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[HotS Hero Competition]Executor.Artanis


NoWaterJustIce
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7SbpLtI.png

 

Changelog:

 

12/14/2012

- Hero creation began

11/14/2013

- Started formatting and readjusting for HotS hero competition.

12/09/2013

- Cloaking Field radius reduced from 10 to 4.

- changed the wait time to a channel time for Mass Recall and an animation

 

 

 

 

 

 

 

TAR1AKX9HA6J1361843030318.jpg

Name: Executor.Artanis

Portrait: High Templar

Unit Base: Mothership Core

Role: Int Support caster

Alignment: Lawful Good

 

Theme: A tanky support caster whose influence can be felt over the entire battlefield.

 

Script:A brave Protoss warrior, Artanis has fought many in countless wars and performed remarkably again and again. His skill in battle was only surpassed by his skill as an executor in the Protoss Golden Armada. It wasn't long before his influence and skill landed him as Executor of Aiur, The Flagship-Mothership of the entire Protoss fleet. With him at the helm, success seems guaranteed and their future bright. As the Protoss set their sights on the Sanctum, they have sent Artanis in the Core of Aiur as a forerunner to the coming of the Protectorate.

Starting Stats:

Base Health 250

Base Energy 250

Movement Speed – 2.8

Attack Range 5.5

Attack Speed – 1.85

Base Weapon Damage 45

Attack Name | Animation - Mothership Core atk animation

Base Armor 1

Strength – 30 (+5/Level)

Agility – 22 (+3/Level)

Intelligence – 36 (+7/Level) Primary Attribute

 

"Trust in the light of Aiur!"

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Abilites

 

Reinforcement / Cloaking Field / Mass Recall / Diplomatic Aggression

 

btn-custom-protoss-heart.jpg

The Heart of Aiur

 

"Artanis commands The Heart of Aiur, The Core of the command Mothership in the Protoss fleet, and stands as a beacon to all allies granting them 25(+50%Int) shields. After not taking dmg for 20 seconds, the shields will regenerate 5% per second."

 

Cooldown: n/a

 

Range: n/a

 

In Depth Skill Explanation:

Artanis helps to protect allies by giving them all shields no matter where they are on the map. It's not much, but it gives his team a slight advantage in lane and in team fights.

 

Animation: Probably nothing as it is active the whole game on every ally... might get a little much.

 

Possible Uses:

 

- Gives shield

-Helps to protect against poke early game and aoe dmg late game.

 

When Playing:

  • Wait until you have full shields to poke in lane, you should almost always come out ahead.
  • Wait until you have full shields before a team fight to give your team maximum advantage.

When Playing Against:

  • When enemy shields are down keep harassing them even if it is an auto attack so they cant recharge their shields.

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Reinforcements [Q]

 

"Artanis warps in a detachment from the Golden Armada around one of his allies. This detachment consists of phoenix that auto attack along with his ally, once for each of your ally's auto attacks. Each phoenix auto attack deals 10(+5%int) and warp out in 5 seconds if they aren't destroyed. Phoenix also block incoming physical dmg over 50(+5/Lv) once before being destroyed."

 

Level 1: Warps in 2 phoenix

 

Level 2: Warps in 3 phoenix

 

Level 3: Warps in 4 phoenix

 

Level 4: Warps in 5 phoenix

 

Energy Cost: 100/110/120/130

 

Cooldown: 15 seconds

 

Range: 10

In Depth Skill Explanation:

Artanis targets one of his allies. That ally has a number of phoenix warped in around him. These phoenix attack everything the targeted ally attacks each time they attack. While they Phoenix are around your ally they block any physical dmg over 50(+5/level) and each phoenix can block dmg once. The phoenix will then warp out after 5 seconds if there are any left.

 

Animation: Stargate warp-in animation for phoenix

 

Possible Uses:

 

- Best for use on AA carries as they are squishy and can best make use of the phoenix auto attack.

 

When Playing:

  • This skill can be used to either help defend an ally, boost their dmg slightly, or both.

When Playing Against:

  • Try to not engage while phoenix are defending key targets or...
  • Have multiple people focus auto attack the target to get rid of their defenses quickly.

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th_btn-custom-protoss-mirage.jpg

Cloaking Field [W]

 

"Artanis' Mothership Core is equipped with a Cloaking Field Generator that activates whenever Artanis is stationary for at least 3 seconds, cloaking allies within 4 units. Allies will remain cloaked for a short time after he starts to move again. While cloaked Allies receive spell resist."

