Tank Hp item overhaul concept

Spoofghoul··4 votes·350 views

Basically i miss being able to get a good amount of hp, and i feel we lack options for it.

Riot went the right direction, with some of their choices, more resists less hp on a lot of the standard tank items I think we can go further with this if needed but that is not what this thread is about

What it is about is having more HP centrist items like item 3083 for tanks to choose from

So we already have Warmogs and i think that one is a good template for the other items

It might be wise to increase the gold cost a bit to make it more expensive to stack them and make that less of an ideal situation but still keep it as an option for a late game build for those that want to Still wont be ideal with items like botrk around though

Synergy between each other will be there as well as good synergy with some of the other tank items available of coarse.

But the unique passives will keep their hp threshold and have the same unique name but rather then not being able to utilize all the passives this unique works differently by increasing the hp threshold for every subsequent item by another 800 which are the items common hp values. This does 2 things essentially. This is to force people to always have to buy another hp item to benefit from the passive to make simply grabbing 2 of these without additional tank items not a good idea as a lot of the power will be in the passives. This is to prevent abuse of the items by classes they were not meant for. And secondary it forces players to build 1 other tank item before stacking these items or the passives will not be activated which prevents simply rushing only these hp items since that would be too effective vs all damage come mid game.

Now that we got all that out of the way Lets go over the stats etc

All the items will have warmogs stats of 800 hp 10% cdr and all of them will cost 3250 now the remainder stats and passives will be different, Like i said the gold value helps to make stacking these more late game centric while the CDR makes it awkward if you want to combine them with other cdr options

So let's start with item 3083 3250 gold 800 Health Unique: 10% CDR 200% hp regen Unique passive: Hearth of the Behemoth: Requires 2750 hp + another 800hp per Hearth of the behemoth item Warmogs hearth effect: (changed this a bit) Regenerate 0-5% of maximum hp scales up to 5% over 10 seconds and resets upon taking damage(shields prevent the reset), the ramp up starts slowly starting at 0,1 increasing at 1,5x intervals until it hits 5% which takes about 10 seconds or so starting out very slowly to provide counter play.

The second option item 3084 (same buildpath as warmogs) 3250 gold 800 Health Unique: 10% CDR 100% Hp regen Unique passive: Hearth of the Behemoth: Requires 2750 hp + another 800hp per Hearth of the behemoth item Blood Wrath effect: Whilst in combat for 5 seconds generate a shield every 5 seconds, equal to 1% of missing hp per 10% missing hp, Your next attack or ability which applies hard cc consumes the remaining shield to deal bonus damage, doubled vs non champions.

And finally this one which is a scaling option, Tears of the Behemoth item 3643 = item 3070 + item 1011 + item 3067 3250 gold 800 Health Unique: 10% CDR 250 Mana Unique passive - Awe: Gain bonus health equal to 5% of your maximum mana, 25% of Your health regen also applies to manaregen Unique passive - Mana charge: Grants + 4 Maximum mana on spell cast or mana expanditure occurs up to two times per 8 seconds, additionally grants 1 maximum mana every time you take damage. Tranforms into Cry of the Behemoth Unique passive: Hearth of the Behemoth: Requires 2750 hp + another 800hp per Hearth of the behemoth item Mana barrier effect: 15% of all damage you take is dealt to your Mana pool instead, this effect disables when your mana pool drops below 20%

Tranforms into the following item

Cry of the behemoth item 3643 Requires a fully charged Tears of the behemoth 800 Health Unique: 10% CDR 1000 Mana Unique passive - Awe: Gain bonus health equal to 5% of your maximum mana, 25% of Your health regen also applies to manaregen Unique passive - Behemoths Onslaught: Consume 1% of your current mana to mark enemies for 4 seconds, allies can detonate the mark by damaging enemies dealing 5% of your current mana as damage and stealing half the amount which is then distributed among the both of you. (This effect only applies on area of effect damage, and does not work on single target or dot effects) Effect disables below 20% manapool Unique passive: Hearth of the Behemoth: Requires 2750 hp + another 800hp per Hearth of the behemoth item Mana barrier effect: 15% of all damage you take is dealt to your Mana pool instead, this effect disables when your mana pool drops below 20%

Counterplay

All of these items have a very simple counterplay concept called hit me. there are more options for counterplay then just hitting them but just hitting them works generally. For example take warlords, hit the tank to stop the regen, it takes a while to get going Let's take overlords now, the shield starts weak at near full hp so you can opt to ignore the tank once the tank gets lower on hp and the shield discharge starts to hurt you can simply kill the shield similar to how you deal with Sion W The last item allows you to drain a tanks mana pool by damaging him therefore diminishing the effects of the marks he can apply. and though it's easy to apply marks with aoe effects like sunfire for example, he also needs allies to proc the mark so make sure that doesn't happen aka don't get hit %hp damage will drain the mana pool quicker as well.

All of these items also have %hp damage as a counter so as a tank you will want some resistances as they help bolster the passive effects And ofc positioning to stay clear of them

All in all as a tank you can opt to grab all 3 which will certainly make you beefy and there is good synergy too, but it's expensive and takes time to build, additionally there is better synergy for each of these items with other standard tank items as well to promote building a mix of them

And while synergy is there these items also have mechanics which work against each other as well like the hp regen from warmogs not letting you get low enough to get to the bigger shields from overlords or taking more %current hp damage which drains mana quicker

So weigh your options accordingly you might be better of with just 1 of these items

All of these items are also optional for other classes but carefully designed as to not be very abuseable, stacking the items is only really reserved for the really beefy champs due to how the unique passive effect works Since you require additional hp items for it to kick in since the hp requirement increases by 800 for every subsequent item

Bit of a long post but i hope you guys like the concepts looking forward to your feedback

4 Comments

GodJormungandr3 votes

I would appreciate when riot actually makes a new tank item which is the Legendary Gear. That is EXPENSIVE AND OP. For example Ad have a legendary Geared items like item 3072 item 3031

Ap have legendary Geared items like item 3089 item 3151 item 3285

fighters have legendary Geared items like item 3078 [ that one is nerfed badly ] item 3074 item 3139 Assassins have Legendary Geared items like item 3147 item 3153 item 3814

Juggernauts have legendary Geared items like item 3748 maybe item 3071 item 3812

But tanks don't have legendary Items perhaps riot should add up a legendary type of tank item that is around 3500 gold -4000 that is extremely good on tanks for Vanguards so they can have a better options late game rather than having same build path almost all of them...

ZT Xperimentor1 votes

Not surprised sion and chogath became vaguely popular after riot nerfed all the tank items in their 'update'. I'd agree and want some more impressive health option items, but prefer to actually have some late game tank items.

Spoofghoul2 votes

Yep that is the ide behind these items

they are not so restricted that no one but tanks can use them since we all like to troll around at times

But the only one who can properly stack all 3 are generally tanks, since some of it works through hard cc or synergy with other tank items and you will always need + 1 more hp item no matter how many of these you stack

Other options include a decent amount of mana for the hp tear item, although it would need to be fully stacked and you need an extra couple hundred mana on top especially if you do not have high base hp

All in all there probably won't be many building all 3 since the items lack armor/mr and are expensive and they are all centered around drawing aggro one way or another

i think i did a good job making these items somewhat balanced with all the extra requirements needed.

Plus they all have their own niche as well one helps in combat in general and helps vs nuetrals/minions one helps with sustain primarily and one helps with teamfighting

ZT Xperimentor1 votes

Always nice to see someone thinking ahead with creativity!

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