Taric Rework Ideas

Judy Bigbooty·1/25/2016, 4:47:06 AM·1 votes·871 views

I don't know why I got it in my head to do this, but it seemed like fun when I thought of it, so here it is. I tried keeping most of his original kit intact, as it didn't seem to really need changing, while also updating how his abilities portray a gem-themed knight. I hope y'all like it, and I'd love to hear your feedback ^ w ^

Taric, the Gem Knight (Rework ideas)

Passive - "Gemcraft":

After casting a spell, Taric's next basic attack deals 20% of his Armor as bonus magic damage, reduces his cooldowns by 2 seconds and marks enemy champions for 6 seconds. This effect is doubled while near a Gem Shard (excluding the mark).


Q - "Imbue": 750 Range; 60/70/80/90/100 mana cost; 18/17/16/15/14 second cooldown

Taric heals a target ally and himself for 60/100/140/180/220 (+50% AP)(+5% of Taric's bonus health). If he targets himself, the heal increases by 40%. This ability's effects are increased by 25% while near a Gem Shard.


W - "Shatter": 375 Cast Range; 450 Damage Range; 600 Aura Range; .5 second arm speed; 50/55/60/65/70 mana cost; 10 second cooldown

Passive:

Taric gains 10/15/20/25/30 Armor.

Active:

Taric summons a Gem Shard in a target location (Can be destroyed by enemy champions, granting them 10 gold). Allied champions near the Gem Shards gain 12% of Taric's Armor, while Taric is within 600 units of the Shard. Targeting a Gem Shard again will shatter it and other nearby Gem Shards, dealing 20/80/120/200 (+20% Armor) magic damage to nearby enemies and reducing their Armor by 5/10/15/20/25 (+5% Armor) for 4 seconds. Taric loses Shatter's passive Armor for 10 seconds after breaking a Gem Shard. Taric can carry a maximum of 3/3/3/4/5 Gem Shards, replenishing 1 Shard every 30/27/24/21/18 seconds.

NOTE: The damage of this ability functions similar to that of Gangplank's barrels, where bonus Shards only extend the range of the damage.


E - "Dazzle": 625 Cast Range; 600 Refract Range; 1400 Missile Speed; 75 mana cost; 18/17/16/15/14 second cooldown

Taric fires a burst of energy in a line, dealing between 40/70/100/130/160 (+20% AP) and 80/140/200/260/320 (+40% AP) magic damage to the first unit hit. Dazzle's magic damage increases the closer Taric is to the target. If Dazzle hits a Gem Shard, it will refract, hitting the nearest enemy unit within the Shard's range, especially prioritizing enemies marked by Gemcraft.


R - "Radiance": 375 Cast Range; 600 Aura Range; 100 mana cost; 75 second cooldown

Taric slams his hammer into the ground, dealing 150/250/350 (+50% AP) magic damage to nearby enemies. For the next 10 seconds, Taric gains 30/50/70 AD and AP and allies near Taric or a Gem Shard gain half of the bonuses.


Overall, I wanted Taric to feel more in line with what a gem-themed knight might be like. By making his W more interactive, it not only makes it more interesting to play Taric, as you'd need to manage your Shards effectively to appropriately distribute your aura, it also gives more counterplay by making it so that the aura isn't just there by default and enabling enemies to disable it, similar to Illaoi's tentacles, or Gangplank's barrels. Also, by making the Shards give his abilities bonuses, Taric, when played right, could become a force to be reckoned with. As a fabulous man once said, "They are glass, waiting to be smashed."

3 Comments

Tamur1/25/2016, 5:54:50 AM2 votes

I believe a Rioter posted Taric is about 90% done waiting everything else but his Kit