Cormac by Trilobot

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Cormac

By: Trilobot
Last Updated: Sep 13, 2021
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Cormac

Diablo II Druid

A multi-class hero, the Druid can take on the role of tank, bruiser, or melee DPS depending on talent and heroic talent choices. He excels at prolonged fights against melee heroes, absorbing damage and controlling the battlefield with his moderate range abilities. He is weak to long ranged heroes with his general lack of gap closing ability.

He wields a large two-handed hammer and hits somewhat slowly for pretty decent damage. He has a large (but not massive) hit box.

He uses mana for his skills, which each have moderately long cooldowns but not very high mana costs, incentivizing him to stick in combat for a while (though he will run out of mana, just not like Kael'Thas or Uther does!)

I imagine he'd pick his heroic early like Varian, at either level 4, or 7.

Any numerical values shown are mere suggestions, as these are ideas and I am not claiming to be good at balancing fine details, so don't worry about numbers, just enjoy the inspired imagination.

Combat Trait

1
Feral Rage
The druid's basic attacks each grant one stack of Feral Rage, each stack increasing the damage slightly. On the third stack, his auto attack hits for moderately increased damage, and his basic ability cooldowns are reduced. Each subsequent third attack lowers cooldowns again.

Primary Abilities

1
Summon Raven
Vector Targeting. Summon a raven to deal damage along its line, and blind any heroes hit for a short duration.

Weak to moderate damage, not very long range.
2
Cyclone Armor
Conjure a swirling wind to buffet attacks away, granting a bonus to armor for a short duration. After it expires, a gust of wind knocks anyone close back a short distance.
3
Carrion Vine
Summon a carrion vine to erupt from the ground at a moderate distance away, which quickly travels in a swirling line towards you (like opposite of Johanna's Blessed Hammer), dealing damage along the way and healing you once it reaches you.

Heroic Abilities

1
Werebear
Activate to instantly transform into a roaring werebear, granting a small armor increase for the duration, and his basic attacks apply a bleed damage over time for low damage. Any heroes with this bleed effect struck by carrion vine, increase its healing.

The transformation also has a small radius where in the instant of the transformation itself, any enemy hero within the radius briefly rooted (in fear).

Long cooldown, enough duration for 2 casts of carrion vine, 3 casts if you're really good at timing and get lots of stacks of Feral Rage.
2
Summon Spirit Wolf
Cormac summons three white wolves who rush forward in three lines from him, at an angle (much like Deathwing's stun, but 3, not two), dealing damage and slowing everything along the way.

I imagine this ability to have a low cooldown, or maybe even charges, and adds a semi-spammable damage ability to help chase.
3
Hurricane
Vector targeting (for it's direction) Cormac summons a swirl of icy wind in a moderate range around him. Enemies caught in it take magic damage and are buffeted by the winds, experiencing an effect much like the conveyor belts.

It would have an animation that clearly shows the direction on the blowing wind and players would be rewarded with very good body blocking positioning to be able to shove enemies into bad places, but still be a crowd control ability that is nearly useless without good follow up.

Talent Ideas

Fire Claws - Burning Rage talent straight.

Raven Skill Talents - Longer duration of blind, or maybe a second raven swoops down after a delay.

Solar Creeper - Carrion vine provides mana as well.

Hunger - Increased healing on carrion vine.

Twister - Cyclone armor spawns three small dust devils that spiral out from it a short distance, slowing enemies hit (dissipates when it hits an enemy hero or wall) (maybe make a quest? X number of heroes hit by cyclone armor's knockback? I dunno, I just like quest dings).


Level 20 Talents:

Dire Wolves - Summon Spirit Wolves run faster, deal more damage, and apply much larger slow.

Shock Wave - Werebear Feral Rage's 3rd attacks also stun the target for a short duration.

Shifting Winds - Increase area of Hurricane, can be cast again before duration is over to change the direction of the winds.

Flock of Ravens - If Summon Raven successfully hits a target, a flock of 5 ravens immediately descends and blinds and damages everyone in a small radius.

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