Med'An [V 0.1, WIP] by TheHereticOne

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Med'An [V 0.1, WIP]

By: TheHereticOne
Last Updated: Sep 25, 2015
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Med'An [V 0.1, WIP]

Son of Medivh, Guardian of Tirisfal, The Child of Three Kingdoms

Short Story of Med'an :

Aegwynn once defeated Sargeras while he led a hunt for dragons. The Dark Titan was not really vanquished and instead laid dormant inside of Aegwynn, waiting until she had a child (all knowing that she wouldn't pass on her power to an heir chosen by the then-corrupt council of Tirisfal, and wouldn't let her power die if she could choose it). He ended up being right, with Aegwynn manipulating Nielas Aran into fathering her child, Medivh. Sargeras then corrupted the embryo and possessed Medivh, who couldn't handle it at such a young age and ended up striking his mother with the power she passed on to him, to then fall into a deep coma for several years. Coming out of his coma, the Kirin Tor attempted, several times over, to make him take an apprentice from their ranks, who happened to be young Khadgar (last name not mentioned, would like specification on that), who was sent for his gift of finding things he shouldn't be able to find, within the limits of possibility. That, however, was after Medivh, still possessed by Sargeras, prodded the orcs into opening a dark portal to Azeroth, which led to the orcish Horde (and, therefore, Garona Halforcen -- a half orc half draenei) to invade (or try to) invade the human kingdoms. Medivh then invited Garona at the same time as Khadgar, and, while Sargeras was looking the other way, had some sexy time with her, and, all in luck, she fell pregnant, all according to Medivh's plan to pass on his power to an uncorrupted heir, while Sargeras was still too stupid to look. (Personally, I think Sargeras shouldn't have been able to afk away from Medivh's brain for so long, but hey, I don't make lore.)

Alright, so that's how he was made, and all that. Now, as to him, personally.

Med'an is the current Guardian of Tirisfal, a founder of the New Council of Tirisfal, and the son of Garona Halforcen and Medivh. His unusual parentage and training has given him the unique ability to interweave shamanic magic with the arcane and divine. This gift, however, has also drawn him into conflict with cultists who believe he is the subject of an ancient prophecy and dark entities who would make his power their own.
Med'an is the main protagonist of the third and fourth volumes of the World of Warcraftcomic, and has yet to appear in World of Warcraft or other related media.
The "three realms" in the prophecy refer to the world which his racial heritage originated from, which is Argus for draenei, Draenor for orc and Azeroth for human.

Med'an was conceived during a tryst between the half-orc half-draenei assassin Garona Halforcen and the Guardian Medivh while she resided in Karazhan as an emissary for the warlock Gul'dan. She gave birth following her assassination of King Llane Wrynn ofStormwind and, fearing that she may again be compelled to kill those closest to her, gave him up to Meryl Winterstorm, a millenia-old undead mage and member of the original Council of Tirisfal.

Meryl raised Med'an as his adopted son in the war-torn region of Duskwood, while Garona secretly watched over him from afar. Taking up residence in Brightwood Grove, Meryl taught Med'an armed combat and, as the youth grew closer to adulthood, helped guide him in his mastery of shamanic and arcane magic.



Hey hey! You made it through! Alright, so as far as him in Heroes goes, he will be an assassin --- I wanted support, but then I thought back on it and thought that mages couldn't be healers, so I reluctantly headed for my second option -- An assassin. Med'an is very particular, as in that he masters The Holy Light (from his Draenei heritage), Shamanism (Orc) and Wizard Magic (From being the son of a clinically insane mage and then being given the most powerful magical artifact known to man, or at least one of them, and then being given the ultimate power of all humans.), and so, he will have one spell of each class, and, very particularly, will have the choice between three different ultimates.

His trait grants him the unique power to interweave the effects of his abilities to some degree. The way his trait is used is as following : Activate trait, then press an ability. Pressing another ability will grant it the "Interweaved" bonus from the spell that was chosen to interweave right after the trait was activated.

An important thing to note is, right now, the numbers may seem overpowered, underpowered, etc. I would like for you all to note that they can and will be fiddled with, so nothing of them is terminal. Now, if my very idea is flawed, or if something just seems too powerful in theory, like the Shamanistic interweave of the Circle of Light, I'd appreciate you guys telling me, as feedback is always appreciated.

