Uther (Rework) by Goiaba

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Uther (Rework)

By: Goiaba
Last Updated: Feb 27, 2017
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Uther (Rework)

Talent Rework

Now with Paladin Flavor!

Updates


27/02/2017 - Removed the 10% Max HP bonus from Divine Storm. Bless of Sanctuary gives this effect.

26/02/2017 - Changed Divine Plea Talent.
- Renamed Blessings from Tier 3 to Hands.
- Replaced Auras from Tier 5.
- Added Blessings at Tier 6.

10/02/2017 - Added two new options for retribution aura.
- Reduced the bonus of Devotion aura to 5%.

Combat Trait

1
Eternal Devotion
Trait

Unchanged
Upon dying, become an Invulnerable spirit for up to 8 seconds. While in spirit form, you can heal allies with Flash of Light.

Primary Abilities

1
Holy Light (Q)
Mana: 80 (down from 90)
Cooldown: 10s (down from 12)

Heal an ally for 444.08 (+4% per level) Health.

Notes:
These changes are made to make its heals more in line with Rehgar/Tassadar burst heals.
Still, Holy Light must be a mana intensive skill used mostly for saving teammates. Not to be used very often nor to always be off cooldown.
2
Holy Radiance (W)
Mana: 50 (down from 65)
Cooldown: 8s (down from 12)

Heal all allies in a line for 227.76 (+4% per level) Health, dealing 166.4 (+4% per level) damage to enemies.

Notes:
Holy Radiance should be your counter wave clear and your small heal used for filling poked teammates.
Reducing its mana cost and cooldown is a way to make these effects more reliable.
If its base heal becomes too high, this value may be tweaked to make his heals in line with all other supports.
3
Hammer of Justice (E)
Mana: 20 (down from 40)
Cooldown: 8s

Deal 118.56 (+4% per level) damage and stun the target for 0.75 seconds.

Notes:
Hammer of Justice mana cost was changed for two reasons:
1- Make it reliable even while OOM.
2- Uther should get OOM less often/easily. This concept was also endorsed by the other skill changes.

Heroic Abilities

1
Divine Shield (R)
Mana: 80
Cooldown: 90s

Unchanged
Make an allied Hero Invulnerable and increase their Movement Speed by 20% for 3 seconds.
2
Divine Storm (R)
Mana: 80
Cooldown: 80s

Deal 194.48 (+4% per level) damage and stun nearby enemies for 1.75 seconds.

Passive: Maximum Health increased by 10%.

Notes:
This change is not intended to make Uther a Multi-Class Hero, but to make Uther's tankier when he choose to go for Divine Storm.
At level 20, his HP would be at 4950. A little bigger than Zarya's (4875), which is a Ranged Warrior.

Foreword

Numbers may be changed!


If you liked the concepts exposed in this article, please thumbs up!
If you disagree or want to make any comments, do it in the quick comments section, as some of your ideas may be incorporated into the Rework.

Contributors
I personally thank most of my friends for listening to my thoughts and for their comments.
In addition, I'll try to put in this section all contributors to this Rework, as people put their suggestions and I update this article.

Tier 1

Notes:
In this tier the player should choose from 3 talents designed to boost their stamina.
Choosing different talents may translate into different play styles.

Divine Plea


New
Cooldown: 60s.
Activate to grant Uther 20% of his Maximum Mana over 5 seconds.
Quest: Gathering Regeneration Globes reduces the Divine Plea cooldown by 1 second, up to 30 seconds.
Reward: After gathering 15 Globes, causes Holy Light usage to heal nearby damaged allied Heroes for 20% of the healed amount. This additional heal can not affect Uther.
Reward: After gathering 30 Globes, causes Holy Light usage to heal nearby damaged allied Heroes for 40% of the healed amount. This additional heal can not affect Uther.

Notes:
This talent is your Globe Talent. Instead of giving a passive Mana Regeneration, I opt to give Uther an energy bank to be used when a portion of his Mana is depleted.
The reward is intended to make Uther more a Team healer at later stages of the game.


