Morgl by hawkray

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Morgl

By: hawkray
Last Updated: Dec 8, 2018
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Morgl

The Oracle

 
Morgl the Oracle is a totemic Shaman that aids his team through many means depending on which element he chooses to favor with his talent choices. He can bring mitigation, decent damage or pushing ability, mobility or even healing of both health and mana. He is an extremely versatile hero that can perform ANY task presented to him. Probably not as well as others, but he sure packs a punch in other areas even if he focuses on one. He is a small package full of surprises. TOTEMIC surprises.

NOTES:
- Besides his basic abilities, Morgl has 4 totems assigned to his 1 to 4 keys as part of his playstyle. Piano time?
- All totems have about the health of a melee minion. Sturdy, but not too hard to kill later on.
- All totem cooldowns start after they are dispelled (recasting the ability) or destroyed.
- Morgl has only ONE Heroic which can be tweaked at the Heroic Talent Tiers. Totem Golem has NO COST and 60 seconds Cooldown.

 

Combat Trait

1
Primal Fusion
Cooldown: 25 seconds
Morgl can target one of his totems in melee range to empower his next ability depending on what ELEMENT the chosen totem represents.
---
EARTH: Next Earth Shock deals 30% increased damage and also roots the target for 0.75 seconds.
FIRE: Next Lava Burst deals 100% increased damage and burns the target for 10% of their max hp over 5 seconds.
WIND: Next Forked Lightning two jolts (x2 bolts each) with 25% increased range and 10% increased damage.
WATER: Morgl's next basic ability cast is free and restores 20% of his maximum mana over 5 seconds.
GOLEM: Any basic ability cast will be empowered, and apply the WATER effect as well.

Primary Abilities

1
Q: Earth Shock
Cooldown: 6 seconds
Cost: 40 mana
Zaps a target enemy hero dealing 40 (+5% per level) damage and silencing them for 1 second.
2
W: Lava Burst
Cooldown: 12 seconds
Cost: 60 mana
Morgl blasts a cone in front dealing 180 (+4% per level) damage.
3
E: Forked Lightning
Cooldown: 7 seconds
Cost: 40 mana
Morgl unleashes a jolt upwards that splits into two lightning bolts, hitting two nearby different targets and prioritizing the nearest enemy heroes with lowest health. Each bolt deals 134 (+4% per level) damage.

Secondary Abilities

1
1: Stoneskin Totem
Cooldown: 8 seconds
Cast Range: Short
Morgl places a Stoneskin Totem on a target location which decreases the amount of damage taken by allied units by 5% (+0.4% per level) for up to 10 seconds. Represents EARTH
2
2: Fire Nova Totem
Cooldown: 8 seconds
Cast Range: Very Short
Morgl places a Fire Nova Totem on a target location which deals 111 (+4% per level) damage to all nearby enemy targets every 2 seconds for up to 10 seconds. Damage against minions, mercenaries and summons increased by 30%. Represents FIRE
3
3: Windwalk Totem
Cooldown: 8 seconds
Cast Range: Long
Morgl places a Windwalk Totem on a target location which grants all allied heroes nearby immunity to slows and increases their movement speed by 10% for up to 10 seconds. Represents WIND
4
4: Healing Stream Totem
Cooldown: 16 seconds
Cast Range: Short
Morgl places a Healing Spring Totem on a target location which restores 2% of all allied units' maximum health each second for up to 8 seconds. Represents WATER

Heroic Abilities

1
INVOKE THE TOTEM GOLEM
 
Cooldown: 80 seconds
Requires all four Totems to be in the field.
 

Destroy and combine all four totems into a Totem Golem which casts a basic Forked Lightning every 6 seconds.

The Golem has:
- 2200 (+3% per level) health,
- 224 damage per basic attack,
- ALL the auras of the totems consumed and can be moved by using this ability.

Lasts for up to 24 seconds and can be dispelled 12 seconds into its duration.

