Tier 1
[E]
lightning- after it ricochet at least once, lightning deal additional 25% damage.
[W] frozen armor
Cold- gain 40 physical armor for 2 sec after casting frost nova.
[D]
fire- replenish 20 mana every time you collect a regen globe.
Quest(!)- collect 20 healing globes. reward- increase your mana regen to 14.
[Passive]
gain one mastery point at all 3 elements.
Tier 2
[W] charged bult
lightning-above 50 mana, frost nova sends 2 charged bolts targeting the closest enemies (prefering heroes), each dealing 80 damage.
[W]
Cold- upon getting under 50% hp, cast frost nova for free. 10 sec cd. Passive- increase frost nova size by 25%.
[Active] enchent
fire-buff a friendly heroe's aa, make it deal 25% additional damage. Last 8 sec, 30 sec cd. Cant target self.
Tier 3
[passive]
lightning- reduce all basic ability mana cost by 5
[Q]
Cold- hitting a slowed or rooted target with lightning deal 25% more damage and slow their aa speed by 40% for 3 seconds.
[E] inferno
fire- while blaze is active, make your aa deal 35 damage with 4 aa speed in a cone, but reduce range by 1.5.
Tier 5
[Active] energy shield
lightning- active to gain 200 shield for 3 seconds. Cost 25 mana 2 sec cd.
[W] Chilling Armor
Cold- grant you 1 stack of Chilling Armor if it hit an enemy hero, can store up to 4 stacks. Chilling Armor reduce the damage of the next spell vs you by 50%, every time a charge is used shoot an ice bolt at the closest enemy dealing 80 damage and slowing it by 40% decaying over 2 seconds.
[E]
fire-remove slows and roots on cast, and increase speed bonus to 35%.
Tier 6
[Q]
lightning-above 50 mana, lightning deal additional damage equal to 3% of target's max hp and knock its target back a short distance when it hits the first target, and each first target it hits after it ricochets.
[E/W]
Cold- hitting enemies within the blaze aoe with frost nova roots them for 0.75 sec.
[E/W] firewall
fire- create blaze aoe in a circle at the edge of frost nova.
Tier 7
[Active] Lightning mastery
lightning-gain 5 lightning mastery points, active to gain 10 mana per lightning mastery point. 40 sec cd.
[Active] Cold mastery
Cold- gain 5 cold mastery points, active to empower your abilities, making them reduce enemies damage by 5% per mastery point up to 50% for 2 seconds. 40 sec cd
[Active] Fire mastery
fire-gain 5 fire mastery points, active to gain 4% ability power per fire mastery point up to 40% for 8 sec, 40 sec cd
[R] TAL RASHA'S WISDOM
Reduce heroic cd by 2 sec, and mana cost by 30%.
Interesting idea!
I really like the blaze idea and the different elements. It would be fun seeing something like that! I personally think the cooldowns on the ultimates are a little too short arent they? But if I understand the build right it is more the mana that limits the character rather than the cd, right?
And I think maybe it would be wise to have some other talents mixed in - it seems to me, as if one would pick JUST lighting/cold/fire talents all the way through. What do you think?
yea the mana is the main limiting factor for both basic and heroic abilities. my goal with the heroics is to make them more situational compared to the basic abilities. (mana costs and cd can change a bit for balance of course)
I tried to break the lighting/cold/fire build by making some talents have different interactions. like on tier 3, where the cold talent improves lighting ability etc...
and also by capping the tier 7 mastery talents at 10, so getting the maximum 12 points wont farther improve it.
I agree that having more talents mixed in is the right direction (currently there are only two of them, on 1st and 7th tier), i just dont have enough fitting ideas for more talents.
i currently have an idea for a talent that grant you ability power or some other buff for limited duration upon getting to 100 mana or upon getting to low mana.
if you do you are welcomed to share your ideas!
I like these new ideas. Maybe you can add some talents regarding the combat trait warmth? For example: Mana recharge starts 2 seconds after out of combat. Or make it activatable every 40 seconds where using abilities won't stop mana regen for x seconds.
Another idea: Maybe there could be some drastic talent choices that enhance your other abilities, but you can't use one element. Or it adds another sorceress ability from D2 to your kit for some sacrifice. Examples: Enchant (Basic Attacks deal Splash Fire Damage, can be used on allies), Glacial Spike (maybe some root?), thunder storm. This talents won't provide mastery points, but they bring some strong different options. What do you think?
Kind regards
Ps: I'd be happy, if you could check out my two concepts of Xe'ra and Mannoroth and leave a comment :)