Medivh [WIP] by Vynadrian

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Medivh [WIP]

By: Vynadrian
Last Updated: Sep 9, 2015
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Medivh [WIP]

The Last Guardian

Magus or Magna Medivh was the last Guardian of Tirisfal, an ancient line of protectors bestowed with great powers to do battle with the agents of the Burning Legion. However, he was corrupted even before birth and possessed by the spirit of the demonlord Sargeras who used Medivh in his plan to conquer Azeroth. Medivh contacted the orcish warlock, Gul'dan, and together they opened the Dark Portal, which allowed the Burning Legion to begin its destruction of Azeroth. He was slain shortly after by a party led by one of his friends, Lothar.

Shortly before the beginning of the Third War, Medivh returned as a mysterious prophet, manipulating events in order to arrange the formation of a last-ditch alliance between the mortal races on Kalimdor, guiding them to victory at the Battle of Mount Hyjal.

My initial idea with Medivh was to make him a Bursty-Mage via his trait, however, as Carnage pointed out that left Medivh about "as useful as tits on a Breastplate" (- Tyrion) because he had no kind of Sustained Damage or Escape Mechanisms within teamfights. So to fix this problem I have changed the way Arcane Charges work on Abilities to apply additional effects and I have given Medivh an Escape tool, Evanesce along with 2 Talent choices on Level 1 that replace Evanesce.

Combat Trait

1
Master of the Arcane
Medivh is one of the Most Power Magic Wielders ever known and as such has learned to condense Wasted and Misappropriated Arcane Energy into "Charges" which he uses to Empower His Abilities.


Every 15 seconds or whenever Medivh receives Ability Damage he converts wasted Magical Energy into a single Arcane Charge that can be used to increase the effectiveness of his Abilities. The Effects granted by Arcane Charges vary.

This can be Activated to instantly Generate 5 Arcane Charges at the cost of 30 Mana. This Ability has a 30 second Cooldown and during this Time only Charges from Using Arcane Missiles and receiving Ability Damage will Generate Charges.

Primary Abilities

1
Arcane Missiles
Mana: 65.
Cooldown: 8 seconds.
Stores Max of 2 Charges.
Generates 1 Arcane Charge. (This Charge does not affect Statistics and is not consumed).

Arcane Charges: (Min) 0 (Max) 3.
Over 3 seconds (Moving will stop this) release 3 Volleys of Arcane Missiles, chasing your target and upon hitting your target each Missile deals 33 (+9/level) damage and exploding dealing 9 (+8/level) damage to all nearby enemies.
1 Arcane Charge increases number of Missiles by 1 and Mana Cost by 10.
2 Arcane Charge increases the number of Missiles by 2, Mana cost by 25 and Cast time by 0.5 seconds.

3 Arcane Charges increases the number of Missiles by 3, Mana cost by 45 and cast time by 1.2 seconds.
2
Mind Lash
Mana: 75.
Cooldown: 14 seconds.

Arcane Charges: (Min) 0 (Max) 5.
Medivh swipes with his Greatstaff, Atiesh, unleashing a Torrent of Arcane Energy in a narrow line Dealing 68 (+19/level) Damage to all enemies and dealing 190 (+35/level) Damage over 5 seconds.
Arcane Charges reduce the Cooldown by 1 second and increase the Mana Cost by 7 per charge.
1 Arcane Charge reduce the Cooldown of Murder of Ravens, Arcane Missiles and Mind Lash by 1.0 seconds and the Mana Cost by 6.
2 Arcane Charge reduce the Cooldown of Murder of Ravens, Arcane Missiles and Mind Lash by 2.0 seconds and increase the Mana Cost by 12.
3 Arcane Charge reduce the Cooldown of Murder of Ravens, Arcane Missiles and Mind Lash by 3.0 seconds and increase the Mana Cost by 18.
4 Arcane Charge reduce the Cooldown of Murder of Ravens, Arcane Missiles and Mind Lash by 4.0 seconds and increase the Mana Cost by 24.
5 Arcane Charge reduce the Cooldown of Murder of Ravens, Arcane Missiles and Mind Lash by 5.0 seconds and increase the Mana Cost by 30.
3
Murder of Ravens
Mana: 90.
Cooldown: 16 seconds.

Arcane Charges: (Min) 0 (Max) 4.
Medivh releases a cascade of Shadowy Ravens from up his sleeve in a large cone in front of him dealing 46 (+12/level) Damage to all enemies and slowing them by 15% for 3 seconds.
1 Arcane Charge increase the Damage by 10%.
2 Arcane Charge increase the Damage by 15% and the slow by 10%.
3 Arcane Charge increase the Damage by 30%, the Slow by 15% and the Range by 15%.
4 Arcane Charge increase the Damage by 45%, the Slow by 30% and the Range by 30%.

Secondary Abilities

1
Evanesce
Mana: 45.
Cooldown: 18 seconds.
Medivh, in a flash of Purplish-blue light will instantly teleport forward, gain a Shield equal to 30% of his Current Mana and Generate 2 Arcane Charges.

