Tyrael Rework by StarBlast2552

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Tyrael Rework

By: StarBlast2552
Last Updated: Jan 15, 2018
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Tyrael Rework

ARCHANGEL OF JUSTICE

HEALTH 2,296 (+4.0%)
REGEN 4.78 (+4.0%)
MANA 490 (+10)
REGEN 2.90 (+0.098)
ATK SPEED 1.25 PER SECOND
DAMAGE 78 (+4.0%)

Motivation: Firstly I tried to define which role fits best to Tyrael's design.

I imagine him to be a bruiser with high mobility, good damage (80% of Sonya's damage) and strong team fight abilities.

To balance these strenghts, I stressed 3 main weaknesses in my rework:

1) Mana Hungry which is fine becouse it forces players to use abilities properly. However level 7 talents focuses on refounding mana in 3 different ways if the abilities are correctly timed.

2) Poor solo laning: he has low sustain and he cannot spam abilities to clear waves. Moreover there are only 2/3 talents to help him improve a bit his laning phase.

3) No hard CC effects (judgment has been changed) but some slowing talents.

I converted Holy Ground from a talent to a mission stackable by using Smite (NOT ELDRUINS MIGHT).
Forcing people to hit targets with El'Druins'Might to stack a mission would have driven players to adopt a boring playstyle where they just throw the ability from a safe poke range and play passively to avoid to die and loose stacks.

I also changed the trait: if you attack the Archangel of Justice you are basically breaking the law so you will have to pay with some of your life as retaliation. However players will have to actively use the trait to get an advantage. So the basic idea under the old trait is preserved but implemented in a ability you can use while you are alive and also that synergizes well with Righteousness.

Angel Rage Ability animation will be the old Archangel's Wrath animation.

Level4 talens (damage) are balanced to give you 3 different kind of damage: Aoe Burst damage / Single target burst damage/ Aoe over time damage.

Combat Trait

1
RETALIATION
Cooldown 14 seconds.

Activate: Next basic ability dealt to Tyrael heals him by 125% of the damage and deflect 25% of the damage to the attacker hero. Lasts 0,5 seconds.

Primary Abilities

1
El'druin's Might
Mana: 50 Cooldown: 12 seconds

Deals 110 (+4% per level) damage to enemies within target area.
Reactivating will teleport Tyrael to the blade.

El'druin's Might NO LONGER slows enemies by 25% for 2.5 seconds
2
RIGHTEOUSNESS
Mana: 60 >> 50 Cooldown: 10 >> 9 seconds

Shields Tyrael for 336 (+4% per level) damage and nearby allies for 135 (+4% per level) damage for 4 seconds.
3
SMITE
Mana: 45 >> 60 Cooldown: 6 seconds

Rake target area for 144 (+4% per level) damage.
Allies moving through the targeted area gain 25% increased Movement Speed for 2 seconds.

QUEST(!):
Hit 50 Heroes with Smite. Half Stacks are lost on death.
Reward: HOLY GROUND: Create a ring that blocks enemies from entering the area teleported to using El'druin's Might.

Secondary Abilities

1
ANGELIC RAGE
Cooldown: 40 seconds.

Passive: deal 17 (+4% per level) damage per second to nearby enemies. Activate to slightly increase the area of effect and double the damage against slowed heroes. Lasts 10 seconds.



((Archangel’s Wrath animation will be visibile while Angelic Rage is activated. Same area of effect.))
2
NULLIFICATION SHIELD
Cooldown: 40 seconds

Activate to gain 60 Spell Armor for 5 seconds.

Heroic Abilities

1
JUDGEMENT
Mana:80 Cooldown: 70 seconds

After 0.75 seconds, charge an enemy Hero dealing 200 (+4% per level) damage and slowing them by 80% decaying over 3 seconds. Nearby enemies are knocked away and are slowed by 25% for 3 second.


((Now knockback area of effect is comparable to Li Ming's Force of Will ))
2
SANCTIFICATION
Mana: 75 Cooldown: 100 seconds

After 0.5 seconds create a field of holy energy that makes allied Heroes Invulnerable.
Lasts 3 seconds.

Your Chapter Title

TALENTS

TIER 1 LEVEL 1 MOBILITY

SWIFT RETRIBUTION: Increases Smite's Movement Speed by 10% and duration by 1 second. MOVED FROM LEVEL 4

HORADRIC REFORGING: If El'druin's Might hits an enemy, its cooldown is reduced by 5 seconds. MOVED FROM LEVEL 4

DIVINE LAW: Basic Attacks slows enemy heroes by 10% stacking up to 40%. Lasts 2 seconds. Basic attacks renew the effect.


TIER 2 LEVEL 4 DAMAGE

RECIPROCATE: When Righteousness expires, it explodes for 230 (+4% per level) damage in a small area around Tyrael. MOVED FROM LEVEL 7

PURGE EVIL: Smite deals 30% more damage for each enemy hero hit. MOVED FROM LEVEL 1

ANGELIC RAGE: Passive: deal 17 (+4% per level) damage per second to nearby enemies. Activate to double the damage against slowed heroes. Lasts 10 seconds.


