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[Hero Concept] - Mehtan, Priest of Rathma

Forum Index > Heroes of the Storm
Post a Reply
mythandier
Profile Joined January 2011
United States828 Posts
Last Edited: 2015-08-13 16:32:51
August 13 2015 14:29 GMT
#1
Hey guys, what's up? As someone who's contributed several UMS maps for SC2 and fan-made Card Sets for Hearthstone it seems only fitting that I go ahead and develop a concept for HotS as well. Being a huge fan of the Necromancer from Diablo 2 I was bummed when he wasn't included in D3 but hoped that maybe meant he'd be added in early on into HotS...Sadly, that wasn't the case.

Seeking to rectify this slight, I've created a complete concept for the Hero that hopefully keeps true to his original D2 nature. Hope you enjoy.

MEHTAN, PRIEST OF RATHMA
-----------------------------------------
Introduction

Mehtan, the Necromancer is a ranged specialist who excels at pressuring lanes by creating groups of skeletons that will follow their master until they are destroyed. His varied toolkit allows him to be built to fit a variety of situations.

Strengths

- High sustained damage

- Joining a team fight with a full contingent of skeletons serves as a major contribution with no set-up time or mana cost

- Iron Maiden provides a unique form of crowd control

- Grim Armor offers great utility as it can help protect your hero from burst damage or be used to add to your own burst damage

- Can easily capture Mercenary camps once Skeleton army is built

- Skeleton summons can be used to soak Fort/Tower ammo and provide protection from skill shots such as, but not limited to, Gravity Lapse

- Reanimate Heroic can instantly turn the tide of close Team Fight

Weaknesses

- Lacks any form of "hard" crowd control

- Very mana dependent

- Low max health; vulnerable to crowd control

- Skeletons can't be created in a team fight situation unless you contribute to a Takedown or kill a lane minion

- Relies on building momentum through creation of skeletons to reach full effectiveness

- Lacks mobility aside Bolt of the Storm at Level 20

- Reanimate heroic has no value if there is no one to "revive" or if Mehtan is focus fired down first

COMBAT TRAIT

Bone Collector

Cooldown: 5 seconds

Description: Your attacks will curse enemies for 4 seconds. Enemies that die while cursed will summon a Skeleton Warrior to guard you until it is destroyed. You may only have 3 skeletons active at a time.

Skeleton Warriors have the following stats:
Health: 160 (+25/ level)
Attack Speed: 1 / second
Attack Damage: 10 (+2 / level)

ABILITIES

Bone Spear (Q) Mana: 65

Cooldown: 10 seconds
Desciption: Deals 110 (+ 25 / level) damage to enemies in a line.

Grim Armor (W) Mana: 60

Cooldown: 10 seconds
Description: Places a rotating bone shield with 230 (+30 / level) health around your hero for 6 seconds. When shield breaks or duration expires the shield explodes in a small area around the hero dealing 120 (+ 20 / level) damage.

Reactivating the ability will immediately remove the shield and deal damage.

Iron Maiden (E) Mana: 75

Cooldown: 12 seconds
Description: Places a curse upon enemies in small area that causes them to take 25% of the damage they deal in return for 2 seconds.

Ranged *abilities* are excluded from taking feedback damage; however, ranged auto-attacks will still result feedback damage.

Example 1:
Iron Maiden is cast upon a hero who deals 200 damage per auto-attack as he is clearing minion waves. Any auto-attacks he performs during the 2 second period will deal 50 damage to himself.

Example 2:
Iron Maiden is cast upon Kael'thas just as he casts Flamestrike on 4 heroes. He takes 0 damage in return (instead of the likely instantly killing him).

HEROICS

Summon Golem Mana: 75

Cooldown: 80 seconds
Description: Summons a Blood Golem to guard you for 20 seconds. Its attacks deal 100 (+ 10/lvl) damage and heal you for 50% of each attack's damage if you are nearby.

Reanimate Mana: 100

Cooldown: 100 seconds
Description: Partially revives your team's last fallen ally at the location they died for 15 seconds or until their death timer runs out.

During this time, that player gains control of a "revived" copy of their hero with the following changes:

* The revived hero has 75% of all stats as their normal hero.

* The revived hero's cooldowns have been reset so that any non-heroic ability may be immediately utilized upon revival.

* Non-heroic abilities used by the revived hero will not effect the cooldown status of the normal hero when they return.

* If the revived hero's heroic is not on cooldown it may be used but will reset their cooldown timer as normal so that it is unavailable when they return to normal gameplay.

HERO STATS

Health: 730 (+130 / lvl)
Health Regen: 1.65 (+0.35 / lvl)

Mana: 500 (+10 / lvl)
Mana Regen: 3 (+0.1 / lvl)

Attack Speed: 1 / second
Attack Damage: 35 (+8 / lvl)

TALENTS

Level 1 Talents

1. Throw Me A Bone!
Increases the range of Bone Spear by 30%.

2. Fortified Bones
Increases the health of summoned skeletons by 25%.

3. Wrathchild
Reduces Iron Maiden's mana cost from 75 to 50.

4. Conjurer's Pursuit
Collecting Regeneration Globes permanently increases Mana Regeneration by 0.1015 per second.

Level 4 Talents

1. Teeth
Your auto-attack will now hit up to two targets at once in attack range.

2. Skeleton Mastery
Increases the maximum number of Skeletons summoned by Bone Collector from 3 to 5.

3. Bonerang
Each hero hit by Bone Spear reduces its cooldown by 2 seconds.

4. Envenom
Activate to poison an enemy hero, dealing 209.88 (29.92 / level) damage over 10 seconds.

Level 7 Talents

1. Corpse Explosion
Minions and Mercenaries that die under the effects of the Bone Collector curse explode and deal 25% of their Max Health as damage to nearby enemies.

