User blog comment:Telaruhn/Aldric, The Elder Guardian/@comment-4773210-20140409044820/@comment-1330314-20140410082813

I agree with most of these. However, I would also really, really recommend you change the on-hit damage back to proccing on every spell activation and have it activate his shield: that way, not only do you have reliability when it comes to proccing your own shield, even when alone, but you also have better steady DPS.

There are lot of minor changes I'd like to propose to your current kit, and a lot of them are restatements of what I mentioned before. Basically, I'm proposing a kit like this:


 * Allied champions affected by Aldric's abilities gain a shield that absorbs 40(10level) damage for up to 5 seconds. Upon being shielded, the ally cannot receive an additional shield from Guardian's Seal for another 10 seconds.
 * Basically, what Emptylord said. I think it would be a better idea if you only made Aldric's damage scale with AP, and leave the shield to scale with his health. That way, there's a clear difference between a damage build and a tanky build. Since Aldric's not a caster support, he doesn't need to have AP scalings to his utility.
 * Aldric sends a magical image of his hammer flying forth (1100 units), dealing  magic damage to all enemies it hits and knocking them back (~450 units) and to the side. 80 Mana.  second cooldown.
 * As it stands, your Q is pretty much fine as it is. I think the base damage could be tuned down a little, and that the hammer should be able to clear a path for Aldric's allies as a peel/initiate dual ability, but that's about it.
 * After using an ability, Aldric's next basic ability deals  bonus magic damage and activates Guardian's Seal on him if it is available.
 * Aldric dashes a fixed distance through the target ally. If they are a champion, they are also cleansed of movement speed slows and disables. 60 Mana. second cooldown.
 * I said this before, but I think it would make a lot more sense for Protect to have a cleanse effect rather than Aldric's ultimate. Having Guardian's Shield proc on an empowered autoattack would also be thematically appropriate for the ability's name. Effectively, you get to keep the mechanic where you shield an ally from a distance while also giving yourself the tankiness required to initiate a fight. Because of this, you can also reduce the ability's mana cost to a small, fixed amount, and in accordance with what Emptylord said you could also have the ability's cooldown reduce steeply per level, so that he can only use his strong cleanse occasionally in lane but frequently in the mid to late game to perform saves or escapes.
 * Allied champions within 800 units gain bonus movement speed when moving towards Aldric.
 * Aldric calls to arms, dealing  magic damage to all enemies within 450 units and quadrupling his passive to  bonus movement speed for 2 seconds. During this time, Aldric also benefits from the movement speed boost.  Mana. 10 second cooldown.
 * I like your original passive, and while I don't quite understand why you removed it, your new Rally is quite good. Two things: however: the first is that an AoE damage + Talisman of Ascension active ability already exists in the form of, and so you should differentiate from it a bit, and the second is that your current implementation sort of has the same problem as your current ultimate: Aldric needs to be in range of enemies to make use of the magic damage, but he also needs to be in the middle of his team to make use of the powerful utility this ability gives. Since he's going to be on the front lines, thus likely depriving some teammates of the movement speed, I thought it would be a better idea to insert the passive movespeed boost from your previous Rally and have the active amplify it, thus creating a clear success case. Since this is also his most reliable form of damage, aside for his Q which is meant to be his source of CC, I also think you can bring down the ability's cooldown to 10.
 * Aldric frees himself of crowd control effects and dashes forth up to 1000 units, dealing  magic damage to all enemies within 400 units of him and carrying them to his destination. Aldric is immune to crowd control while dashing. 100 Mana.  second cooldown.
 * Nothing much to change here, aside from moving the ally cleanse to Protect and extending the range to 1000 units, as all non-targeted dashes have that range. The only thing this ultimate needs is a clear success case, which you can easily achieve just by removing the ally cleanse. There is no satisfying choice when you're forced to "sacrifice" your ultimate to achieve either one use or the other, especially as the only choice you should make when ulting is finding out when's the best moment to use it.
 * Aldric calls to arms, dealing  magic damage to all enemies within 450 units and quadrupling his passive to  bonus movement speed for 2 seconds. During this time, Aldric also benefits from the movement speed boost.  Mana. 10 second cooldown.
 * I like your original passive, and while I don't quite understand why you removed it, your new Rally is quite good. Two things: however: the first is that an AoE damage + Talisman of Ascension active ability already exists in the form of, and so you should differentiate from it a bit, and the second is that your current implementation sort of has the same problem as your current ultimate: Aldric needs to be in range of enemies to make use of the magic damage, but he also needs to be in the middle of his team to make use of the powerful utility this ability gives. Since he's going to be on the front lines, thus likely depriving some teammates of the movement speed, I thought it would be a better idea to insert the passive movespeed boost from your previous Rally and have the active amplify it, thus creating a clear success case. Since this is also his most reliable form of damage, aside for his Q which is meant to be his source of CC, I also think you can bring down the ability's cooldown to 10.
 * Aldric frees himself of crowd control effects and dashes forth up to 1000 units, dealing  magic damage to all enemies within 400 units of him and carrying them to his destination. Aldric is immune to crowd control while dashing. 100 Mana.  second cooldown.
 * Nothing much to change here, aside from moving the ally cleanse to Protect and extending the range to 1000 units, as all non-targeted dashes have that range. The only thing this ultimate needs is a clear success case, which you can easily achieve just by removing the ally cleanse. There is no satisfying choice when you're forced to "sacrifice" your ultimate to achieve either one use or the other, especially as the only choice you should make when ulting is finding out when's the best moment to use it.
 * Nothing much to change here, aside from moving the ally cleanse to Protect and extending the range to 1000 units, as all non-targeted dashes have that range. The only thing this ultimate needs is a clear success case, which you can easily achieve just by removing the ally cleanse. There is no satisfying choice when you're forced to "sacrifice" your ultimate to achieve either one use or the other, especially as the only choice you should make when ulting is finding out when's the best moment to use it.