Hi, I love support dwarf runes in IS. Why? Because they add flavor and more depth. Anyways I wanted to make several suggestions (my oppinion) so we have more diversity among what people run. A long time ago, when I first met the game I read a bg help thread where it was stated 3 support runes are sort of mandatory in IS. That being said I'd like to change several dwarves to give more options to what to play besides from Beermaiden and Priest. Top Tier Dwarven Beermaiden Ironfist Minister Priest of Valdac Armorer Silverclan Tinkerer (constructs need a buff tho ) Mid Tier Battle Matron Dwarven Handler Dwarven Sergeant Dwarven Tinkerer Ivory Wing Low Tier Dwarven King Dwarven Defender Dwarven Medic Ethereal Priestess Now the talk begins Beermaiden, is awkward, 71 nora for a unit without an attack is much! But the reason for it: St Semmirs brew. It makes the dwarves very VERY strong, and I hope we can find a way to make it have the same generic value as BLB, but imo it has to change. Now her change: Base: Shatter, Carouse, On the House U1: Invigorate 1/2, Ignorance U2: Equip St Semmirs, Equip Black Label Brew Reason: Everyone takes Shatter and being a beermaiden imo you should be able to choose what brew she serves. Dwarven Handler and Dwarven Seargeant are actually a main reason for this thread. Sergeant was once the pinnacle. When I started playing I told someone I didnt have 1, He just laughed at me and gave me 2 because they were just that, you couldnt play without them. Anyways, with Defender, Drive and Rallying Cries he is all about placement and keeping him alive. As this guy is seldom used for attacking (sees no play lately anyways) I'd reduce his attack to reduce his cost. Again a 70+ nora support champ (with only 5 speed) has to bring a lot to the table to make up for its cost. Dwarven Handler, now this guy has had my attention for a while now. Regal presence is a force to be reckoned with so positioning him is very important. Drive give him that little extra. Last patch saw him get Boost: Beast in addition to Boost: Construct. Its something, but Boost is just . I loved the changes to Commander and Defender. But how Boost is more expensive than those 2 is beyond me. Dwarven Defender needs to switch block from Base to Defender to base Base: Attack, Defender U2: Bodyguard, Block, Resilient Dwarven Medic Remove the 5 dmg, increase speed to 6, increase armor to 1. Dwarven King: huehue, this guy is just outclassed by something that is not even a dwarf. Im gonna give him a complete overhaul. herp derp Base: Attack, Battle Leader U1: Melee Specialist 1/2/3 U2: Regal Presence(he's a king ...), Warcry And something else on U2 but dont know what. Cant have Regal presence and Warcry on one champ. Etherial Priestess got an overhaul last patch. So I'll be interested in how that unfolds (although 76 nora (assuming you take Haste) is on the expensive side). But she offers a unique set of abilities now.
Assuming he keeps the same stats his cost would be as follows: 88-93 I dont see how he would be much more playable than before. Perhaps due to Regal Presence. His biggest issue is 7 spd + expensive abilities (like divine favor 1/2/3 @ 7/11/15 nora and Melee Specialist 2/3 @ 5/9). That is a minium of 12 nora in abilities + 8 nora for his speed. Around 20 nora in stuff. Assuming he keeps 7 spd, I would change Base: Drunkard, Remove Warcry Upgrade 1 to Melee Specialist 1/2/3). Upgrade 2 to Warcry, Regal Presence, Carouse) Cost would go down 76 (MS1 + Carouse) - 88 (MS3 + Warcry). Most Likely run at 80 (MS1, Regal Presence) or 81 (MS1, Warcry). Alternatively: Upgrade 1: (MS1, MS2, MS3) Upgrade 2: (Warcry, Regal Presence, Battle Leader) Base: Loyalty, Remove Warcry Cost: 83-88
I dont have problems with expensive champs, but they have to bring something special. and the current king is outdone by a half skeezick. But those are great suggestions as well