Auriel by devonitar

30 Votes

Auriel

By: devonitar
Last Updated: Jun 19, 2015
Quick Share

Auriel

Archangel of Hope

A member of the Angiris Council, she serves the light as the beacon of hope and kindness. She is most beloved of all angels.

Combat Trait

1
Manifestation of Al'maiesh (D)
When activated, basic attacks cannot be used against enemies, but instead can target friendly units and heal them for XX damage. Lasts 15 seconds. Can be deactivated at any time.

Cooldown: 30 seconds.

Primary Abilities

1
Strength of Hope (Q)
Increases target's next 3 basic attacks damage by 20% and increases basic attack speed by 50%. Lasts 5 seconds.

When used on self, decreases cooldown by 50%. Affects healing done when Manifestation of Al'maiesh is activated.


Cooldown: 15 seconds.
2
Angelic Bulwark (W)
Surrounds target with a shield that reflects back 30% damage taken. Lasts 3 seconds.

When used on self, additionally decreases damage taken by 20%.

Cooldown: 15 seconds.
3
Heavenly Hymn (E)
Removes all negative effects from the friendly target.

When used on self, additionally grants a shield absorbing XX damage.


Cooldown: 30 seconds.

Heroic Abilities

1
Sacred Circle (R)
On the selected area, enemy area effect cannot be placed and have no effect. Lasts 2.5 seconds.

Cooldown: 60 seconds.
2
Swansong (R)
Temporially resurrects most recently killed friendly hero, allowing him to battle again. Resurrected hero's basic abilities' cooldowns are cleared. Lasts 6 seconds.

Cooldown: 100 seconds.

Description

Auriel is a ranged support that uses short buffs to help her teammates. Her (Q) ability is especially powerful with the basic attack heroes, like Thrall or Hammer. When solo, it gives Auriel some damage presence, but because of the reduced cooldown mana problems may be real. I imagine Strength of Hope is to give some clear indication - some light rays arround the affected target or something like that. Angelic Bulwark might seem a little underpowered when not used on Auriel herself, but good timing and using it when enemies release their big guns can lead to some serious damage. Spell effect should be clear as well, because enemies should have a chance to change the focused target. And to make it clear, Angelic Bulwark reflects unresisted damage, otherwise self-using would seem like an intentional nerf. Heavenly Hymn is a powerful utility, but still requires some game knowledge to use. Heroic abilities are Auriel's significant assets. Sacred Circle can make some AoE useless, but I imagine the actual circle would be much smaller than empowered Flamestrike or Gravity Bomb - you'd be able to save two buddies tops (I'm thinking about the targeted area like regular Flamestrike or Lunar Flare). Swansong comes after my realization that supports often fix the mistakes other players do.

Generally, based on my concept, she'd have follwoing cons and pros:


Pros:
+ Universal support: granting additional damage, dispelling negative effects and heals.
+ Sacred Soil is the only way to counter some AoE spells, like Flamestrike, Mosh Pit, etc.
+ Swansong can potentially fix the mistakes or the bad plays on the team's part.
+ Capable of solo play and solo laning due of additional "self-buff" part of her basic abilities. Can be used as pseudo-assassin as well.
+ She shouldn't have much mana issues: trait is free, long cooldowns give enough opportunity to restore mana. Some talents and solo play may affect that.
+ Ranged.

Cons:
- Cannot directly affect enemy players.
- No CC.
- No AoE, which means invisible heroes remain a problem (should you not spec into Clairvoyance).
- Long cooldowns.
- Limited mobility.

Character statistics, spell power and some other numbers are matter of tweaking and balance that requires game knowledge that I don't posses. Obviously, it's all for fun.

Talents

Tier I (level 1)

Shield of the Heaven Host (W)
- Additionally, deals XX damage to nearby targets.
 
Conjurer's Pursuit (Passive)
- Increases Mana Regeneration by 0.5 per second. Every 3 Regeneration Globes gathered increases this bonus by 0.25.
 
Omnipresent Hope (Passive)
- Increases range of all your basic abilities by 40%.
 
Pearlescent Wings (Passive)
- Increases movement speed by 10% at all times.

Tier II (level 4)

Avatar of Hope (Passive)
- In addition to normal effects, when basic abilities are casted on self, their mana cost is reduced by 50%.
 
Omnipotent Hope (Q)
- Strength of Hope gives additional 2 basic attack with increased power when cast on self.
 
Protective Shield (Active)
- Activate to shield an allied hero for XX damage for 5 seconds.
 
Searing Attacks (Active)
- Activate to increase Basic Attack damage by 50% for 5 seconds. Each attack costs 15 Mana.