 

Level 1: +6% spell resist, and keeps cloaking for .4 seconds after moving

 

Level 2: +9% spell resist, and keeps cloaking for .8 seconds after moving

 

Level 3: +12% spell resist, and keeps cloaking for 1.2 seconds after moving

 

Level 4: +15% spell resist, and keeps cloaking for 1.6 seconds after moving

 

Energy Cost: n/a

 

Cooldown: passive

 

Range: 4

 

In Depth Skill Explanation:

While Artanis is stationary he will cloak his allies--this does not include Artanis-- and also give them spell resistance. Moving will start the timer, leaving only a few seconds left before allies uncloak and lose spell resist.

 

Animation:

Cloaking animaion

 

Possible Uses:

 

-Standing still in lane will give your laning partner an edge and could also give your jungler a surprise attack.

-During team fights, staying still will give your team a huge advantage.

 

When Playing:

  • Remember that this doesnt cloak you so you will be a prime target. With this in mind building on the tanky side will help you to fulfill your role.
  • Buying an impact dial or warp shard can help you shift position without "moving"

When Playing Against:

  • During laning phase be wary if Artanis is standing still as it could mean a gank is incoming.
  • This skill doesn't cloak or give resist to Artanis so focus him down quickly.
  • Buying a Truesight won't stop Artanis from giving spell resist to his allies, but it will help you to fight them.

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Mass Recall [E]

 

"Artanis targets a location on the map that he has vision of and places a Protoss beacon 3 units in diameter. After a few seconds of channel time, the beacon will teleport all allied heroes standing on it to the mothership. At that time, any enemies standing on the Beacon will take 50(+20*level) true dmg."

 

Level 1: Beacon teleports after 7 seconds

 

Level 2: Beacon teleports after 6 seconds

 

Level 3: Beacon teleports after 5 seconds

 

Level 4: Beacon teleports after 4 seconds

 

Energy Cost: 150/180/210/240

 

Cooldown: 60/55/50/45 seconds

 

Range: global

 

In Depth Skill Explanation:

Artanis targets anywhere he can see on the map where a Protoss beacon will appear. After a set amount of channel time--depending on your level--two things will happen. Allies standing on the beacon will teleport back to Artanis, and enemies will take dmg.

Animation:

A Protoss beacon would apear at the target location and allies standing on it would become transparent just like how units look as they are being ported out by the MSC in Ladder. During this time Artanis would also turn transparent for the duration of the ability.

 

Possible Uses:

- Warping an ally out of trouble

- Warping an ally to a team fight

- To deal dmg to an opponent

 

When Playing:

  • Map awareness is key, this skill has incredible potential, but if you aren't paying attention it will be worthless.
  • Have someone split pushing, if they start to get ganked you can save them. Likewise, if a team fight starts, you can warp them back so you can have a 5v5.
  • Use this skill to warp in an ally during laning phase to help gank.

When Playing Against:

  • When you see the beacon appear, either try to finish that person off quickly or back off.
  • With Artanis in the group a 4v5 can quickly become a 5v5 so dont get greedy.

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btn-custom-protoss-mothership.jpg

Diplomatic Aggression [R]

 

"Artanis channels for 1.5 seconds to warp in Aiur(Command Mothership in the Golden armada). All friendly and enemy heroic units are then globally silenced and are unable to attack for a number of seconds. After the effects of Global Peace wear off, all Friendly Heroic units deal additional dmg for 5 seconds after which Aiur will warp back out."

 

Level 1: Diplomatic Aggression lasts for 3 seconds, ally heroic units deal an additional 8% dmg

 

Level 2: Diplomatic Aggression lasts for 4 seconds, ally heroic units deal an additional 12% dmg

 

Level 3: Diplomatic Aggression lasts for 5 seconds, ally heroic units deal an additional 16% dmg

 

Energy Cost: 250/350/450

 

Cooldown: 180 seconds

 

Range: Global

 

In Depth Skill Explanation:

After 1.5 seconds of channeling, all heroic units (this does not include towers, creep, or bosses) are unable to cast spells or attack. After 3/4/5 seconds everyone can combat again, but your team will have a dmg buff to give them an advantage.

