Level 1 :
[Recon Ward] - D : Reduces the cooldown
by 10 seconds and can store up to
2 charges.
[Recycled Mojo] - Q : Reduces the mana cost by
15.
[Stasis Everywhere] - W : Cooldown reduced by
2 seconds.
[Flare] : Fire a flare at an area, revealing it for
5 seconds.
Level 4 :
[Big Sentry] - D : Extends the vision of the ward by
25%.
[Evergoing Stasis] - W : Lasts
8 seconds.
[Serpent Ward] - E : When entering Ethereal Form, places a Serpent Ward that attacks nearby enemies, dealing
22.2 (+2.2 per level) damage. Lasts for
6 seconds.
[Healing Ward] : Activate to place a ward on the ground that heals allies in an area for
1.95% of their max Health every second for
10 seconds.
Level 7 :
[Magic in the Air] - Q : Cooldown reduced by
4 seconds.
[Earth Shaking Ward] - W : Now deals double damage to minions and structures.
[Ether Consumption] - E : Regenerate
1.95% Health and Mana per second when in Ethereal Form.
[Cleanse] : Activate to remove all stuns, roots, silences, and slows from the target and prevents their reapplication for
1 second.
Level 10 :
[Spirit Link]
[Big Bad Voodoo]
Level 13 :
[No Magic] - Q : Now disenchant every
0.5 second.
[Stasis Field] - W : Can now activate up to
3 times.
[Ethereal Touch] - E : Nearby allies take
15% less damage from Basic Attacks.
[Shrink Ray] : Activate to reduce an enemy Hero's damage by
50% and Movement Speed by
50% for
4 seconds.
Level 16 :
[Magic's Price] - Q : When disenchanting, heal/damage the target for
175 (+20 per level).
[Stasis Rings] - W : Can Hold up to
2 charges of Stasis Ward.
[Ethereal Mind] - E : Reduce the extra damage taken from abilities to
15% and lowered speed to
10%.
[Ward Master] : Every
8 seconds, Sen'Jin stores a random non-Vision Ward that's available to him (if he took Healing Ward, then he can get one). When Sen'Jin places a ward and has one stored, he places it too.
[Troll's Toolbox] : Activate to remove all nearby wards, and reduce corresponding cooldowns by
50%.
40 seconds cooldown.
Level 20 :
[Angry Spirits] - R1 : Nearby enemies are also linked to the target, and take
25% of the damage taken.
[Battleground Advantage] : Nearby allies get a
2% damage reduction and a
2% increased damage for each ward's zone they're into.
[Rewind] : Activate to reset the cooldowns of your Basic Abilities.
[Bolt of the Storm] : Activate to teleport to a nearby location.
I didn't know you made a Vol'Jin too. Might check this out later then.
Anyway, those are all good points, so here are some changes :
- I wanted to make Sen'Jin first, but since he wasn't that known, I chose Vol'Jin instead. I switched it back. ^^
- Since you can take double damage from Stasis Ward, I halved it.
- Ethereal Form needs a 1s to get back to normal (aswell as the 1s to take Ethereal Form), and now slows Sen'Jin for 30% instead of 20%. It should work like Turret for Hammer, except Sen'Jin isn't a threat by himself, he just needs to not die and do his stuff. A KT in his face and he dies in 2 spells though. Now he should think twice before taking Ethereal Form, since it makes him pretty stationary.
I thought about it a lot, and I think Big Bad Voodoo doesn't need a level 20 talent, because it's good enough like that. Either you play it well and your team protects you and wrecks the enemy team, or you've done it for nothing. Instead, I chose Battleground Advantage as an option for a full Ward build.
Thanks for you comment ! :)
I don't know, how he would work in game (the Stasis Ward seems a bit overpowered for me, but maybe I do not understand it's mechanics completely - is it possible to take damage twice from the same Stasis Ward? If it is, it is a bit overpowered as it would have damage compared to Hinterland Blast).
Also, the Etherial Form seems to be very powerfull (it gives a lot more benefits than penalties and that shouldn't be in toggled abilities, try to make even more visible penalties and benefits if you do not want to nerf it too much).
Also I was surprised that there's no possibility to upgrade Big Bad Voodoo (maybe bc this one ultimate combined with Ethereal Form becomes a Doom on Wheels).
And one more thing - I spoke with my brother about Vol'Jin (he's a bit addicted of wow, so he knows pretty much and he said, that he shouldn't be support. And he said, that he is Shadow Hunter, not Witch Doctor, so he shouldn't use wards, but commune with spirits. But this one problem might be solved by replacing Vol'Jin with his master - Sen'Jin).
Waiting to see more of your heroes!
Ough, strangely I'm going to have some time during this week, so I don't have to wait till friday to check the site. Hopefully! xD