Poll: You like the medicore ability?
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Yes
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No
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1 33.33%
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Medicore
#1
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An idea for Medivac.

Change the current medivac's drain ability into a spellbook of several minor support abilties. Intended along with the mana bonus the ultimate provides.


Medicore (W)
Unlocks different minor support abilities for each level which allows your medivac to assist your allies in battle. All learned abilities gets stronger for each level.

Level 1: Unlocks drain ability
Level 2: Unlocks heal ability and makes your medicore abilities stronger.
Level 3: Unlocks shared damage ability and makes your medicore abilities stronger.
Level 4: Unlocks Energy release ability and makes your medicore abilities stronger.
Level 5: Makes all your medicore abilities stronger.

  • Ability 1: (W - Q)
    Medicore - Drain - Offense/Support
    Works as normal drain (maybe buffed more along with the longer cooldown?). Costs 5 mana pr level. First available at level 1.


  • Ability 2: (W - W)
    Medicore - Heal - Support
    Select a friendly tank to heal (not self). Heals 400 + 200 hit points pr level over 5 seconds on the target. Costs 20 + 10 mana pr level. First available at level 2.


  • Ability 3: (W - E)
    Medicore - Shared Damage - Support
    (Spirit Link) Makes the targeted friendly tank and yourself linked and share damage for a short time. Lasts 4.5 + 1.5 seconds pr level. Costs 21 + 7 mana pr level. First available at level 3.


  • Ability 4: (W - R) (Optional suggestion, but the first 3 is enough)
    Medicore - Release - Attack
    1 second casting time and 1000 range. Spends your current mana and creates a strong bolt of energy which deals 8 (10 at level 5) damage pr point of mana on target enemy. Up to 150 mana is spent on this ability for the max damage of 1200 / 1500. The target loses equivalent mana. First available at level 4.

All abilities has 40 seconds shared cooldown.


No need to implement this but this suggestion was intended with the purpose to make the role of medivac more useful as support. Maybe drop the last suggestion perhaps, maybe it's a bit overpowered. But I like the heal ability which makes it fit the role of support better. With drain you always rely of being near enemy creeps which isn't handy in all situations. Also with shared damage you might save your teammates or yourself in some situations.
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#2
I guess there are people who would count this as thread-necromancy but I do think this changes would power up the Medivac nicely. Maybe I should just start my comment in the order of the supposed skills:

1. Drain
Well, drain is usefull if you have enough decoys/creeps around. Nothing special in particular, maybe saves your life once twice - has been discussed enough i think.

2. Heal
Well that's what I thought this tank has when I first read the name - what else is a medic doing? Due to its point-blank like state its pretty usefull to safe that player over there with only some life left , targeteted by a helis/LTs rocket. It's usefull if you can cast it, but i think you will rarely see it. Not because the ability itself is not so good, but of the most often times lacking teamplay.

3.Shared Damage
Now THIS is something pretty bad - though you will again hardly see it as above mentioned. You could use it to link that Demon Tank there, the Sky Tank and yourself (probably with goldhull) together, giving you some kind of invulerability due to that insane amount of HPs the enemy is shooting at (10K, 8K, 5.2/7.2K) making that nearly as much as a Titan. This skill would be a real asset if the damage of AoEs can be redirected by it. Suddenly that Hellfire isn't that bad anymore.

4. Release
Here we have the skill that would, probably, be used the most often times as it gives the Medivac a nice offensive boost. Someone could say its pretty badass for a cheap tank doing 1.2/1.5K dmg thus being able to nuke a Heli/LT/Medi. But seriously, a lvl5 skill allready needs lvl 13 at least and by that time, someone who has no hull feeds anyway (except for those pesky longrange-******** (<-- enter random curseword) -.- ). Regarding this I would give that skill a range of 1000 or maybe 1300, HT's rocket has a longer range (not sure how much). To notice as a further point is that this skill is a real manaeater if you want to reach maximum efficiency (is that spelled right?). Even with the ultimates passive manaboost and batteries - that are rarely used anyway - it drains the mana after like 2 or 3 uses and that is pretty hard, seeing that the lavashot needs faaaaaaaaaaaaaaaar less mana. I think this skill would be justified.

As a final note I apollogize for this necromancy (though its weird that no one has posted something as answer it's a nice idea), grammatical errors (I guess there are and my unsocial habit of adding stuff in brackets (annoying isnt it =) )
greetings...

:EDIT:
I was that inactive that I didn't even read the post that Exodus quits..............ah well I guess there's no helping it. And with GoH stopped and nearly HoSK too I guess the era Warcraft comes to an end for me, though I won't find a new game that runs on such an old machine...

even if it's unrelated:
World you are gruesome...
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#3
Well with drain and heal in same ability would be good enough.



Medivac does not fit for offensive play, but for support only imo. All the other start tanks are mostly offensive tanks.


ancientsurvivor Wrote:2. Heal
Well that's what I thought this tank has when I first read the name - what else is a medic doing? Due to its point-blank like state its pretty usefull to safe that player over there with only some life left , targeteted by a helis/LTs rocket. It's usefull if you can cast it, but i think you will rarely see it. Not because the ability itself is not so good, but of the most often times lacking teamplay.
I think players need to learn the importance of teamplay. Same with drain. I see no one uses the ability for it's purpose. Team healing. Mostly cuz the ability is harder to use in most situations. When I see players use drain, it's only to heal itself and almost never think of the allied tanks. Then the medivac loses it role.
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