Taric Rework, my idea and thoughts

Sherogarth··18 votes·2,635 views

I decided to write this "wall of text" because i really love Taric and i think he deserves to be as "outrageous" as he could be.

Ok, lets start with quesion: "Who is Taric?". It looks fairy easy to answer "he is tanky support", "he loves gems", "he heals and stuns", "outrageous" etc... But lets take deeper look on this. What makes him diffrent from other tanky supports (Leonna: stunlock-initiator, Braum: poro-loving-shield-bashing-musache-defender, Thresh: ghostly-utility-guy, Blitzz: Grabz of Doom)? In my opinion he's more passive than any other support. He stands near you, gives armor, heal when you need this, he is like "im not gonna start this but i'll do my best to end this". He doesnt initiate fights (lack of good aoe cc :D) but he punish his enemies for doing so. He's like good guy who doesnt like to fight, he prefer his gems, harmony, peace.

Another question is: "What can Taric do to protect others?". Well, according to his lore (outdated and short in fact, but thats not topic of this discussion :P), he is wandering knight, the last and only user of powerful earthen/gem magic. He wears his shiny, gem-crafted armor, shield and big hammer and all he do with them is throwing white "pixel" at his enemies.... As someone metioned he's paladin of League of Legends and he should feel more powerful.

And last question: "What is his weakness?". "Ezreal..." Ok, lets forget about Ez. Taric is melee champ, with short range stun, without mobility, he stacks up hp and armor. So his weaknesses are mobile champs with poke (Ezreal?!), magic damage dealers, true damage and % damage form his hp. Why i ask about his weaknesses? Because every champ need some (Hi s4 Lee) and i want to keep them in my rework.

So with all that on mind i created my rework kit for our Gem Knight. I will not only write his new abilities but also compare them to his current and put some cons and pros of them.

Passive - Dazzling strike After using an ability, Taric's next basic attack (slam with shield) deals bonus magic damage equal to 20% of Taric's armor and stunes his target for 0.75 / 1.00 / 1.25 seconds. The stun effect cannot trigger on the same target more than once every 8/ 7/ 6. Increase at lvl 7 / 13.

Notes: It's very similar to his current passive except now it stuns and doesnt reduces his cds. His E is reworked so its his only stun. He can now stun more champs in teamfights. He must be more active in teamfights not just throw single stun and sit in middle giving some auras. I think its more healthy for bot lane, where he cant harras with his stun anymore.

Q - Imbuing Pulse COST: 60 / 70 / 80 / 90 / 100 mana COOLDOWN: 14 / 13 / 12 / 11 / 10 seconds Taric's next basic attack within 4.5 seconds will deal 100% of his AD as magic damage in small aoe (like Iceborn Gauntlet's aoe) and will heal Taric and allied champions in 575 range (Alistar's roar range) for 30 / 40 / 50 / 60 / 70 (+ 10% AP) (+ 2,5% bonus health). If strikes an enemy champion heal for Taric and a nearby allied champion with the lowest health percentage is doubled.

It activates Dazzling strike on all champions and big monsters(!) hit. If Taric strikes an enemy champion and heals only himself, heal is tripled.

Notes: Now Taric can sit under turret and heal himself and his target every 10 sec (with some cdr) it's not very healthy for game. With heal like this he need minions, and he is vulnerabile to ranged dmg. Also it's much stronger in teamfights. It works great with relic shield's support item line. Btw. he have that biggah hammer, let him use it :D.

W - Shatter Nothing chages here except cd (was 10s, i removed cd reduction form his passive), i think it's his core ability and i want to keep this. COST: 50 mana COOLDOWN: 7 Passive: Taric reinforces his armor with gemstones, increasing his armor by 10 / 15 / 20 / 25 / 30 while Shatter is off cooldown. He also gains a 500-range aura, increasing his armor and allied champions' armor by 12% of his total armor. Active: Taric shatters his gemstones, dealing magic damage: 40 / 80 / 120 / 160 / 200 (+ 20% armor) to nearby enemies within 200-range and reducing their armor by 5 / 10 / 15 / 20 / 25 (+ 5% armor) for 4 seconds.

