Tank Hp item overhaul concept
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
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
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
(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
=
+
+
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
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


[ that one is nerfed badly ]
Assassins have Legendary Geared items like

maybe
