Gelbin Mekkatorque by Healing Mantra

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Gelbin Mekkatorque

By: Healing Mantra
Last Updated: Aug 16, 2015
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Gelbin Mekkatorque

High Tinker

Very Hard Base Level 10 Level 20 Level 30
Health 490 (+155) 2040 3590 5140
Health Regen 1,83 (+0,2) 3,83 5,83 7,83
Mana 490 (+10) 590 690 790
Mana Regen 2,72 (+0,11) 3,82 4,92 6,02
Attack 31 (+12,58) 156,8 282,6 408,4
Attack Speed 1,22 1,22 1,22 1,22
Range 4,25 4,25 4,25 4,25
This Gelbin is typical specialist with ability to duel with other, favoring prolonging fights, where he can get Power and then use it to bring destruction with Pulsing Torpedos. However, Power is also used to make his devices work. Mekkatorque's most talents are devices that alter the battlefield at his willing and all share global cooldown of 15 seconds and personal cooldown of 60 seconds (Basic and Heroic Abilities are not affected by Global Cooldown and 1-minute Personal cooldown, each of them has it's own Personal Cooldown). The devices need 1 Power every 15 seconds, have 520 (+105 per level) health, regenerate 0,75% of their health per second and take 50% reduced damage from non-Heroic sources. Devices prioritize heroes, but also can augment allied minions, mercenaries and structures (there might be exceptions and it will be written if other priorities will be).
Damage: 8/10
Utility: 7/10
Survivability: 6/10
Complexity: 10/10

Combat Trait

1
Technical Advantage
Nobody stands the power of ever-evolving technology! Gelbin has access to many devices, that may be chosen when levelling up. Stand close to them to power them up!
Also causes nearby devices and structures to gain a 16 (+4 per level) health as a Shield that stacks up to 100% of their maximum Health. When Gelbin moves away from the shielded buindings and devices, their shields deplete twice as fast.
Range: 10 (Powering) / 4 (Shielding)

Primary Abilities

1
Channel Power
Gelbin fires with one of his inventions, dealing 70 (+10 per level) damage, applying Power effect on Gelbin, increasing damage he deals by 2% per stack and applying Power Steal effect on target, that decreases damage dealt by 2% per stack. Each cast on the same target refreshes it's duration and each target can have max 10 stacks of Power/Power Steal.
Mana: 45
Cooldown: 7 seconds
Range: 7,50
2
Magnetic Pulse
Gelbin sends an artifical-made anomaly that pulls enemies 1,3 units per second and deals 40 (+10 per level) damage per second. When reaching maximum range, it doubles it's movement speed and returns to Gelbin. Activate second time to force anomaly to return early.
The anomaly flies with speed 5, making it last approximately 4,5 seconds.
Mana: 30 + 1 Power
Cooldown: 16 seconds
Range: 15 (Length) / 2,5 (Width)
3
Pulsing Torpedos
Gelbin charges his Quantum Torpedo Launcher with Power he channeled, launching Pulsing Torpedo every 0,25 seconds, each dealing 21 (+11 per level) damage and knocking enemies hit 2,5 units away. Number of shots is equal to number of Power stacks.
Mana: 55 + all Power
Cooldown: 9 seconds
Range: 7,5 (Cast range) / 1 (Explosion Radius)

Heroic Abilities

1
Mech Army
Gelbin channels for three seconds, summoning over this time 10 robots, each with 500 (+51 per level) health, 36 (+9 per level) damage and 1,00 attack speed. They then go straight and fight enemies they meet. Lasts for 60 seconds.
Mana: 150
Cooldown: 90 seconds
Range: 0 (Self-cast / Summoning)
2
Generator
Places a generator at targeted area, gaining another source of power. The Generator has 75 (+100 per level) health and gains 1 stack of Power every 10 seconds. Counts as a structure.
Mana: 150
Cooldown: 80 seconds
Range: 4 (Placing range) / 10 (Power-sharing)

Special Mount

1
Mount
Gelbin is not a badass and uses traditional mounts until Brand New Mechanostriders are taken.

Tier 1 Talents

Rocket Chicken Factory: (Device) Gelbin places a Rocket Chicken Factory, that spawns Rocket Chickens every 15 seconds. Each of them has 50 (+12 health) and explode upon death, dealing 95 (+25 per level) damage to enemies within 2,5 units.


Gun Turret: (Device) Gelbin places a turret with 3 (+0,5 per level) damage, 6 attack speed and 6,5 attack range. Each of it's attack apply a stacking up to 100 times Shred debuff lasting for 6 seconds, each increasing further damage taken from Gun Turrets by 2%.


