- Joined
- Jul 31, 2010
- Messages
- 5,258
its nice to see everybody is showing up their awesome spells, I might finish my last spell tomorrow and finally upload mine 
Strength: | 22 (+2,7) |
Agility: | 10 (+1,3) |
Intelligence: | 19 (+2,1) |
Attack Range: | 100 (Melee) |
Race: | Blood Elf |
Roles: | Mage, Tank |
![]() | Icebreaker (Q) | The Frost Herald freezes the ground itself at the target location and causes it to penetrate through enemies around, dealing magic damage to them and marking them with a (stacking) frozen debuff for a few seconds. Marked units take extra damage for each stack, and are knocked up in the air upon reaching 3 stacks. The Herald can tear apart a much bigger portion of frozen ground, causing the spike to be much bigger when cast on ice, and increasing the damage it does. | |
![]() | Overfreeze (W) | The arctic power that Arrynok Frostglance possesses is unstable, and any time he uses it to cast a spell, frozen energies are released as well. Sometimes this amount is so high that a nova is generated, freezing enemies around the Frost Herald. Every time Arrynok casts a spell, there's percent set chance that it will emit a frost nova, dealing magic damage to enemies struck by the cold wave, and rooting them in place for a short duration. While he's standing on ice, the ground itself attracts these energies, doubling the amount of frost released, also doubling the passive chance to summon the nova and increasing its damage. | |
![]() | Hailstorm (E) | The Frost Herald freezes the clouds themselves and the water they contain, causing them to rain down on the ground and on enemies below them. Upon reaching the ground the orbs explode, dealing magic damage to surrounding enemies and leaving a frozen field behind, that slows the attack and movement speed of those standing on it. | |
![]() | Remorseless Winter (Ultimate) | The Frost Herald creates a mighty snowstorm centering himself, where its effect is the most powerful. The power of the storm charges up his unique armor, making it more resistant to physical attacks, and also makes it impossible for enemies to see through the cloud. Nearby friendly units are rendered invisible and the Frost Herald has his armor increased. In addition to these effects, all his spells are more effective under such circumstances, causing them to have additional effects. The bonuses are: Icebreaker: There's no delay between its cast and its effect. Overfreeze: Enemies hit by the nova take magic damage equal to the 4% of their maximum health. Hailstorm: Friendly units standing on the field deal 20% more damage with their attacks. |
This is propably my final entry. I might do some further changes, for example to fix bugs, but I'll only update this post. I'll also add some pictures to the post in the following days. |
... Wow. First of all, weird to see my model (or rather, 'my' idea for my project that jigrael graciously agreed to breathe life intoTime to share my WIP. I'm still fleshing out exactly what the Ultimate summon will do - leaning towards a lot of passives to make sure it doesn't "feel" like extra abilities for the hero. Anyways, take a look.
EDit: Yeah, forgot about that... debugs removed..@juno: I'm pretty sure you wanted to turn off those debug texts, didn't you? Or are they part of the map/spells? Didn't check the coding (I'm in a hurry), but I'm pretty sure they ain't supposed to flood the screen![]()
I would love to do this, and I think I could whip up a decent entry rather quickly with a recent great model that got my mind whirring... But my Wc3C computer is down. We'll see how the rest of the month pans out.
... Wow. First of all, weird to see my model (or rather, 'my' idea for my project that jigrael graciously agreed to breathe life into) being used elsewhere, but I'm glad someone else can enjoy it.
Two, quite an interesting take on things; I have to admit I figured with her being so "snake-themed", it would be hard to make anything else. But "Death Speaker" is pretty creative and Trollish. I should know.
Three... I dunno. It's not perfect, but the skillset just seems so nice and down-to-earth to me. Simple, effective, and (presumably) powerful. I could see a bit more flavor going into things, or perhaps a bit of that Trollish culture we all know and love.
(one thought is not to use Ghouls, but instead some kind of Undead Troll, or perhaps a Spirit.)
(one question is: are you supposed to have specifically and only Trolls regenerated by her "revive troll" ability? I mean, are you supposed to hire them as mercenaries, or is this made as part of a greater race?)
Four, I'm interesting to see the form of that Ultimate there. I've been needing a "super-snake-goddess-incarnate" version of her. That's not where your going, is it?
- Remember always the two-part core of any hero: Theme and Role. Usually people can nail a Theme pretty well, but it's Role that really trips people up (but makes the difference between good and great). i.e. It's easy to come up with a bunch of abilities for a given theme (Ice Mage, Speaker to the Dead, Space Captain, etc), but making them accentuate and emphasize a given Role is another thing.
You guys are awesome. I love it that you create a mini-campaign or terrain specifically for the hero to fit in the theme. Well well done!
You guys are awesome. I love it that you create a mini-campaign or terrain specifically for the hero to fit in the theme. Well well done!
Hey! I though its not needed, so I didn't make any!
Oh well, I will create now.