TIER 3 LEVEL 7 MANA REGENERATION

DRAINING SMITE: Smite refounds 25 mana for each enemy hero hit.

HEAVENLY LINK: Whenever a shield generated by Righteousness is destroyed Tyrael restores 40 mana.

ANGELIC MOMENTUM: Basic Attacks reduce Tyrael's Basic Abilities Cooldown by 0.6s. Basic attacks against enemy heroes restores 10 mana




TIER 4 LEVEL 13 DEFENSIVE


ANGELIC ASORPTION: Enemies that attack Tyrael while shielded grant 270 (+4% per level) Health over 6 seconds.

HOLY PROTECTOR: Righteousness Shield grants 25 magic armour over 3 seconds to the nearest allied hero.

SALVATION: Each allied Hero that is affected by Righteousness increases Tyrael's Shield amount by 45%



TIER 5 LEVEL 16 DEBUFFS


CREEPLING SMITE: Smite reduces enemy ranged heroes' basic attack range by 1.5 for 2 seconds

BLINDING SMITE: Smite blinds enemy heroes for 2 seconds


LIGHTENING SMITE: Smite reduces spell power by 25% over 2 seconds


BLADE OF JUSTICE: El'Druins'Might slows enemies by 30% for 2 seconds. Reactivating the ability renew the effect.




TIER 6 LEVEL 20

ANGEL OF JUSTICE: Increases the knockback range of Judgment by 30%, and reduces the cooldown by 40 seconds.

HOLY ARENA: Increases duration of Sanctification by 1 second and increases the damage of allies by 25%.

NULLIFICATION SHIELD: Activate to gain 60 Spell Armor for 5 seconds.

DIVINE IMPOSITION: Enemy heroes hit by ElDruins Might have their armor reduces by 25 % over 2 seconds

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HiperionBR (1) | January 15, 2018 3:21pm
Oh boy, this is going to take time.

Lets start with the trait. Not a bad one, Blizzard wants to make him a good anti mage and this is an step on the right direction, it gives him good sustain and damage while staiyng true to the caracter and requiring good skill to use it.

Now for his Q, why did you removed the slow while not buffing the ability? If you remove an aspect of an balanced ability you need to give some thing back to compesate it. Without the slow, why should I use this ability for anything besides mobility? The damage is not that high and its mana cost still prety big. If you want this ability to be primarily a mobility skill, thats fine, but at least decrease the mana cost of Q by 10.

The changes for his W are good, nothing to add here.

But the E changes are another story. He is already mana hungry, increasing it s mana cost makes even worst and also makes the W changes almost pointless as he spend 5 more mana now. And then there is the quest, I don't see a problem with the Holy Ground quest by itself but with the a 60 mana cost this start to become a problem. In the perfect world you will be able to complet this quest with 10 casts of Smite, and if you are able to do it you will spend 600 mana total, which is absurd. And this is with you hiting 5 heroes with a single cast, you will hit 1-2 heroes most of the time, 3 if you're lucky, AND with him casting only E. This change whould incentivise you spam E like crazy and not use your other abilities so that you can complete the quest faster. Quests should reward a player, not force him into something, look at Ana's Piercing Darts, its an awful quest, why? Because it incentivies the player to spam Sleep Dart without any thought, and this is an talent, an optional quest. This quest is in his base kit, which means that you NEED to spam E while not using other abilities to complete the quest faster. If you want the quest, you should decrase the mana cost of his E to at least 50.

And now about Judgment, removing the stun is not the way to go, not that this version is bad but Sanctification is realy good, if you want Judgment to compete with it you need to give it a prety good buff or change Sanctification so that it isn't a must pick. The symplest of actions can do wonders, look at Zeratul, they where able to make a heroic that is able to compete with Void Prison without any overcomplicated shenanigans.

And at last, talents. Tier 1 is good, noting to add here. Tier 2, not a fan of Angelic Rage, he doesn't have a baseline slow now, wich makes the damage increase a little bit pointless and forces you to pick either Judgment or Blade of Justice. Tier 3 is the one I don't like the most, as Heavenly Link is too good to pass, as its the one that does the job better, specialy in lane, see someone going to wave clear? W and get 280 mana. And if you stay with your team in team fights you can get 200 mana per cast, as giving the shields for allies is easier then auto attacking or hitting E. Also I'm also not a fan of mana regen tiers. 4 is heroics. As tier 5, Holy Protector is not a good anti spell talent, as it decay, also it doesn't help Tyrael. Tier 6, well, it is a good talent tree, but I feel like the blind is out of place, he is suposed to be good against mage not AA heroes, but that just me, and the spell power reduction? Don't make it decay over time. And for tier 7, I like this talents, and they all seem viable, good job.

All in all, you have some interesting ideas(Like the trait and the quest on E instead of Q), but I feel they are being held back by some weird design decisions(Like the high mana costs or the decaying armor).
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