Tier III (level 7)

Angiris Bulwark (W)
- Reduces all damage taken by the target by the additional 10%.
 
Al'maiesh Unleashed (D)
- When Manifestation of Al'maiesh is used, it heals nearby targets for XX damage.
 
Eminence (Passive)
- Basic attacks reduce cooldown from Manifestation of Al'maiesh by 0.5 second.
 
Song of Creation (E)
- Can be now used on buildings, restoring 80 damage each second for 20 seconds. Also restores 1 ammo each 5 seconds. Can only be used every 60 seconds.

Clairvoyance (Active)
- Activate to reveal an area for 10 seconds. Enemies in the area are revealed for 4 seconds.

Tier IV (level 10)

Sacred Circle (R)
- On the selected area, enemy area effect cannot be placed and have no effect. Lasts 2.5 seconds.
 
Swansong (R)
- Temporially resurrects most recently killed friendly hero, allowing him to battle again. Resurrected hero's basic abilities' cooldowns are cleared. Lasts 6 seconds.

Tier V (level 13)

Angelic Choir (E)
- Each removed effect, decrease cooldown of basic abilities and trait by 1 second.
 
Punished Sin (E)
- When Heavenly Hymn is used on the target with Angelic Bulwark, negative effects are transferred to the next hero that triggers or would trigger reflection.
 
Hope Prevailed (Q)
- Attacks boosted by Strength of Hope also reduces target movement speed by 30% for 2 seconds.

Shrink Ray (Active)
- Activate to reduce enemy Hero's damage by 50% and movement speed by 50% for 4 seconds.

Tier VI (level 16)

Whip of Heavens (D)
- Increases attack range and attack speed by 20% when Manifestation of Al'maiesh is used.
 
Anger of Al'maiesh (D)
- When Manifestation of Al'maiesh is used, enemy targets may be targeted for increased 20% damage.
 
Chosen One (Q)
- Additonally, increases basic attack bonus against no-heroic targets by 100%.
 
Shield of Unfaltering Hope (W)
- Damage reflected is now additionally transfered into shield that lasts 4 seconds.

Tier VII (level 20)

Blessed Circle (Sacred Circle (R))
- Increases area of Sacred Circle by 30%, and additionally it silences all enemy heroes for 1.5 seconds.
 
Second Chance (Swansong (R))
- Resurrected hero deals 20% additional damage, and has reduced respawn time by 33%.
 
Emancipation of Hope (Passive)
- Reduces all basic ability cooldown by 20%, and self-effects affects other heroes as well.
 
Rewind (Active)
- Activate to reset the cooldowns of your basic abilities.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
1
[-]
NICKNAME (1) | July 11, 2015 6:04pm
It would be cool if her e could also be used on enemy players, dealing damage and reducing their movement speed. while using on auriel herself, instead of granting a shield, it would grant her a burst of movement speed (for example 70 percent in 1 seconds). These changes could make playing her more engaging and interesting. She will still be played as a healer most of the time but now it is also possible for her to help her team secure a kill when an enemy is out of place. Since she is a squishy healer, it is cool to give her some sort of mobility to get out of danger. Before, her e is really passive, its basically, oh, this teammate is cced, gotta help him out! after this change, the auriel player could have a more active role in the team, hmm, he should be fine, it would make more sense for me to slow his chaser down.

In order to balance it out, I suggest giving her trait a mana cost, so the player needs to decide if it is better to be healing teammates or to be actively attacking enemies, instead of feeling like there isn't a price.

Overall, I just love your idea. A support with limited cc, no aoe but strong heal and some damage. I just feel like it would be really cool if her skills could interact with enemies a bit more, to make playing her more enjoyable for non-support mains.
1
[-]
sw1tchCZ (2) | June 17, 2015 2:16am
I don't know which of the concepts for Auriel is good. There is one (on this site) which looks pretty good so really hard to say. But it's obvious that Blizz needs to considerate adding that Hero to Storm. Diablo Support and StarCraft Warrior are totally needed. GJ afterall
1
[-]
devonitar | June 13, 2015 11:20am
Chipawapa wrote:

Hero definitely has some interesting mechanics, I'd change the name of sacred soil to sacred ground or something of the sort; since you arent always fighting in soil, unless she summons soil--which sounds kinda meh :P.


I guess that makes sense :) Something like 'circle' will sound more angel-ish.
1
[-]
Chipawapa | June 13, 2015 5:50am
Hero definitely has some interesting mechanics, I'd change the name of sacred soil to sacred ground or something of the sort; since you arent always fighting in soil, unless she summons soil--which sounds kinda meh :P.
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