E - Reflective shield (if he loose his shield in rework it still can be "Reflective Armor" :D) COST: 75 mana COOLDOWN: 16 / 15 / 14 / 13 / 12 Taric's shield absorb reflections from spells cast in his vicinity and auto-attacks dealed to him, gaining a 2 reflect stacks whenever a spell is cast near him (including his own spells) and 1 reflect stack whenever he is auto-attacked by champion or big monster. Upon reaching 10 stacks, Taric can use this stacks to emit cone 45º of blinding light in 700 range (Cho's Feral Scream range) it deals 60 / 90 / 120 / 150 / 180 (+ 30% AP)(+ 10% armor) magic damage and blind all targets hit for 1.0 / 1.15 / 1.30 / 1.45 / 1.70 seconds. If Taric reach 15 stacks damage is increasted by 33% to 80 / 120 / 160 / 200 / 260 (+ 40% AP)(+ 13% armor) and it also silences all targets for the same duration.

Notes: This ability makes use of his shiny armor and shield, now we all know what he really loves in his Gems. Why silence and blind and not old, good stun? Well, as i metioned Taric is not initiator, he punishes his enemies but only when they engage. Also with stun it will be small cassio/sona ult (we dont want something like this). With silence and blind they can still retreat. Also this ability is quite powerful and may need some nerfs was nerfhammered alredy :D.

Ok ult time :D

R - Ge(m)omancy COST: 100 mana COOLDOWN: 120 / 100 /80 seconds Taric removes cooldown form his W - Shatter and gives shield 150 / 250 / 350 (+ 10% bonus health)(+ 30% ap) to all allied champions (including Taric) within 500-range (his current ult aura range) for 10 seconds, whenever any shield is broken it sends barrage of sharp crystals in all directions dealing magic damage : 30 / 50 / 70 (+ 15% Armor) to nearby enemies within 300-range. If Taric is shielded he can use his W - Shatter to shatter his shield to deal it's normal dmg and cause Shatter effects to nearby enemies within 500-range.

Notes: Total dmg: 30 / 50 / 70 (+ 15% Armor)x5 + 40 / 80 / 120 / 160 / 200 (+ 20% armor) (form Shatter), So with maxed ult and W it's **550(+ 95% armor) ** it looks like huge dmg but you must remeber that shields break dmg is only within 300-range, only taric have 500 range and only if he uses shatter when his shield is still on. The Shatter part is in because i wanted to give some usefulness to his ult when he's solo somewhere (like top Taric). This ult is most useful in teamfights with a lot of aoe dmg (imagine Kata dying from all those crystals), but is not that great when enemy team is focused on single target kills and against poke teams.

Thats it, thanks all who read this. I really hope that I somehow helped that Rito Guys that work on Taric. Enjoy and leave some comments :D.

21 Comments

Knight Devout3 votes

I really like your idea, it would be nice to see something more dynamic to bring to a higher tier of complexity and fun. I also made a kit for a Taric rework, I'm really fond of the idea of making his E a dazzling light that is actually a dazzling light! http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/hm2YwO6X-taric-the-gem-knight-ability-rework

I really like your ideas, I actually tried to stay more close to what Taric currently does on live. Particularly, I like the new ult suggestion, as it allows Taric to keep his ally damage boost (when shields explode) but is also something new. I'm a bit concerned with the E, namely in teamfight he could not be able to use it twice at 15 stacks(it's quite a high number after lane phase is over), but since the stun now depends on the passive.

Also, I'd rather keep the on-target stun. Is a rare and precious resource nowaday. It's one of the few tool to counterplay fed melee carries.

Cindikle3 votes

Passive makes me think off heavily of Braum. (And not his mustache) I don't mind his passive.

Q would be OP in all honesty. Team low on Hp from poke? Go up to a minion/monster, push Q and heal them all. Landing this twice in a teamfight would make him a better healer than Soraka. While it's much much more limited. It's potential is just to high. It'd either end up being too weak or too strong. It also takes control away from him. Which places it a bit more on the too weak side from the start. I do like the idea of making it more limited though. Dawngate did this very well. They had two champions who could heal others, neither was a direct heal they could use every CD. But health regen wasn't so weak in that game either.

E is about the same. Sounds like it'd be too strong or too weak. In a teamfight getting 15 stacks wont be hard. Having a 2s cone silence on a 12s CD(which will be less from the CDR he builds) sounds way too strong. But on the other end it sounds like he wont get to use it often in lane. Even less in lanes that are not bottom. He loses his biggest threat from an ability in lane in place of something that would be OP in a teamfight.

