General Warfield by Demolij

0 Votes
Rating Pending

General Warfield

By: Demolij
Last Updated: Aug 4, 2018
Quick Share

General Warfield

Dominion General

Horace Warfield was a general for Emperor Mengsk and the leader of the core Dominion forces. He lead the charge in conjunction with Raynor's Raiders to assault the heart of the Zerg's forces on Char, and managed to use the Xel'naga Keystone to remove Kerrigan's infestation. He would then remain on Char to burn away remaining Zerg forces until his defeat at the hands of the newly infested Kerrigan.
|
Warfield is another ranged Terran warrior, set up in a Maurauder suit. With no sustain or reliable mobility he has to have excellent positioning, but unlike Blaze he has fully-fledged ranged attacks and highly potent soft-cc. With a decent amount of ranged engage and being very slippery he can be very difficult to handle for the enemy team, but can be weak to dedicated focus and is not very strong on his own. He works well into cc-heavy teams and can supplement a poke or pick composition well but is weaker against ultra-long range or very heavy dive.

Deploy is a unique mount that replaces the standard mount, allowing you to jump to any visible location on the map for near-instant reinforcement similar to Dehaka, but also has a very low cooldown and can be used whenever it's ready. The price is that you have to either respawn or Hearthstone to use it, and when using the Hearthstone, yeah, you can move around a bit while doing so, but it takes 7s instead of 6 to do so and can still be cancelled by taking damage or trying to take any other action. Unyielding is literally Relentless as a passive. Being able to shrug off nearly all forms of crowd control in half the time makes him far better at soaking up potent crowd control effects for your team, gives him much more leeway for repositioning, and makes the rest of his kit far more useful. Bear in mind that it has no effect on silence or Stasis effects.

Hellstorm Battery is both your biggest damage and primary mobility skill. Passively you fire a missile at an enemy within attack range periodically, dealing a small amount of poke damage and letting you take a step slightly faster. Upon activation you fire a storm of missiles at many nearby enemies, dealing decent damage and guaranteeing the movement speed boost for longer, but disables the passive movespeed. This is a very useful tool for chasing down enemies and with the active has a sizeable amount of AoE damage. Concussive Shells is an exceptionally powerful slow that could nearly be called a root, and although it doesn't disable enemy spells or attacks it can still trap them in place, especially if you burn all 3 charges of it. One key point is that it does not reset your basic attack, so with your cripplingly slow basic attack timer enemies still have about half a second to run, but with good aim you can heavily disrupt their movement. Flashbang is a skillshot with a very short interrupt but a longer vision blinding effect, which only hits heroes and effectively disables their ranged attacks for a decent amount of time. It only hits one target and does not prevent their movement, so it should be used in conjunction with your other abilities.

Nano-Healing (needs a better name) is your only form of self-sustain, providing you with an immense amount of healing over a long duration. The raw healing numbers can almost bring you to full health from 0 over the full duration, but if you're mid-combat then being at low health will heal you for essentially your full health bar over the duration. Unfortunately enemies can burn you down with heavy focus, the ability is rather pathetic if used at higher health, and the cooldown is very high, so be vary careful with it. Meanwhile Unstoppable Army makes your army Unstoppable, simple as that. The base effect might seem like a weaker Sanctification, but when it can be used instantaneously, while disabled, and does not require allies to stand in a circle, it has plenty of uses.

When it comes to talent selections there are many unique options. Level 1 decides how you want to handle enemy crowd control, whether you want to deal damage if you get chain-cc'd, become more resistant, or just have a hard resilience to soft cc. Level 4 is a weird tier, with Hot Landing making Deploy into more of an offensive tool to support allies with, Signal Flare allowing for around 3s of cdr on Flashbang, and Missile Flurry letting you hit every enemy hero with max missiles in a teamfight. At level 7 you can greatly increase your burst damage with Punisher Grenades, become able to cc 2 heroes at once preventing them from blocking, or gaining a great deal of raw damage output when shooting from a bush or hitting a blinded enemy. At 13, Scanner Sweep lets you scout but also lets you land Deploy anywhere on the map! Level 16 is a powerful but standard tier, letting you increase your cc, mobility, or damage. And at 20, they're all good choices but Dominion Tech is the funny one, letting you become tankier as long as you stay in combat.
l
HEALTH: 2178 + 4%lvl
REGEN: 4.57 + 4%lvl
DAMAGE: 133 + 4%lvl
ATTACK SPEED: .77 per second
RANGE: 5.5

Combat Trait

1
Unyielding
Reduce the duration of stuns, roots, blinds, and slows by 50%.

Primary Abilities

1
Hellstorm Battery
45 mana - 12s cooldown

Fire a flurry of 8 missiles at nearby enemies prioritizing heroes, and each enemy can only be hit by 3 missiles. Missiles deals 44 (+4% per level) damage and Warfield gains 25% movement speed for 1s each time an enemy hero is hit by a missile.