 

Animation:

The 1.5 second channel will be the MSC warping into a Mothership. That Mothership lasts until the end of Ally Dmg Bonus is over. During the period where nobody can attack or cast spells the edge of everyone's screens will get a green hue (because green means peace and happiness).

 

Possible Uses:

- Use right before a teamfight to give your team an advantage

- If your team gets engaged upon, activate to give you a second chance

- Can be used to prevent a gank and give your ally a chance to escape but this skill does have an extremely long cd so dont waste it.

 

When Playing:

  • Again map awareness is key. While this skill is great while your team is grouped up, it can be used to help teammates across the map.
  • Use when the enemy team is tower diving. Neither of you will be able to attack, but the tower can chip away at them.
  • If your team gets engaged upon, activate your ultimate to give your team a second chance at the fight.
  • While this is active, you can use the peace time to warp in allies or warp out allies who are in trouble.
  • Use right before the enemy team is about to get Levi and watch as they get eaten alive, unable to to defend themselves.

When Playing Against:

  • If you see the channel start disengage, almost any engagement after this ability is over will be in the enemy team's favor.
  • With a 1.5 second channel, trying to interrupt this skill is well worth it. Carrying a taser to delay the time before Artanis can activate this ability would also be beneficial.

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Item Recommendations

 

 

Starting Items

DuransPendant.png

Duran's Pendant [675]: This item has everything you need to start off your game, Int, health, energy regen, and a energy restoring passive. A very solid choice.

 

LostTreasure.png

Lost Treasure [850]: Health and Energy regeneration are great and the free minerals will be vauluble as a support. Another strong starting item choice.

 

 

 

 

Core Items

IhanCrystal.png

Ihan Crystal [2950]: one of the first items you will get in most games. Health , Int, and all the energy regeneration that you could ever want.

SpellBuffer.png / KorhalVanguard.png

Spell Buffer/ Korhal Vanguard [3300/3000]: Both of these items are great aura support items that are

tanky. Depending on your team comp and the game you will probably get one or both of these.

FieldRadarToolkit.png / TruesightObserverToolkit.png

Ward / Truesight Ward [75/125]: A good support is a good warder. :)

 

 

 

 

Luxury Items

 

 

NitrogenRetrofit.png

Nitrogen Retrofit [4000]: An expensive item with a passive that is semi useless on you, but the stats it gives are amazing.

MossbergTaser.png / Sword_Breaker.png

Taser / Sword Breaker [1650/2300]: Great Items for a support but are situational depending on the game.

ImpactDial.png

Impact dial [1700]: A cheap and early alternative to to the warp shard.

WarpShard.png

Warp Shard [4000]: The int is pretty good, but the passive is the main reason for getting htis item. The blink will allow you to reposition yourself without losing your cloaking field.

SymphonicSeed.png

Symphonic Seed [3100]: Int, Health, and cd reduction are all good with a passive to die for. On the downside it is a bit pricy for a support hero for an item that only benefits you.

 

 

 

 

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Talents

 

Offense/Defense/Utility

0/3/3

 

 

Defense--

 

Fitness [+180 Health]:

-Due to your cloaking field it is going to put you in the position as the only target meaning you need to be on the tanky side of things.

Discipline [+7% Spell Resist]:

-Due to your cloaking field it is going to put you in the position as the only target meaning you need to be on the tanky side of things.

Vigor [+2.3 Health Regeneration]:

-During laning phase you are going to be constantly harassed so you will need Vigor to keep you up

 

Utility--

 

Prodigy [+12% Cooldown Reduction]:

-The cd on most of your skills is quite long meaning that this will be one of the most important talents for you.

Youth [+200 Energy]:

-Most of your skills have huge energy costs but long cd's so this will help with casting all of your abilities.

Wealth [+200 Starting Minerals]:

-Great for starting out with a pendant or GP10 item, perfect for the support you are.

 

 

This particular talent build is very solid for a support and will work for most games but you could also use brilliance if you feel you are having a hard time managing your energy.

 

 

 

 

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Skill Order

 

 

Standard Play

 

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  • Reinforcements is going to be your most used skill with your lowest cd. So, if you want to be helpful more than just once a minute, I suggest getting this ability and maxing it first.
  • Mass Recall and Cloaking Field are both good choices, but for standard play one level in each should be good to start with.
  • Your ultimate is a powerful ability and should be acquired every time it is available.
  • After level 7, play it by ear. If there are a lot of team fights, getting more levels in Cloaking Field will give your team a defensive advantage. If you have a team that split pushes well, or if team fights just aren't happening yet, getting more levels in Mass Recall would be a better choice.

