Ul'dros (Tuning in the works) by Boar

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Ul'dros (Tuning in the works)

By: Boar
Last Updated: Jun 11, 2016
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Ul'dros (Tuning in the works)

Tier 1 Talents

Path of The Far Seer (Trait)
Chooses the path of the Far Seer, a powerful support, granting you Water Shield, Great Tide Totem, and Tidal Wave.

Path of The Stormhammer (Trait)
Chooses the path of the Stormhammer, a powerful melee assassin, granting you Stormstrike, Lava Burst, and Primal Blow. You generate 8 mana with each basic attack.

Path of The Earthwarder (Trait)
Chooses the path of the Earthwarder, a hardy warrior, granting you Earthen Bulwark. Uses the Earthen Fury resource generated through taking and dealing damage.

Tier 2 Talents

Flame Shock (W2)
Lava Burst no longer deals damage instantly, but deals 250% increased damage over time.
Grand Tides (W1)
Increases the health regeneration granted by Great Tide Totem to 10%.
Unleash Lava (W3)
Unleash Earth increases damage done by allies by 15%, but you no longer benefit from the damage increase.
Elemental Blast (Active)
100 mana / 35 Earthen Fury

Tier 3 Talents

Lava Lash (Passive)
Basic attacks cleave for 50% of their damage.

Great Storms (E1, Q2, W3)
Damage dealt by Stormstrike, Tidal Wave, and over Unleash Earth's duration is dealt as damage around you.

Primal Strikes (Passive, E2)
Primal Blow and basic attacks have a 15% chance to deal an additional 122 (+4% per level) damage.

Ult's

See Heroic Abilities

Tier 5 Talents

Elemental Mastery (Passive)
Reduces the cost of all abilities by 10%, and increases resource regeneration by 25%.

Totemic Mastery (W1, E3)
Increases the duration of Great Tide Totem and Rockbiter Totem by 2, and reduces their cooldown by 2.

Devastation (W2)
Increases Lava Burst's damage against non-heroic enemies by 500%.

Tier 6 Talents

Unleash Lava (W3)
Every third use of Unleash Earth allows you to use the Lava Burst ability free of cost.

Unleash Wind (Q2)
Every third use of Stormstrike causes your next Stormstrike to hit 3 additional times for 50% less damage.

Unleash Water (Q1)
Every third use of Water Shield increases the duration of your next Water Shield by 100% and will not trigger a cooldown.

Unleash Elements (Passive)
Killing enemy heroes deals that killing blow's damage to all enemies near you. Can only occur once per 15 seconds.

Tier 7 Talents

Elemental Guidance (R1)
The cooldown reduction of Ancestral Guidance is increased to 3 seconds.

Elemental Renewal (R2)
Ancestral Renewal now only doubles the Death Timer bonus.

Blessing of The Elements (Passive)
Allows you to chose an additional elemental path, which can be activated with the D key. You will have a separate set of talents, besides heroics for each path.

Wrath of The Elements (Passive)
Casting an ability increases attack damage, health, and healing done by 1% for 60 seconds. This stacks up 100 times.

Author's Notes

I know that it is overpowered and overtuned, but this is not my complete concept, and I made this just as an idea. I am currently working on reducing the numbers and making this character less overpowered. Thanks for any feedback given. :D The majority of the talents are placeholders, as well as The Ancestral Renewal ultimate, hence why it was so overpowered. I am going to be greatly nerfing this character and redoing the talents, while keeping a select few which I like. Ancestral Link is also a placeholder, but I am going to let others view the concept of this ability.

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Who_You_Expect (2) | June 10, 2016 3:58am
These numbers are a bit overtuned. And by a bit, let's go with the Earthwarder HP increase:
With how you have it set up, the HP is either 6247.5(Jesus christ that's more than Cho'Gall by like double), or 4462.5(Which is still more than Cho'Gall I'm pretty sure.). I'd say have it increased to ~2677.5, which is average warrior health.
The Far Seer abilities are mostly fine, although Great Tide Totem seems rather powerful.
The Stormhammer abilities seem overtuned a bit, except the Primal Blow.
The Earthwarder abilities are.. Incredibly powerful.
For a grand total of 125 Earthen Fury, you are so immune to damage, you're 35% extra immune. The first ability is overpowered, with a possible 80% damage reduction for a mere 50 resource. The second ability seems alright, although extra base damage reduction doesn't seem needed. And the third ability is also incredibly powerful, probably overpowered. 30% damage increase to nearby allies and you take 10% reduced damage per ally affected. In the end, if you hit all four allies, not only are you probably going to kill them effortlessly, but on top of that there's a warrior in their face that's immune to damage.
Now while that is a massive cost, and a long cooldown, Ancestral Renewal is also overpowered. You can teamfight, and so long as you don't die, and at least a couple of them die, you can just press [R] and bring everyone back. Sure, they still get the experience, but you then proceed to dominate them at an objective, which usually means more.

Now, if I've come across as an *******, I'm sorry. However, I was interested in the concept and wanted to give feedback. I hope you take what I've said into consideration. (^_^)
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