Morgl can't cast new totems while TOTEM GOLEM is active and for 8 additional seconds after it's destroyed
 

Special Mount

1
Tidal Ride!
Morgl's default mount is him riding a cloud of bubbles.

Tier 1 Talents

Earth Attunement: Increase Earth Shock's damage by 10% and silence for 0.5 seconds longer. Stoneskin Totem has 50% more health.
Fire Attunement: Increase Lava Burst's range by 20% and width by 10%. Fire Nova Totem deals 50% increased damage to non-hero units.
Wind Attunement: Increase Forked Lightning's damage by 25%. Windwalk Totem also halves the duration of rooting effects on allies.
Water Attunement: Increases Morgl's health and mana regeneration by 50% when out of combat. Healing Stream Totem heals for 3% each wave instead.

TIER 2 TALENTS

Totemic Might: Primal Fusion grants the totem 100% increased health and adds 8 additional seconds to its duration. (Also affects Totem Golem)
Totemic Feedback: Primal Fusion grants Morgl 40% increased movement speed for 2 seconds.
Totemic Spirits: Primal Fusion can be cast from afar and has 10 seconds decreased cooldown.

Tier 3 TALENTS

Stoneskin Mastery: Increases Stoneskin Totem's damage reduction by 100% for the first second.
Fire Nova Mastery: Increases Fire Nova Totem's damage by 10% each wave, up to 50%.
Windwalk Mastery: Increases Windwalk Totem's movement speed bonus to 40% for the first second.
Healing Stream Mastery: Healing Stream Totem also restores 1% maximum mana each second.

Tier 4 Talents (HEROIC)

Totem Colossus: Increases Totem Golem's health by 50% and duration to 32 seconds. All totemic auras reach 10% further.
Totem Crusher: Increases Totem Golem's movement speed by 15%, attack speed by 25%, and damage dealt to structures by 40%.

TIER 5 TALENTS

Specialized Earth Shock: Grants 50% of damage dealt as a shield that lasts until destroyed. Reduces cooldown by 1 second.
Specialized Lava Burst: Increases range by 20% and marks all enemies struck with Vulnerable, increasing the damage they take by 25% for 2 seconds.
Specliazed Forked Lightning: A jolt now splits into THREE lightning bolts which also reduce all targets' attack speed by 25% for 1.5 seconds.

tier 6 talents

Mgrlgrl Totems!: All totems are summoned with a Murloc Carrier. Totem Murlocs follow Morgl while trying to maintain the same distance.
Cloak of Tides: Morgl gains Stealth after not being in combat for 3 seconds.
Protective Bubble: When Morgl reaches below 15% maximum health he will gain Invulnerable and 25% movement speed for 3 seconds. 40 seconds cooldown.

tier 7 talents

Colossus of the Depths: Totem Golem becomes 20% larger, moves 10% faster, deals 20% increased damage to heroes and fires Forked Lightning twice as often.
Totemic Slam: Morgl can use his fifth key to summon ALL totems at once in a circle with 50% increased effects, and enter only 4 seconds cooldown when destroyed.
Tidal Rider: Morgl is constantly mounted at 20% speed and will grant all nearby allies 5% of their maximum mana every 2 seconds.
Reclaim the Shores: Fire Nova Totem deals 100% bonus damage to structures and instantly executes minions. Morgl's basic attacks destroy 2 ammo each.

Changelog

v2.0 - Revamped the descriptions and formatting, as well as some minor number tweaks.

v1.9 - Totemic Slam *REWORK: Now creates a circle of stronger totems that when destroyed, enter a very short cooldown.
Totems reworked, now instead of having 8 seconds cooldown, they have 12 seconds if destroyed, but if Morgl recasts the totem after 3 seconds, the cooldown is halved.

v1.8 - Fixed tooltips

v1.7 - Descriptions and text even easier on the eye. Too easy at this point. (what does that even mean)

v1.6 - Cloak of Tides now only needs 3 seconds to activate stealth, down from 3.5 seconds.
Reclaim the Land now deals 100% bonus damage to structures, down from 175%. (!)

v1.5 - Increased Fire Nova Totem damage by 1% per level.
Mgrlrl Totems! now also grants 10% increased health to totems.
Reclaim the Land now deals 175% bonus damage to structures, up from 150%.
Totemic Slam now increases totem health by 75%, up from 50%.

