Ideas for Taric (Repost with Clearer Formatting)
Hey Guys, Honestly, I don't think Taric is a bad champion. I enjoy him. But I did have some ideas for Taric's kit. What do you guys think? (Note: Treat all of the numbers as just placeholders. They may be too strong or too weak)
Passive: Gemcraft After casting an ability, Taric's next basic attack deals 7 (+4 x Champ. Level) (+40% of Taric's BONUS armor) additional magic damage and reduces his cooldowns by 2 seconds against champions while reducing 1 second against all other enemies.
->Justification: If you read on, you will notice that Taric's E and R are no longer damaging abilities. Taric does need some damage though so I think it would be interesting if Taric's damage relied primarily on his passive (his w also being a good source of damage). In order for the passive not to be too punishing in the early game, it deals damage based on bonus armor rather than total armor. Get those armor runes in check! In order to compensate, the basic attacks only reduce cooldowns by 1 second against most targets.
Q: Imbue (My version of Taric's kit revolves around Imbue) Taric brings forth earthen energy to heal a target ally and himself for 60/100/140/180/220 (+30% Ability Power) (5% of Taric's bonus health). For the next 3 seconds, 30/35/40/45/50% of the physical damage dealt against the ally is redirected towards Taric. If he targets himself, the heal increases by 50%. Mana Cost: 50/75/100/125/150 (Slightly different from the original) Range: 750 (Same as original) Cooldown: 18/16/14/12/10 seconds (Pretty close)
->Justification: I think Taric should stay the armor dependent support of this game. And what better way to do that then have Taric literally tank the physical damage for someone else. Thematically, I believe this works: you are already healing both you and the ally which suggests some kind of bond/link between the two. Is it too strong? It only lasts for 3 seconds which can give physical damage dealers enough time to work around. Remember that it's not just damage reduction: Taric is taking the damage for someone else. I have left the heal as it is at the moment. Perhaps it can be nerfed to accommodate my change.
W: Gem Armor (Too basic? Open to suggestions) Passive - Gems grant Taric 18/26/34/42/50 bonus armor and returns 20% of the physical damage dealt to Taric (before armor calculation) back to his enemies in the form of Magic Damage. Active - Taric shatters his armor, dealing 40/80/120/160/200 (+20% Armor) magic damage to nearby enemies and reducing their Armor by 5/10/15/20/25 (+5% Armor) for 4 seconds. While on cooldown, Taric no longer returns magic damage upon taking physical damage. Mana Cost: 50 (Same as original) Range: 400 (Same as original according to website though I think it's actually 200 range) Cooldown: 12/11/10/9/8 seconds (Not sure how close this is to the original)
->Justification: Taric needs a lot more armor now: he is going to be tanking the damage of 1.5 champions now (and possibly even more). However, he no longer has an armor aura. His physical damage reduction for allies is going to have to come from his Imbue now. However, since he will be taking more damage, I have added a form of punishment for those who choose to attack allies with Imbue. The active remains almost entirely the same except that Taric is going to keep his armor. He is going to really need it. However, I do like the idea of Taric's W having some risk so I think the trade-off to using the active should be to remove the damage return portion of Taric's passive.
E: Dazzle Taric emits a stunning light from his shield stunning enemies in a cone for 1.1/1.2/1.3/1.4/1.5 seconds. If an enemy is hit at point blank range (within 100 range), the stun duration is increased to 1.5/1.75/2/2.25/2.5 seconds. Mana Cost: 75 Mana (Same as Original) Range: 550 (MUCH less than the original: less than Annie's W) Cooldown: 20/18.5/17/15.5/13 seconds (Probably longer)
->Justification: I think Dazzle's sole purpose should be utility. I have removed damage from this ability entirely but I have allowed it to hit more enemies and it's much faster. Thematically, I think the moment Dazzle is used, it should actually "dazzle" enemies. Right now, it's kind of meh (Remember Sion's old Q?). I also think that the stun should be noticeably more powerful when enemies are next to Taric's shield as though his enemies just became super-stunned from the light (for lack of a better word but you get the general idea). With these numbers, the duration of a point blank stun could not be matched. Of course, it's hard to pull off and it may encourage Taric players to flash Dazzle. It does have significantly less range than the current Dazzle which - along with the lack of damage - compensate for the ability's potential utility. Is this a min-Cass ult? Sorta but Liss's W is kind of like a mini Amumu Ult so the precedent has been set(:
R: True Brilliance (I do like the ability name "Radiance" I just don't know if it fits with my version of the ability. I am open to suggestions) Taric brilliantly leaps to an area. Upon landing, Taric cleanses all allies in the area from disables, applies the current level of Imbue on them, and grants them 30/40/50 attack damage for 10 seconds. During that time, Taric is immune to all armor reduction and penetration. Mana Cost: 150/175/200 (Way more mana) Range: 750 (Same as his Q) AOE: 400 (Same as his W) Cooldown: 100/80/60 seconds (Starts with more. Ends with less)
->Justification: Completely different, I know. Why the AOE cleanse? I thought it could be a unique move that no champion has in the game (isn't that what an ult should be?). If this ult were in game, it would add a new layer to what supports could do. Taric would the true teamfight savior (do we even have a champion who can do that? Maybe a handful). Remember, if Taric himself is disabled, he can't preform the leap so Taric players would need to be careful of getting disabled. The leap is also not instantaneous (unlike all other form of cleanses) so timing is key. Why the leap? This will allow Taric to setup for his Dazzle by putting him in closer proximity to the enemies. Having this leap also sets up for his W active which can help get rid of the foes. Remember that Taric's damage comes from basic attacks so having a leap will allow him to get in range of auto attacks. It will also allow him to cleanse from a distance rather than in close range. Why apply Imbue to everyone? So that Taric can protect multiple allies from physical harm (drops the mic). Why grant attack damage to allies? This is to keep the spirit of the old ultimate alive. I like the old ultimate I just don't think it provides Taric with meaningful buffs (but being immune to armor pen and reduction is REALLY meaningful on Taric). So instead, the ultimate is now more focused on giving all allies an equal buff so that they can kick some butt. But don't worry. Taric still gets the attack damage. Why no AP? Come on this ult is already strong as it is. Besides, ADCs only primarily need attack damage and Taric's goal is to serve the ADC. No need for granting AP (even though that can be really strong)
Is there any counterplay to Taric? Absolutely. 1) Magic Damage. 2) Magic Damage. 3) Kite the range on Dazzle. DO NOT GET TOO CLOSE or you will literally be stunned for days. 4) Wait for Imbue to wear off before going in. Early on, the CD is pretty long and once it's on cooldown, the ADC is more vulnerable than ever 5) Don't let Taric auto attack you or else, you will recieve tons of damage. Taric's will probably opt for a gauntlet so watch out. 6) Likewise, don't spend too much time auto-attacking Taric. It's not wurf 7) In team-fights, don't chain CC on the enemy team because Taric can simply clear it and you won't have anything left. Try to stagger your disables.
That's all friends. Torrence

(60Arm)+
(100) or
(70 arm)+ occasionely
(100) or
(25).
Taric generally get 2 or 3 of those item depending of the game not because it will make him more resillient but because he uses the armor stat well and get a big bonus out of it. It isn't rare to see 300+ armor on Taric.
Lets see what the 12% means late game.
With the less bulky build Taric passive (30) + base stat (75) = 105
155 with the less arm build to 200
So in avg we have 260 to 305
12% of it result to 31 to 36 armor
30 is quite a bit compare to the 10 arm
with your passive you are less tanky late game