Hi, first post!
I've really fallen in love with TS, still not very good but I'm working on it.
As far as the possibility of a new hero goes, what if one of the mech's forms was removed? The mech is incredibly powerful, good range and damage as a goliath, long range capabilities as a tank and with l1 and insane damage with his final. I find the fact that he has a bike mode is a bit overkill considering how powerful he is. What if the bike mode was taken away? the l3 can be transferred to l2 and the bonus l2 can still spawn wraiths over the tank or spawn unseiged tanks. This way, the l2 becomes a close defense mechanism which can be used when the tank is sieged. the l3 can spawn several BC's around the mech regardless of mode. The l4 can remain the same, only it will spawn wraith or bc's instead of vultures. This creates further split upgrades, which means more minerals will be required to achieve the unbelievable damage saturation capacity the mechs are known for. Plus the BCs further the powerhouse image of the mech. Losing the bike mode consequently remove the moves ability to gtfo of sticky situations, but i've always found the mechs power when combined with vulture mirco a bit unfair anyway, considering power + vulture = really bad for any light unit trying to get to safety.
This frees Jim Raynor up for use as an independent hero. He could be used as a heavy support character like the medic, using his speed to provide combat support for his teammates. I was thinking maybe;
Priest/Protector
HP: 4000
Attack: 30+2
Armor: 0
L1- Holy Ward; Priest and nearby allies become immune to enemy spell effects for 10 seconds; drains energy from enemy units in a wider radius. This spell will temporarily stop enemy curses such as those of the dm, volt, medic, and various stuns/traps used by volt and warrior. To prevent the priest from going full mana to generate permanent immunity there will be a casting delay of 10 seconds. Thus as maximum 10 second immunity, 10 second vulnerability, mana allowing for such.
L2- Enchanting Blades; Priest gives 10 minerals to a random nearby ally. Priest must have 10 minerals to give.
L3- Soul Bind; Spawns 8 civilians encircling nearby foes, constricting their movement. I chose civs because they don't attack and unlike hallucinations, won't be broken by ensnare/storm/emp etc. The bind lasts for maybe 5-10 seconds and the bound enemy can still attack.
L4- Pacify; Teleports all nearby units back to their allied temple. Includes heros and spawns. I choose this as his L4 so that it costs the same or more mana than it would take to apply a stun/curse to the priest or his ally. The priest is teleported also.
An alternative could also be to have the Mech hero become the non-hero vulture.
other spell ideas could include;
Soul Crush; Doubles the amount of units that must be built to acitivate a spell. Effectively doubles the casting time and cost of spells.
Enchanted Blade v2; Gives nearby allies an invincible unit depending on their character for 3 seconds. The unit will match the unit type of the character. For instance rine and bat will get a water gremlin, mech will get a non-hero vulture, psion gets a zealot or maybe a dt, archer gets a muta or guardian, lm gets a goon/reaver etc. This spell is meant to effect direct attackers better than indirect attackers like summoner and the mages. The bonus unit should if possible do 20+2, or a base damage that is some % of the hero's base.
Inspire; Temporarily enchants nearby allys. Each kill gives the enchanted ally 1 mineral, slaying a hero while Inspired gives 10 minerals.
Focus; Enchants nearby teammates, they get a 20% rebate on spells cast for the next 15 seconds. So casting l1 will give back 5 gas after the initial 25 is spent. l2 will give back 10 etc.
Mana Storm; Drains all mana from all nearby heros including self, allys, and foes. Spawns some number of air units in the area. Their number and/or duration depends on the total mana drained. The spawned units cannot be upgraded.
Negotiate; All nearby units/buildings owned by the enemy base are converted to the caster's temple. Buildings are returned after a while, spawns will continue until they are killed. Perhaps also convert summons?
Imagined Pain; Sets cursed hero to 5% life. They can no longer be healed at the temple. They do not lose a life the next time they die.
Exile; Cursed enemy is temporarily attacked by both temples.
Just some ideas.
Also, what about making Warrior's l3 also kill summoned units?
None.