lvl 1
1. Q- Solar Wrath pierces minions. If no hero is hit, decrease CD by 2.5s
2. Q-
Quest: Hit 40 enemy heroes with Lunar Strike or 30 with Solar Wrath. The first to be completed grants a reward. Only one reward can be acquired. After lvl 20, both rewards can be acquired
Reward: After hitting 40 with Lunar Strike, Lunar Strike increases damage of Lunar Strike within 5s by
12 (+4%) each time it deals damage to heroes. Accumulate
Reward: After hitting 30 with Solar Wrath, every 4th Solar Wrath generate
1 more
Astral Power and heals for
25% damage done
3. D- Passive: regeneration Globes generates
6 Astral Power over 3s
Quest: Collect 20 regeneration Globes.
Reward: passively gain
1 Astral Power every
3s
lvl 4
1. Q- Solar Wrath and Lunar Strike against enemies affected by
sunfire and
moonfire extend their respective duration by 2s. Starsurge refresh both duration
Lunar Strike deals
10% more damage to enemies affected by
Moonfire.
Solar Wrath deals
10% more damage to enemies affected by
sunfire
2. W- Starsurge range increased by 25%. After you use this ability, increase attack speed by 200% and attack range by 2 for 6s
3. E- Fearie Swarm deals
40 (+4%) damage every 0.5 seconds
4. D- Applying
Sunfire with basic attacks also affects a nearby enemy, preferring heroes. Does not grant more
Astral Power.
Moonfire DoT duration increased by 1s
lvl 7
1. D- When both
sunfire and
moonfire are on a target, deals a bonus
4 (+4%) damage a second and heals Lunaclaw by
50 (+4%) a second for each enemy affected by both DoT's
2. Q- Passive: When Solar Wrath or Lunar Strike hits an enemy hero, increase your movement speed by 5% for 2s (can add with other effects)
Quest: For each enemy hero hit by Lunar Strike, increase range of both Q abilities by 0,3%. Hitting an enemy Hero with Solar Wrath, increase range of both Q abilities by 0.4%
Unlimited
3. 1- gain a new ability:
Barkskin 60s cd
Grants Moonkin
40 armor and decrease all CC and silence effects duration against you by 75%. Last 10s
lvl 13
1. E- Increase Fearie Swarm area by 100% and duration by 1s
2. E- Fearie Swarm also reduces movement speed by 35%
3. 2- Gain a new ability:
Entangling Roots.
45s cd
Roots the target in place for 2 sec. Damage higher than
10% of the enemy's maximum health cancel the effect.
lvl 16
1. D- Switching eclipse makes a star fall on enemies affected by
sunfire or
moonfire, dealing
105 (+4%) damage, doubled when both DoT's are active, and generating
3 Astral Power per enemy hit. Switching eclipse cd increased to 10s
2. W- Starsurge has a second charge
During
Solar Eclipse, hitting the same enemy with 2 Starsurges in a row stun them for 2s
During
Lunar Eclipse, hitting the same enemy with 2 Starsurges in a row deals
20% of the target's missing health
3. 3- gain a new ability:
Warrior of Elune 40s cd
Gains 3 charges of Lunar Strike that can be used in a row without cost. Put Lunar Strike on cd for
12s
lvl 20
1. R1- Increase Celestial Alignment duration to 30s. During Celestial Alignment, grants
20 physical armor.
2. R2- Full Moon grants
15 Astral Power per enemy hero hit.
Using Starsurge or Lunar Strike decrease CD of Full Moon (R2) by
10s
3. E- cd of Fearie Swarm reduced by
5s
During
Solar Eclipse, Fearie Swarm also silence enemies inside
During
Lunar Eclipse, Faerie Swarm removes
20 armor from enemies inside
4. 4- Gain a new ability:
Astral Communion 75s cd
Grants
80 astral power over 10s
5. Barkskin cd reduces by 20s and duration increased by 2s.
Entangling Roots cd reduces by 25s and root duration by 1s.
