Vindicator Maraad by beboptimusprime

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Vindicator Maraad

By: beboptimusprime
Last Updated: Nov 2, 2017
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Vindicator Maraad

Hammer of the Light

"After triumphing against evil in the Northrend campaign, Maraad began instructing other races of the Alliance in the ways of the Light. His time facing the countless dangers of Azeroth left him prone to action above meditation, choosing to attack while others delayed.[5] Maraad played a significant role in the campaign on alternate Draenor against the Iron Horde, seeking redemption for his past failures by preventing the atrocities of his tragic past from happening again. He was eventually killed by Blackhand during the Battle for Shattrath while protecting Yrel with the last of his power." -WowPedia

I opted to make Maraad a multiclass hero so that he would embody the flexibility of a Paladin in World of Warcraft, with the ability to serve as either a full tank, a bruiser, or a support, depending on his choices. This flexibility is, like Varian, meant to be his chief strength, but unlike Varian, his secondary strengths are less focused on securing kills and more focused on anchoring his team. Maraad receives added value from healing he receives, and has the unique ability to share this healing with his healer, enabling that healer to be more durable and take more risks in teamfights. He lacks the quantity of CC that ETC, Muradin, and Johanna have, but has quality in Blinding Light, which is a self-centered mini-horrify.

Maraad will never be that tank that dives the backline, but he creates a zone that is difficult for the enemy team to pass through. Regardless of his choices, he excels against Dive Comps, either by diverting the attention to himself and surviving, or by providing additional survivability to the rest of his team.

STATISTICS
HEALTH 2,275 (+4.0%)
REGEN 4.15 (+4.0%)
MANA 490 (+10)
REGEN 2.95 (+0.098)
ATK SPEED 1 PER SECOND
DAMAGE 125 (+4.0%)
ATK RANGE 1.25

Combat Trait

1
Light's Arbiter
As a result of his devotion to the Light, Healing Spells and Devices are more effective on Maraad. All Allied healing (does not effect shields) is increased on Maraad by 10%.


(QUEST): Maraad Survives

For each minute that Maraad survives, 5% of the Healing he receives is shared with its source.

This quest caps at 30%, and all progress is lost on death.

Primary Abilities

1
Crusader Strike
Maraad channels the power of the Light into his weapon, the Hammer of the Naaru, causing its next strike to deal 150% increased damage.

This Ability holds 2 Charges, which recharge independently.

Cooldown: 5 Seconds
Mana Cost: 20 Mana
2
Consecration
Maraad emblazons a large sigil of Holy Light on the ground a small distance away. The sigil lasts for 4 seconds, dealing 100 damage to enemies hit, and an additional 20 damage per second

For each Enemy Hero inside Consecration, Maraad gains 10 Armor.

Cooldown: 10 Seconds
Mana Cost: 40 Mana
3
Blinding Light
Maraad pulses with the power of the Light, disorienting enemies in his immediate vicinity (range of about 3). Enemies disoriented are essentially 'Feared' (like Horrify) for .75 seconds and dealing 125 damage.

Cooldown: 14 Seconds
Mana Cost: 60 Mana

Heroic Abilities

1
Justicar's Vengeance
(PASSIVE:)
Maraad gains a burning rage effect dealing 25 damage per second in a small AOE around him.

Maraad deals 100 damage plus 20% of his missing health to an enemy hero in Melee range.

Cooldown: 30 Seconds
Mana Cost: 50 Mana
2
Light's Bastion
(PASSIVE:)
Consecrated Ground now slows

Maraad creates a shield worth 15% of his health, that lasts 3 seconds.

This ability has 3 charges with independent cooldowns. The shield can be stacked, but stacks do not refresh the duration.

Cooldown: 30 Seconds
Mana Cost: 40 Mana
3
Beacon of Light
(PASSIVE:)
Crusader Strike now heals allies in Aura Range by 50% of the damage it deals.


Maraad grants the Light's Blessing to a friendly hero, replicating the current effects of his trait on that hero for 4 seconds.

During this time, all healing on Maraad or the Beacon of Light target refunds 50% of the expended Mana.

Cooldown: 60 Seconds
Mana Cost: 75 Mana

Talents

Level 1:



Retribution Aura:



Crusader Strike deals an additional 1% of the Maximum Health of any hero it hits.

Maraad generates an aura within a range of 5 units that avenges damage dealt to allies. If an ally within the Aura takes more than 5% of their maximum health in damage, the aura deals 2% of the source of that damage's maximum health back to them.

Devotion Aura::



Consecrate now heals Allied Heroes by 20 health per second.

Maraad generates an aura within a range of 5 units that heals allies inside its range by 1% of their max health every 3 seconds.

Devotion Aura:



Blinding Light grants Maraad 5 Armor per hero hit

Maraad generates an aura within a range of 5 units that provides 5 Armor to allies.

Level 4:



Heart of the Crusader:



Increase Mounted Speed by 20%

Hammer of Naarud:



Crusader Strike deals 75% increased damage to non-heroic targets.

All-Seeing Light:



Blinding Light reveals in a large area, for 3 seconds.

Level 7:



Eye for an Eye:



Physical attacks against Maraad by enemy heroes reduce the cooldown of Crusader Strike by .25 seconds.

Crusader's Might:



Crusader Strikes against heroic targets reduce the cooldown of Consecration and Blinding Light by 1 Second.

Gift of the Crusader:



Crusader Strikes against heroic targets double the effects of the active aura for 2 seconds.

Level 10:



Justicar's Vengeance

Light's Bastion

Beacon of Light

Level 13:



Seraphim:

Whenever Maraad receives more than 5% of his Maximum Health in healing over 1 second, he gains 10% movement speed for 2 seconds.

Light's Wrath:

Whenever Maraad receives more than 5% of his Maximum Health in healing over 1 second, he deals 50% of that heal in damage in a 2 unit AOE around himself.

Hand of the Protector:

All healing is more effective on Maraad when he is below 30% health.

Level 16:



Light's Chosen:

While inside Consecration, disable effects are 75% reduced against Maraad.

Searing Light:

Blinding Light deals 5% of Max Health in damage to heroes hit.

Light's Blessing:

Light's Arbiter now increases the healing Maraad receives by 15%. When Maraad heals an ally, he gains a percentage of it based on his trait's current quest bonus.

Level 20:



Retribution:


Justicar's Vengeance now deals 25% of Maraad's missing health in damage, and heals him for the same amount.

Final Stand:

While Last Bastion's shield is active, AAs from enemy heroes against allies other than Maraad are reduced by 50%.

Aura Mastery:

Gain the benefit of the Unselected Auras at level 1.

Light, Manifest:

Maraad can now activate his trait - lasts 6 seconds, with a 30 second cooldown. While active, Maraad receives 25% of healing done to enemy heroes inside his Aura range.

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