Combat Trait

1
Weaver of Magic
Cooldown : 10 seconds
Cost : None

Med'an interweaves the magic of two of his spells, strengthening their effects. Unless specified otherwise, interweaving a spell uses up the cooldown of the spell used to interweave (Not the spell you actually cast, the other), but sets it to 5 seconds instead.
The effect lasts until a spell is casted with the enhancement. You cannot interweave again if a spell is already waiting to be interweaved.
The 5 seconds cooldown only starts when the "waiting to be interweaved" spell is mixed with another. You cannot cast a spell that is waiting to be interweaved -- the Icon will be greyed out.

IE : I use interweave, and then click, say, Arcane Blasts. If I use either of my two other spells, it will be enhanced by the "Arcane Magic" buff, but Arcane blasts will THEN be set to its 5 seconds cooldown.


Important Note : If a spell is interweaved with a heroic spell, make its cooldown 20 seconds, and add the (+X mana if heroic) bonus mana cost to its cost, as well as enchancing the cooldown of the heroic itself by 10 seconds.

Primary Abilities

1
Arcane Blasts
Cooldown : 8 seconds
Cost : 65
Modified Cost : 95
Channeled : 3 seconds (One per blast)

Med'an launches a volley (3) blasts of arcane magic at an ennemy. The blasts instantly hit the target, and therefore cannot be blocked. Each blast deals X damage.

Interweaved with Shamanistic Magic : The blasts now give a fire-red effect when they hit the target, and make it take an extra 35% of their damage per second for 3 seconds. This effect only starts when the last blast has been fired. If the target dies from the impact or the DoT, reset the cooldown of Eruptive Strike. If the target dies, leave a big, red circle under it that explodes for the full damage of the ability's primary blasts after 2 seconds. This does not affect anything else than heroes (Murky's egg does not count as a hero).

Interweaved with Divine Magic : Each blast now heals Med'an for 65% of its damage, and deal 50% of its damage around the target.
2
Divine Bolts
Cooldown : 12
Cost : 50
Modified Cost : 100
Instant

Med'an targets a medium-large area, and marks all enemy heroes within it. After 1.5 seconds, one divine bolt for every hero marked emanates from Med'an, charging towards the marked hero. Other heroes can block the bolt, but nothing else can. The bolt travels at 3x the walking speed of a hero (300%).

Interweaved with Shamanistic Magic : The bolts explode when they hit any target, dealing 15% extra damage to the primary target as well as dealing 20% of the augmented damage to nearby non-structure targets.

Interweaved with Arcane Magic : The bolts do 25% more damage, and they now hit the target without travelling, but they now hit after 3 seconds of waiting.
3
Eruptive Strike
Cooldown : 6
Cost : 35
Modified Cost : 95
Instant

Med'an stomps the earth with his foot, and a large line appears. The line travels for a long distance, and when it reaches its end (It travels from Med'an to the end point in 1 second) it erupts in magma, stunning enemies caught in the blast for 0.75 second, and are damaged for X. Deals double damage to non-heroic and non-structures.

Interweaved with Divine Magic : Targets that are hit by the blast heal you for 20% of their current health, after the damage. Targets that walked on the line before the blast but avoided the blast heal you for 10% of their MAXIMUM health.
The blast now deals 60% extra damage to non heroic targets.

Interweaved with Arcane Magic :  The Blast now deals 40% more damage, and makes targets vulnerable for 25% more damage taken, but the stun is reduced to 0.5 seconds. Enemies that walked on the line but avoided the blast are hit by a small damaging effect that takes place as soon as the blast deals its damage. Do note that being put in stasis or being invulnerable when the small effect should take place will make you take its damage when your invulnerability is over.

Heroic Abilities

1
Circle of Arcane
Cooldown : 120 seconds
Cost : 120
Modified Cost : 175
Channeled : 3 seconds

Med'an casts a big circle in which enemy heroes are trapped. They are stunned for the three seconds, and suffer X damage per second for the duration. The circle is cast upon the ground and takes 1.5 second to become active.

Interweaved with Divine Magic : The circle heals you for 6% of your health for every enemy hero trapped. The circle will also stay where it was for 2 seconds after it ends, and heal you for 1% of your health per second for every enemy hero that is within it.

Interweaved with Shamanistic Magic : The circle will spawn a spiritual wolf for every hero trapped within the circle. These wolves last for 15 seconds, and heal you for 3% of your health upon dying.
2
Circle of Light
Cooldown : 60 seconds
Cost : 100 mana intially and 5 mana per second after the circle is gone
Modified Cost : 120 mana intially and 8 mana per second after the circle is gone
Description : Initial channeling, 1 second. Circle lasts 3 seconds.