This talent can only be taken if Barkskin or Entangling Roots, or both, were taken earlier.
Credits: Murraythehuman
The problem being that DoTs can have some weird interactions with certain other mechanics. Stealth heroes can't stealth, certain channels can't be used, and those hoping to make use of the Unkillable status would most likely find themselves dying the moment the effect ends, even if they were using it effectively. Just shortening the effect to something close to 5 seconds (in line with Ana) and adjusting around that would probably be the right move to make, though I'll note that I think there might be more identity to the two forms if only one had the DoT, and the other applied its damage in a more 'straight up' manner. I know that creates some issues with how some talents reward applying both, but with the duration reductions I'm suggesting, those talents might require a second pass regardless.
Looking forward to whatever ideas you come up with.
That said...
I really do think you have two good ideas here, but at the same time, I feel like neither one really shines just because HotS characters can only hold onto so many abilities, and, almost fittingly, it feels like this one is perfectly split down the middle, but not in a good way. To wit, your two characters are:
-A character who switches between two forms in order to get different jobs done.
and
-A character who is primarily focused on building up a resource that funds their most powerful ability.
Each one has potential, but I don't think they can co-exist here. That said, I do want to go through your abilities one by one to give some thoughts on why I think they have this problem. I will note that I consider accuracy to the source material secondary to creating a fun and entertaining character.
D (Trait):
Switching between two forms is not something that should be handled lightly. Of the characters that do this currently (ignoring Heroic abilities), D.Va, Greymane, and Deathwing, all of them have a reason for the effect to exist. The first two have their transformations handled very strictly, unable to switch between the two arbitrarily, forcing them to weave through both in order to be played effectively. Deathwing, on the other hand, is more about mitigating the extremities of his matchups. By nature, his character is absolutely melted by some characters when up close, so an alternative form is justified in order to give him more well-rounded balance. That said, he helps to point towards a key problem that transforming characters have in most games they appear in: If one form is even slightly better, you have no reason to switch them. In its current form, I think Lunaclaw players would spend 90% of their time in one form, only switching to the other for situational bursts of damage or utility. In that situation, the gimmick may as well be replaced with a single ability that does the same job.
I think the fact that your Q ability refreshes three times faster when you're in its form only exacerbates that problem. As it is, you're rewarded for only sticking to the one ability. In a typical fight, you would switch to the other precisely one time, then jump back to using the first.
Additionally, the auto attack properties are almost identical in function. One sacrifices single target damage for group damage, but they don't provide substantial enough reasons to switch between them, beyond the first Level 7 talent (which, I'll note, I do think is a well designed talent concept for a switching character, applying effects from both onto an enemy for bonuses).
Overall there's no reason to ever switch between the two forms, and one of the big reasons is that they more-or-less have the same job, as neither one is particularly specialised, at least not in a significant way.
Q:
In terms of the switching mechanic, these two abilities abilities, while very different in terms of how they're cast (AoE vs. Skillshot) both do the same basic job: They deal damage, and they build Astral Power. The real distinction is that one is focused around hitting a single target and has a short cooldown, while the other has a much longer cooldown and can hit multiple targets. While there is something behind the idea of picking which of two abilities gets the shorter cooldown, that kind of design doesn't require an entire transformation mechanic. As it is, Lunaclaw's Q abilities are the only ones that particularly care about which form he's in, and the only purpose of those abilities is to build up charge for his W ability.
Again though, having abilities whose primary purpose is to get energy for another ability is a good concept. In that regard I do think that their damage and cooldowns are a bit high for that idea. Yet if they were made to be weaker, less impactful moves, then you'd be left with even less of a reason to switch traits, since the the core ability of the character wouldn't actually change, just the abilities that support it.