I hope that Terrain/Gameplay (of the test map) does not affect scoring :/
I'm bad at creating game/terrain.
Hero Background
Nature's Raiment
An'da Grovemane
Strength: 15 + 2.0
Agility: 14 + 1.5
Intelligence: 20 + 2.75
Base Damage: 22 - 32
Base Armor: 2
Attack Range: 600
Movement Speed: 270
Story:
When Cenarius chose 3 night elven students to his ways of nature and its emerald druidism, his father; Malorne the Waywatcher chose only one benevolent creature in his wisdom, named An'da Grovemane a bestial wildkin that caught the glimpse of the Ancient entity to learn and harbor much of the nature's body and control its worldly energy in the cause of a catastrophe event that the demigods may have seen for time.
As the rebellious Highbourne and its summoned allies known as the 'Burning Legion' drains the world of Azeroth and cleave it in disarray, the mighty ancients of Kalimdor rush in the defense and retaliate of the world. As of Malorne's Champion, the Nature's Raiment can deal damage or heal allies with the power of nature, hold an enemy in his ground, shift to his true form gaining him the advantage of speed and regeneration, and can summon the very roots of the world to shackle enemy lines. Making the Nature's Raiment an interruptible foe.
Skill InformationResolute
Nature's Grasp
Skin Walk
World Roots
I'm 200% sure that the terrain has nothing to do with this, but if in case a judge will do so then rest assured that I'll be complaining...
Lordkoon, are you joining ?
Preview:
Backstory:
While some frown upon their use of necromancy, the Death Speakers know that the time for squeamishness is past. Whether drawing strength from the enemies they slay or raising fallen allies outright from the dead, they employ any means necessary in order to ensure their people's survival. Still, rumors abound that the priestesses are not all they seem, and that some dark bargain has been struck in order to grant them their uncanny powers...
Abilities:
![]() Summon Bats The Death Speaker summons 2 Bat Minions to aid her for 60 seconds. If you've learned Blood Runes, Bats have a chance to drop healing runes when they die. Level 1 - Summons 2 Voodoo Bats with 200 HP / 11-12 damage. Level 2 - Summons 2 Shadow Bats with 300 HP / 16-17 damage / Evasion. Level 3 - Summons 2 Killer Bats with 400 HP / 21-22 damage / Evasion / Rend attack. ![]() Blood Runes - autocast Curses a target enemy with Blood Runes, reducing its movement and attack speeds by 25% and causing it to take damage over time. If the target dies while under the effect of Blood Runes, it will drop a rune that heals nearby friendly units. Level 1 - Deals 150 damage over 30 seconds. Runes heal 75 damage. Level 2 - Deals 300 damage over 30 seconds. Runes heal 150 damage. Level 3 - Deals 450 damage over 30 seconds. Runes heal 225 damage. ![]() Revive Troll - no target Raises a nearby troll corpse from the dead. Level 1 - Troll revives with 50% of its hit points. 30 second cooldown. Level 2 - Troll revives with 80% of its hit points. 25 second cooldown. Level 3 - Troll revives with 100% of its hit points. 20 second cooldown. ![]() Ultimate: Sacrifice Invokes the powers of life and death. Using this spell kills the Death Speaker instantly, but summons a brutally powerful creature to fight her enemies. Lasts 30 seconds.
Credits:
Hero model by Tarrasque Hero icon by CRAZYRUSSIAN Bat model by GreyArchon |
May I join the contest? I'll be in time, I hope.
Hey guys, am I still allowed to change my final entry?
This is my entry, the Shadow Warrior. Kind of a prequel to the Demonhunter since demons were unheard of by the night elves until the first invasion.
Hmmm... maybe add the amount of added damage on the tooltip of the third skill... then on the first skill, you used uncorporeal first, then ethereal on the next lines... I think it will be much better to decide on a single term for that...
Lordkoon said:You give the hero a potential aoe banish spell but no secondary spell that does magic damage , unless the blink-shockwave is the main damage sourse or the first spell is low cooldown and easily spammed.
It says help not do it all, once they are ethereal they become the Druid of the Talons' and Chimeras' problem.Your city is under attack by the Burning Legion! Knowing the story of the Burning Legion and the abilities of its high grade commanders, create a hero that will help with the defenses of your city!
Add the damage and stun duration to the 2nd spell tooltip too...
I clearly SEE two damaging spells there which will both benefit from ethereal I think...
if something was a bit-off with the ethereal thing, I'd say it was the third... the ethereal thingy will decrease the potency of his third since the third's effects are bonus damage and mana regain upon hit and getting hit...
It says help not do it all, once they are ethereal they become the Druid of the Talons' and Chimeras' problem.
I think you mean the passive(3rd) spell, well I't a virus ability so I think it's fitting, anyway it can easily be changed in the object editor...Nice one mckill2009, perhaps you should replace the 'parasite' overhead effect of your second spell with something more fitting to frost spells. And the ult seems a bit messy to me. Too many effects to actually see what's going on on the field.