Passive: Automatically fires a missile at a random nearby enemy every 1.5s prioritizing heroes while off cooldown.
2
Concussive Shells
25 mana - 6s cooldown - 3 charges

Empower the next basic attack to slow the target by 90% and enemies near the target by 45% for 1s.
3
Flashbang
50 mana - 11s cooldown

Fire a grenade that deals 121 (+4% per level) damage to the first enemy hero hit, silencing and blinding them for 1s.

Heroic Abilities

1
Nano-healing
100 mana - 110s cooldown

Gain 10 armor and 162 (+4% per level) health regeneration for 10s, increased to 217 (+4% per level) if below 40% health.
2
Unstoppable Army
100 mana - 60s cooldown

Warfield and all allied heroes in an AoE become unstoppable for 3s. Can be cast while stunned or silenced.

Special Mount

1
Deploy
Channel for 3s to land at the target visible location after 1s with global range. Can only be cast from the Altar of Storms and has a 10s cooldown.

Warfield can move during Hearthstone but it takes 1s longer.

Talents

[Level 1]
Kinetic Foam: Being stunned rooted or silenced grants 15 armor for 3s.
Reactive Missiles: Hellstorm Battery automatically fires an extra missile every .25s when stunned or silenced.
Force Through: The potency of slows is reduced by 25% on Warfield


[Level 4]
Hot Landing: Deploy knocks back enemies in an AoE and lands instantly.
Signal Flare: Flashbang grants vision of the target for 4s, basic attacking the revealed target reduces the cooldown of Flashbang by 1s.
Missile Flurry: Hellstorm Battery fires 6 more missiles.


[Level 7]
Punisher Grenades: Concussive Shell attacks deal AoE damage and deal 40% increased damage to the primary target.
Guerilla Tactics: Basic attacking an enemy that can't see you slows them by 20% and increases your damage against them by 25% for 2s.
Bouncing Bomb: Flashbang bounces to the closest enemy hero behind the target.


[Level 10]
Nano-Healing: Restore a massive amount of health over time.
Unstoppable Army: Grant allies unstoppable.


[Level 13]
Scanner Sweep: Grant vision of a massive AoE for 10s, revealing enemies inside for 4s. 30s cooldown.
Laser Targeting: Gain 1.5 increased attack range.
Re-deployment: Deploy can be cast outside the Altar of Storms but is cancelled upon taking damage and has a 25s cooldown.


[Level 16]
Suppression Shells: Concussive Shells now slows enemies near the target and lasts 1.5s
Rocket Jump: Activate to deal 98 (+4% per level) damage to enemies in a cone and leap a set distance in the opposite direction. 60s cooldown.
Hellfire Battery: Each time Hellstorm Battery damages an enemy they take 10% increased damage from future missiles for 4s up to 50%.


[Level 20]
Advanced Nanobots: Nano-Healing now always heals the bonus amount.
Morale Boost: Nearby stunned rooted or silenced allies reduce the cooldown of Unstoppable Army by 10s to a max of 50s. Cannot occur twice on the same hero.
Dominion Tech: Basic attacks against heroes temporarily increases Warfield's maximum health by 5% stacking up to 25% for 12s.
March On: Hellstorm Battery movement speed is increased to 50%.

Notes

I was very hesitant to make a design for Warfield because I thought he'd overlap with Mengsk if he ever came into the game, but with Blaze's release I found there was plenty you could do with a Marauder's kit while still making him feel like a leader. Thus, here I am, with a fully-fledged ranged tank with some awesome abilities. I especially like the idea of Concussive Shells as a cc tool! If you want to see more of my designs, check out this link here.

EDIT: Added pics, tweaked heroics.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved