Hayden (COMPLETE CONCEPT) by Challenge

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Hayden (COMPLETE CONCEPT)

By: Challenge
Last Updated: Jun 5, 2017
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Hayden (COMPLETE CONCEPT)

Nomadic Druid

Hayden is a Melee Diablo Support, a well rounded support who is strong against ability damage

Difficulty: Easy

Idea design behind Hayden is to be a straight forward non healing support similiar to Tassadar. He does a little bit of everything but I decided to not include shapeshifting for the purpose of I think a WoW druid would fit that theme much better and diablo druids are much more than just shapeshifting. At level 1 he is able to choose a summoning companion between the Raven, Dire Wolf, or Grizzly.


Strengths
-Easy to play
-Very versatile
-Good self sustain

Weakness
-Weak engage
-No actual healing for allies


STATISTICS
HEALTH 2147
ATK SPEED 1 PER SECOND
DAMAGE 112

For comparison
Kharazim is
HEALTH 2028
ATK SPEED 2 PER SECOND
DAMAGE 66

Combat Trait

1
Versatility

3 Charges
6 second recharge

Basic abilities have no cooldown, and instead consume charges of Versatility. All charges return at once.

-Hayden does not use mana

Primary Abilities

1
Cyclone Armor

Ally Targeted
Ranged


Grant a Shield to an ally hero that absorbs 176 damage for 3 seconds and 30 spell armor while shielded

-Spell armor only exist while the shield does

2
Carrion Vines

Enemy targeted
Ranged


Deadly Vines Sprout under the target, dealing 131 damage over 2 seconds to all enemies and healing the druid for 100% of the damage dealt

-Size is large enough to cover a keep/fort
-Requires a target instead of free cast

3
Feral Rage

Melee Primed

When activated your next basic attack will charge at an enemy with primal fury dealing 192 additional damage

-Can be primed like Xul's Cursed Strikes
-Short charge range like Shadow ***ualt

Secondary Abilities

1
Summon Raven

(Passive)

Gain a permanent raven to follow you, which attacks a nearby enemy every 3 seconds for 46 damage.

-Level 1 Talent

2
Summon Dire Wolf

30 Second Cooldown

Summon Dire Wolf- Summon a fast moving Dire Wolf to attack a single target, dealing 51 damage per second. Lasts 10 seconds.

-Level 1 Talent

3
Summon Grizzly

60 Second Cooldown

Summon a slow moving Grizzly to guard an area, attacking enemies for 111 damage per second. Lasts 12 seconds.

-Level 1 Talent

Heroic Abilities

1
Hurricane

100 Second cooldown
Ranged Targeted AoE


Summon a large Hurricane on the target area for 8 seconds. Enemies who remain inside take 106 damage and are slowed by 30% every 1 second.

-Radius equal to Thrall's Earthquake

2
Oak Sage

60 Second Cooldown

Summon an Oak Sage spirit in a large radius with 690 health. The oak sage will increase the maximum and current health of allies by 690. Last for 12 seconds

-Radius moderatly Larger than Earthquake.
-Works best with low ally heroes.

Talent Tree

Level 1
Summon Raven-Gain a permanent raven to follow you, which attacks a nearby enemy every 3 seconds for 39 damage.
Summon Dire Wolf- Summon a fast moving Dire Wolf with 321 health to attack a single target, dealing 61 damage per second. Lasts 10 seconds.
Summon Grizzly- Summon a slow moving Grizzly to guard an area for 12 seconds. Attacks for 111 damage per second and has 512 health


Level 4
(Q)*QUEST* Storm Armor- Regeneration Globes permanently increase the Shield of Cyclone armor by 5. After gathering 20 Globes, increase the duration to 5 seconds
(W) Overgrowth- Carrion Vines deal 50% more damage to structures
(1) Active, 20 second Cooldown; Spirit of Barbs-Surround yourself with Thorns dealing 43 damage to nearby enemies for 1 second 5 seconds.

Level 7
(Q)The Storm Awakens- Grants the target 25% movement speed for the duration of the Shield
(W)Entangling Vines- Carrion Vines will slow enemy movement by 40% for 2 seconds
(E)*QUEST* The wolf hungers- Kill (last hit) enemy heroes with Feral Rage. After killing 3 heroes, the charge range is drastically increased

Level 13
(Q)Concurrent- After Cyclone Armor expires 50% of the Shield remaining becomes permanent
(Q)Eye of the Storm- Increase the spell armor to 50%
(W)Poison Creeper- Enemy heroes standing in Carrion Vines deal 15% less damage
(E)Maul- Feral Rage silences enemy heroes for 0.25 seconds

Level 16
(W)Solar Creeper- If an enemy hero stands in the full duration of Carrion Vines, it spreads under another nearby enemy. This effect can only happen once per cast.
(E)Storm Claws- 100% of the damage you deal with Feral Rage is added to your existing Cyclone Armor
(E) Rabbies- Using Feral Rage against a target slow, rooted or stunned will grant a single charge of Versatility

level 20
(R1)Twister- Hurricane last an additional 4 seconds and will slowly pull enemies inside towards the center
(R2)Teachings of Fiacla.- If the Oak Sage spirit survives its entire duration, the cooldown is refreshed
(D)Heart of the WIld- Permanently gain 1 Additional Charge of Versatility
(1)Call of the Wild- Your Animal Companions deal an additional 25% damage and the cooldown is reduced by 50% seconds (Raven attacks every 2 seconds instead of 3)

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Leidiriv (14) | June 2, 2017 3:02pm
Overall, the trait and the kit work together nicely to create a coherent character, but I do have some minor complaints about the whole thing.