v1.4 - Protective Bubble tooltip changed.
Colossus of the Depths now increases size by 20%, down from 25%. Increases Golem movement speed by 10%. No longer doubles Golem Forked Lightning distance.

v1.31 - Added New formatting style more in line with my newer concepts!
v1.3- Fixed wording, made layout easier to read and more pleasant for the eye.

v1.2 - Earth Shock silence duration reduced from 1.5 seconds to 1 second.
Primal Fusion Earth Shock root duration tweaked to 0.75 seconds from 1 second.
Specialized Earth Shock no longer halves cooldown. Instead it reduces the cooldown by 2 seconds.
Totemic Crusher bonus damage to structures reduced from 50% to 40%.
Specialized Forked Lightning effect changed from 15% attack speed slow for 2 seconds to 25% for 1.5 seconds.


v1.1 - Healing Stream Totem healing changed from 3.5% to 2%.
Water Attunement Healing Stream Totem buff changed from 5% to 3.5%.
Totemic Crusher Tier 7 Talent Movement Speed changed from 25% to 15%.
Fixed some text

v1.0 - Released!

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1
[-]
MarcusHunter | January 20, 2018 3:59pm
Men, as a elmenetal chammy this hype me so far. Ur doing great! Keep going :D
1
[-]
ZeppelinKing | June 5, 2017 5:55am
Amazing concept! 10/10 would main
1
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GeorgeGaming (3) | November 30, 2016 10:12am
This is a great concept! Her's a build "Deconstructer" (focuses on destroying buildings.)

Lvl 1: Fire Attunement
Lvl 4: Totemic Might
Lvl 7: Fire Nova Mastery
Lvl 10: Totem Crusher
Lvl 13: Specilized Lava Burst
Lvl 16: Protective Bubble
Lvl 20: Reclaim the Land
1
[-]
dsollen (3) | September 2, 2016 4:40pm
I like this very much. I think that it may need a bit of play-testing though to ensure it's balanced, I feel like he may have a bit too much utility for someone capable of doing damage, but I'm not really certain. Still, conceptually sound and numbers could be tweaked if his power was out of line.

One thing I'd add is that it seems like you may want to put a short cooldown on all his totems when he places one down, so he can't spam four totems just by hitting 1, 2, 3, 4 as fast as he can. You may have already been presuming the cooldown actually, since that's how they do it in WoW, but it's not spelled out.

I might also consider giving the totems slightly shorter reuse times, but adding a longer cooldown if they are destroyed, to make destroying his totems a clear counter technique when fighting him while allowing him to be a little more mobile. Or possible adding a mana cost to the totems but lower cooldowns so he can choose to move around more at the expense of draining his mana quickly.

It also seems like the mana-regen from water specialization at level one is too much. Either he will always run out of mana without it or it's so powerful that he never runs out of mana with it. By itself that wouldn't be a problem, but that means it may very well be a dps choice by allowing him to cast more often, meaning choosing to specialize in water can boost damage as much as the other specialties while also giving a nice healing potential.

Finally I'd consider a talent that allows summoning a stronger version of the totems but with shorter duration, either one that affects all totems or one that gives a toggleable ability which will allow casting any totem even if it's on cooldown and make that one totem stronger, just to give some more versatility, particularly in cases where the enemy has lots of AOES. In fact a simple talent to lower damage totems take from AOE early in his talent tree would be a good idea, an AOE heavy champ seems like a very hard counter right now and so having a talent to deal with them would help.

A talent, or even a series of talents, to boost his melee power (and tankiness) may also be welcome if he doesn't want to focus on any particular totem. at level 1 one of those "increase attack power for each enemy killed" standard talents. Maybe an earth shield talent around tier 3 that gives him a self shield that explodes when destroyed (or time runs out) to do some damage to nearby enemies, and a talent named after one of the shaman weapon buffs (forget which is which now) which empowers the next AA against a hero every X seconds, cooldown reduced for every AA landed. That would give a decent selection to represent the enhancment shamman, and gives him some much needed survivability talent option for a magic/support/specialist who can't be innately tanky for balance reasons and yet is forced to the frontline by melee attack range and need to use his trait.
1
[-]
hawkray (22) | September 16, 2016 10:29pm
I really appreciate well thought comments like these. Thank you!