R is really interesting. It would be a devastating anti-wombo-combo ability. Be even more interesting if it broke CC on him when he uses it.

Overall my biggest problem is that he becomes a very weak in the early game. At best he would do OK in the jungle. But his ganks would be just as weak.

Something that could help this is give his Q/E different effects for the next one used after he uses W.

Q - Pressing Q again will cause him to strike the ground. Healing targets in a small radius where he strikes. Makes the healing of other players very limited in space. You can heal allies again, but at the cost of losing your armor bonus, the mana of another spell, and he's melee range. Since it's early game power is higher now. Make the heal shared between teammates if it's not a shattered Q. Increasing by a % per target healed.

E - Stuns targets and activates his passive CD and cannot stun targets already under it's CD. Although I'd scrap the shield all togeather. I think it's just too strong or weak in the wrong times. I'd say keep it as a targeted ability. Make it so a shattered E procs his passive. Give it a slow when not shattered. Give it a bonus effect for targets in melee range when he casts it, even if they are not the primary target.

Rew7112 votes

Why can't his passive give him a bonus of 15% to bonus armor and magic resist? Why can't his abilities scale on armor and magic resist alone (besides the Q, it will always scale with health)? Why can't we change his W to do a smash that lowers the target hit's armor? Why can't his stun be done off his shield?

Sherogarth1 votes

Maybe because it will change my all rework idea :D.

I like to see your idea with all that scalings, stats and other stuff. Create ur own rework kit for Gem Knight and add link here so we all can comment there. I think that Rito Guys will appreciate this and they will take the best parts from many reworks.

Rew7111 votes

i did, but it must not be as good as yours. here it is though, my Taric re:work

Sherogarth2 votes

[deleted]

Cindikle1 votes

I'm not saying the heal needs to go down. I'm saying it's too situational. And when used in the right situation it'll be called OP. "Damn Taric, can't kill his team late game." Lowering the heal will help this. But it'll make it even weaker early game.

It requires him to be able to hit something. It also requires allies to be around where he is hitting. Alistar doesn't require either one for a heal on a similiar level of power. And has a way to reduce it's CD.

But if you make it too strong then he gets to use it anywhere there's something to hit to possibly heal his whole team a good chunk.

The problem i have with the E change is that he has no gap closer and no way to do anything from range until the enemy gives him 10 or 15 stacks. With only one threatening ability. Sivir is now a hard counter to him.

Only place he'll get to farm in peace is the Jungle. But his ganks really wont be very strong without some hard CC.

It overall feels like you want him in the jungle too. Which I'll honestly agree with. Riot can't seem to put him in a happy spot as a support. So why not make him able to Jungle better. And give him a way to work in the top lane. One that counters ranged? Give his E a damage refection from basic attacks while both his E and W are available. This is mostly just a thing for laning.

I could live with the Q change. But the E change would make him almost unplayble unless you plan on using flash to gank a target.

Sherogarth1 votes

I replayed somewhere an idea for his lack of mobility, in short: after his shatter he is no longer "slowed" by his gemstones and he gains speed boost toward enemies. To gain this he losses his dmg form shatter and part of armor it gives.

Also there is still blue smite (slowing one) if we talk about his jungle. Btw. I see him not as ganking jungler but as "an arrow to the knee" jungler, he follows enemy jungler and destroys his ganks with all that blinds, silences, stuns, heals and manlyness, maybe his team even scores a kill if enemies charge in.

Sherogarth1 votes

Ok, I checked other support heals: Taric now: COOLDOWN: 18 / 17 / 16 / 15 / 14 (reduced by passive) Heal: 60 / 100 / 140 / 180 / 220 (+ 30% AP) (+ 5% bonus health) Self Heal: 84 / 140 / 196 / 252 / 308 (+ 42% AP) (+ 7% bonus health) Lets add his heals for himself and allied champ we have: 120 / 200 / 280 / 360 / 440(+ 60% AP)(+ 10% bonus health)

Alistar (only aoe heal non-ultimate ability): COOLDOWN: 12 (reduced by 2 seconds whenever a nearby enemy unit dies) Self Heal: 60 / 90 / 120 / 150 / 180 (+20% AP) Friendly Unit Heal: 30 / 45 / 60 / 75 / 90 (+10% AP) (he also heal minions, can cast it whenever he have mana, but it doesnt scale with hp and have lower ap scaling) Lets add his Self Heal and and Friendly Unit Heal for 4 champs: 180 / 270 / 360 / 450 / 540 (+60% AP)

