Mehtan [Complete] by Not Archomonde

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Mehtan [Complete]

By: Not Archomonde
Last Updated: Jul 2, 2015
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Mehtan [Complete]

Necromancer

Mehtan was instructed by the Necromancer who fought the forces of the Burning Hells at the time of the awakening of the Prime Evils. He acknowledged that he could not surpass his mentor's achievements, but intended to nonetheless bring Balance to Sanctuary. Now Mehtan fights with all power to bring balance to the Nexus.

Combat Trait

1
Raise Skeleton
When Mehtan kills a minion, it raises a skeleton that fights for him. If the minion is melee a skeleton warrior will raise. The skeleton warriors deal 10(+2 per level) damage. If it is a ranged minion, Mehtan will raise a skeleton mage, with a random orb (fire, ice, lightning or poison). The skeleton mages deal 10(+4 per level) damage. The orbs have varius effects on hit. 
You can maximum have 12 summoned units.

The skeletons follow Mehtan around

Primary Abilities

1
Bone Spear
Cost: 40 mana
Cooldown: 7 seconds
Mehtan spawns a bone spear, that pieces through all enemies dealing 60(+14 per level) damage.
2
Weaken
Cost: 50 mana
Cooldown: 8 seconds
Mehtan casts a curse upon all enemies in an area that reduces all damage they deal by 33%. It lasts for 10 seconds.
3
Mud Golem
Cost: 50 mana
Cooldown: 45 seconds
Methan summons a golem made of clay with 580(+190 per level) health, that deals 35(+8 per level) damage on its basic attacks. The golem lasts for 25 seconds.

Heroic Abilities

1
Poison Nova
Cost: 90 mana
Cooldown: 80 seconds
Mehtan sends out poison in every direction that deals 280(+22 per level) over 10 seconds
2
Life Tap
Cost: 90 mana
Cooldown: 70 seconds
Mehtan casts a curse that makes the cursed enemies in target area heal on their basic attacks instead of damaging. It lasts for 10 seconds.

Talents [level 1]

Skeleton Mastery (trait)- Increase the damage of the skeleton mages by 20%
Eternal Curse (W)- Increase the duration by 5 seconds


Bribe (active)- Kill enemy Minions to gain stacks of Bribe. Use20 stacks to bribe target Mercenary, instantly defeating them. Does not work on Bosses.
Piercing Spear (Q)- Increase the range and width by 15%

Talents [level 4]

Bonified Spear (Q)- Increase the damage by 35%


Envenom (active)- Activate to poison an enemy Hero, dealing 180(+30 per level) damage over 5 seconds.
Bone Armor (active)- Activate to gain a shield that blocks 60% physical damage taken 3 times, and lasts for 15 seconds.
Necromancy (W)- All enemies hit, that are allready cursed (by either curse), takes ?(+? per level) damage

Talents [level 7]


Battle Momentum (passive)- Basic Attacks reduce Ability cooldowns by 0.5seconds.
Everlasting Juggernaut (E)- All damage dealt by your golem is increased by 5%. Increase the duration of the golem by 10 seconds.


First Aid (active)- Activate to heal 35% of your max Health over 6 seconds.
Skeletal mastery (trait)- Increase the health and damage of skeleton warriors by 25%

Talents [level 10]

Poison Nova (R)
Life Tap (R)

Talents [level 13]


Blood Golem (E)- Increase the health of the golem by 25%


Ice Block (active)- Activate to place yourself in Stasis and gain Invulnerability for 3 seconds.
Iron Golem (E)- Reduce damage the golem would take from all sources by 15%. When the golem takes damage from a basic attack, 15% damage from the basic attack is dealt to the attacker.


Fire Golem (E)- Increase the damage of the golems basic attacks by 20%. The golem deals 12(+3 per level) damage per second to nearby enemies.

Talents [level 16]


Blood for Blood (active)- Activate to steal 15% of target enemy Hero's Max Health and slow its Movement Speed by 30% for 3 seconds.


Summon Resist (E & trait)- All Mehtans summons (Skeletons and Golem) take 15% less damage, and increase the maximum number of summoned units by 2.
Curse for the Wicked (W)- If an affected enemy's health is below 50% they are silenced for the duration.
Spear of Silence (Q)- All enemies hit, that are affected by Weaken or Life tap, are silenced until they are not cursed.

Talents [level 20]

Lethal Nova (R)- Increase the damage by 30% and radius by 25%.
Necromaster (R)- Increase the duration by 50% and range by 75%
Bone Prison(active)- Activate to spawn bones from the ground in a circle that will imprison target unit. This can be destroyed by the imprisoned unit only.


Bolt of the Storm (active)- Activate to teleport to a nearby location.

Stats

Health: 790(+155 per level)
Regen: 1.633(+0.301 per level)
Mana: 500(+10 per level)
Regen: 3(+0.1 per level)
ATK speed1.00 per second
Damage: 40(+8 per level)

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Not Archomonde | July 2, 2015 2:42am
I'm glad you like the consept of him, and i was trying to balance his skills between the 3 skill-trees in D2, by giving him 2 skills from each. I'm thinking he can be played as a team fighter, damagedealer, or a pusher.

I've added a tooltip that states how the AI of the summons work. I've given some Talents so you can choose the "feel right" Necromancer-build, but Bone Armor seemed to be a pretty lame basic ability to give him. I can see your point though.

His ults are in my opinion the abilities they should be.
Reasons for Posion Nova: it's easy to use, it's pupolar, and I needed a poison skill from the "Poison & Bone" skill-tree.
Reseason for Lifetap: I needed one more curse, It seemed like a powerfull spell, And it would be a counter to "Right-click" builds.

And the curses are both an AOE, but they are not a circle, they are actualy a square, but i don't think i'll make a tooltip for that.
Thanks for the feedback, i appriciate it! ^^
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Lighthammer (1) | June 19, 2015 7:56am
Hmmm, it almost feels down and dirty basic to me. I like the trait a lot, but it feels like the base concept needs work.

I wasn't a Necro player in D2 so its a little hard for me to place what seems missing. You're obviously going for the Zoomancer build which is probably one of the favorites. I just don't get the vibe.

There probably should be something in there to state specifically that the Skeletons are using the Defender AI. It wouldn't feel like a Zoomancer unless the Skeletons are following you around. That also probably means you're going to need to cap how many you can have and increase that number through talents.

One iconic visual of the Zoomancer for me was the Bone Armor. This might be a must to really make the Necormancer "feel right".

As far as Ults go, I wonder if not going down to the bottom of the talent trees and grabbing Bone Spirit and Revive might not be better. Bone Spirit could be kind of like Pyroblast from Kael but it might be really cool if it Bone Prisons all targets AOE to impact sight instead of doing crazy damage. That feels like it would be an awesome way to incoprorate two classic skills. Revive could be worked in that it simply brings you to maximum number of summons. It might be cool to work it that the cooldown is reduced for each summon it doesn't need to "Revive".

On Curse, to feel effective, it might need to be an AOE curse perhaps not unsimilar to the mechanics of Blizzard or Flamestrike's from a casting mechanics POV.
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