Lor'themar Theron by normalice

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Lor'themar Theron

By: normalice
Last Updated: Nov 15, 2016
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Lor'themar Theron

Spellbreaker

Regent Lord of Quel'Thalas. A high-complexity short-ranged specialist that can mimic a tank, support, siege, or assassin role, depending on group compositions and talent selections. The actual hero isn't really anyone I've ever heard of, but I wanted to make a spellbreaker and after a very brief google search, this is the closest I could come to a named person who could be a spellbreaker, maybe.

The idea behind this hero is that he copies enemy spells. He can retain one he likes or 'free-style' casting only the one he was last hit by. There are builds for either one. There are also talents that support casting ally spells that heal him, thus allowing him to 'off-support,' if the comp is suited for it. This hero also introduces the idea of 'mini-quests' which are easily completed but easily lost.

As in all of my hero ideas, the numbers are arbitrary - only given to create a sense of scale. Concepts are immune to notions of imbalance, as numbers can always be tweaked. The skills themselves are pretty bland (they sort-of have to be). Most of the work I do when inventing a hero is in the talents - I always strive for 'absolute synergy': i.e. any possible random selection of talents is still going to be powerful. Of course, that can't always happen, but I still try.

Combat Trait

1
Feedback
Basic attacks cause the target's spells to cost 1 additional mana for 2 seconds. Stacks up to 3 times. Each application refreshes the duration.

Primary Abilities

1
Spell Steal
Cast the last basic ability that damaged you, but incur 110% of the cooldown. Activate your trait to retain a stolen spell. When your trait is not activated, spells that damage you are queued and the stolen spell available next is displayed once per second. Continues to cycle even when in cooldown. The last spell you were damaged by remains available even if your trait is not activated.
2
Control Magic
Control a summoned enemy unit for 6 seconds (Heroic summons only controlled for 2 seconds). 12 second cooldown.
3
Siphon Mana
Deal 100 damage to an enemy hero over 3 seconds. Any spells they cast during this time heal you for 300% of the cost. 5 second cooldown.

Heroic Abilities

1
Taken Aback
Causes a target enemy to begin a 10 second cooldown on their heroic ability. If their heroic ability is already in cooldown, add 10 seconds to it. 20 second cooldown
2
Thief of Legend
Cast any (non-summoned) heroic damage ability that has damaged you. Can only cast once and the spell is lost unless damaged again by the same spell. Must be cast within 5 seconds of being damaged by it or the spell is lost. 15 second cooldown.

Level 1 Talents

  • Sunwell - Can also steal spells that heal you.
  • Student becomes the Master - Quest! Hitting the enemy hero who's spell you have stolen increases that spell's damage by 2%. Reward: After 5 stacks also reduce the damage you take from that spell by 15%. All stacks are lost if you deactivate your trait.
  • Mana Bleed - Increases maximum stacks of feedback to 10.

Level 4 talents

  • Magical Creatures - Can also cast control magic on mercenaries for 6 seconds of control.
  • Force of Will - Control Magic lasts 100% longer.
  • Unholy Frenzy - Controlled units have 30% increased attack speed but lose 2% of their health per second.

Level 7 Talents

  • Mana Virus - If an enemy affected by siphon mana casts a healing spell the duration is reset and the effect is spread to all targets healed.
  • Master becomes the Student - Quest! Each successive cast of a stolen spell reduces its cooldown by 2%. After 5 stacks reduce the cooldown by an additional 10%. All stacks are lost if you deactivate your trait.
  • Panic Magic - Deactivating your trait instantly resets your stolen ability cooldown but you can not reactivate your trait for 15 seconds.
  • Magic Influence - Duration of control magic increased by 1 second for each enemy affected by feedback (0.2 seconds for heroic summons)

Level 13 Talents

  • Magic at a price - Your Siphon mana generates an additional 40% health returned for each stack of feedback on an enemy.
  • Spell Weaver - Basic abilities also apply the feedback effect to enemies and increase the duration of feedback by 1 second.
  • Chaos Magic - Receiving spell damage with your trait deactivated reduces any remaining cooldown of spell steal by 2 seconds.
  • Copy Magic - (passive) dealing reduced damage to an enemy mimics any non-damaging effect that caused the reduced damage (i.e. block, evade...). This effect has a 20 second cooldown.