Soraka: COOLDOWN: 4 / 3.5 / 3 / 2.5 / 2 Heal: 120 / 150 / 180 / 210 / 240 (+ 60% AP) We need to count it diffrenty because of its cd 120/4=30 / 150/3.5=43 / 180/3=60 / 210/2.5=84 / 240/2=120 so if we count it for 10s we got: 300 / 430 / 600 / 840 / 1200 (+ 300% AP) - 50% of her Maximum Health I wont compare it to ult heal because its ULT :D

Sona (I'm not sure if we should comparte to her heal because of shield attached to it) COOLDOWN: 10 Heal: 30 / 50 / 70 / 90 / 110 (+ 20% AP) So for her and her "target" it's 60 / 100 / 140 / 180 / 220 (+ 40% AP) The healing is increased by 0.5% for every 1% of the target's missing health. Max. Heal: 90 / 150 / 210 / 270 / 330 (+ 60% AP) So for her and her "target" it's 180 / 300 / 420 / 540 / 660 (+ 120% AP)

Reworked Taric COOLDOWN: 10 (need at last minion to activate) Minion heal: 60 / 75 / 90 / 105 / 120 (+ 10% AP) (+ 3% bonus health) for 5 targets its 300 / 375 / 450 / 525/ 620 (+ 50% AP)(+15% bonus health) champ heal for 5 targets: 600 / 750 / 900 / 1050 / 1240 (+ 100% AP) (+ 30% bonus health)

Well after this i see that my math sucks :D Ok, nerfhammer prepared, here i go:

Q - Imbuing Pulse COST: 60 / 70 / 80 / 90 / 100 mana COOLDOWN: 14 / 13 / 12 / 11 / 10 seconds Taric's next basic attack within 4.5 seconds will deal 100% of his AD as magic damage in small aoe (like Iceborn Gauntlet's aoe) and will heal Taric and allied champions in 575 range (Alistar's roar range) for 30 / 40 / 50 / 60 / 70 (+ 10% AP) (+ 2,5% bonus health). If strikes an enemy champion heal for Taric and a nearby allied champion with the lowest health percentage is doubled.

It activates Dazzling strike on all champions and big monsters(!) hit. If Taric strikes an enemy champion and heals only himself, heal is tripled.

Now his max heal is: 210 / 280 / 350 / 420 / 490 (+ 70% AP) (+17,5% bonus health) its more in line with alistar heal, stronger early, but on longer cd, in late game stronger by hp scaling but gated by need of champ to max heal.

For E, in fact I like this switch from lane not-that-useful stun to powerful teamfight ability.

DeusVult3 votes

Best rework while remaining true to a champ that I have read in quite some time

the E seems very strong as a 1 point wonder, along with a blind+silence late game in a team fight is basically just a 2 second AoE stun

I would add scaling to the E, and changing the silence to a slow, that way its not an AoE stun without actually stunning people. Scaling maybe 1/1.25/1.5/1.75/2?

overall still a great rework, shows clear strengths and weaknesses and could actually work as a peel support.

Sherogarth1 votes

Blinds: teemo: 1.5 / 1.75 / 2 / 2.25 / 2.5, single target, easy to land quinn: 1.5, 1025 range skillshoot with 210-aoe-range if u land this.

Silences: Blitzz: only 0.5 but in biggah aoe and with great dmg Cho: 1.5 / 1.75 / 2 / 2.25 / 2.5 in 700 range cone Fiddle: 1.25, semi-aoe bouncing thing :D Garen: 1.5 / 1.75 / 2 / 2.25 / 2.5, single target and melee Malza: 1.4 / 1.8 / 2.2 / 2.6 / 3, aoe but hard to land

Ok, it looks like blind lower than 1.0s is pointless but 2.0s in cone of that range is quite op on the other hand even 0.5 silence is powerful as an aoe ability.

There are 3 ways to go with this i can lower scaling but to low blind would be useless i can reduce the cone range, but i still should be able to catch almost any adc with this (cait's auto range is 650) so i think 700 range is must, also i can reduce º of cone, cho's cone wtih 700 range have 60º, so maybe something like 45º. So i think something like this scaling: 1.0/1.15./1.30/1.45/1.70 and 45º cone in 700 range (Cho's Feral scream range)

Grimmrock2 votes

Great idea, and I have to agree, this is very in line with one of my favorite supports, and as a kit seems fantastically well thought out, and true to his nature.