Heroic Abilities

1
Echoes of Medivh
Mana: 100.
Cooldown; 90 seconds.

Lasts: 8 seconds.
Arcane Charges: (Min) 0 (Max) 5.
Medivh summons 4 spectral Echoes of himself with 25% of his Max Health and 25% of his Basic Attack and Ability Damages. These Echoes Mirror all of Medivh's Abilities at 25% of the Effectiveness and attack whatever Medivh Targets.
Arcane Charges increase the Health, Basic Attack and Ability Damages that the Echoes receive by 5% per charge.
2
Mirror Entities [Echoes of Medivh Upgrade]
The Echoes now start with 50% of the Health and Damages of Medivh and last 4 seconds longer.
3
Supernova
Mana: 100.
Cooldown: 100 seconds.

Arcane Charges: (Min) 1 (Max) 5.
Medivh launches an Ethereal Sphere of Light to a targeted location, upon arrival it explodes in a large Radius (Size of Kael's Pheonix) dealing 65 (+8/level) Damage per Arcane Charge and pulling all enemies affected to the center.
Arcane Charges are required to cast Supernova.
4
Dieing Star [Supernova Upgrade]
After pulling enemies to the Center, Supernova releases another Explosion dealing 75 (+15/level) Damage and Silencing all Enemies for 1.2 seconds.

Magus Medivh

The Last Guardian, Medivh has control over the Very Essence of the World and uses it to empower himself in combat. Medivh is the Strongest known Magic User in Azeroth and Beyond, both living and Dead. Medivh uses his power of the Arcane to influence his Prowess in battle, providing substantial boosts in prolonged combat against his enemies and granting massive build-up and Burst potential. The Corruption of his Mind at the Hand of Sargeras was eventually his Death but with the Help of his Mother, Aegwynn he has been reborn and now seeks a greater Destiny within the Nexus.

Tier 1 - Level 1:

1. Arcane Intellect [Passive]: Basic Attacks against a Target being Seared by Mind Lash return 5 Mana.

2. Prime Magus [Passive]: Every third Regeneration Globe collected will permanently increases Mana Regeneration by 1.0 per second.

3. Dark Raven [Active]: Evanesce will now turn Medivh into a Raven for 4 seconds, making him unstoppable, allowing him to pass over Battlefield Obstruction's, and regenerate 30% of his Max Mana over 4 seconds. (REPLACES EVANESCE).

4. Temporal Shift [Active]: Medivh will shift into an Ethereal Plane, becoming transparent making him Unstoppable, un-targetabble. Doing this instantly Restores 20% of Medivh's Mana and 10% of his Health and an additional 10% of each over 3 seconds.
Cooldown: 60 se
conds. (REPLACES EVANESNCE).

5.

Tier 2 - Level 4:

1. Waste Nothing [Q]: Each Wasted Arcane Missile will restore 15 Mana.

2. Mind Sheer [W]: Arcane Charges for Mind Lash now Stuns enemies for 0.20 seconds per charge. (Removes Current Arcane Charge effect).

3. Curse of Solitude [Active]: Deal 145 (+26/level) damage and slowing movement speed by 80% decaying over 4 seconds.
Mana: 70.

Cooldown: 45 seconds.


4. Unending Flock [E]: The Range and width of Murder of Ravens is increased by 25%.

5.

Tier 3 - Level 7:

1. Arcane Explosion [Passive]: Medivh Passively emits Arcane Energy dealing 8 (+6/level) damage every second. Enemies that die while affected by this will explode dealing 30 (+7/level) damage to all nearby enemies.

2. Attunement [Trait]: The next ability you cast within 3 seconds of Activating Master of the Arcane has its effectiveness increased by 50% at the cost of a 100% increased Mana cost.

3. Cautious Murder [E]: The Cooldown of Mind Lash is reduced by 0.5 seconds per enemy hit by Murder of Ravens.

4. Cosmic Vortex [Q]: After a 3 second Delay, two more Arcane Missiles will be fired dealing 50% of Normal Damage.

5.

Tier 4 - Level 10:

1. Echoes of Medivh: Mana: 100.
Cooldown; 90 seconds.

Lasts: 8 seconds.

Arcane Charges: (Min) 0 (Max) 5.
Medivh summons 4 spectral Echoes of himself with 25% of his Max Health and 25% of his Basic Attack and Ability Damages. These Echoes Mirror all of Medivh's Abilities at 25% of the Effectiveness and attack whatever Medivh Targets.
Arcane Charges increase the Health, Basic Attack and Ability Damages that the Echoes receive by 5% per charge.



2. Supernova: Mana: 100.
Cooldown: 100 seconds.


Arcane Charges: (Min) 1 (Max) 5.
Medivh launches an Ethereal Sphere of Light to a targeted location, upon arrival it explodes in a large Radius (Size of Kael's Pheonix) dealing 65 (+8/level) Damage per Arcane Charge and pulling all enemies affected to the center.
Arcane Charges are required to cast Supernova.

Tier 5 - Level 13:

1. Arcane Barrage [Q]: If an enemy Hero is killed by Arcane Missiles, the Cooldown of Murder of Ravens is reset.

2. Rune of Power [Active]: Place this Rune on the Ground to Restore 1.85% of Mana and 0.85% of Health to yourself and Allies every second for 8 seconds.
Costs 1 Arcane Charge.
Cooldown: 45 seconds.