Energo-Converter D13: (Device) Gelbin places an Energo-Converter D13, that targets an ally once every 10 seconds, restoring 4% of it's mana and increasing it's movement speed by 25% for 1,5 seconds.


The Great Evolution: Each device you place increases base maximum Health of your devices by 30.


Deconstruct: Damage dealt to Structures increased by 10%. Restore 10% of your maximum Mana whenever a Structure is destroyed.


Shield the weak: Technical Advantage allows you to shield Minons.

Tier 2 Talents

Repower Channel: Decrease Mana cost of Channel Power by 15 and it's cooldown by 1 second.


Emboldener 3000:
(Device) Gelbin places an Emboldener 3000 with range 10, that targets allies once every 15 seconds, applying Bolster on them for 30 seconds. Bolster increases damage dealt by 15% and reduces damage taken by 10%.


Infinite Power: Channel Power now allows to hold up to 16 Power charges instead of 10.


Electroblaster 1220: (Device) Gelbin places an Electroblaster 1220, that fires electric globes at enemies within 6,5 units once every 2 seconds. Each globe deals 25 (+14 per level) damage and decreases movement speed by 20% and attack speed by 10% for one second.


Distant Booster: Increases radius of shielding with Technical Advantage by 120%.



Augmentor 6: (Device) Transforms random allied Minions within 6,5 units one per 15 seconds into Wrench Constructs, increasing their health and damage by 40%, reducing damage they take by 10% and causing their attacks to deal 65% of their damage to all enemies within 2 units.

Tier 3 Talents

Augmenting Magnetic Pulse: Devices hit by your Magnetic Pulse don't require Power for 20 seconds and have their Range increased by 3.


Superscope B200: 
(Device) Places a device that reveals large area around it and increases damage taken by enemies within range by 5%. Reveals area of radius equal to 16,25.


Magnetic Storm: Magnetic Pulse costs no Power. Also increase it's radius by 20% and damage by 25%.



Poultryizer: (Device) Places a device that targets enemy Minions once every 15 seconds, transforming them into chickens, decreasing their health and damage dealt by 90%.


Overloaded Torpedos: Pulsing Torpedos deal damage as though you would have 20 stacks of Power, regardless of Power you had while channeling.


Light Plasma HG: (Device) Places a device that fires with plasma once every 1,5 seconds to enemies within 6,5 units, dealing 16 (+6 per level) damage to primary target and bouncing to up to two additional targets dealing 10 (+4 per level) damage to them.

Tier 4 Talents

Check: Mech Army & Generator

Tier 5 Talents

Fusion Torpedos: Pulsing Torpedos no longer costs mana. Also, each time an enemy is hit by Pulsing Torpedo, he gets a Blasted debuff that lasts 2,5 seconds, stacking up to 20 times. For each stack, they are slowed by 1% and take an additional 5% damage from next torpedos.


New Croc X:
(Device) Places a device that moves crowd-control effects from allies within 6 units to itself, dealing 360 damage to itself for each effect applied to itself this way (does only target heroes).


Fire Jet "Heaty": (Device) Gelbin places a device that targets enemies within 6,5 units, dealing 11 (+4 per level) damage per second and applying debuff that lasts for 3 seconds. Enemies with this debuff leave trail of fire that lasts 3 seconds and deals the same damage as device itself. The damage from device doesn't prevent from taking damage from trail, causing stationary targets to take 22 (+8 per level) total damage per second.


Righteous Invention: Technical Advantage now allows you to shield allied Heroes. The shield build-up speed is also increased by 10%.


Mega Rocket Launcher!: (Device) Places a device that fires once every 4 seconds to enemies within 15 units, dealing 120 (+40 per level) damage per shot, dealing also 25% bonus damage to all non-heroic enemies within 3 units. Prioritizes structures.


Double the Power!: Channel Power now applies 2 charges of Power and Power Steal. Also you may cast it on devices (instead consuming one charge of Power) to give 150% of Power Channel's damage as a shield that lasts 7 seconds. When casted, it makes target device no longer require Power for 20 seconds.

Tier 6 Talents

Leveled technology: Activate to boost target structure or device with new technology. Stacks up to 5 times, each stack giving an additional 15% maximum Health, 10% Range, 8% Attack Speed and additional benefits: (60 seconds Cooldown)
1st Level: Restore 2,5% health per second
2nd Level: (For Devices:)No longer requires Power. (For Structures:) Blasts random enemy within range once every 6 seconds, dealing 40 (+13 per level) damage and granting Gelbin stack of Power.
3rd Level: Decreases nearby enemy Heroes's movement speed by 35%.
4th Level: Sight radius increased by 4,5 and detects invisible neemies within area.
5th Level: Spawns a Clockwork Construct once every 30 seconds. Clockwork Constructs have 600 (+100 per level) health, deal 50 (+12 per level) damage per attack (Attack Speed: 0,6) and 125% bonus damage to non-Heroic enemies.


