User blog comment:Nearthel/Medivh, the Last Guardian/@comment-25235491-20161231001600

I think the lack of a mana regeneraion stat is messing with the template. I suggest you give a 0 (+0) value to it, if only for the sake of appearances.

This is certainly an interesing concept we have here.

I'm not sure "Artillery" is a class yet, but since it's considered a sub-class of sorts for casters, I'll give it a pass.

Regenerating 2.5% missing mana every second basically assures that, barring other mana regeneration effects, you never hit full mana once you expend any.

I think Q has a few downfalls. The Arcane Charges massively increase the mana cost of the skill up to the point I think the damage increase might just not be worth it. 200 mana is a crippling cost. The range is good and the cooldown only gets lower, but I think the mana cost is too high for sustained use.

W is another artillery ability, but with the current lineup, I'm very much reminded of. Mana regen passive, linear AoE Q, ranged circular AoE on W... It's a very decent ability, perhaps a bit powerful at level 1.

E is a blink, which I don't think an artillery mage should have. It's short-range though, so I think it's a bit weak, actually.

That ultimate has horrid base damage, but the scaling might be a bit too strong. Also, for an artillery mage ult, I expected a semi-global ulti or such.

The charge system for the ultimate should really be counted as a passive for the skill though.

Personally, I think the kit is not that interesting. Not weak in any way, but I think I'm seeing a bit too much, and not much novelty aside from the stocked blink.

I'll keep an eye on this in case you make cool things happen. I'll be happy to cmment in this case.