Full Nova Rework

Part 2 Heroic Abilities

Tactical Nuclear Lock: Lock onto an enemy Hero or structure painting them red. After a 4 second channel, a nuke falls on the target dealing 200 damage to the target and progressively more damage in a large area around the target. Up to 650 damage at it's edge. Has the range of Triple Tap. If you cancel the channel Painted Red has a 10s cooldown.

Ran Outa Steam: No heroic ability because you ran outa steam. You are tired of typing about the game. You have forgotten that Match Making is broken and wish to play.

Goals of Talents - To enhance or twist the goals of the abilities in various powerful ways. To scale properly in power with other Hero talents.

LVL 1 Talents

First Strike: The first Target hit by Snipe receives 5 Stacks of Painted Red Debuff. Painted Red increases damage from all sources by 5% per stack for 2 seconds. Reapplication of Painted Red refreshes it's duration and adds Stacks. Maximum of 5 stacks. As long as Painted Red is active on a Target, that Target and Nova are revealed. Nova is not revealed if she is under the effects of Cloak. Runner Runner: Snipe does 25% more damage if the Target is below 30% health. Steady Breath: Increase range of Snipe by 50%. Good Reception: Radar range increased by 25%. Eat Liver and Live: Auto attack range increased from 6.5 to 8.5.

LVL 4 Talents

Radar Tower: Can now place a Radar Tower in a targeted location. Last 1 minute. Can be seen and killed like a Scouting Drone. Does not show up on the mini map. Will Cloak when Nova Cloaks. Enemies are aware they are under the effects of radar unless Nova and by extension her Radar Tower are cloaked. Radar Tower Range is double that of Nova's personal Radar Range. Radar Tower Radar acts separately from Nova's personal Radar and does not disable it while active. No portion of Radar Tower can be toggled on or off. Comscan Radar: Can target an area of the map to give radar in that area for 5 seconds. Nova's personal Radar is removed during this time. Global range. If Nova is cloaked enemies will be unaware they are under the influence of Radar. Lockdown Grenades: Increased charges from 2 to 3. Grenade charges have a 1 second internal cooldown and no longer function as mines(No arming time). No longer Roots. Now applies 90% 0.5 second snare. Damage increased by 50%. Aoe increased by 50%. Grenades snare can effect multiple targets. - Seems OP but remember that Lockdown Mines/Grenades still do basically no damage. You can now unload all 3 grenades on a single target for a 1.5 second 90% snare but the damage would be spread over 3 seconds and is about half that of a normal single target spell which is generally delivered instantly. Can also use more sparingly to disable multiple opponents in a team fight and up your overall damage by taking advantage of the increased AOE. The increased AOE brings it up to the size of Tyrande's base stun size. Would be very hard to effect more than 2 targets. EMP Mines: Lockdown Mines are now EMP Mines. EMP Mines do not root. Silences for 1 second and removes 10% resources(Mana, Rage, yellow stuff, etc.) Silence can only effect one target but damage and resource drain effect all enemy targets in radius and is dealt instantly at the same time as the silence. EMP Mines arming and timings function same as Lockdown Mines.

LVL 7 Talents

Penetrating Round: Snipe now Penetrates through multiple enemies doing 50% damage to them. Snipe retroactively does 75% additional damage to the last Target hit. Applied as 1 second delayed damage. One in the Chamber: After using an ability, your next Basic Attack deals 25% additional damage. - Nerfed from 50% to 25% because of synergy. Numbers subject to balance. Anti-Armor Shells: Unchanged. Cover Fire: Snipe gives you and any allies within your Radar Range a shield equal to it's damage. Shield last 4 seconds.

LVL 10 Talents

Tactical Nuclear Lock: Lock onto an enemy Hero or structure painting them red. After a 4 second channel, a nuke falls on the target dealing 200 damage to the target and progressively more damage in a large area around the target. Up to 650 damage at it's edge. Has the range of Triple Tap. If you cancel the channel Painted Red has a 10s cooldown.

Global Presence: I tried to think of an Ult that could give Nova global presence but ran out of steam.