Adventurer Magnetic Pulse:
Increases range of Magnetic Pulse by 70%. Also allows you to recast it while it is returning to change it's direction by 180 degrees, tripling base movement speed and allowing then to recast again to make it return with quadruple base speed.


Lord of Torpedos: Get 1 stack of Power whenever a torpedo hits the target. Each shot after the 20th costs 20 Mana.



Disintegrator Alpha: (Device) Places a device that fires a concetrated laser at a targeted enemy within 6,5 units, dealing (+7 per level) per second. Damage dealt to non-Heroic enemies is increased by 160%.


Shielder Beta: (Device) Places a device that shields targeted allies once every 10 seconds, providing a shield lasting 5 seconds. Each shield has health equal to 88 (+23 per level). Range of targeting: 10.


Underground Connections: (Device) Places an entry to underground tunnel system. Allies clicking on them can right-click on them to enter and then right-click on another entry to move to that entry at a speed of 500% of it's base movement speed. Allies within Underground Connections cannot be targetted and cannot choose the way more than 3 seconds. Cannot be used if there are enemies within 2 units. Holds two charges, has 40 seconds recharge time and there cannot be more than 6 such entries (placing seventh one destroys the first one, making all allies moving towars the first entry go back to where they started)

Tier 7 Talents

Unstoppable Onslaught: Mech army longer requires to be channeled. Also, decrease damage taken by spawned Mechs by 30%.

Supergenerator: Increases radius of providing Power by 40% (both your and generator's) and causes your generators to explode upon death, dealing 150 (+55 per level) damage to all enemies within Power-sharing area.

Bolt of the Storm: Activate to teleport to a nearby location.

Rewind: Activate to reset the cooldowns of your basic abilities.

Master Tinker: Increase your devices's health by (+25 per level) and reduces global cooldown of placing devices by 10 seconds.

Brand New Mechanostriders: Activate to buff target ally with Mechanostrider buff. Allies with Mechanostrider buff instead of using classic mounts (if they use them) use Mechanostriders, that increase movement speed by 55% instead of 40% (heroes like Anub'Arak or Zagara would just have increased movement speed while alter-mounting) and reducing it's mount ability cooldown by 25%. The buff is consumed after dismounting and also the cooldown of this ability starts cooling down. (60 seconds cooldown)

Changelog

1.
-Created
2.
-Changed trait and Brand New Mechanostriders to make it counterable and not as a global-buff.
3.
-Trait remade to no longer provide experience and make Gelbin a bit Structure-support.
-Talents remade (Now there are three devices per tier with an additional 3 talents per tier).
-Added Personal Cooldown and greatly reduced Global Cooldown.
-Solved some grammar and writing issues (probably there's a lot left but who cares? :P).
4.
-Corrected some writing and mechanic issues.
-Added statistics (Damage, Utility, Survivability and Complexity).

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1
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Sausaletus (1) | August 11, 2015 10:02am
Glad I could help.

That trait looks very nice. Now, Mekkatorque is acting like a Promote on the devices he places. Making them stronger while he's around without requiring him to be there. Cool idea.

As for the previous trait, I can see what you were getting at. And it's hard to tell how it would balance without seeing it in action. But, as I said, anything that increases XP gain makes me cautious. You only have to look at what an advantage it can be to have the Vikings or Abathur soaking lanes to see what that can do for a team.

Keep up the good work, though. It's looking real solid.
1
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Healing Mantra (3) | August 9, 2015 12:56am
Thanks for this explaining comment. I'll do sth with his Trait and remake his talents. You also do nice work to help me make it even better, so I'm grateful :P
However I thought that when I'll add the requirement of powering devices in order to gain XP that it'll make this ability counterable, but mb it would be hard to balance. I'll try to make him sth even more different.
1
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Sausaletus (1) | August 8, 2015 5:44pm
Overall, it's an interesting concept and you've done a lot of nice work making it unique. I have my concerns about its viability, however.

