Well, i think your idea is far more....agreeable. All hail NiTe. How if the Exorcist die? Would you lose the game?
For infestation, the DK's ally should be receiving more experience, perhaps?
Hero Ideas
Outcast Warden
-Description
A melee agility hero. Unlike Frozen Archer, he's not as frail as her. As a Draenei Outcast, he has a natural talent of invisibility. Which is useful in late game and surviving the Death Knight. Quite so.
-Skills
1. Twinblade [ACTIVE-SINGLE TARGET]
The warden cuts the enemy with both weapons at ready, dealing double
damage on the next attack.
2. Shadow Dodge [PASSIVE]
If the Warden is attacked, there's a chance that his Draenei sense will
kick in and turns the Warden invisible for a short moment. Whenever,
wherever the Warden is invisible, the next attack will deal bonus damage if
he strike from the target's back. Bonus damage stacks with Twinblade.
3. Fear of the Dark [ACTIVE-AREA EFFECT]
Removes any source of light from the target area, blinding and deals
overtime damage to units inside the area. If it's nighttime, this skill will also
slow the affected units.
4. Impaired Judgement [ULTIMATE-PASSIVE]
The Warden's opinion is usually being disagreed as he's an Outcast, so he
sharpen his skill to kill the criminal by himself. Gains permanent invisibility
with a 10 second blending time. Every further kills will give him
5*[monster level] of gold and experience.
Pyrorider
-Description
A melee Strength hero that has less health than Hunter or Engineer, but has more Intelligence to spam spell with. Basically, it's quite a battlemage, but less attacking, more casting. Not as frail as the Spell Breaker guy, so, in higher level, it has a higher chance of survival.
-Skills
1. Flameride [ACTIVE]
Targets an area/unit. The Pyrorider will rush towards the target area/unit, dealing
damage to any unit upon impact. Upon reaching the area/unit, the Pyrorider will
flare up, dealing damage to enemies around him. Also creates a fire path behind the
Pyrorider that deals minor damage.
2. Shielding Flames [PASSIVE]
This skill gives the Pyrorider a chance to fully reflect (mark my words. Fully. Reflect.)
a melee attack directed towards him. Also increases armor.
3. Firewave [ACTIVE]
Creates a cone of fire that deals overtime damage to enemy units hit(no initial
damage) and also stuns the enemy on direct hit.
4. Embodiment of Fire [ULTIMATE]
As the disciple of Fire, the Pyrorider is able to summon a celestial being of flames
froms the sky. Drops a meteor from above, dealing AOE damage and stunning units
at the target area. Creates an invulnerable, controllable Adeptus Pyrae, a great fire
spirit (Model: Firelord) that has a rapid splash attack with high damage, but with no
homing projectile. The Pyrorider MUST CHANNEL this spell until Adeptus Pyrae expires
to maintain connection!!!
Commander
-Description
A melee intelligence hero that needs more micro than more macro. His stats: INT>STR>AGI. Has probably the same health as tha' Doctor, but has a special ability to control troops. And summon troops.
-Skills
0. Battleplan [ACTIVE-TARGETABLE]
Targets an area or a unit, causing all allied units to attack the target with
bonus speed and damage, but render them uncontrollable for 5 seconds.
1. Aerial Bombardment [ACTIVE-AREA]
Calls upon an aerial reinforcement to bombard a certain area, dealing damage.
Calls between 3 of these reinforcement, giving each a special effect (randomized)
Gryphon Riders and Chimaeras: Thor's Judgement-Slows the whole area
Flying Machines and Zeppelins: Naphtha Storm-Deals damage overtime
Faerie Dragons and Dragonhawk Riders: Hexpulsion-Stuns the area.
2. Ground Reinforcement [ACTIVE-AREA EFFECT]
Summons a special squad of Elite Death Hunter Apprentice, each has its own skills.
As this skill is upgraded, the troops will be more powerful, gain more ability and more
troops will be summoned. Troops are permanent, gives corpse and destroyed by
resummoning.
Level 1: Summons a melee Defender, a tank with Taunt[LVL2] and Stomp [LVL3]
Level 2: Summons a ranged Ranger, a damage dealer with Critical Strike,
Ensnare[LVL3] and Searing Arrows [LVL4]
Level 3: Summons a ranged Sage with Frost Bolt, Entangling Roots, Flame Strike and
Starfall [LVL4]
Level 4: Summons a Paladin with Holy Light, Devotion Aura, Holy Fire (Permanent
Immolation) and Ressurection
3. Command Aura [PASSIVE]
Enhances the battle effectiveness of units nearby.
If a unit attacks, it has a chance to increase its speed for a duration.
If a unit being attacked, it has a chance to increase armor for a duration.
If a unit casts a spell, it has a chance to increase mana regeneration for a while.
If a unit reaches critical health, it has a chance to increase health regeneration.
4. Full Scale War [ACTIVE-GLOBAL] (Subject to editing for NiTe if it's wrong/imba)
Declares a full scale war towards the Death Knight, rendering all skills any allies cast
uses no mana. Aerial Bombardment will have no cooldown and Battleplaned units will
be controllable. Lasts [i-don't-knowi-t's-up-to-NiTe] seconds.
Pls give comment especially about the commander. I don't think it'll do the trick.
That's all NiTe. Thanks for giving chance!