While he will never spare a coin from his purse to save his own mother, _______ thinks that the Goblins of Steamwheedle and Bilgewater have lost their way. It's not about the gold, it's about the explosions and the thrill of the hunt, and the explosions, and achieving the impossible, did I mention explosions?
A veteran of the Horde during the Second war, and a gun-for-hire in the 3rd war, ______ is a fierce fighter who takes pride in his combat prowess, lethality, and the ability to complete any contract.
_____ has wandered Azeroth in search of the big one. Hopefully, he can find a challenge in the Nexus.
Combat Trait
1
Give 'em both barrels!
______ has 20% reduced range, but his attacks cleave for 25% of the damage dealt (Doubled on Minions and Mercs.)
Active: Your next Auto Attack will deal 2x the amount of damage and push all enemies in a cone up to your max Auto-Attack range. CD: 20 seconds.
Primary Abilities
1
Explosive Shot
Deals XX damage to a primary target, and after 2 seconds deals damage in a small area of the primary target. Holds 2 Charges, 8 second CD
2
Freezing Trap
Lays our a trap that lasts for 15 seconds. when triggered by an enemy, creates a slowing field in the area that persists for 4 seconds, 20 second CD
3
Disengage
Throws the player back a short distance, can be used to jump over terrian. 20 second CD, no mana
Heroic Abilities
1
Barrage
Rapidly fires a spray of shots for 3 sec in front of the player, dealing damage to the enemy target and dealing 50% of the damage to nearby enemies. Channeled and Usuable while moving. 80 second CD
2
Summon Thok
Summon's Thok, fixating and chase an Enemy hero, damaging all enemies in it's path. If Thok reaches his intended target, he deals massive damage and stuns the enemy for 1.5 seconds. If an Immunity/Stasis is used. Lasts 12 seconds. 100 second CD
Talents
Level 1 tier:
[li]Seasoned Marksman: For every 6 enemy Minion or Mercenary kills near your Hero, gain 1 Basic Attack damage. Hero Takedowns count as 2 Minion kills.[/li]
[li]Conjurer's Pursuit: Every 3 Regeneration Globes gathered grants an extra +0.25 Mana per second, permanently.[/li]
[li]Trap Launcher: Increases the Range of Freezing Trap by 50%[/li]
[li]Flare: Launches a flare that reveals an area and Stealthed units for 30 seconds, 45 second CD.[/li]
Why seasoned marksman and conjurer's pursuit? Because of the low CD of explosive shot, it can be spammed, and even built around. Freezing trap also costs mana as well. So this gives three build paths already, a Right-click build, a caster Q build, and a trap-centric build. The Flare is just good utility, much like scouting drone, and the added bonus of revealing stealthed units. such as Nova, Zera, and Tyrande's abilities.
Level 4 Tier:
[li]Lord Blasington's Scope: Increases Basic Attack range by 20%[/li]
[li]Seaforium Charge: Increases damage and radius of Explosive shot by 25%[/li]
[li] Serpent Sting: Every basic attack applies and refreshes a stacking poison that lasts 3 seconds, dealing X amount of damage per second, up to a maximum of 5 stacks[/li]
[li]Leeching Poison: Your AA's apply a debuff, healing you for 10% damage for all damage you deal [/li]
Nothing too special in this tier, you got the range upgrade if you want to play it safe/kite, Leeching poison takes over Vampiric assault.
Level 7 Tier:
[li]Lock n' Load! : Explosive Shot now holds 3 charges, and refreshes cooldown on Hero Takedowns.[/li]
[li]Entrapment: Freezing Trap also roots initial enemy for 1 second upon triggering[/li]
[li]Crouching Tiger, Hidden Chimera: Reduces the cooldown of disengage by 4 seconds, and increases movement speed by 25% for 2 seconds after.[/li]
[li]Deterrence: Activate to deflect all basic attacks for 2 seconds, and reducing ability damage by 30% 60 second cooldown[/li]
OK, so Deterrence takes places of First aid here, because well, First aid feels really mandatory on most assassins, it's too good of a talent, and I forsee Blizz may do away with it on most ranged carries. Instead, you get mix of defensive, offensive and utility. CT,HC can be great at just repositioning, kiting, or chasing enemies, same goes for Entrapment. LnL is really for if you want to constantly apply that pressure on people and deal consist AOE damage. it may look a little OP, but remember it will still cost mana, think of Valla's hungering Arrow build, it does a lot of damage, but she goes OOM Quickly.
