 
					 
							 
						
 
								 
								 
								 
								 
								 
								 
								 Fel Barrier: While Hellfire is active you recieve a Block stack every 3 seconds. Stacks up to 3
Fel Barrier: While Hellfire is active you recieve a Block stack every 3 seconds. Stacks up to 3 Demonic Connection: Increases the range of the Demonic Circle summon and teleport (20%)
Demonic Connection: Increases the range of the Demonic Circle summon and teleport (20%) Soul Tap: Every regenerative globe you collect increase your maximum health by 30
Soul Tap: Every regenerative globe you collect increase your maximum health by 30 Fiery Soul: Further increases the healing you recieve from your abilities while Hellfire is active (from 15 to 30%)
Fiery Soul: Further increases the healing you recieve from your abilities while Hellfire is active (from 15 to 30%) Inferno: Increases your movement speed while Hellfire is active (30%)
Inferno: Increases your movement speed while Hellfire is active (30%) Consume: The snare on Soul Shackle deals damage (38+10*lvl) and heals for half of it
Consume: The snare on Soul Shackle deals damage (38+10*lvl) and heals for half of it Gleipnir: Soul Shackle chains another hero and increases the range of the snare (20%)
Gleipnir: Soul Shackle chains another hero and increases the range of the snare (20%) Seed of Corruption: Corruption deals instant damage (40+12*lvl)
Seed of Corruption: Corruption deals instant damage (40+12*lvl) Battle Momentum: Common Talent
Battle Momentum: Common Talent Nightfall: After casting an ability your next basic attack will deal 40% additional damage and snare for 0.5 second
Nightfall: After casting an ability your next basic attack will deal 40% additional damage and snare for 0.5 second Strong Bond: If Soul Shackle snares its cooldown is reduced to 8 seconds
Strong Bond: If Soul Shackle snares its cooldown is reduced to 8 seconds Nether Ward: After teleporting through the Demonic Circle you recieve less damage (30%) for (1.5 second)
Nether Ward: After teleporting through the Demonic Circle you recieve less damage (30%) for (1.5 second) Hand of Gul'dan: Listed Above
Hand of Gul'dan: Listed Above Deathbound: Listed Above
Deathbound: Listed Above Fel Hellfire: Hellfire deals additional damage to CC'ed targets (50%)
Fel Hellfire: Hellfire deals additional damage to CC'ed targets (50%) Pools of Corruption: Increases the range of Corruption by 30% every second
Pools of Corruption: Increases the range of Corruption by 30% every second Demonic Attunement: Demonic Circle's cooldown is reduced by 14 seconds, and you teleport even while stunned
Demonic Attunement: Demonic Circle's cooldown is reduced by 14 seconds, and you teleport even while stunned Shadow Ward: Reduces ability damage recieved (40%) for 2 seconds, also reflects half the recieved damage back to the attacker. Cooldown: 30 seconds (Replaces Spellshield)
Shadow Ward: Reduces ability damage recieved (40%) for 2 seconds, also reflects half the recieved damage back to the attacker. Cooldown: 30 seconds (Replaces Spellshield) Shadow Embrace: Corruption deals additional damage (20%) and applies a slow (25%)
Shadow Embrace: Corruption deals additional damage (20%) and applies a slow (25%) Imposing Presence: Common Talent
Imposing Presence: Common Talent Warped Soul: After teleporting on the Demonic Circle you are unstoppable (3 seconds)
Warped Soul: After teleporting on the Demonic Circle you are unstoppable (3 seconds) Shroud of Darkness: Activate to recieve a shield that blocks 50% of the damage for 4 seconds, the other 50% is dealt over 3 seconds after the buff ends
Shroud of Darkness: Activate to recieve a shield that blocks 50% of the damage for 4 seconds, the other 50% is dealt over 3 seconds after the buff ends Aura of Foreboding: Enemies hit by Hand of Gul'dan that are not stunned are snared for 1.4 second. Also reduces de cooldown by 20 seconds
Aura of Foreboding: Enemies hit by Hand of Gul'dan that are not stunned are snared for 1.4 second. Also reduces de cooldown by 20 seconds Death Knight: The Ghost duration and its damage is increased (40%)
Death Knight: The Ghost duration and its damage is increased (40%) Darkness Incarnate: Upon recieveing fatal damage you will trigger Deathbound on self. Cooldown 120 seconds (Diferent Cooldown from the heroic)
Darkness Incarnate: Upon recieveing fatal damage you will trigger Deathbound on self. Cooldown 120 seconds (Diferent Cooldown from the heroic) Rewind: Common Talent
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Other things:
Was Tassadar a Support on Starcraft 1? No. Yet, he still came here as one.