3. Guardian's Pursuit [Active]: The Cooldown of Evanesce (Dark Raven/Temporal Shift) is reduced by 50%.

4. Shadow Ravens [Passive]: A pair of Shadowy Ravens will be summoned to fight beside Medivh, attacking the Nearest Enemy to him (Prioritizing Heroes) dealing 14 (+ 5/level) damage per Raven. Every 15 - 20 seconds seconds the Ravens will vanish for 3 seconds. These Ravens will have to Health as they are pure Passive Damage.

5.

Tier 6 - Level 16:

1. Counter Spell [Passive]: Upon taking Ability Damage, 100% of that is mitigated by Medivh and is reflected to the Caster.
Cooldown: 30 seconds.

2. Surge of Darkness [E]: Murder of Crows may be cast again at 50% of the Mana Cost if used within 2 seconds of the First. (Will Consume Arcane Charges).

3. Equilibrium [Active]: Activate to Steal 10% of a Target Enemies Max Health and 10% of their Current Mana/Rage/Brew and Replenish Medivh's Max Mana by 10%.
Cooldown: 60 seconds.


4.

5.

Tier 7 - Level 20:

1. Mirror Entities [Echoes of Medivh Upgrade]: The Echoes now start with 50% of the Health and Damages of Medivh and last 4 seconds longer.

2. Dieing Star [Supernova Upgrade]: After pulling enemies to the Center, Supernova releases another Explosion dealing 75 (+15/level) Damage and Silencing all Enemies for 1.2 seconds.

3. Rapid Displacement [Passive]: 10% of Basic Ability Damage Done will be emitted as Healing to Nearby Allies.

4.

5.

Changelog

Arcane Missiles "Old"
Mana: 65.
Cooldown: 8 seconds.

Generates 1 Arcane Charge. (This Charge does not affect Statistics and is not consumed).
Arcane Charges: (Min) 0 (Max) 3.
Over 3 seconds release 3 Volleys of Arcane Missiles, chasing your target and upon hitting your target each Missile deals 33 (+9/level) damage and exploding dealing 9 (+8/level) damage to all nearby enemies.
Arcane Charges: The Number of Missiles is increased by 1, the Mana Cost by 10 and the Cast time by 0.5 seconds per charge.

Has been Changed to

Arcane Missiles "New"
Mana: 65.
Cooldown: 8 seconds.

Stores Max of 2 Charges.
Generates 1 Arcane Charge. (This Charge does not affect Statistics and is not consumed).

Arcane Charges: (Min) 0 (Max) 3.
Over 3 seconds (Moving will stop this) release 3 Volleys of Arcane Missiles, chasing your target and upon hitting your target each Missile deals 33 (+9/level) damage and exploding dealing 9 (+8/level) damage to all nearby enemies.
1 Arcane Charge increases number of Missiles by 1 and Mana Cost by 10.
2 Arcane Charge increases the number of Missiles by 2, Mana cost by 25 and Cast time by 0.5 seconds.
3 Arcane Charges increases the number of Missiles by 3, Mana cost by 45 and cast time by 1.2 seconds.

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1
[-]
Vynadrian (2) | July 17, 2015 5:34am
matrix123mko wrote:

Perfect!!! Make him special raven mount(only cosmetic, like diablo's charge) He had that in W3.


There is no Need to give him a Special Mount, he is perfectly capable of using a standard mount and besides, a Druid should get the Bird Mount.

Carnage wrote:

I like the idea and overall theme. However, I feel that he has a huge weakness, which is his lack of both an escape and any survivability. As I see it now, he is going to be jumped on by any Hero and then he will get destroyed. At least Heroes like Kael and Jaina have strong CC to somewhat counter this. Personally, I am afraid that he might not be very exciting to play. Sure, he has an interesting passive, but I doubt people are gonna pay much attention to it as it is mostly a damage increase on all spells. I'm also afraid that he might not see a lot of interesting play, he's just gonna blow his load and then wait for cooldowns.

I hope I was not too blunt.


You were not Blunt, I prefer people giving their Criticism and Feedback no matter how harsh and as for the Problems, this is a WIP and I have many more ideas that I want to look at and he will be fleshed out this Weekend with Talents and Balancing.
1
[-]
Carnage (1) | July 17, 2015 2:25am
I like the idea and overall theme. However, I feel that he has a huge weakness, which is his lack of both an escape and any survivability. As I see it now, he is going to be jumped on by any Hero and then he will get destroyed. At least Heroes like Kael and Jaina have strong CC to somewhat counter this. Personally, I am afraid that he might not be very exciting to play. Sure, he has an interesting passive, but I doubt people are gonna pay much attention to it as it is mostly a damage increase on all spells. I'm also afraid that he might not see a lot of interesting play, he's just gonna blow his load and then wait for cooldowns.

I hope I was not too blunt.
1
[-]
matrix123mko (8) | July 16, 2015 10:18pm
Perfect!!! Make him special raven mount(only cosmetic, like diablo's charge) He had that in W3.
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