LVL 13 Talents:

Power shot: Snipe does 30% more damage and causes a mini stun of .25 seconds to the first target hit. Ghostly Momentum: Using a basic ability causes the other two basic abilities to cooldown 2x as fast for 4 seconds. Cannot stack with it'self. Each use of an Ability will cancel the old instance of the Momentum buff and apply a new instance of the buff. Painted Red: Nova's Auto Attacks now apply Painted Red, a stacking 5% vulnerability. Maximum of 5 stacks(25% vulnerability). Each stack last 2 seconds unless it is refreshed by another stack. Both Nova and her Target are revealed for the duration of the stacks, unless Nova is Cloaked. In which case only the Target is revealed. Painted Red Debuff is the same Debuff delivered via the Talent First Strike and uses the same rules. Share the Stealth: Cloak can now Target an Ally and be given to them. They also inherent Nova's Trait for the duration. During this time Nova loses her Trait. Global Range. Abilities that would normally interact with Nova while she is Cloaked take no effect. Example: Nova's Lockdown Mines do not cloak while someone else is Cloaked.

LVL 16 Talents

Spectre Promotion: Gives the following upgrades to abilities. - Cloak last 4 more seconds.(total of 10s) - Auto Attacks no longer break Cloak. - Psychic Feedback: When your Cloak is broken by enemy damage the Target takes feedback damage. Psychic Feedback is not activated by reveal abilities.

Tactical Armament: Gives the following upgrades to abilities. - GoPro Nukes: Nukes now reveal a large radius, including stealth, around them for the 2 seconds before impact. Scrapped Heroic. Ran out of steam. - Doubles the range of Lockdown Mines or Lockdown Grenades. - Lockdown Mines/Grenades/EMP Mines now leave behind nuclear radiation for 4 seconds. Enemies standing in Radiation take 10% more damage from all sources. - Tactical Nuclear Lock now leaves behind nuclear radiation in it's blast radius for 4 seconds. Enemies standing in Radiation take 10% more damage from all sources.

Advance Cloaking: When you Cloak, become invulnerable for 1 second and move 25% faster while cloaked. Cloak cannot be broken during the 1 second invulnerability. Cannot use abilities during the 1 second invulnerability. - Nova's only real escape. Works as a more flexible Ice Block/ Spell Shield Combo. The goal of this talent is to scale Nova's power. This talent acknowledges the fact that it ultimately might not matter how much intel you have and tactical advantages you can bring if you can't participate in a 5v5 deathball in a meaningful way. As Tanks/Assassins reach the level of practical one shotting, Nova has the option to forgo power advantages to gain an O SHIT button. Keep in mind that her strength now lies in helping her allies to achieve. Not raw damage. So the narrative of "I must kill you before you kill me" no longer plays out between Nova and other assassins. If you're caught alone this won't save you without clever use of mines. The distance you can walk in one second is negligible and then you can simply be revealed again. It in no way makes up for bad positioning but instead allows more aggressive positioning in a late game scenario where one Ult could mean your insta death.

Quick Reload: Snipe now has 2 charges. After a Charge is consumed snipe range is halved for 4 seconds.

LVL 20 Talents Ran out of Steam.

Final Thoughts That's all. There's a few build options from the talents. Including a snipe build for those that still want to be Assassiny. An Auto attack build based around One in the Chamber. Some tactical builds. Keep in mind that the Auto Attack and Snipe Builds don't do much real damage on their own. But can be used to help increase damage or reduce damage to your teammates. EMP Mines was my best talent. The uses are pretty limitless but creating a zone of protection for your ranged assassins is an obvious choice. Leaving Tyreals and Chen's wishing they did not dive in so carelessly. I tried to make some trade offs. For instance you could focus on an Auto Attack build around the Painted Red Debuff. Which can allow you to make an enemy target take 25% more damage as long as you can maintain it's effects. You could play this safe and grab Eat Liver and Live at lvl 1 and gain a large increase to your auto attack range. Making you safer, and easier to apply and keep up the Painted Red Debuff. Or you could take First Strike at lvl 1 to instantly apply 5 stacks of Painted Red with the intention of keeping the stacks up with your Auto attacks. Faster damage but harder to maintain and puts you in greater harms way.

Thanks for reading.

/r/heroesofthestorm Thread