Leafbell2 votes

In my view it's complex and interesting idea. However, Taric as a support shouldn't have any damage, because he could take away kill adc. He assist, not is murder :D Regardless, I think that Taric should receive as rework as you propose;)

Btw, Ahri is pretty Ahri

UberAffe1 votes

Thoughts: Passive- both braum and skarner have a similar passive, and it seems like this one would be even more powerful than either of those. Q- I would miss the targeted heal but it seems like an interesting enough mechanic and stronger to boot. W- I like the current shatter and it seems you do too. E- I like the blinding cone, I think it fits his style much more than the current stun. R- I like what this does for his team fight.

The only real issue I have with this is that: it removes any ability to catch someone out. Even with its short range the targeted stun acted as his gap-closer, and correct me if I'm wrong, but i believe this would make him the only support without some form of gap-close or long range movement impairing cc. I like your idea for the E but I think this might help him more:

E- Crystaline Grove Taric summons crystals from deep in the earth to hinder his enemies. Cost: 75 mana Cooldown: 16/15/14/13/12 Duration: 4 seconds passive: gains 1 stack on every ability cast up to 5 stacks. Stacks are not lost on death. cone size: 400 range for 45 degree to either side of mouse up to 600 range for 10 degrees to either side of mouse Damage: 50/60/70/85/100 + .4 Ability power + 10% bonus health as magic damage on first contact Slow: 25/28/33/40/50% + 1% per 25 ability power If cast with 5 stacks all 5 are consumed and all enemies are stunned for .5 seconds on first contact

casting would work similar to heimers rockets crystals would come up in rows, 8-12 rows, and would take .3 seconds for the first 8 rows and .5 seconds for all 12 rows crystals would descend in the same fashion, ie every row would be active for exactly 4 seconds could probably use some number tweaking because I'm not good at that.

This would keep true to his gemcraft nature while also giving him and his allies a way of catching up to/ catching out their enemies.

Sherogarth1 votes

It was intended for my rework to leave him without mobility and count on your adcs/junglers cc during ganks or initiator in teamfights.

But if that's really a problem we can go with something like this for his W - Shatter:

COST: 50 mana COOLDOWN: 7 Passive: Taric reinforces his armor with gemstones, increasing his armor by 10 / 15 / 20 / 25 / 30 while Shatter is off cooldown. He also gains a 500-range aura, increasing his armor and allied champions' armor by 12% of his total armor. Active: Taric shatters his gemstones, dealing magic damage: 40 / 80 / 120 / 160 / 200 (+ 20% armor) to nearby enemies within 200-range and no longer slowed by his gemstones he gains 30 / 35 / 40 / 45 / 50% speed boost towards a visible enemy champion for 3 seconds.

u lose part of his armor and dmg but gets initiation tool also this cant be used as escape mechanism.

GuiltyGecko1 votes

I like that you're bringing attention to Taric. I don't feel like typing a lot, but here are my quick thoughts.

Passive - While the passive you gave Taric can work, I find it too similar to braum and skarner. Granted, there are several abilities and passive ingame that are similar, but I would try to avoid that. Personally, I haven't given much thought to a Taric passive, but not really feeling this one.

Q - Has too much going on with math and function. The thing with heals and shields is that you generally want them to be instant. It just feels bad that you have to hit something to get the heal off. It's kind of like a Targons. Imagine wanting to heal your ADC during a fight, but you have to go hit something to proc your heal. I agree current Q is bad, but wouldn't want to replace it with this.

W - Shatter needs to be changed. I think it should still do something to give armor, but there is no way Riot will let it just give an armor aura when they rework him. I think we as a community should come up with something better that we like before Riot starts working on Taric.

E - Interesting concept, but when I get to it I start to think that this kit overall is a bit overloaded for what Taric is. Taric is supposed to be an introductory support, with rather simple abilities, but looking at the kit as a whole it has a lot of "moving parts". There's lots of things to keep track of. Also, having double CC on a single abilty is a tad odd, but not unheard of. I think it would be fine if you just increased the blind duration.

R - I actually really like your R. AoE ult shield isn't something we have yet, and it's more satisfying than just pure stat dumps. Maybe to make if different from say, locket, lux shield, or targon active, it could give armor while the shield persisted. Anyway, good job on the ult. I think it's the most solid part of your kit rework.

