Tectus by kid-karma

24 Votes

Tectus

By: kid-karma
Last Updated: Feb 26, 2016
Quick Share

Tectus

Talents

Level 1:
Regeneration Master: Collecting regeneration globes permanently increases health regeneration by 1.5 per second.
Mountain Range: Increases the cast range of Earthen Pillar by 20%.
Plateau: Tectus takes 20% reduced damage while channeling Tectonic Upheaval
Twin Peaks: Increases the health of Shards of Tectus to be equal to 60% of Tectus' health.

Level 4:

Quarry: Increases your mana and health regeneration by 25% for each unit you are controlling.
Bedrock: Units newly formed from splitting receive a shield equal to 25% of their health for 3 seconds.
Natural Gas: Increases the duration of Crystalline Barrage by 1 second, and increases its speed by 50%.
Porous: Reduces the damage of area of effect spells against you by 15% for each unit you are controlling.

Level 7:
Rockslide: Reduce the cooldowns of your basic abilities by 0.5 seconds for each unit you are currently controlling.
Foothills: Increases the damage of Motes of Tectus to be equal to 30% of Tectus' damage.
Shale: Reduces damage against you by 5% for each standing Earthen Pillar.
Rich Vein: Increases Tectus' mana and health regeneration by 100% while he is moving through Crystalline Barrage.

Level 10:
Rise, Mountain: Grow in size, causing each unit to become the unit above it in the chain for 5 seconds. Each Mote turns into a Shard, each Shard becomes Tectus. If used while simply controlling Tectus his health and damage is doubled.
Petrification: Apply a slow to a target enemy that increases from 1% to 100% over the course of 3 seconds. After reaching 100% the target is turned to stone, rooting them in place for 1 second. While in this stone form the target is invulnerable. After the stone form expires it explodes, dealing damage around the target to his nearby allies. 80 second cooldown.

Level 13:
Stalagmite: Remove the stun effect of Earthen Pillar, but increase their duration by 2 seconds.
Sublimation: Enemies are rooted for 1 second if they reenter Crystalline Barrage while already under the slowing effect of Crystalline Barrage.
Fracture: Tectus deals 25% increased damage for 5 seconds if one of his units is killed while it is channeling Tectonic Upheaval.
Summit: Force two of the same unit (Motes/Shards) to reform into the unit above themselves in the chain if you heal for 50% or more of your health during Tectonic Upheaval.

Level 16:
Reverberation: While channeling Tectonic Upheaval, any standing Earthen Pillars will also emit the same damaging aura. Earthen Pillar's aura deals 50% less damage. Tectonic Upheaval's cooldown is reduced by 1 second for each Earthen Pillar affected by Reverberation. (Using multiple charges of Tectonic Upheaval does not stack the damage emitted from an Earthen Pillar's aura. However if you stagger them you can increase its duration).
Erosion: Earthen Pillars that expire have a 25% chance to refresh a charge of Earthen Pillar.
Repeated Twinning: When a Mote is killed it will release 2 uncontrollable Pebbles of Tectus. These Pebbles will attack nearby enemies until they are called to reform a Mote after 10 seconds. Pebbles do not provide charges of Tectus' basic abilities.
Rare Earth: Increases the damage you deal by 30% as long as you control at least 1 Shard of Tectus and 1 Mote of Tectus at the same time.

Level 20:

Everest: Basic attacks increase the duration of Rise, Mountain by 0.5 seconds.
Fossilization: Targets that are under the effects of Petrification are no longer invulnerable when rooted, and instead take 25% increased damage in that state. If they are killed while rooted the explosion from Petrification deals 50% increased damage.
Fury of The Storm: Every 5 seconds your next basic attack will deal additional damage to the target, and additional damage to all nearby minions and mercenaries.
Bolt Of The Storm: Activate to teleport to a nearby location.

Skins & Dialogue

Tectus has some fun dialogue that reminds you that he's simply a hulking sentient rock. I'd love to hear him in game, smashing enemies into the ground while bellowing "FLESH, WEAK" or "RETURN TO THE EARTH".

As far as skins go you could have the obvious "Volcano Tectus" or "Glacier Tectus" looks. An interesting skin would be "Desert Island Tectus" where his feet and arms are made of water, and the spike on his back is a sandy little island with a palm tree.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
1
[-]
Tacobreaker | March 2, 2016 1:36am
I may be misreading the ability but does earthen pillar do any damage as it does not say. I think it does but i am unsure.
1
[-]
kid-karma (2) | April 2, 2016 5:31pm
Yea it would, but probably not much. It's already a powerful disruption ability.
2
[-]
Marukeru | October 21, 2015 6:52pm
LOVE this entire concept! That being said, perhaps by bringing his HP to 0, it should award the enemy with experience. As if killing each stage grants .25 of a kill? Similar to The Lost Vikings.