2. Arcane Animation
Bone Collector now has a 50% chance to summon a Skeleton Mage instead of Skeleton Warrior. Skeleton Mages have slightly less health, deal slightly more damage, and are ranged.

Skeleton Mage Stats:
Health: 140 (+20 / level)
Attack Speed: 1 / second
Attack Damage: 13 (+3 / level)

3. Grim Embrace
Increases the duration of Grim Armor from 6 to 8 seconds.

4. Bone Graft
Whenever Grim Armor expires or is destroyed it heals your hero for 75 (+15 / level) health.

5. Wicker Man
Increases Iron Maiden cast radius 20%.

Level 10 Talents

1. Summon Golem
Summons a Blood Golem to guard you for 20 seconds. Its attacks deal 100 (+ 10/level) damage and heal you for 50% of each attack's damage if you are nearby.

2. Revive
Partially revives your team's last fallen ally at the location they died for 15 seconds or until their death timer runs out.

Level 13 Talents

1. Flesh and Bone
Bone Spear now also heals your Skeletons for 45 (+ 5 / level) health.

2. Bone Harvest
Your Trait may now be activated with a cooldown of 20 seconds and requires that you have at least one Skeleton minion under your command. Upon activation, one of your Skeleton minions will be sacrificed and heal you for 130 (+ 30 / level) health.

3. Grim Omen
Enemies that attack you while shielded take 25 (+5 / level) damage.

4. Decrepify
Activate to reduce an enemy hero's damage and movement speed by 50% for 4 seconds.

Level 16 Talents

1. Splinter
Enemies damaged by Bone Spear take an additional 69 (+ 9 / level) damage over 3 seconds.

2. Poison Nova
Grim Armor now causes a Poison explosion and deals an additional 92 (+12 / level) damage over 4 seconds.

3. Amplify Damage
Enemies afflicted by Iron Maiden take 25% more damage.

4. Blood for Blood
Activate to deal 10% of a target enemy Hero's Max Health and heal for twice that amount.

Level 20 Talents

1. Fire Golem
You now summon a powerful Fire Golem to guard you for 20 seconds. The Fire Golem deals 130 (+25 / level) damage, has an aura of flame that deals 12 (+2 / level) damage to nearby enemies, and explodes into a large fireball that deals 180 (+30 / level) damage to all nearby enemies when it dies. Its attacks, however, no longer heal your hero. Reactivating the Golem causes it to self destruct.

2. Death Mastery [still under consideration]
Reanimate now restores the fallen ally at the location they died with 100% of their stats and all cooldowns, including heroic, reset. The revived hero lasts 15 seconds or until their death timer expires.

3. Fury of the Storm
Every 5 seconds your next basic attack will deal an additional 29 (+9 / level) damage to the target and 44 (+24 / level) damage to all nearby Minions and Mercenaries.

4. Bolt of the Storm
Activate to teleport to a nearby location.

For the complete concept w/ some images you can check it out at the following link: http://www.heroesfire.com/hots/concept/mehtan-priest-of-rathma-1375
KrytosSR
Profile Joined August 2015
United States28 Posts
August 13 2015 19:46 GMT
#2
I like the basic concept of a minion master style hero also would love to see some D2 representation however at first read through he seems a bit OP and creates some technical difficulties of I understand the game engine right.

Lvl 4 teeth sounds way too good. Would need some stipulation of 2nd attack can only hit minions or both hit at 75% or something

Lvl 10 revive would cause problems since as far as I know hots doesn't track corpses and at death the hero disappears server side and becomes client sided rag doll since everyone can set their own levels of physics on the options menu.

Again I love the concept and some numbers would probably need tweaking here and there for balance but I see those two as major issues that need resolved
mythandier
Profile Joined January 2011
United States828 Posts
August 13 2015 20:07 GMT
#3
I was thinking the same thing about Teeth but didn't worry since there won't always be 2 targets in range. That said, I can see making both hit for less if, in fact, 2 targets are in range.

The Revive thing -- well you may be right but it could be as simple as assigning a variable that stores the x, y coordinate that HeroA died. If revived then the summon appears at that variable location.
KrytosSR
Profile Joined August 2015
United States28 Posts
August 13 2015 21:27 GMT
#4
I think its more complicated than that. Yes that could work, but there's a whole new can of worms of having to change fundamentally how death and death animations are processed. There also is then the question of how do you target it? How does it work with other after death effects, Uther with Redemption, or the new Monk one. The more I think about it, the more I have problems with the ability as a whole also. This is very much a support skill and feels out of place with the rest of his kit. I also really don't like that the ghost would have access to their heroic ability and especially don't like that they would get a CD reset with his lvl 20.

Another thought I had was about the grim armor. What if it instead exploded for variable damage based on how much of the shield was left with full damage being achieved from a fully intact shield. That would make for interesting mechanics then. Do you use it to prevent damage during an escape? Do you cast it and become a living gernade and time your charge into the middle of the team fight. Casting during teamfights would mean the enemy team would have to focus you down or suffer the AOE damage.

One last thought for now, how do the Skeleton minions behave? Do they attack the nearest enemy? Is there a tiered list like Hero -> Structure -> Minion, do they attack what you are attacking? what if you are on move command? Or does your trait have an activate-able target/recall like Rexxar/Misha? I assume that the golems would behave like the water elemental/banshees/ultralisk with their targeting.

Also, I'm not sure that Blizzard will be doing any characters from D2, everything in HotS is D3 related as that is what is on the store shelves, after all, they are a company out to make money. I think we will see characters from Overwatch before we see D2 heroes unfortunately

It's fun to dream though
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