So ya, that's it. Not being a hater, and I think you did well, it's just more helpful to point out what could go wrong with a potential kit than to just say "well that's great" you know?

Sherogarth1 votes

After looking at Braum and Skarner passives i nerfhammered my version a bit but we must remember that this Taric variation doesnt have any gap closer, unlike Braum (can trigger his passive with Q [slow!] and jump to some minions near his target) and Skarner (E slow and W speed boost).

I know his Q is maybe not the best solution but i decided to go with that because it fits concept of heavy-armored-front-line-paladin. Also it requires him to be more active than just "prezz da Buttonz".

For his W, I really think its his core ability. When i first played Taric back in 2012 and i picked my W it was like "Whoa, it looks great" this white circle of gems really makes me feel im somehow tankier. So im not sure Rito should change it.

Now when i think of this tracking all those stacks (15) can be quite hard but im sure that there will be some flashy indicator or effect when this ability is charged. Also blind and silence is there for that "you can do nothing, go away and never come back or you gonna taste that hammer" feel.

Im glad u like R :D.

Maybe if I have some more time im gonna put somewhere scrapped and unused versions of his skills or even some new one after all this feedback.

Wolfeur1 votes

Your kit is nice, but I have some reservations regarding your passive idea (better version of Braum's) and the direction of full armor tank (same remark for current Taric), which would lead to a very niche pick that will ultimately never be good. But you gave me some inspiration for my version of Taric's kit, which I planned to post soon. Hope you don't mind. :)

Sherogarth1 votes

I dont mind. Take what u like :D.

U can even post link to your rework somewhere here when u finish.

Wolfeur1 votes

{quoted}

I dont mind. Take what u like :D.

U can even post link to your rework somewhere here when u finish.

Here is my kit idea, tell me what you think about it. :) http://boards.na.leagueoflegends.com/en/c/gameplay-balance/P49x3WXZ-my-idea-for-tarics-kit-and-gameplay-as-a-paladin

junglerboy161 votes

I actually really like how his current passive works and that is probably the place that needs the least change. It lets him get this really cool Brawler+caster combination that seems to fit the idea of a Paladin (i.e. a knight who uses magic along with his normal weapons). It has a really satisfying rhythm of spell cast>AA>cast>AA>cast>AA etc., that lets him keep up constant damage as well as more rapid CC and heals.

The idea for his heal being a combined AA enhancement as well as AOE heal is interesting... I'll give it that much, but personally I am biased towards his current heal, since it has a unique mechanism that makes solo lane and jungle Taric still work, which is the enhanced heal to himself if self cast. I think Taric would fare best as a support fighter, a scrappier, more "in your face" kind of support that can totally handle himself in a solo lane and transitions into a true bruiser late game, which is a unique niche separate from engage tanks like Leona or Alistair.

I like that you left his W the same, but there are some tweaks that should be made to it that could be explored and expanded upon to make it more interesting than just an armor aura and AOE armor shred.

Your idea for his E is interesting, and I like the idea of passive stacks from getting attacked. However, the stacks should not limit when he casts it, since he already has a mana cost and cool down on it. Instead, I think a more suitable way to approach it would be to have each stack increase increase the damage by a % (say 5% per stack), and when reaching certain stack thresholds, it will have added effects. Something like 0-9 stacks, blinds the enemies hit, 10-14 stacks blinds and silences them, and 15 stacks stuns them, but casting the spell consumes the current stacks, meaning he won't be able to just repeat stun everyone in a fight where he gets hit a lot. This could give him more burst if he is initiating with the stun. If you DO want to keep casting limited by having a certain number of stacks, then remove the cool down entirely, and gate it ONLY by the number of stacks he has.

I love your idea for his R, and it seems like it would give him a much more direct and noticeable impact in fights. The exploding shield idea is great, but each individually feels so weak that it would have almost no impact unless shielding his whole team (Which isn't necessarily bad). Maybe you could change it so that the spell deals a set amount of damage, that is then distributed over the different shields? Something like for each ally who isn't shielded, the damage on the remaining shields in increased by 40% of the base amount. If that where the case, then only shielding himself, while not optimal, would make his shield deal at least 78/130/182 (+39% Armor) (260% normal damage for a single shield), which isn't amazing, but is better if he is stuck in a solo fight.

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