W:
Starsurge is the key element of one half of the kit you've designed, and hypothetically I really like it. Something akin to D.Va's Self-destruct and Tracer's Pulse Bomb, but instead of it only being something they only use 8-12 times a match, it's instead the focus of Lunaclaw's gameplan. Unlike the other two, Starsurge can be used more flexibly due to the ability to fire off 2-3 Star Surges rapidly, or hold onto your Astral Power and space them out more. In theory, a moveset like this could be incredibly interesting, giving a hero a unique ability cadence not yet seen in HotS. But as it is, it's improperly executed, and competing too much with the form-switching gimmick.
As an aside, powerful abilities should always be designed with counterplay in mind, ie how the opponent is supposed to avoid taking the damage. This version of Star Surge would be like making Kael'thas's Pyroblast into a basic ability. Trivial for some to deal with, but a nightmare for others. If I'm playing Li Ming and I see three of these coming, that might just kill me without any way for me to survive without help from an ally with burst-mitigation, and even if I do survive, Lunaclaw could already have another three ready to go. Not very fun to play against. Ming can throw out orbs all day, but those can be avoided.
E:
Solar Beam and Lunas Beam I'm not entirely sure I understand. One applies more of a support role, the other is a minor disruption to enemies (unless the idea is that the enemy is silenced repeatedly until they leave its area, in which case the move is a strictly more powerful version of Stukov's Lurking Arm, which is already incredibly powerful and frustrating, and unlike Lunaclaw who can set it and forget it, Stukov is forced to commit to it). The two abilities sharing a cooldown is potentially interesting, but as-is I'm not sure I understand what this move does well enough to say how well designed it is. That said, I do think it's a good idea to give a transforming character some moves that are similar in both forms, but have distinctly different purposes, a circle that provides buffs to allies in one form, but nerfs to enemies in the other? That's fairly elegant design.
So... with all that said... I do want to give one major suggestion for this character, one that I think helps both aspects of the design to play well together, bringing out the best of both worlds. It... probably doesn't match any lore, but I think it'd lead to a much more interesting character overall:
Make it so that Solar Eclipse is Lunaclaw's offensive form. Your abilities in Solar Eclipse form drain your Astral Energy with each cast. Your auto attacks apply a burning effect, and your abilities are powerful and effective. However, while in Solar Eclipse form, you'd have no way to generate Astral Energy, and that's where Lunar Eclipse comes in.
Lunar Eclipse would be Lunaclaw's defensive form. Your abilities in Lunar Eclipse form are free to cast, and on-hit, they generate Astral Energy. While the damage dealt in this form would be low, they'd come with benefits, such as self-healing and other defensive options. In this form, auto attacks could have a self-healing effect, or maybe generate armor for Lunaclaw. Lunaclaw could even have baseline armor in this form, or an increased health regen.
This, I think, would create a character that has the best of both worlds. They're still about generating energy for those Big Time Abilities, and about switching between forms, it's just that now the two concepts are baked into one-another. It even helps turn Celestial Alignment into an even more powerful Heroic, one that lets you have the power of Solar form, and the defence of Lunar form.
I really hope this was useful and not too out-of-line (also, a quick side-note, but you'd probably have to use a different name than Moonfire, since HotS doesn't like to double up on ability names, and Malfurion already has that one).
I have some changes in my mind. There will be two forms: sun is the builder form and moon is the spender. Wrath is gonna be my builder while Lunar Strike, the main spender. Sunfire will have a defensive mecanic attached to it and moonfire will be more damage focused. Theres gonna be only one E ability that blinds in area (silence is a too much op as you pointed).
That leaves me one problem still, which is the W ability. The "new" design I am imagining (thanks to your feedback) is closer to the vanilla/bc balance druid, where lunar strike is the main ability and Starsurge didnt exist. But I still want Starsurge to fit the basic kit. I will figure it out how to solve it.
About the moonfire problem, I cannot change that. It hurt me so much to sacrifice Starfall, I dont intent to lose another iconic moonkin ability
Thank you very much for your feedback.
It sounds like you've got ideas brewing for how your new moveset will go, and I'm interested to see how that turns out.