Level 16 Talents

  • Controlled momentum - When a controlled unit does damage, reduce the cooldown of control magic by 1 second. Up to 4 controlled units can contribute to this reduction at a time.
  • Steady Stream - Siphon Mana heals you for an additional 15% of your health over 5 seconds every time it heals you. Stacks up to 3 times.
  • Resonance - If an enemy hero affected by feedback casts a spell, feedback is instantly set to maximum stacks and it's duration extended by 1000%. Duration is reset to normal if you apply feedback.
  • Vortex - Quest! Applying feedback to an enemy affected by siphon mana increases the duration of siphon mana by 1 second. Reward: After 5 stacks siphon mana is applied automatically when feedback is. All stacks are lost if no enemies are effected by feedback.

Level 20 Talents

  • Taken by Storm - Taken Aback also adds 10 seconds to any level 20 talented ability cooldowns (i.e. bolt of the storm, hardened shield..).
  • Thief of Myth - Can also re-cast heroic spells that heal you.
  • Spell mastery - benefit from all ability-specific talents selected by the hero who's spell you have stolen.
  • Acolytes - Units controlled by Control Magic cast your stolen spell when you do.

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Neptune45 (1) | September 9, 2016 10:33pm
Really nice ideas for the spell breaker. A lot of people struggle with his concept but you have some unique concepts for some of the same ideas others have. I particularly like the Feedback, Mana siphon, and Heroics.

The concept still feels a bit raw but here are a few of my thoughts to make it a little better. I always find my concepts to never be complete.

Feedback is probably too weak. Even at max stacks an extra 3 mana to abilities would be hardly noticeable even in the long run. I would increase it to 2 or even 3 per attack. As almost an extra 10 mana on abilities is something people will need to pay attention to. Targeting enemies mana consumption is a great idea and i think it could be what really makes the Hero unique.

Spell Steal sounds like it could be a cool idea however it needs to be simplified. I may be the only one getting a bit confused as to how it works but it also sounds like it could be a UI hazard. Keep the idea, just make it simple.

Control Magic is the weakest ability in the bunch as it honestly should only be a talent. In a game with no summons it is absolutely useless. I know the idea you are going off of but it needs some application outside of only summoned units. Perhaps something with Mercenaries or regen globes or wells? I just trying to think of the "magic" that is on every battleground. It might need a rework and could be talented for summons, since that would be good against some heros.

Overall really good stuff! Keep up the ideas!
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normalice | September 12, 2016 8:02am
Thanks :-)

The feedback numbers are probably a bit low, it's true. But, if nothing else this game makes very clear the idea of 'tiny numbers adding up.' Think of morales, for example. If her healing costed an extra mana per second, that could be devastating. Of course, feedback isn't meant to be too powerful, unless talented for it - and then it could be immensely so. But numbers could be tweaked for balance, in any event. One would actually have to see this in action to see how impactful it is, and that's not really option :-/

As to control magic, it was really meant to be the cornerstone of a 'specialist' build. Indeed, at level 4 there is a talent that allows the control of mercs, in the event there are no enemies with summons. The idea is at level 16, control magic can basically maintain complete control of any mercs the enemy sends your way. I was going to add a level 7 talent that increases the duration of control and duration of summons with each of your basic attacks, but I thought that might be too powerful against heroic summons.

The way I envision it, spell steal is actually quite simple to use, but hard to explain. It's another one of those things that really just need to be shown rather than told. But, that's not an option, unfortunately :-(

Anyway, thanks again for the feedback! I agree control magic is weak. I thought it was kind-of necessary that it be so, since spell steal has the potential to literally be 'the most powerful spell in the game.' But, I'll try to think of something to make a control magic build more interesting :-)
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