Rook, He, and Sun Rework In Progress by Vynadrian

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Rook, He, and Sun Rework In Progress

By: Vynadrian
Last Updated: Sep 18, 2015
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Rook, He, and Sun Rework In Progress

The Fallen Protectors

I know we already have the Pandaren and Monks covered in Heroes of the Storm with Chen Stormstout and Lili, however he are lacking in all things Sha/Old God related and I decided to try my hand at The Fallen Protectors to try and make a Hero Concept different enough from The Lost Vikings but still in that sort of Area.

Basically how they will work will be similar to TLV (The Lost Vikings) where the Player has Active Control of only one Protector with control over just their Basic Abilities. You can use Active 1, 2 and 3 to switch between Rook, He, and Sun respectively.

Like The Lost Vikings, The Fallen Protectors have varying Health Pools and unlike The Lost Vikings they have varying Mana Pools and they also have a Multitude of Extremely Mana Intensive Basic Abilities. Since each Protector has his/her own Mana Pool, shared Abilities (i.e. Heroics) will consume their Mana from the Currently Active Protector.


While Passive the Protector's will not Use any Abilities and take 20% less Damage from all Sources.


Since TFP would be such a Mana intensive Hero I am considering doing one of three things, reducing Mana Cost significantly on all Abilities, increasing the Max Mana Pool substantially, or removing Resources all together (I am frowning on this as it would clash with Jastor Gallywix by kid-karma.

I am considering the removal of "Extra" Basic Abilities such as Dark Meditation, Sha Blast and Vengeful Strikes and possibly making similar variants of these Abilities as Talents. Opinions are appreciated.

Combat Trait

1
Bond of the Golden Lotus
If Rook, He, or Sun drop to 1% Health they will Kneel for 5 seconds and if at least 1 other Protector is Alive all Protector's will be healed for 20% of their Max Health. This Effect has a 30 second Cooldown.

Primary Abilities

1
Clash [Rook's Q]
Rook's [E]:
Mana: 45.
Cooldown: 12 seconds.
Rook Stonetoe clashes against an enemy, charging each other and meeting halfway. Rook deals 36 (+8/level) damage and stuns the target for 0.5 seconds. Both are Unstoppable during the Charge.
2
Mark of Anguish [He's W]
He's [Q]:
Mana: 45.
Cooldown: 12 seconds.
Lasts 8 seconds.
Target an Enemy Hero, Minion, or Structure to emit Sha Energy to nearby Allies dealing 9 (+7/level) every second. The primary target does not take emitted damage but is vulnerable taking 20% more damage from all sources. Damage affects the Allies of the target.
3
Sha Mist [Sun's E]
Mana: 18/second.
Cooldown: 8.
Sun Channels Sha Energy to an allied Hero healing them for 24 (+4/level) every second for 5 seconds.

Secondary Abilities

1
Rook Stonetoe
[Health]: 750 (+140level).
[Mana]: 500 (+10/level).
2
He Softfoot
[Health]: 680 (+120/level).
[Mana]: 525 (+15/level).
3
Sun Tenderheart
[Health]: 600 (+110/level).
[Mana]: 550 (+20/level).

Heroic Abilities

1
Corruption Chain
Mana: 120.
Cooldown: 60 seconds.
Lasts 8 seconds or until broken.
Target an Enemy Hero to apply a Chain to them that will automatically Chain them to their nearest Ally and pulling them together. The Chain deals damage to both Heroes that increases the closer they are and dissipates the further. The Link will eventually Break over Distance.
2
3
Dark Meditation
Sun places a Shield over an area the size of The Butcher's Blast Furnace that Heals allies for 26 (+10/level) every second and reduce the damage they take within the Shield by 20%.
Duration: 8 seconds.
Cooldown: 20 seconds.
Mana: 75.
4

Special Mount

1
The Dread Expanse
Cooldown: 45 seconds.
For 4 seconds, the color in the world fades and The Fallen Protectors roam The Dread Expanse with 30% increased movement speed. Enemies cannot see The Fallen Protectors.

