Wisp by UPRC

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Wisp

By: UPRC
Last Updated: Jul 28, 2015
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Wisp

Spirit of Nature

Combat Trait

1
(T): Wisp Flight
Increases move speed by 40% for five seconds. Cannot be used during Phasing. Ten second cooldown.

Primary Abilities

1
(Q): Starsurge
Target a location to blast small radius with lunar energy that heals allies and damages enemies. Allies are healed for 8% of maximum health and enemies receive 100 damage (+3 per level) per charge. Five charges. Two charges can be used per second. Cooldown per charge is 1.5 seconds.
2
(W): Guiding Light
Places a beacon on target ally that lasts five seconds. Heals ally for 3% (+1% every five levels) of their maximum health per second and illuminates area, granting increased LOS and revealing stealthed enemies. Ten second cooldown.
3
(E): Entanglement
Wisp binds itself to target building, regenerating it for 1% of its total health per second. Cannot be used on a core, and structure will not regenerate if it is currently being damaged. After entanglement ends or is cancelled, a ten second cooldown is initiated.

Heroic Abilities

1
(R): Detonation
Sacrifice Wisp to damage enemy hero or heal friendly hero. If used on an enemy hero, inflicts damage equal to current health to target enemy hero. If used on a friendly hero, heals them for amount of health Wisp possessed upon detonating itself. Ninety second cooldown, but cooldown is lessened by half a second with each tick of the death timer.
2
(R): Tranquility
Large circular radius. All friendly heroes within radius are healed for 12% of their maximum health per second while standing within radius. Lasts seven seconds. Sixty second cooldown.

Special Mount

1
(Z): Phasing
Wisp moves 30% slower, but is invisible to enemy minions and mercenaries. Can still be damaged by forts, heroes and towers. Damage cancels Phasing, as does activating Wisp Flight while Phasing is active. Damage and healing are increased by 5% while Phasing is active. Six second cooldown.

Level 1 Talents

Advanced Starsurge: Starsurge also immediately heals allies for 150 or damages enemies 75 if struck by its initial casting. 

Fey Regeneration: Increases health regen by 1.5 per second for every health globe picked up.

Shining Reach: Increases range of Guiding Light by 20%.

Unveil Weakness: Activate to make target vulnerable, increasing all damage taken by 15% and revealing them for 5 seconds. Cannot be used on Structures.

Level 4 Talents

Lunar Blasting: Reduces cooldown of individual Starsurge charges by 0.2 seconds.

Osmosis: Activate to immediately heal Wisp for 25% of maximum health. Twenty second cooldown.

Protective Shield: Activate to shield an allied Hero for 15% of their max Health for 5 seconds. Sixty second cooldown.

Tower Defense: Increases structural healing of Entanglement by 0.5% per second.

Level 7 Talents

Guardian Spirit: Empowers basic attacks against minions and mercenaries.

Overload:  Starsurge charges destroy ammo.

Empowered Phasing: Increases damage and healing while Phasing is active by a further 3%.

Rapid Mending: Reduces cooldown of Entanglement by five seconds.

Level 10 Talents

Detonation: Sacrifice Wisp to damage enemy hero or heal friendly hero. If used on an enemy hero, inflicts damage equal to current health to target enemy hero. If used on a friendly hero, heals them for amount of health Wisp possessed upon detonating itself. Ninety second cooldown, but cooldown is lessened by half a second with each tick of the death timer.

Tranquility: Large circular radius. All friendly heroes within radius are healed for 12% of their maximum health per second. Lasts seven seconds. Sixty second cooldown.

Level 13 Talents

Amplified Healing: Increases regeneration effects and all healing received by 30%.

Emergency Action: Cooldowns are 25% shorter when at 15% of maximum health or less.

Gravity Pull: Enemy heroes struck by Starsurge are slowed for 0.5 seconds per charge.

Shrink Ray: Activate to reduce an enemy Hero's damage by 50% and Movement Speed by 50% for 4 . Sixty second cooldown.

Level 16 Talents

Clarity: Enemies affected by Guiding Light cannot stealth for a further two seconds after Guiding Light ends.

Fey Rush: Permanently increases move speed by 10%.

Hasting Light: Starsurge charges reduces cooldown of Guiding Light by 0.5 seconds.

Moon Dance: Passively grant 10% Basic Attack damage to nearby allies.

Level 20 Talents

Combat Spirit: Attack Speed by 20% and Attack Range by 20%.

Energy Form: 10% chance of enemy hero ability not affecting wisp. When Energy Form procs, it cannot occur again for ten seconds.

Improved Detonation: Detonation inflicts area of effect damage and kills all enemy minions within range. (Must have taken Detonation at level 10)

Lunar Glow: Guiding Light's healing also heals friendly heroes within range for 25% of ability's normal amount.

Nature's Bounty: Increases radius of Tranquility by 15% and reduces cooldown by five seconds. (Must have taken Tranquility at level 10)

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1
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UPRC (1) | July 29, 2015 8:04am
That's some terrific feedback, thanks for your input! I like a lot of your suggestions and might incorporate them if/when I update this concept again.

A cooldown on Detonation could definitely be tweaked, but I can imagine one way to utilize it late game. If the enemy core has been significantly weakened and there is a temporary opening to jet in there quickly, it could do pretty vital damage. Of course, I'd just have to change the description to include structures.
1
[-]
Sausaletus (1) | July 28, 2015 5:52pm
I'm not sure Detonation is going to work well in practice. Sacrificing yourself for effect is an intriguing mechanic but I don't imagine that Wisp is going to have a large health pool so blowing up isn't going to do much in the first place. And then, late game, you're going to be out of the match for upwards of 60 seconds. Other heroes that are designed to die a lot, like Murky or the Vikings, have reduced death timers so dying doesn't hurt as much. You might think about something similar here. Say, combine the current trait with the special mount so you can toggle between flitting around faster or creeping around invisible and then have a new trait like Diablo's. Except instead of collecting dead souls, the Wisp collects points for healing allies which are then converted into a quicker resurrection. That way, a fragile support that's going to be heavily targeted by the other team becomes hard to get rid of.

Wisp could use defensive abilities in general. Some kind of crowd control or escape, a panic button to use when Butcher comes crashing after you or Nova triple taps. If Wisp kicks out a lot of healing, the other team will want to get rid of it. What's to stop them from doing so?

And I'd rather Entanglement summoned a cloud of less efficient Wisp repairmen rather than gluing Wisp to a building because, again, being out of a match for a minute or more is a great opportunity to alt tab but it's not very engaging.

Nice concept, though. Just could use some tweaks to help it fulfill its intended role.
1
[-]
UPRC (1) | July 28, 2015 7:28am
seipelsche wrote:

you should compare your numbers a bit...healing first...
as Long as ist not at least a bit realistic theres a dislike from my side, sorry


That's fine. I'm more interested in simply sharing the idea rather than the numbers.
1
[-]
seipelsche (1) | July 28, 2015 7:14am
you should compare your numbers a bit...healing first...
as Long as ist not at least a bit realistic theres a dislike from my side, sorry
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