Wisp by theremon

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Wisp

By: theremon
Last Updated: Feb 3, 2017
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Wisp

Ethereal Watcher

The Wisp has no mana, cannot regenerate Health and has 4 Health segments.

Everytime the Wisp takes damage from any enemy damage source, 1 segment of Health is consumed.

The Wisp moves at 150% movement speed.

Combat Trait

1
Disruption
Every 5 seconds alive, gain a stack of Disruption. Can hold a maximum of 25 stacks.

Upon death, silence all enemies around you and slow their movement speed by 30% decaying over 3 seconds.

For every stack, your death timer is reduced by 2%.

Primary Abilities

1
Replenish
Only usable while attached to a friendly Hero.

Instantly reset all basic ability cooldowns and remove the mana cost of the next basic ability of the Hero you're attached to.

16 seconds cooldown.
2
Implode
Release a wave around you that deals moderate damage to all enemies and slows them by 30% for 2 seconds.

Deals 150% extra damage to non-heroic and non-Structure enemies while detached.

8 seconds cooldown.
3
Ethereal Protection
Gain Protected for 2 seconds, preventing all incoming damage for the duration.

If attached to a friendly Hero, the Hero you're attached to gains Protected for 2 seconds.

6 seconds cooldown.

Heroic Abilities

1
Wisps of the Gods
PASSIVE: Increase the maximum stacks of Disruption from 25 to 40.

ACTIVE: Only usable while attached to a friendly Hero.

Protect the Hero you're attached to from death, causing you to lose 1 Health segment instead everytime they take fatal damage in the next 7 seconds. Everytime you lose a segment in this time, the Hero you're attached to gains 25% of their maximum Health as Shield for 10 seconds.
This effect does stack.

80 seconds cooldown.
2
Seed of Life
PASSIVE: Increase your maximum number of Health segments from 4 to 7. Everytime an enemy hero dies, restore 1 segment of Health.

ACTIVE: Place a Seed of Life on a destroyed Fort. The seed has 5 segments of Health.

After 60 seconds, if not destroyed, the Seed transforms into a fully intact friendly Fort that has 50% maximum Health of a regular Fort.

240 seconds cooldown.

Special Mount

1
Attach
Attach to a friendly hero anywhere on the map after 3 seconds of channeling.

You can no longer control the Wisp as he moves with the target hero.

Activate again to detach from the Hero or attach to another one.

When the target hero dies, you automatically detach.

Can't be targeted when attached.

15 seconds cooldown.

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Tarurb (2) | February 3, 2017 1:30pm
Awwwwww I love that special mount so much!

I like how you bring a mechanic I proposed in my concept on another level (Death Timer reduction with Disruption)! Great job!

I do think that if you wish to keep Implode the way it is, it may need something that represent somehow a Wisp "imploding", if you know what I mean. I don't know, but it feels kind of too good for just a basic attack, as for his Cooldown. But I like the idea!

Hmmmm...While I understand how the ETHEREAL PROTECTION works, it may make the Wisp you are proposing as a Specialist (like Medivh) rather than a Support since that it can only Prevent damage, but it doesn't "sustain" or "keep alive" your teammates. Would it be too much if we had something else to it, like maybe a Health regeneration or something related to globes: just a little thing to make this ability a little different than Medivh. How about keeping the Prevention, but upon expiration, ETHEREAL PROTECTION heals the target for 50% of the damage it absorbed? You may need to increase it's CD by doing so though, but I do think that it would make the Wisp feels more like a Support that way!

I do have an impression that the life Segments of the Wisp are breaking the game lol XD. For example, Chromie the Nuker make her wombo-combo on the Wisp. If I understand your concept mechanic, it would only remove 2 Segments on the Wisp. Well, it does feels OK if any Enemies (ex: mercs, minions, Structures, etc.) would remove one Segment per hit...I think? I'm intrigued of how it could work! This mechanic could be AWESOME!

OOOOOHHH the Seed of Life...I still prefer the Ancient Form that I thought for Aessina, but I do like that one too. I just think that in a late-game point of view this ult may not be the best of the two options (think of lane-push Sylv, Zagara, Abathur and Azmodan who can just destroy these Remade Structures and give even more XP to their Team since that Towers and Forts gives more xp than Player Kills, for example).

If you accept, I wish to quote you in the topic I maded a few weeks ago in Battle.Net Forums Here: https://us.battle.net/forums/en/heroes/topic/20752553112
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