Taric Redacted Concept

Drakusatheon·12/4/2014, 5:56:23 PM·1 votes·471 views

Taric Taric, the Gem Knight Taric has gone through some pretty interesting changes as time has gone on. Going from a pure support to a support/fighter amalgam, and even had his shot as a ridiculous burst cast. But right now, he's suffering from a bit of the blahs. Darned agile, lighter Marksmen keeping him down because he can't pin them or keep up, and pokey supports have him retreating before he can waddle up to his targets. I think he needs a kit update to fit the more front-line, tenacious fighting and stalwart defending on a warrior with the title of "Knight". So here are some of my ideas. Bear in mind, mana costs and cool downs are tentative, since paper theory crafting and actual game play balance are two very different beasts. So, here are my ideas to start, while trying to keep to his campy, outrageous character.

Passive: Diamond Wall Taric Armor is increased by 10 at Level 1, scaling up to 20/30 at Levels 11/16. He grants allies bonus Armor equal to 12% of his Bonus Armor

Passive: Shatter Taric gains a shield of crystals every 7 seconds that absorbs the next 50/105/210 Damage he would take. When the shield is destroyed, the crystals shatter, dealing 5+(Champion Level + .5 Total Armor) to enemies around him

Taric gives a lot of free defense just for existing, and the fact that he can then turn round and explode for shredding armor is kind of ridiculous on top of the raw damage he also provides with his current ultimate. At the same time, his passive still feels clunky because of his meandering pace. He only has one way to keep an enemy from falling back, and with Taric's low Attack Speed you may only hit your target a couple times. Meanwhile; you've blown any chance of catching even a semi-mobile opponent again. Bearing in mind that a knight decked in precious stones is going to be slow and plodding by nature, my thoughts are to bring Shatter to his passive and give him a raw bit of mitigation now and then, while also making the Shatter damage more of a retributive ability, without the armor pen. A but more defensive love for the Gem Knight for possible non-physical damage, and also maybe a place in the jungle. Who knows?

Q: Invigorating Ruby Self Cast: Taric heals himself for 60/110/145/185/230 + 10% of his missing Health

Ally Cast: Taric empowers an ally, giving his Passive to his target. While this is active, Taric loses his diamond Wall and Shatter bonuses, but still distributes the Diamond Wall Aura.

In the trend of the current "Not every support should be a White Mage" mindset, with this idea the heal would be only for Taric healing himself. when cast on an ally he grants them his passive Shield and Armor buffs, as well as the retaliatory AoE damage when the shield absorbs all it can. This on top of the 12% of his armor he will still be giving nearby allies can make one target particularly hard to kill, or be used to give Taric some much needed sustain as he stomps around the battlefield. Since he's slow, he needs to be able to last as he can't reliably escape. This ability should probably share a CD with his Shatter Passive, and ally casting should be unavailable while the passive is broken.

**W: Divine Sapphire ** *Taric's next basic attack will deal 50/85/135/180/235 (+.4 Ability Power) bonus magic damage and briefly stud the target with painful gemstones for 5 seconds. Tarics attacks against that ally slow them by 15% and deal an additional 12/24/36/48/60(+.35 Ability Power) magic damage *

A damage and utility buff. Helps him stick to people he's stunned a get some damage out, as well as ward off enemies who decide they want to jump the brave Gem Knight's charge. Give him some combat potential while still letting him be durable, of hit like a truck in more offensive minded builds. Because it is an auto attack modifier, it should reset his animation, and the initial attack would be susceptible to critical hits. Also; other laning and jungling options.

E: Dazzling Brilliance Taric fires a prismatic sphere in a mid-short range skill shot, damaging the first enemy hit for 40/70/100/130/160 (+20% Ability Power).

In addition; Taric may activate Dazzle again within 3 seconds upon contact to shield charge to his target if it struck an enemy champion, dealing an additional 40/70/100/130/160 (+20% Ability Power) Magic Damage and stunning them for 1.5 seconds.

This adds some counter play to Dazzle, and also gives him a small movement boost to aid him against slightly more slippery foes. It should not be too long a range, but it should help him to initiate when he needs to, or reposition to better assist in fights. It should also only allow him to charge to enemy champions. It wouldn't make sense for Taric to be Lee Sin fading into the jungle because he pegged a creep camp.

R: Glimmering Radiance Taric slams his hammer into the ground, dealing 150/250/350 (+50% Ability Power) magic damage to nearby enemies. Taric inspires his nearby allies, increasing their Attack Damage and Ability Power by 15/25/35. Taric himself receives twice these bonuses during the duration, and his Shatter cool down is immediately reset upon activation

This would stay mostly the same. The only change here is how some of it is worded, and that his passive shield would be immediately refreshed. This would allow him sudden defense if he needed it, a second clutch Diamond Wall to use, or of course to let Taric punish those magic users by smashing them in the face with his hammer.

1 Comments

Vbunnie12/4/2014, 8:14:18 PM1 votes

terrible idea... here is why taric is stupposed to be a semi heal tanky style champion. What he lacks is a jump or bounce or way to grab the enemies or even catch up. I agree with your passive idea it is kind of cool, but I would definately keep his ranged stun it is awesome. I would change the w to an ability that would be a long range slow and/ or a dash kind of skill so he can catch up with the enemy. Let us say a mid ranged colision linear skillshot that slows an enemy hit marking them reactivating that skill will bring taric to the marked target. Kind of like a flash. Keep the rest of his skills as they are why because it is awesome that way. I would also increase his attack speed slightly and decrease his base attack damage slightly then enhance the attack damage bonus to the r slightly. I would also include a passive on his e that increases attack speed. That way he still has his own role and fits an interesting nitche. I would also allow for the r to inspire allies like how you put it that part can stay.