Hammer of the Lightbringer


New
Basic Attacks reduce cooldown of Hammer of Justice by 0.5 second and restore 10 (up from 8) Mana pet hit.
Quest: Attacking enemy Heroes reduce cooldown of Hammer of Justice by 1 second and restore 20 Mana pet hit.
Reward: After attacking Heroes 20 times, Hammer of Justice Range is increased by 1.
Reward: After using Hammer of Justice 30 times, Hammer of Justice damage is increased by 20%.

Notes:
This talent is your gank one. The idea here is being aggressive early game rewards you in the late game.
At level 20, his Hammer of Justice would be hitting for 300, which is very strong as is, but still weaker than a well stacked Storm Bolt (that would hit for 400 at ~30 stacks).
I combined Fist of Justice with Hammer of the Lightbringer here.


Boundless Conviction


New
Increases the width and length of Holy Radiance by 40% and its damage by 75% to non-Heroes.
Quest: Hitting enemies and allies with Holy Radiance restore 5 mana, up to 50.
Reward: After hitting 90 enemies and allies, increases your Mana Regeneration by 1.5 per second.
Reward: After hitting 180 enemies and allies, increases your Mana Regeneration by an additional 1.5 per second.

Notes:
This talent is your wave clear. Using Holy Radiance as a Wave clear should be very effective.
At level 1, Holy Radiance would be hitting for 290 to minions (614 @lvl20). Its strength lies in its capability to be a free-cost wave clear. Holy Radiance also counts as a counter wave clear, since it heals your minions.
Rewarding mana reg. is intended as a late game reward to be achieved at 7mins and 14mins.

Tier 2

Burden of Guilt


Unchanged
After Hammer of Justice's stun fades, the enemy's Movement Speed is slowed by 30% for 2 seconds.

Notes:
I moved this talent from Tier 3. The concept is good and it becomes a good talent for ganking enemies.

Holy Shock


Holy Light can be used on an enemy to do 51.878% (+4% per level) of its healing amount as damage. When used this way, allies nearby your target get healed by 100% of the damage.

Notes:
Holy Shock is really cool, but I think it usually comes too late. Plus, both effects contradict themselves. If you used Holy Light to Damage, you would need to wait until it comes back to get the beneficial healing. If you use it on minions to get the + healing, you would not get the damage. With this change I think Holy Shock will do what it was intended: to be used offensively while still being used for healing.
At level 20 this talent would make an AoE 467 healing. Auriel can make up to 1107 at level 20 with full energy.

Beacon of Light


Unchanged
You heal yourself for 30% of all healing done to allied Heroes.

Notes:
The Beacon of Light talent was usually picked to make Uther able to heal allies without worrying much about his own HP. I let it unchanged here. It is used as intended and is very popular.

Tier 3

Notes:
Nowadays, this talent tier is basically Cleanse + Situations where Cleanse is bad.
Changing the Cleanse Naming and Flavor was made only for it to look more like a paladin skill.

Hand of Freedom


Unchanged effect
Cooldown: 60s
Activate to make target ally Unstoppable for 1 second. Cannot be cast on yourself.


Hand of Protection


Cooldown: 60s
Activate to shield an allied Hero for 25% (up from 15%) of their max Health for 5 seconds.

Notes:
A level 20 Diablo with 100 souls would get ~2k Shield from this talent. For most Warriors, this talent would give a 1.4k Shield.
Tassadar gives a 1.2k Shield to any hero at level 20. This talent is not intended to make you a Tassadar, but to make you able to protect your Tanks during team fights without using Holy Light and using it to fill the gaps between cooldowns.


Hand of Sacrifice


New
Cooldown: 60s
Activate to grant target Ally 50 Armor, reducing damage taken by 50% for 4 seconds. While this hand is active, all damage taken by the blessed ally is also taken to Uther, up to 50% of the Uther health.

Notes:
If your team relies on dives, this talent may be used to help your assassins survive the engage. The reduction is very significant, but at the cost of your own life!

Tier 4 (Ultimate Talents)

Divine Shield (R)


Mana: 80
Cooldown: 90s

Unchanged
Make an allied Hero Invulnerable and increase their Movement Speed by 20% for 3 seconds.

Divine Storm (R)


Mana: 80
Cooldown: 80s

Unchanged
Deal 194.48 (+4% per level) damage and stun nearby enemies for 1.75 seconds.