Other Build Orders

  • For a passive lane, maxing Cloaking Field first could be ok as long as you make sure you keep on top of dewarding and gank if they buy a truesight. All in all, it doesn't seem like a solid way to start the game.
  • Leveling up Mass Recall makes the ability so much better; however, unless you have a very specific team comp that calls for it, having one level should be enough until mid-game.
  • If you plan on invading, Cloaking Field can be very strong at level one as the other team shouldn't have detection at this point. If you wait on the cliff above the Firebat camp, you can cloak the area without the enemy team knowing.

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  • 11 months later...

I like most of his abilities, but cloacking field is extremely OP. It has a huge radius and completely shuts down anykind of agression. Basically if you use it correctly you have full controll over a lane/ defend towers without any problems especially in the early game/and if the whole team is with you it is even stronger. Also it forces to buy ts elixir or ward which extremely hurts the opponents economy not just in earlygame but in midgame too. If the enemy tries to focus you down while cloaking field is active they dont know if there is only a low dps support hero with you or a shadow. You cant really do anything against this ability if there are several heroes supporting Artanis.

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I really like this hero and the theme you are going for. But his cloaking field is OP and his mass recall is also OP for a regular skill, it should be an ultimate for what it does. There is also very little to no synergy between the skills, they have excellent utility on their own but no harmony I feel.

 

I recommend the following:

 

Cloaking Field is an active timed skill or reduce it to 4-unit AoE around Artanis. Still it's very OP as a passive ganking tool.

 

Mass Recall turn it into the ultimate. Current one needs to be removed or reworked as E.

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The E and W are too strong. Imagine the ganking potential from mass teleport and cloaking field combined, you could teleport a few heroes on top do yourself, they would all be cloaked and your enemy landed might not even realize that your team has been teleported on to you. Also, the way you worded the cloaking field, if your allies who are cloaked move, they will not become uncloaked as long as you don't move, which is either badly worded, or the way the skill works. If that is how it is supposed to work, it is OP and should be changed to making any ally who moves become uncloaked, but is recloaked once they stand still for a few seconds. The mass teleport is way too strong, it needs to be a channel so artanis can't do anything while using it. It also needs to have a very noticeable animation and uncloak artanis while he is channeling. If all those restrictions are placed on the ability I can accept the global teleport non-ulti skill.

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  • 2 weeks later...

I like most of his abilities, but cloacking field is extremely OP. It has a huge radius and completely shuts down anykind of agression. Basically if you use it correctly you have full controll over a lane/ defend towers without any problems especially in the early game/and if the whole team is with you it is even stronger. Also it forces to buy ts elixir or ward which extremely hurts the opponents economy not just in earlygame but in midgame too. If the enemy tries to focus you down while cloaking field is active they dont know if there is only a low dps support hero with you or a shadow. You cant really do anything against this ability if there are several heroes supporting Artanis.

 

The E and W are too strong. Imagine the ganking potential from mass teleport and cloaking field combined, you could teleport a few heroes on top do yourself, they would all be cloaked and your enemy landed might not even realize that your team has been teleported on to you. Also, the way you worded the cloaking field, if your allies who are cloaked move, they will not become uncloaked as long as you don't move, which is either badly worded, or the way the skill works. If that is how it is supposed to work, it is OP and should be changed to making any ally who moves become uncloaked, but is recloaked once they stand still for a few seconds. The mass teleport is way too strong, it needs to be a channel so artanis can't do anything while using it. It also needs to have a very noticeable animation and uncloak artanis while he is channeling. If all those restrictions are placed on the ability I can accept the global teleport non-ulti skill.

 

I really like this hero and the theme you are going for. But his cloaking field is OP and his mass recall is also OP for a regular skill, it should be an ultimate for what it does. There is also very little to no synergy between the skills, they have excellent utility on their own but no harmony I feel.

 

I recommend the following:

 

Cloaking Field is an active timed skill or reduce it to 4-unit AoE around Artanis. Still it's very OP as a passive ganking tool.

 

Mass Recall turn it into the ultimate. Current one needs to be removed or reworked as E.

 

 

Thank you for your feedback. I changed the cloak radius to 4 which is still a large area but 10 units was a bit much. I also made Mass recall a channel and included an animation so that enemies could see when it is being used.

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