I don't like Technical Advantage, his trait which adds 10+7/level XP when he's powering a device. Experience is shared in HOTS so a character with accelerated XP gain is giving everyone on his team a level advantage. It's basically the same problem I had with Mechanostrider. I like to focus on concept rather than concrete numbers but to show how nuts this gets, a tower is worth 400XP. So assuming Geblin is just funneling Power into his toys (to say nothing of any wave clear or anything else), he's adding that much XP to his team's total in 40 seconds. He's downing a tower every 40 seconds. At level 1. At level 2, that drops to 24 seconds (techincally 23.529something but, whatever). And it keeps getting better from there, adding up to a huge gain that translates into higher levels for his team and a significant advantage as the game wears on. Now, he probably can't funnel that much XP due to needing to farm Power first and if devices grant XP when destroyed then it might even be a wash but I get nervous about anything that increases XP gain.

That said, there are some interesting things going on here. I like the idea of a hero with an alternate resource to gather and that's used to whip up inventions. I also like the idea of a hero that unlocks more abilities and most of their power through their talent selection, a bit like the Lost Vikings. And that tension between gathering Power to use for devices or spending it with that torpedo canon skill is nicely done.

Mekkatorque, though, can't really push the way other specialists can, not without a few levels and the devices that fuel his kit but his trait makes up for this by helping him level up and get the toys he needs to really clear waves and shove forts. It's an interesting idea but I'm not sure if it would be good for the game. The other concern I have is that every talent is a device. That's problematic for two reasons, first it's overwhelming. An overabundance of options when, really, there's likely only going to be one or two in each tier that most players will take. Second, it means that Gelbin doesn't improve any other way. He gets stronger by adding more devices and it's hard to see how he's putting down enough of them to make a difference since they're all on a lengthy shared cooldown and are objects that an opponent can blast (contrast that with Gazlowe who puts out a seemingly never ending stream of turrets that reduce the time it takes to make more when they're destroyed). But, otherwise, he doesn't change so you'd have to set the power level of his basic kit higher than it would otherwise be, creating a character with an early game advantage compared to heroes who unlock the true potential of their skills as they go on (The alternative is a Gelbin who has weak skills at the start that become even more of a liability in games where Kael's are walking around with Flamethrower and Brightwings have Criterize and so on). You might think about pairing the list of devices down, picking two or three good ones per tier, and then working in some other talents that improve Mekkatorque in other ways. I know devices are his thing but it's the difference between a character with one trick no matter how well-rounded it is, and a character with multiple build paths to support different styles of play.
1
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Healing Mantra (3) | August 6, 2015 1:36am
Thanks for comment, as developers might be "blind" about their creations, and that happens pretty often. I've changed some things to prevent him from an unstoppable provider of advantage :P
However, people pay attention mainly at the Brand New Mechanostriders. How about hte other things, like Devices or other abilities? Are they good and suit Hots theme? Are at least some of them unique? I would like to know :)
1
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Sausaletus (1) | August 5, 2015 10:22am
Yeah, that lv20 Mechanostriders is nuts. Not just for Falstad, Hammer would love it, too, as would the Vikings and a lot of other characters. I find, in general, that global buffs like that aren't good to include.

Think about a character that let everyone on their team gather 10% more experience, either as a trait or as a passive talent they could pick up. They've undoubtedly given their team an advantage, made them level faster so they get stronger. But not because of anything they actually do. They just sort of stand there, the in-game equivalent of a stim pack. At the same time, there's nothing their opponents can actually do about it, either. Unlike a healing totem, there's nothing to shut off, no way they can play around the other team leveling faster (outside of, you know, winning). There's no counterplay there, it's shutting down rather than encouraging competition. And the XP-buffing player themselves isn't getting any more interaction, either, nothing to engage them with the game as it's going on.

Now, contrast that with a character who grants accelerated experience but only to those in an area around them. That's a character whose player has to think about where to be and when, to work constantly to be in the best position to help their team because they're carrying around the XP equivalent of a healing ward. And whose opponents have a way of denying their benefit, of moving out of the bonus XP zone or making it go away the same way they could with a healing ward. And we know that works because there's already a character who's a mobile healing ward and that's Brightwing. At the same time, there aren't any characters with global abilities outside of the rare and fleeting ult.

So, that said, I'd like to see Mechanostriders as something more like that. An activated heroic, like a Storm Shield, with a limited duration and a cooldown, that gives a team a boost but not a permanent one. Or as a single targeted buff, a long-lasting effect you could bestow on one particular ally every now and then. It's the difference between a character that makes others better simply by existing and one that has to make decisions about when to activate that boon and on whom. That creates comps you can build around Mekkatorque, say, and that Falstad he lets be anywhere on the map in seconds.
1
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matheod (5) | August 4, 2015 5:24pm
Falstad + Epic Mount + Brand New Mechanostriders = lots of fun ! :D
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