Hemet Nesingwary by BuckSleezy

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Hemet Nesingwary

By: BuckSleezy
Last Updated: Jun 2, 2017
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Hemet Nesingwary

The Great Game Hunter

The most legendary hunter across all of Azeroth, Hemet had bagged the biggest beasts across 5 Continents. His thrill for the hunts leads him to the Nexus.

Hemet is a ranged assassin that gains the most value from delivering the final blow to his enemies.

Hero Statistics:


Health: 1650
Health Regen: 3.2
Attack: 110
Attacks per Second: 1

Combat Trait

1
Big Game Hunting
Hemet thrives on Big Game kills, if Hemet delivers the Final Blow on a Hero, experience gained from the kill is increased by 25%. Additionally, delivering the Final Blow on a Hero Kill fills the Focus meter to maximum.

Instead of Mana, Hemet uses Focus, a Builder-Spender that has maximum of 100 and regenerates 1 per second. Focus is built with Steady Shot and spent with his other abilities.

Primary Abilities

1
Steady Shot
Generate 20 Focus
Cooldown: 5 seconds

After a 0.75 second cast time, deal 90 (+4% per level) damage to a target.
2
Murder of Crows
25 Focus
Cooldown: 20 seconds

Release a murder of crows on a target, dealing 35 (+4% per level) damage per second for 5 seconds. If affected target dies, cooldown is immediately reset.
3
Arcane Shot
30 Focus
Cooldown: 0.5 seconds

Fire a straight line skill shot that deals 195 (+4% per level) damage to the first target hit.

Heroic Abilities

1
Focusing Shot
Passive.

Replaces Steady Shot with Focusing Shot, which deals 100% more damage and Generates 50 Focus.
2
Powershot
50 Focus
Cooldown: 100 seconds

After a 1.5 second cast time, deal 550 (+4% per level) damage to the target and 30% damage to nearby enemies, knocking them back. Also deals 200 (+4% per level) damage to all enemies between Hemet and the target.

Talents

Level 1:


[Passive] Aspect of the Cheetah: Permanently increase move speed by 15%.
[Passive] Aspect of the Beast: Become untrackable, you can only be seen by enemy Heroes' line of sight.
[Passive] Aspect of the Iron Hawk: Permanently reduce ability damage taken by 15%.

Level 4:


[Q] Steady Focus: (Quest) Damaging enemy Heroes increases range by 1%. (Reward) Upon damaging 30 Heroes, reduce the cast time by 0.50 seconds.
[W] Master of Crows: Increase duration and cooldown by 3 seconds.
[W] Bloodthirsty: (Quest) Whenever a Hero is killed while affected by Murder of Crows, increase damage by 2.5%, up to 25%. (Reward) Upon reaching 10 stacks, increase duration by 7 seconds.
[E] Penetrating Shot: Arcane Shot and pierces non-heroic units deals 50% more damage to minions and mercenaries.

Level 7:


[Passive] Posthaste: Decreases duration of stuns, slows,

Change Log

(3/8/2016)
Uploaded

1.1: Updated trait to include EXP bonus if Hemet lands final blow on Hero kills.
1.2: Removed First Aid, added talent 'Hunting Spirit' to Level 7.
1.3: Removed Spell Shield, retooled 'Aspect of the Iron Hawk' to reduce Ability damage rather than all damage.
Trait expanded to include refilling focus meter.
Nexus Frenzy removed, added talent 'Trophy Hunt' to Level 20.
1.4: Added talent 'Penetrating Shot' to Level 4.

(10/7/2016)
1.5: 'Aspect of the Cheetah' bonus move speed reduced to 15%.

(11/28/2016)
1.6: Level 4: Added Quest functionality to Steady Focus
Level 20: Removed cast time removal, added percent damage to feel more like a Hero killer.

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1
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Jestabattle | May 9, 2016 11:39am
This looks like an interesting hero concept with some tweaking i think you should add it to the hero suggestions on battle net
2
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RaidRover (2) | April 18, 2016 9:33pm
Randomness doesn't play well in competitive games, especially MOBAs, so the random aspect on your chimera shot feels like a negative. I would switch it so that it switches between slows and poisons. One steady shot applies a poison, then next one applies the slow, then the next one applies the poison. Etc.
This also affect Thrill of the Hunt (level 7.) I would suggest something like: After you have spent 200 focus, your next ability costs no focus.
I feel like there needs to be a lowered cool down for steady shot since it is his main way to generate resource.
Proposed change: Generate 20 focus. 2 second cooldown. After a 0.5 second cast time deal 60 (+4% per level) to the target enemy.
It deals less damage than before but allows him to generate focus at a decent rate in the heat of a team battle. Then a few changes to Focusing Shot would be necessary: level 10: steady shot now deals 50% increased damage and generates 30 focus. level 20: Removes cast time on steady shot. 3 successive focus shots on the same target make them vulnerable for 3 seconds.

I'm also not a huge fan of camouflage. It just feels like a get out of jail free card which I'm not a huge fan of in this game personally. I think you could replace it with a new passive: Focusing On My Target: basic attacks generate 2 focus. Successive basic attacks on the same target deal an additional 2% damage up to 10%. (so the first attack on a target is normal. the second is 102%, then 104%, etc...)

A neat idea for his trait. Rather than bonus exp from kills, since it is big game hunting maybe bonus damage on targets with more health than him. 5% increased damage to targets with more max health and 10% less damage to targets with lower max health. with some talent ideas: Getting Desperate Now: While you are below 25% health, you deal 20% more damage to targets with more max health than you. Gunning for Trophies (Quest): Every two takedowns of heroes with greater maximum health increases the bonus damage by 1%, after it reaches 10% you gain an additional 10% bonus damage to targets with greater max health but now deal only 80% to target with less max health. Small Trophies Work Too: Removes the damage reduction to targets with less max health. All of this would be on one tier to let you define your trait more to suit the fight you are in.

Then a possible talent for it at 13 (I would remove spell shield, it doesn't feel like it fits his kit) Almost Brought 'Em Down: Basic attacks against hero's with more maximum health now deal an additional 2.5% of their CURRENT MISSING health as damage. -Its stronger than giant killer at the beginning of the fight but has diminishing returns in long fights.

This would give him a fairly clear role in the game, he is a tank/bruiser buster rather than just another ranged AA hero. He is a dwarf (those guys are mighty strong) so a little bit more base health would be a good touch to him. I believe 1800 base health would be a good place for him. It doesn't make him too bulky but puts more of the squishy heroes below him so he doesn't blow them up (assuming you implemented my trait idea.)
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