User blog comment:Nearthel/Maraad, the Hammer of the Light/@comment-3391671-20161005034049

Holy Damage doesn't seem like a bad idea, but from what I perceive, it's an altered form of true damage regardless of what you say. This leads to what I've seen other users call "terms/items that don't translate well into the LoL-verse," either because it's difficult to do so in the first place, or because the attempt was a failure. At times, some damage types or systems proposed by users are functional (Lesdin's Darsaan and his Tarnished Health, for example), but I believe that something else can be done for Maraad to introduce "holy magic" as a mechanic. One idea I can propose is that a percentage, let's say 25%, of any magic damage Maraad deals will be converted into true damage, while a portion of this is translated into stacks of "Holy Magic" which grant him temporal (that may be based off ).

Q is rather unsatisfying in what it tries to accomplish, especially because there is no duration indicated for Templar's Verdict. What I would recommend instead is if this was an AA-reset that applied the said mark. Auto-attacking a marked enemy causes him to deal magic damage, with the mark stacking up to three times. Attacking a marked enemy with Crusader Strike will also apply the decaying slow.

W, E and R are looking to be abilities. W is an AoE that deals damage while boosting Maraad's damage output. E is a heal limited by that mana cost. R is 's ult with longer duration but a reduction to damage output (why?).

I believe much can be done in order to incorporate classes such as WoW's Templar into the game. But what will be needed is more than basic knowledge of the class, but also an expansive of imagination to make those mechanics eye-catching in the LoL-verse. Otherwise, you would be better off making a single blog that has all the classes adapted to league and title the blog "WoW in LoL".