Tier 1 - Level 1:


1. Swelling Pride [He]: If applied to a Structure, Mark of Anguish destroys 3 Ammo per second.


2. Seethe [Sun]: Sun now emits Sha Energy, healing allies for 9 (+7/level) and dealing 6 (+4/level) to enemies.


3. Saurok Hide [Rook]: Rook is Unstoppable for 2 seconds following Clash.


4. Mana Tea [Active]: Activate to Restore 30% of Mana and 10% of Health to each Protector over 3 seconds.

Tier 2 - Level 4:


1. Fists of Fury [Rook]: Every 3rd consecutive Basic Attack against the same target will Stun them for 0.5 seconds.

2. Growing Fear [He]: The damage emitted by Mark of Anguish deals 100% increased damage to non-heroic targets.

3. Eternal Darkness [Sun]: Meditation Spike no longer holds charges but deals 100% increased damage.

4. Iron Gut [Passive]: 30% of the damage taken by Sun and He is redirected to Rook.

Tier 3 - Level 7:


1. Strong of Back [Rook]: The Cooldown of Corrupted Brew is reduced by 1 second for each Enemy Hero struck.

2. Drunken Master [Rook]: Once Clash ends, Rook casts Corruption Kick.
Rook Stonetoe spins rapidly in a circle dealing 44 (+10/level) damage every second for 4 seconds. Rook can move during the cast.
3. Strong like Ox [Rook]: Rook takes 50% less damage while Clashing.

4. Sacred Bond [Trait]: Bond of the Golden Lotus may be Activated to instantly Heal all Protectors for 30% of their Max Health.

5. Sha Gift [He]: 15% of the damage done by Mark of Anguish is restored as health to the Protectors. The Amount Healed is split between them.

Tier 4 - Level 10:


1. Corruption Chains [Heroic]:
Mana: 120.
Cooldown: 60 seconds.
Lasts 8 seconds or until broken.
Target an Enemy Hero to apply a Chain to them that will automatically Chain them to their nearest Ally and pulling them together. The Chain deals damage to both Heroes that increases the closer they are and dissipates the further. The Link will eventually Break over Distance.

2. 

Tier 5 - Level 13:

1. Dizzying Haze [He]: Corruption Kick now makes He unstoppable and lasts 2 seconds longer.

2. Despair [Sun]: Dark Meditation may now be placed at a targeted location.

3. Tiger-Like Reflexes [He]: Taking Basic Ability Damage increases He's Basic Attack speed by 2% stacking to 60%. This bonus will rapidly decay over 5 seconds if no damage is taken in 5 seconds.

4. Debilitation [He]: Mark of Anguish now slows the Target by 60% decaying over 8 seconds.

Tier 6 - Level 16:


1. Fueled by Anger [Passive]: Rook, He, and Sun's Basic Attacks deal 60% increased damage if the target is slowed, rooted or stunned.

2. Shrug Off [Rook]: Stuns, slows, Root, Polymorph's and Silences have their durations reduced by 50% against Rook.

3. Fire with Fire [He]: When He is struck by a Stun, slow, Root, Polymorph or Silence he will become Unstoppable for 1 second and repel the effect to the caster.
Cooldown: 30 seconds.


4. Mana-Stasis [Sun]: When Sun is targeted by a Stun, Slow, Root, Polymorph or Silence 120 Mana is Restored to Sun over 2 seconds.

5. The Cold Dark [Trait]: The Dread Expanse will apply a Shield to Each Protector equal to 100% of their own Max Health that lasts for 4 seconds after Dread Expanse ends.

Tier 7 - Level 20:

1.

2.

3.

4.

5.

Addendum

Feedback, criticism and Opinions are not only welcomed but encouraged as they help me make a Better Hero for the Community (assuming the Community wants this Hero). I have seen a TLV inspired Hero from kid-karma called The P.U.G. and it looks pretty awesome and I would love it if Blizzard added kid's concept or at least humored the Idea.


Anyways, thanks for taking the time to read my Concept of The Fallen Protectors.

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1
[-]
Vynadrian (2) | July 29, 2015 7:46am
Siperos wrote:

Perhaps. But at least Illidan and the Lost Vikings don't have almost 10 Basic Abilities. This is almost like Invoker from Dota 2 with three different elements that gives him, what, 12 different spells? This hero is just ridiculous compared to the other heroes in the game.