Med'an channels for 1 second on an enemy within a VERY big range of him, and then a circle of light appears around an enemy. The circle is about as big as an enhanced Kael'thas flamestrike and impedes the movement of the enemy it was channeled to. Other enemies caught within the circle will be pushed out and stunned for 0.1 second. Med'an channels a beam of light dealing X damage per second to the enemy. The circle disappears after 3 seconds, but Med'an channels the beam of light for up to 3 extra seconds, or until the enemy moves out of the casting range. 

Important Note : Enemies are initially pushed out of the circle, but they CAN get within it again. Only the primary target's movement is impeded by the circle.

Interweaved with Arcane Magic : Each time the beam does its full damage (unreduced by spell shield or buffs that give the same effect), mark the target with one stack of Arcane Blast, that deals 75% of the full damage of the beam once for every stack it has. The damage is dealt 1 second after the beam stops channeling. (IE : Let's say 2 seconds of the beam are reduced in damage by spell shield and the beam gets four full strikes in. The target will then be hit, one second after the beam ends, by a single hit that would deal 75% of each strike, added together. So if every strike dealt 100 damage, your arcane hits for 75x4)

Interweaved with Shamanistic Magic : 1 second after the circle ends, it deals X damage within its zone to all enemies within. Enemies are stunned for 0.35 seconds by the blast. For every enemy hit, create a regular spirit wolf (without the bonuses from the totem) that stays at your side until killed, or until its timer of 10 seconds runs out. Wolves cannot be healed. It takes three minions to be hit to create a single spirit wolf.
3
Spiritual Wolves
Cooldown : 20 seconds (starts after the ability is over)
Cost : 70
Modified Cost : 90

Med'an plants a totem in the ground that lasts for 10 seconds. The totem spawns Three wolves, each with 40% of Med'an's health, 55% of his damage, attacking at a rate of 1.10, and moving 15% faster than a hero's walking speed. Each wolf has a different element and, therefore, different effects. Remember that the wolves are bound to the totem and cannot wander too far from it.
Storm Wolf : Attacks 50% faster than the other two wolves.
Earth Wolf : Has 50% more health than the other two wolves.
Fire Wolf : Hits 55% harder than the other two wolves.

Each wolf respawns after 3 seconds if it is killed, assuming the totem is still up. The totem itself cannot be killed, but does not possess a hitbox.

Interweaved with Arcane Magic : If a wolf dies, the enemy who killed it receives the full damage of an arcane blast. The wolves deal the damage of an arcane blast on their first attack. For every wolf alive when the totem ends, deal 70% of the damage of an arcane blast to every  enemy hero within range of either the totem or Med'an himself.

Interweaved with Divine Magic : The Storm wolf heals you for 1% of your maximum health every time it attacks. 
20% of the damage against you goes to the Earth wolf, except when it's dead, and it heals you for 3% of your maximum health upon dying.
The Fire Wolf does 10% more damage (added to his bonus, not to his augmented damage) for every 20% hp you have left, and heals you for 10% of its damage's worth.

Special Mount

1
Power of Atiesh
Med'an uses the power of Atiesh to turn into a crow, increasing his movement speed by 15%, but also making himself able to pass over any terrain not controlled by the enemy team.

Cooldown : 10 seconds
Channeling : Instant

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Vynadrian (2) | September 25, 2015 6:32pm
Ok, so why does Med'an have Atiesh? He only ever wielded it in the Comics (Which are now defunct I might add due to Story rewrites in WoD). While on Atiesh, Power of Atiesh should be removed as I feel the Raven should be a purely Cosmetic Option for a Mount as Med'an can use, say, a Horse or a Battlebeast without any issue.

Next, I understand he is Quarter Orc, Quarter Draenei and Half Human but why does this make him an Enhancement Shaman, a Discipline Priest and an Arcane Mage? Also, why is he so Special that he gets three Heroic Abilities?

I like the Idea behind Weaver of Magic, however I see him becoming too much like the Invoker of DoTA (which even for someone like me who likes Mechanically difficult Characters is hard to grasp) maybe if you focused down the combinations or re-evaluated what they do could make it a bit better and of course I would like completely new Kit Abilities, but again I do understand where you are coming from with this.

[Side Notes!!!] I can see a really cool Shaman Character being fleshed out with Spiritual Wolves with the Inverweave Effects. Those look good and because I say scrap Kit Abilities for this Concept doesn't mean I don't like them. Like Spiritual Wolves all of the Abilities are different and Unique but that is just too much variety for one Character IMHO.

Design a new, more fitting Kit for Med'an and use these Abilities for other Concepts is my best advice.
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