This way, you don't have an enemy bring Tectus to 0, manage to kill a Shard only to have a Mote run off and hide until he respawns while the other pieces continue to fight and buy time for the mass respawn. Players should feel some sort of reward for making sure they clean up ALL parts of Tectus. That being said, if you killed all pieces and each were worth .25... You would have a total of 7 parts worth exp.. Dang, that's hard to balance :/

The reason I inquire, is because I understand that Tectus doesn't "Die" when brought to 0. But if the enemy cannot kill all aspects of him, then he NEVER dies so long as one escapes. Thus, the other team gets no reward for even bringing him to 0 unless they can squash each component. In the end, they have to drop the equivalent of 200% more health on top of his first bar. Say we give him very low end HP for a Warrior, and hit roughly 3600 at level 20 (Rexxar). He has to be dropped 10,800 HP to fully kill him. And that is w/o him respawning any motes/shards. Actually. If you gave him a bar like Rexxar, then it keeps him from being super strong... BUT makes him WAY fragile. I don't know, food for thought

Aside from any discussion over his Innate, I love his abilities and his strong control of a battlefield. And am totally In love with his zoning ability and the power to basically lock down tight routes in the jungle. Plenty of slows, some roots and stuns. Mmm, fantastic. Even with a smaller Health Pool, this feels like a Warrior I would really enjoy playing!
1
[-]
kid-karma (2) | September 23, 2015 12:45pm
Thanks! Yea it definitely needs some tuning in terms of numbers (ie. what % of Tectus' health should Shards and Motes have? Too much and his overall health pool becomes massive. Too little and they become too easy to kill), but I feel like he'd be a fun addition to the game in terms of gameplay and character.
1
[-]
bmak_try (2) | September 23, 2015 11:03am
I love this concept, keep fine tuning it! I would love to see this in the game!
1
[-]
kid-karma (2) | September 18, 2015 11:57am
"What happens if you have one shard, but only one mote? Do you stay like that forever?"

If a Mote has died it will respawn after 10 seconds, so you'll be back to running around as one Shard and one Mote. Maybe that was unclear, I'll see if I can clarify that in the description.

"Also, once you die, does your timer start normally, and you either revive when your shards reform or when your timer ends"

I think there has been some confusion over this. Tectus the hero doesn't die until all motes have been killed. Lowering Tectus' health to 0 is just the first phase of the hero's health pool and marks the point that he will split into Shards. Shards and Motes ARE Tectus, just smaller versions of him.
1
[-]
TheHereticOne (10) | September 18, 2015 6:03am
What happens if you have one shard, but only one mote? Do you stay like that forever?

Also, once you die, does your timer start normally, and you either revive when your shards reform or when your timer ends (IE : Tectus dies, and starts a 60 seconds cooldown, but can control his two shards while alive. He manages to flee, and his shards reform into himself, so he revives before his death timer.) (IE(2): Tectus dies, and starts a 60 seconds cooldown, but his shards do not manage to reform before he dies, so he respawns normally, while having had something to do while "dead")

Or, if he still has shards alive but his timer ends, does he respawn where the shards were, and would that work with motes, or would he require the two shards for that, and would instead respawn at the altar, should he resurrect with less than two shards?
1
[-]
kid-karma (2) | September 17, 2015 12:37pm
Made some changes:

- incorporated his original heroic ability "Accretion" into his trait as it seemed to be a necessity

- nerfed the stun and duration of Earthen Pillars

- removed the damage bonus enemies received against Tectus while he is channeling Tectonic Upheaval and changed the way he receives health from this ability
1
[-]
kid-karma (2) | September 16, 2015 5:11pm
Er, not two instant respawns necessarily. It's just a change in form that's there by design, and balanced by the fact that Tectus doesn't have a large health pool.
1
[-]
Vynadrian (2) | September 16, 2015 4:31pm
Ok, 2 Instant Respawns, thats pretty cool. Thanks for clearing that up.
1
[-]
kid-karma (2) | September 16, 2015 4:27pm
Yes you control the Motes/Shards. They all move together as one hero. If the last mote is killed you receive a normal death timer and respawn as a complete Tectus.
1
[-]
Vynadrian (2) | September 16, 2015 3:34pm
Do you command the Mote/Shards of Tectus and how will the Deathtimer work?
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved