have my vote.
1
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Denouncer | May 23, 2015 6:04pm
this is a great concept!
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Eudaimonia | May 23, 2015 10:54am
Thanks for the feedback! I think the health and mana regen aspects of Vampiric Touch, Shadowform, and Vampiric Embrace (which I rolled into Shadowform, see explanation above) were the key mechanics that I wanted to bring into HotS with this character, and I think Mind Flay and Psychic Scream are pretty iconic abilities. I did 'make up' a new ability with Vengeance of the Loa; it mutated from Mind Sear when I realized that I should highlight the Witch Doctor aspect of the character. Perhaps I can rename/rework Hex
1
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Dragonshea | May 22, 2015 3:21pm
I think that Sen'jin should have more Unique abilities. most of them here are old WoW abilities. I think It's better to have a mix but reghar has a lot of old abilities so, I guess argument is invalid.
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