Level 1 (these are the same as quests and stacks)
-Healing Wave link to an extra target (closet) for 25% of original healing power
-Lighting Bolt link to an extra target (closest) for 40% of original damage power
-Nature Shock also reduces physical armor by 5 per second (stacks and refreshes)
Level 4 (yes this is the same as tier 1 and stacks)
-Healing Wave link to an extra target (closet) for 25% of original healing power
-Lighting Bolt link to an extra target (closest) for 40% of original damage power
-Nature Shock also reduces physical armor by 5 per second (stacks and refreshes)
Level 7
- Healing Wave cooldown is reduced by 1 second for every 10% of maximum health the target ends up with.
- Healing Wave cooldown is reduced by 1 second for every 10% of maximum health missing the target had before this ability is cast.
- Healing Wave also heals Zuni for 25% of maximum power.
Level 13
- Lightning Bolt causes a static charge, slowing enemy by 20% for 1second
- Lightning Bolt can be cast on ally, causing it to receive Burning Rage effect and extra 20% mov. speed for 2 seconds
- Consecutive primary strikes of lightning bolt does increased 20% damage up to 100%. This effect is lost if cast on different target or after 10 seconds.
Level 16
- Nature Shock creates stone walls after it's ending (like Sonya's crater). Walls lasts for 1 second.
- Nature Shock can be cast twice for free mana in 4 seconds after the first cast
- Nature Shock also increases allies' physical armor by 25
As for his ultimate, seeing as its available at level 1, I think the 'take overkill damage" should be moved to be apart of his level 10 talent to make it a shield, as otherwise its way too strong. Aka, make it so that all damage allies take in the area after hes dead gets turned into a shield on a lone target, but doesnt prevent the actual damage. WOuld balance that out greatly.
This concept is pretty cool, even if it seems wasted to put this on what accounts to as a nobody.
thanks!