Tier 5

Notes:
This tier was inspired by Kharazim Spirit Allies Tier. Here you should choose which aura is more useful to your comp and agaisnt your enemy's comp.

Devotion Aura


New
Activate:
Cooldown: 45s.
Grants nearby allied Heroes 50 Physical Armor against Heroic Basic Attacks for 5 seconds.

Notes:
This is the aura to be used against auto-attack comps.

Consecration


New
Heros hit by your spell consecrates the land beneath them, causing 23.92 (+4% per level) damage to enemies who enter the area. Consecrated grounds lasts for 3 seconds.
Notes:
It basically creates a burning rage effect on everything Uther do. The damage might be significant, so it must be tested to check its effectiveness.

Defender of the Light


New
When Hammer of Justice is used, increase your armor by 25 for 3 seconds.

Tier 6

Benediction


Cooldown: 40s
Activate to reduce the Mana cost of your next Holy Light or Holy Radiance by 50 and its cooldown by 8 (Down from 10) seconds.

Notes:
The small change was made to put this talent in conformance with the skill changes. Defender of the Light would make a too strong synergy with this talent.

Blessing of Might


New
Places a blessing on a Allied Hero, increasing its Basic Attack damage by 20%. Cannot be used on Uther.
Passive: Increase Uther Basic Attack damage by 20%.

Blessing of Sanctuary


New
Places a blessing on a Allied Hero, increasing its Maximum Health by 500. Cannot be used on Uther.
Passive: Increase Uther Maximum Health by 500.

Hardened Focus


Unchanged
While above 80% life, your Basic Ability cooldowns regenerate 50% faster.

Tier 7

Bulwark of Light


Unchanged
Divine Shield lasts 2 seconds longer and its cooldown is reduced by 20 seconds.


Divine Hurricane


Unchanged
Divine Storm's radius is increased by 50% and its cooldown is reduced by 20 seconds.


Redemption


Unchanged
After Eternal Devotion ends, return to 50% of your maximum Health at your spirit's location. This effect has a 180 second cooldown.

Storm Shield


Unchanged
Activate to give all nearby allied Heroes a Shield for 20% of their max Health for 3 seconds.

Avenging Wrath


New
Cooldown: 90s
Activate to replace Holy Light with Flash of Light. Flash of Light cannot be used to heal yourself. Lasts for 8 seconds.

Notes:
Use this talent to unlock your trait without having to die for it.

Removed Talents

Blessed Champion


Doing basic attacks at mid to late game is not very usual + make you vulnerable.

Holy Fire


Update: this talent was reintroduced as an Aura.

Shrink Ray


It was your best @13 talent. With the implementation of auras + Repentance , this talent lost part of its effectiveness.

Spell Shield


It is good versus mages, but staying at front line all the time was not what Uther should be doing. The other talents within the Uther kit may make him quite sustainable.

Righteous Defense


I strong pick that I needed to remove because of the Hand of Sacrifice. With both combined Uther would be able to give someone 75% Armour alone!
Since this was too strong, I opted to remove it from all Tiers.

Epilogue

If you read up until now, you are a real Hero!


Thanks for your patience up until now.
Please give me comments and suggestions regarding each tier and numbers.
    Is there a way to put some of the removed talents back to the Rework? How?
    Is there any number that you didn't like? How would you change it?

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1
[-]
Neptune45 (1) | February 27, 2017 4:21pm
You took all his basic ability talents and rolled them into quests and then gave him a bunch of Auras. I don't know if you realize that you basically can't talent into your abilities, just add new ones.
1
[-]
Vic1ouS (1) | February 10, 2017 2:16am
Not much of a fan of Thorns aura tbh nor any Thorns-based i.e. damage-return to the attacker type of ability especially not as a passive TBH. The rest might seem fine (I guess) and some things are wayyy situational like "Blessing of Mercy" TBH
1
[-]
Goiaba | February 10, 2017 6:24am
Thanks for the comment.
I know. This is one of the reasons to have two options for both talent tiers. If we choose to go with the Mercy, then I suggest not include the Sacrifice and vice-versa. I'll edit the text to make it more coherent.
In addition, BoS and Thorns aura are adding some new mechanics to the game. Thorns might be too OP. Only testing would tell.
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