Ultimate champ Build
This is kind of a 2-3 part question.
1st) If I have a champ who has a skill that heals them by 20% of damage dealt and they are equipped with Lifesteal Armor which heals by 30% of damage dealt, will the champ heal by a combined total of 50% of dmg dealt?
2nd) I want to try to make a champ build that can act as an attack magnet/ tank, by utilizing a combination of skills or abilities and armor effects that allow it to provoke/taunt all enemies, retaliate when hit, AND heal by "X" amount or percentage of dmg dealt. The closest ive come to thus so far, given what I have to work with at my disposal for now, is to use Dhampir's Bloody feast skill to attack all enemies and heal by 20% of damage while she is equipped with provoke armor to draw attacks and use Jizoh to place a counter attack buff on her so she can retaliate, thus dealing more damage and healing more from the retaliation damage in addition to damage from her own attack. However, she can only use her attack that heals her once every 3 turns if the skill is fully upgraded, and Jizoh can only cast the counter attack buff on her once every 5 turns, and the counter attack buff only lasts 2 turns. This means she can use her attack that heals on the same turn I cast the counterattack/ shield buff on her, then try to ride out the shields defense support for 3 turns while she can retaliate and heal for 2 of those 3 turns, then have to wait atleast 2 to 3 more turns until I can cast the counterattack buff on her again, which leaves her unable to retaliate and heal for those last two turns while waiting on Jizohs fierce protector skill to get off of cooldown, meanwhile I can use her bloody feast skill to attack and heal again after the third turn once the shield expires, but then once it expires and I use her skill again after it comes off of cooldown on the same turn the shield should expire, it will leave her unable to use her attack or counterattack for the last two turns while waiting for jizohs skill to get off of cooldown. Also, the provoke armor only has a 30% chance to place the provoke debuff and only on one enemy at a time after attacking each individual enemy. So my question is this: Is there an easier way to possibly set up this combination of effects for this strategy so that i can maintain a constant retaliation effect, have a better chance of placing a constant provoke effect on ALL enemies, and be able to attack/ retaliate/ heal more frequently without having to wait on skills to get off of cooldown?
I dont think there are any champions, skills, attacks, or abilities that allow me to place a provoke debuff on all enemies to make them target an ally, so the provoker who will be taking all the attacks and damage needs to also be able to retaliate when hit while also being able to heal by "x" amount or percentage of damage dealt so they can heal from their own attacks on my turn as well as from being hit during the opponents turn, while provoking all enemies so that they are the only one getting hit. I realize this also wont stop allies from taking damage from AoE attacks that hut multiple targets or block any of my champs/ allies from being hit with debuffs or having buffs removes or blocked. I also realize it is highly unlikely there is any one single individual champ that is able to do everything to make it the single ultimate superior champion, but im just experimenting to see how close i can get to covering or countering as many things as possible on one single champion with as minimal additional ally support as possible. Any help or advice would be greatly appreciated and thanks in advance. Happy Raiding!