Yes, I understand that keeping track of 9 Abilities is complicated. I feel the Ability Vengeful Strike could be easily made a talent, while Meditation Spike and Sha Blast feel too much like filler abilites so I will remove those three.
1
[-]
Siperos (9) | July 29, 2015 5:02am
Vynadrian wrote:

That is true, Heroes is very casual and in my experience a casual game tends to cater to all types of player's and Heroes is no different.

Me personally, I like some of the harder to play Heroes like Illidan and TLV and would like to see more like that.

Perhaps. But at least Illidan and the Lost Vikings don't have almost 10 Basic Abilities. This is almost like Invoker from Dota 2 with three different elements that gives him, what, 12 different spells? This hero is just ridiculous compared to the other heroes in the game.
1
[-]
Vynadrian (2) | July 28, 2015 11:51am
Siperos wrote:

I see one simple problem in this hero in general; it's too complicated for a simplified casual-friendly MOBA such as Heroes of the Storm. Too many abilities.


That is true, Heroes is very casual and in my experience a casual game tends to cater to all types of player's and Heroes is no different.

Me personally, I like some of the harder to play Heroes like Illidan and TLV and would like to see more like that.
1
[-]
Siperos (9) | July 28, 2015 6:37am
I see one simple problem in this hero in general; it's too complicated for a simplified casual-friendly MOBA such as Heroes of the Storm. Too many abilities.
1
[-]
UPRC (1) | July 28, 2015 5:44am
Very well thought out, I like it! Wouldn't mind seeing a hero like this.
1
[-]
Vynadrian (2) | July 24, 2015 7:11pm
I am toying with the Idea of giving each Protector a "Secondary Trair" so to speak, that only applies to them. Life for Instance, Seethe for Sun, Block for Rook and a Basic Attack Damage Dot for He. Opinions are appreciated.
1
[-]
Vynadrian (2) | July 24, 2015 4:52am
kid-karma wrote:

Really like this idea so far, I think they'd make a great hero. That is a lot of different abilities to keep track of though; maybe you'd want to reduce them to 2 per hero? Or maybe not. Complex is good too.


I was considering reducing the Hero Abilities as well. Most people will not want to deal with learning 3 sets of Abilities and switching between them.

kid-karma wrote:

I really like the trait, nice and simple. As far as the not wanting to get rid of the mana thing because it clashes with one of my hero designs... I wouldn't worry about that at all. If you feel like cooldown based abilities is the way to go then by all means, go with that. My Gallywix concept would be niche anyway. Do whatever works best for your hero!


I am glad you like the Trait, it was the core reason I picked The Fallen Protectors instead of, say, Corrupted Garrosh Hellscream for a Sha Corrupted Hero. The Mana dilemma I feel would be best with lengthy Cooldowns and no mana, however I do like your Gallywix concept and it would be nice if this Hero (being 3) would have synergies with Gallywix as he would Help with Mana in-efficiency and it would give Gallywix greater Mana Efficiency in Team Fights"

kid-karma wrote:

I think part of what would make The Fallen Protector's interesting is that yes, they're each formidable on their own, but if you give them large cooldowns it would promote toggling between them. If I'm remembering the fight correctly there was lots to do with switching who was the priority target? So you could make them simply cooldown based so the player goes "ok, I'll use up his abilities, then move over to this other one while I wait for those to cooldown".


In SoO you did switch between them because you would get each Protector to about 10% HP one at a time before nuking all three so "Bond of the Golden Lotus" did not trigger and give them all a Heal.
1
[-]
kid-karma (2) | July 23, 2015 11:11pm
Really like this idea so far, I think they'd make a great hero. That is a lot of different abilities to keep track of though; maybe you'd want to reduce them to 2 per hero? Or maybe not. Complex is good too. I really like the trait, nice and simple. As far as the not wanting to get rid of the mana thing because it clashes with one of my hero designs... I wouldn't worry about that at all. If you feel like cooldown based abilities is the way to go then by all means, go with that. My Gallywix concept would be niche anyway. Do whatever works best for your hero!

I think part of what would make The Fallen Protector's interesting is that yes, they're each formidable on their own, but if you give them large cooldowns it would promote toggling between them. If I'm remembering the fight correctly there was lots to do with switching who was the priority target? So you could make them simply cooldown based so the player goes "ok, I'll use up his abilities, then move over to this other one while I wait for those to cooldown".
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