Plus, just because the hero is a class doesn't mean he needs to be that; Raynor can be a nice specialist; Tyrande has two amazing assassin builds; the list goes on...
But whatever the case I'll bet for anything that if/when Blizzard will add Gul'dan as the warlock-like hero to Heroes of the Storm he is NOT going to be classified as a Warrior simply because it does not fit him as a warlock or character. That I can pretty much guarantee and with that I shall leave this conversation.
Have a nice day/evening/night/morning/whatever.
Show me where they said that. It makes no sense... Heroes is a game to break the concept of a classic MOBA
The circle has a nice health and the range is not huge - giving time for your teammates to join you. Plus, you can use both of your Heroic Powers to fulfill that. You can throw the circle and place a good Hand of Gul'dan, or you can use Deathbound on yourself before going in. It is all about thinking outside the box, you can't simply say something is bad because you can't think of a way to fulfill it's potential.
Gul'dan will deal nice amounts of damage, plus your basic attack damage will be weak to make you use it. Every warrior on heroes is different from the other, a health-casting-based hero is something Heroes need
Yet there are several changes that can be made to that. Instead of crucifiying my content you could give some ideas to it.
No, because this isn't WoW.
Saying you're something means nothing.
Yes he did. Are you thinking ghosts as an Ghost Busters character?
If you are a "WoW lore f*ucking nerd" (sic) you would know that the spell 'Haunt' is a ghost
From Wowhead:
Have you ever seen a murloc going toe-to-toe with anyone? (Murky)
So that's why I see this Trait more reliable as an escape rather than engager. You place the circle to some more secure and hidden location and teleport there to escape if you need to. Not to locations where you know/hope that the next team fight will take place there only to be destroyed by the enemy before you or your team will get there in time. It's not nearly as functional and 'secure' as any other hero's engagement ability.
Have you ever seen a murloc going toe-to-toe with anyone? (Murky)
The trait isn't supposed to be an escape... You'are missing the point there. Gul'dan lacks engaging: The teleport works for that, but that doesn't mean he can't escape with that.
The hellfire will most of the time be active dealing damage every second. You wouldn't want to get to the base every 20 seconds because you needed the damage hellfire gives but you don't have enought health regen
Both of the abilities heal to balance the Hellfire's damage you recieve. And yes, Corruption heals in WoW (Glyphed, but everyone uses it). But the point isn't WoW, the point is Heroes of the Storm.
Who do you think ordered the creation of the Death Knights back in Warcraft II?
How about no?
Now let's look at the Trait and the skills. The Trait doesn't emphasize his role as a Warrior at all. Why would a Warrior hero need an escape Trait like that? For an Assassin or Specialist that would make more sense. Then the abilities; Hellfire looks very weird. It damages you but at the same time gives you more healing from other abilities kinda making that disbenefit of getting hurt pointless. Actually, why make it damage you at all? It servers no purpose. If it increased the damage of your other skills while active then it could be justified somewhat. Soul Shackle looks good enough but I don't see why a skill like that should heal you. Same with Corruption. A spell that doesn't even heal you in WoW. So why should it heal you here?
Then Heroics; Hand of Gul'dan looks very good. Something I could imagine myself giving him. Deathbound could have worked better as a Trait with some tweeks in my opinion. I just think that its a bit out of character of him to turn your allies and enemies into ghosts. Never seen or heard him done that before. Plus that remaining as a ghost after death sounds too much like Leoric's Trait in my opinion. And you're not mentioning whether the ally ghosted heroes will be able to use all of their normal abilities and even Heroics so that needs clarifying. Anyway, I would change this Heroic to do something with Soulstones instead. Like store your ally's soul in it and when the hero dies he/she comes back very quickly if not instantly.
Overall, the idea of Gul'dan being a 'Warrior' hero doesn't work in my opinion. It's not like him. Gul'dan would work much better as an Assassin or Specialist. Making Gul'dan as a Warrior would make about just as much sense as making Grom as a Support hero.