Taric Rework Idea

The R3ckon1ng··2 votes·233 views

So after watching the PAX south 2015 Character Design Panel I thought about what they said about Taric. They want to preserve what is the key characteristic of his design and kit, obviously that would be gems. So I thought up a kit rework that I think would just be awesome for him.

Passive: Gem Enchantments Taric's trinket gains enhanced abilities per level of ultimate.

Warding Totem : Places a Sight Ward that lasts 60 / 120 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player. (Enhanced: Wards from trinket last an additional 5 seconds per level of ultimate) Greater Warding totem: Places a Sight Ward that lasts 180 seconds (60 second cooldown). Limit 3 Stealth Wards on the map per player. **(Enhanced: Wards from trinket last an additional 5 seconds per level of ultimate and have 1 additional health) ** Scrying Orb : Reveals small location within 2500 / 3500 range for 2 seconds (120 second cooldown). Enemy champions hit will be revealed for 5 seconds. This does not affect stealth champions. (Enhanced: Range improved by 200 range per level of ultimate) Farsight Orb : Reveals an area up to 4000 units away for 2 seconds (90 second cooldown). Enemy champions hit will be revealed for 5 seconds. This does not affect stealth champions. (Enhanced: Range improved by 400 range per level of ultimate, last 1 additional second)

Sweeping Lens : Summons a drone at the target location for 6 seconds (400 / 600 range). The drone reveals and disables all invisible traps and wards within an 400 / 600-unit radius. (120 / 60 second cooldown). (Enhanced : Range increases by 50 range per level of ultimate) Oracle's Lens : Summons a drone at the target location for 6 seconds (600 range). The drone reveals and disables all invisible traps and wards within an 600-unit radius. (75 second cooldown). Additionally, your champion gains true sight for 10 seconds. (Enhanced : Range increases by 50 per level of ultimate, true sight lasts an additional 2 seconds)

(This could also potentially be for Boots or Jungle Item enchantments with different gem types: ruby, diamond, emerald, sapphire, amethyst, or topaz. I don't think it would be too overpowered because I would make it a percent buff to enchanted items only, meaning that tier 1 boots would be unaffected. However, when he would say upgrade his Ninja Tabi to Captain's boots they would be enhanced by Topaz or something like that. Which could potentially allow Taric to Jungle and be effective. But it was not a part of the original idea.)

Q: Crystal Growth (Range: 750) (Cost: 2% mana per second, per seed) (Cooldown : 5, 5.5, 6, 6.5, 7 seconds): Taric places a mineral seed on an ally or himself healing over time. Seeds drain Taric's mana by a percent per second. Seeds stack Taric can store up to 2 mineral seeds. (HEAL: 5 / 7.5 / 10 / 12.5 / 15 (+ 32% AP) over 6 seconds) (Based off of current values)

W: Shatter (Range: 650) (Cost: 60, 70, 80, 90, 100 Mana) (Cooldown: 10 seconds): Taric shatters a gem creating a conical shockwave that damages enemies and slows. (MAGIC DAMAGE: 50 / 90 / 130 / 170 / 210 (+ 20% armor) (15 / 20 / 25 / 30 / 35% Slow)

E: Dazzle would remain the same as current. Because... razzle dazzle 'em...

R: Fissure of Gems (Range: 1000) (Cost: 150 mana) (Recharge time: 75 seconds) (Static Cooldown: 2.0 seconds): Taric slams his hammer into the ground creating a Fissure of Gems directly in front of him. The Gems released increase allied champion armor by 7, 12, 17 % of Taric's armor (500 unit range of fissure), allied AD and AP by 7, 12, 17 (500 unit range or fissure), and are an impassible wall (can be flashed though). Taric can hold a maximum of two fissures and their auras stack. (Note that this is a little less than his current values of his old W+R, even when stacked.) (Just as a further note cooldown reduction affects recharge time.)

Let me know what you think in the comments. Riot I would love it if you looked at this.

0 Comments

More from Concepts & Creations