Level 10: Heroic Ability
[li]Summon Thok[/li]
[li]Barrage[/li] See above, already explained
Level 13 Tier:
[li]No Escape: Enemies under the effects of your Freezing trap take 50% Extra Damage from your basic attacks[/li]
[li]A Trap of Ice and Fire: Freezing trap also gives off an immolation aura that deals damage to enemies standing in the area of effect.[/li]
[li]Why did it have to be Snakes: Freezing Trap converts to Snake Trap that will release several venomous snakes that poison enemies with a Crippling Poison that reduces movement speed as well as dealing Damage overtime[/li]
[li]Black Ice: While you move through the area affected by your Freezing Trap you gain 25% movement speed[/li]
I call this the "trap tier" each talent here enhances your trap in some way. If you want another AoE DoT, Immolation would be best, if you want to stack your sting faster, Snake is the way to go. more of a upfront right-click damage, no escape gives you mini crits. The Black ice is more of a kiting/chasing tool, you could make it team wide speed boost I guess, but I feel it would be to overpowered then.
Level 16 Tier:
[li]Collateral Damage: Enemies damaged by the Area of Effect of Explosive damage take an extra 15% from all sources[/li]
[li]Widow Venom: Serpent Sting can now apply up to 7 stacks and deals 5% more damage per stack[/li]
[li]Explosive Shrapnel: Enemies damaged by Explosive shot deal further Area of effect damage for 50% after 2 seconds.[/li]
[li]Feign Death: Feign death, making you untargetable and gain invulnerability for 3 seconds.[/li]
So this is where executioner usually goes for assassins, but with No Escape, I feel it would be far too much burst for it to be balanced, so instead I took a page out of Raynor's book with Bullseye, increasing the vulnerability of opponents. Widow Venom is kinda of just a DPS increase, more stacks also means more lingering damage, pretty boring. Explosive Shrapnel is a littler hard to explain with text, but think of a cluster bomb. One goes off, and launches tiny bomblets that then explode. This is definately a way to kill teams that are tightly packed, it causes confusion and makes them spread or take significant damage Feign Death is just Ice Block, but with Hunter Flavor. Again, I decide not to give him stone skin or first aid because I wanted Feign death to be available. This can be used to merely wait on cooldowns or to break a hydralisk's targetting. I think it would also be nice if you get a message saying "enemy slain!" when activated to see if it actually fools anyone into leaving you alone.
Level 20 Tier:
[li]Multi Shot: Basic Attacks bounce twice to nearby enemies for 50% damage.[/li]
[li]Nexus Frenzy: Inceases Attack Speed by 20% and Attack Range by 20%[/li]
[li]Thok's off the chain!: The duration of Summon Thok resets if Thok scores a killing blow on a hero.[/li]
[li]Concussive Barrage: Barrage now slows enemies by 40% and damage and range is increased by 25%[/li]
Multi shot is just Fury of the Storm with hunter flavor. No bolt of the storm. I don't think this hero needs a blink ability with Disengage, and I was considering an Aspect of the Cheetah that just buffs up his move speed, but I think with Black Ice and CT:HC it would make him way too speedy and mobile,
As for the two heroic ability modifiers. The reset on kill mechanic, I'm not really a fan off, but it has interesting clean up potential, plus it can cause a lot of chaos in a fight, but Thok has to get the killing blow for it to reset, and with all the sources of damage, it's not guranteed, but a nice bonus if it does, let's say if you're 1v5 and kiting like a pro.
Concussive Barrage is just an old Marksman hunter talent, does what it says on the tin. More damage and a slow. It's just a great team fight killer. It'll still have a longer CD so it's not up all the time, but instead deals a larger cone in front of him.
Alright, that's the end of this overly long post, I would love to hear feedback on it, and hopefully a person who knows a thing about MOBA design sees this and gives their own feedback
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