I agree with the totem mechanic. I've changed how they work in the starting notes, but pretty much now their cooldown is 12 seconds after destroyed, but if after 3 seconds they are still alive, Morgl can recast the ability to recall the totem and start the cooldown at halved duration. This should encourage smart positioning with the totems, and punishes him severely for getting them killed. 12 seconds means he can't place more than 1 (or 2 in long teamfights).

I kind of intentionally placed the mana regen so his healer Attunement would be very sustainable. It's a way to make Morgl have a choice - either become really hard to push out of lane, or pick up more damage. Some may say infinite mana is op, but that only shows around mid game. Early, getting pushed out of lane or having to back up costs a lot less than late game, which is a fair trade if Morgl deems it necessary to stay around more vs dealing more damage. I might reduce his mana regen from 50% to around 35% or 40% though, it still sounds quite good.

I have reworked Totemic Slam so it fits that description of Stronger but weaker totems! Now it serves a better purpose :D

About a tanky Morgl, I'll have to see how I implement that. I think I'll tweak some talents from the Earth Tree and see how it looks. About Questing talents and the shield, both could be, but I'm not keen on questing talents, a personal choice.
I would avoid representing enh shammy because of Thrall and to some extent Rehgar, but being tanky is definitely an option.
2
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Who_You_Expect (2) | August 5, 2016 11:37pm
While I am a personal fan of Nobundo for Elemental Shaman, I must say, this is a very neat concept, and certainly very interesting. The only concern I have is that unless the Healing Stream Totem dies to a stray Abathur attack, it might be a bit broken, especially on a Specialist, not a Support. Perhaps maybe a bit of tuning on Protective Bubble, but, all in all, well done. I have to say I'd love to see the concept, even with my deep annoyance with Murlocs. +1 (^_^)

As for a Build, why, Lightning is always fun, so what about maybe: Wind Attunement, Totemic Spirits, Varies dependent on what you need(Likely Fire/Water buff), Totem Colossus, Specialized Forked Lightning, Protective Bubble/Cloak of Tides, and Colossus of the Depths/Totemic Slam. Overall I'd say this build is a safe build, and specializes in combat from a safe distance. Perhaps not the best build, but one I might use.
2
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hawkray (22) | August 6, 2016 12:44am
Woo! Thanks a lot for dropping by!
I appreciate the appraisal, keeps me motivated :D
Regarding Healing Stream Totem, I just revised it and you are indeed right. 5% is like x2.5 of the normal healing totem, and albeit that isn't the most picked talent, it's not completely unusable. I opted for 2% so now it feels like the normal Healing Totem Talent, but once talented for a healing build Morgl can heal for 3.5%, which is pretty decent for a specialist. Also yay murlocs!

I'll put that Lightning Build first thing tomorrow morning as well.
edit: By the way, I think your build would be the Hero Damage one! If my calculations are right, you should indeed deal more hero damage with Lightning Build rather than Fire Build. I personally would go for Protective Bubble since Forked Lightning pretty much requires you to be in the middle of the enemy team. Getting there can be easy but getting out or surviving for another round of Forked Lightning seems tricker.
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Who_You_Expect (2) | August 6, 2016 2:04am
I'm fairly certain the appraisal keeps us all motivated. (^_^)

And, I seem to have misjudged the Lightning range! Well, this certainly makes a few minor changes to what I think I'd suggest; Namely always the Fire Buff at Level 7/Tier 3, with a bit of a heavier preference towards Colossus of the Depths. I look forward to what other builds people suggest. Although, now that I look at it, I worry that an Earth Shock build is rather overpowered; that's 2/3 seconds that people are spending silenced, making it quite ridiculous if you can keep near a Mage.
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[-]
Cooler39140 | August 4, 2016 11:23am
What a nice concept! I must say I'm impressed, actually. Good job!
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hawkray (22) | August 5, 2016 10:48pm
Thank you very much!
By the way I just saw your Iron Juggernaut concept, nice work. Laughed at the random Gnar popping up!
I'll leave a couple comments over there
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