First off, the D2 Druid was a male character, and the D2 characters we've received so far in HotS have been the "where are they now" versions of said characters. If Blizzard were to add the D2 Druid, I can say with a good deal of certainty that it would be the same deal with him. This is a minor complaint, but I still thought it was worth bringing up.

Second, while I can see that the concept is made to deal primarily with mages, Alani does need some way to mitigate Physical damage if she's to be competitive at all. Perhaps buff her Q's shield by 70 or so points, then make it cover all damage, with physical damage draining 50% more of the shield than spell damage?

As for her W, I'd personally increase the area by a little bit. Psionic Storm is very small, and for something so integral to Alani's survival, it needs to be a bit more forgiving and/or guarantee a little bit more sustain for her.

Her E, on the other hand, doesn't have the same oomph to it that the rest of her kit does. I'd personally either add a damage dealt debuff to the target for the duration or replace the ability with something that feels like a more compelling choice to use over the other two abilities.

Oak Sage is a very interesting ult, nothing much I can say about that. Hurricane, on the other hand, could use a minor radius nerf in my opinion, since it deals more damage than Earthquake over its duration and its slow is constant, rather than in pulses.


That aside, I really don't have much I can say about Alani, since she doesn't have a talent tree for me to critique. I'd love to see how her talents would affect her abilities and her playstyle, though. Cheers!
1
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Challenge (8) | June 2, 2017 3:26pm
Thank you for your feedback, I love your concepts!

On the first part, the D2 Druid actually didnt have a real named reprensative unlike xul or cassia. Felica Gear (dont have time to look up the exact spelling atm) was an Ancient similiar to Bul Kathos and I didnt think that would be good for a playable character in comparison to the rest of the cast. I decided to with a Female Druid mainly because I thought the potential D3 Artwork looked nice and I really liked the snake on her arm. I felt like that would be a fun thing to design around and also it could be really fun for skins to replace it with various things. The male barb was also much more prominent than Sonya was which we got so Im pretty ok with a female druid. Open to change though perhaps!

As for the Q, I think I disagree. Every character save outliers have at least some prominent spell damage or spell damage builds. Even AA heroes such as Valla, Greymane, Tychus do a pretty fair amount of spell damage. Very few heroes are almost or nearly 100% AA damage, such as Zuljin or Butcher late game. It essentially has no cooldown at the expense of not doing your damage spells so it can almost always get value in any scenario. The other reason i went with spell damage is because i specifically wanted it not be effected by tower and minion damage, to not exacerbate the level 1 tower rush with shields ala Zarya and friends.

On the W Im not sure. It has a shorter duration than Psi storm but always does SOME damage because its targeted instead of free cast, so casting it on a moving target will still do *some damage*. Lastly because of the trait, it can be spammed for a bit. I will think on it though.

For the E You make a fair point. THe idea was to have one ranged spell and the other a more offensive, melee spell. Brainstorming I kinda want to give it a "charge" range like Shadow ***ualt or Twin Strike to make it more appealing. That way there could be builds for both a full melee Druid and a more ranged style

I also agree on Hurricane. I had a lot of different ideas with this one and im not 100% sold on it. I just know it wanted it to be a twister/tornado variation. Any suggestions?

People have commented about the lack of talents and the reason I dont make them is because I feel like it distracts from the actual concept. talents are ways to amplify a hero rather than cement it, and I want people to focus on the concept more first. But, since I have made my 5 diablo role heroes and i dont plan on making more for a while, i will iterate and probally go back and add talents for each one.

(at work, forgive mispellings and such, i will edit later)
1
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Leidiriv (14) | June 2, 2017 5:57pm
I'm flattered :)

Xul and Cassia were both created for HotS, though. They were just names put to the characters we knew from playing as them in D2. While the artwork is indeed nice, it feels to me as though it's a disservice to the class and the character to change who it is. Xul, for all people complain about his kit being different, is still the same sarcastic Necro we spent hours playing as. Cassia's still the same person, just with a name attached. I hope this helps you to see my perspective on the matter.

With regards to her Q, I'd like to point our that while all heroes have prominent spell damage, literally everyone but Abathur also has prominent AA damage too. Limiting her to only being able to mitigate spell damage severely hampers her ability to provide protection and mitigation for her team. It's a hole in her utility that would lead to her being countered just by the nature of the enemy team having AAs. In my opinion, she simply can't be effective unless she has something of an answer for both types of damage, even if it isn't remotely even between the damage types. In addition, you could say that it doesn't absorb non-Heroic AAs.

Speaking of talents, it's my belief that talents are just as important to a hero as the actual kit. While a kit shows you the rough overview of how a hero works, the talents show you how the hero grows, how new interactions develop, and how they deal with the process of levelling. I can respect your viewpoint, but I firmly believe that a concept isn't complete until it has a talent tree.
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