Allied minions close to Shek'zeer have 50% more health, and are immune to stuns and slowing effects. (The range of Eyes of the Empress is about the range of a Kael'thas Phoenix)
Primary Abilities
1
Dissonance Field
Mana Cost: 50 Cooldown: 11 Seconds
Creates an energy field that reduces damage taken from enemy abilities by 20%, lasting 5 seconds.
2
Consuming Terror
Mana Cost: 55 Cooldown: 8 Seconds
Release a cone of dark energy, dealing 58 (+16 per level) damage and blinding enemies for 2 seconds.
3
Sha Energy
Mana Cost: 60 Cooldown: 12 Seconds
Fill an ally with the energy of a sha, reducing the mana cost of their abilities by 10% for 5 seconds.
Heroic Abilities
1
Heart of Fear
Mana Cost: 85 Cooldown: 95 Seconds
Shek'zeer creates a large heart of dark energy, dealing 68 (+17 per level) damage per second and slowing all enemies around it by 25%. Enemies closer to the heart take 84 (+17 per level) damage per second. The heart vanishes after 10 seconds.
2
Amassing Darkness
Mana Cost: 110 Cooldown: 90 Seconds
Deal 94 (+19 per level) damage to a hero and silence it for 3 seconds. When the silence ends, this ability is reapplied to enemy heroes around the original target. Targets affected by Amassing Darkness cannot be affected again for 7 seconds.
Special Mount
1
Fueled by Fear
Shek'zeer releases the energy of the Sha of Fear, increasing her movement speed by 40%.
(This is identical to Azmodan's mount)
Level 1 Talents
Nobility: Allies inside Dissonance Field have their health regeneration raised by 30%.
Devouring Fear: Increases the cone of Consuming Terror to 100 degrees from 70.
Fight and Flight: Minions affected by Eyes of the Empress move and attack 15% faster.
Paranoia: Increases the damage of Consuming Terror by 20%.
Level 4 Talents
Invigoration: Sha Energy also heals 10% of the target's health over 5 seconds.
Leeching Energy: Consuming Terror heals you for 50% of the damage dealt.
Protective Shield: Activate to shield an allied hero for 15% of their max health for 5 seconds.
Shared Horror: Casting Sha Energy reduces the cost of your next ability by 10%.
Level 7 Talents
Cleanse: Activate to remove all stuns, roots, silences and slows from the target and reduce the duration of their reapplication by 50% for 2 seconds.
Mantid's Call: Increases the size of Dissonance Field by 50%.
Lingering Fear: Consuming Terror deals additional damage over 3 seconds.
Ease of Mind: Each hero hit with Consuming Terror reduces its cooldown by 1 second.
Level 10 Talents
Heart of Fear: Create a large heart of dark energy, damaging and slowing all enemies around it. Enemies closer to the heart take more damage.
Amassing Darkness: Damage a hero and silence it for 3 seconds. When the silence ends, this ability is reapplied to enemy heroes around the original target.
Level 13 Talents
Overload: Sha Energy can be cast on enemy heroes to increase the cost of their spells for 5 seconds.
Cry of Terror: When Shek'zeer is hit by an enemy ability, nearby allied minions and mercenaries deal 50% more damage for 5 seconds.
True Horror: Enemy heroes hit with Consuming Terror move 30% slower for 2 seconds.
Deafening Sound: Enemies inside Dissonance Field attack 45% slower.
Level 16 Talents
Corruption: Enemies around Shek'zeer take 15% more damage from non-heroic abilities.
Overlapping Worries: Consuming Terror deals 20% more damage to enemies within the range of Eyes of the Empress.
Preperation: Dissonance Field can hold 2 charges.
Desparation: While under 40% health, Sha Energy has no mana cost.
Level 20 Talents
Fear Incarnate: The Heart of Fear slowly moves towards enemies, and has its range increased by 30%.
Grasping Darkness: The cast range of Amassing Darkness is increased by 20%, and the max range of which it can jump to increases by 35%.
Storm Shield: Activate to give all nearby allied heroes a shield for 20% of their max health for 3 seconds.
Bolt of the Storm: Activate to teleport to a nearby location.
Sorry if I'm overlooking something, but I don't see how the passive would create one-sideded teamfights, as it only affects minions, leaving mercs, heroes, and summoned monsters unchanged. Stuns and slows would still be in play for them, so golems wouldn't be trivial to beat.
You're totally right, I misread it! I do apologize, I recant what I said. The passive is A-OK in my eyes.
I think her passive is a bit to strong and would leave fights a bit one-sided. It could lead to an over-powered unstunnable unslowable team, not to mention give boss fights an easier time to beat, since most bosses stun.
Sorry if I'm overlooking something, but I don't see how the passive would create one-sideded teamfights, as it only affects minions, leaving mercs, heroes, and summoned monsters unchanged. Stuns and slows would still be in play for them, so golems wouldn't be trivial to beat.
I really like this, this is a concept I would not have come up with. I think it has potential, however I am concerned about her passive.
Quoted:
Allied minions close to Shek'zeer have 50% more health, and are immune to stuns and slowing effects.
(The range of Eyes of the Empress is about the range of a Kael'thas Phoenix)
In my opinion, and it is only my opinion, I think her passive is a bit to strong and would leave fights a bit one-sided. It could lead to an over-powered unstunnable unslowable team, not to mention give boss fights an easier time to beat, since most bosses stun. If you could somehow modify this to make it less over-powered for team fights, I think it'll be a lot nicer :D
And again, this is just my opinion.
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You're totally right, I misread it! I do apologize, I recant what I said. The passive is A-OK in my eyes.
Sorry if I'm overlooking something, but I don't see how the passive would create one-sideded teamfights, as it only affects minions, leaving mercs, heroes, and summoned monsters unchanged. Stuns and slows would still be in play for them, so golems wouldn't be trivial to beat.
(The range of Eyes of the Empress is about the range of a Kael'thas Phoenix)
In my opinion, and it is only my opinion, I think her passive is a bit to strong and would leave fights a bit one-sided. It could lead to an over-powered unstunnable unslowable team, not to mention give boss fights an easier time to beat, since most bosses stun. If you could somehow modify this to make it less over-powered for team fights, I think it'll be a lot nicer :D
And again, this is just my opinion.