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[Hero Arena] Bloodsilver Arena Hero Ideas

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Remixer

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So I am creating map called "Bloodsilver Arena".
There will be eight heroes available. Maybe later more.

The map will be focused on teamwork abilities and skills but also soloing. So that every hero has a chance to do also something to the enemies.

The hero classes could focus on something for example warrior, mage or healer and tank. So I need few hero ideas including spell proposals (no need damage values or mana costs) and also name and other description if possible.

I hope you send good ideas, thank you in advance.
 

ABM

ABM

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Heros:

Warrior
tank, defensive hero
Archer
dps, ranged
Priest
healer, support
Mage
dps, debuff
Barbarian
dps, melee
Thief
dps,stealth
Bard
buff, support
Summoner
create unit, support

Warrior
can have block ability and taunt
Barbarian
can have berserk ability and intimidate
Thief
can have backstab, evade and hide in shadow
Bard
can have song of valor(increase group att speed), dark requiem(decrease enemy armor)
Summoner
can invoke water elemental, earth golem, air will'o wisp
Mage
can have fireball, thunderbolt, iceblast
Priest
can have heal, smite undead, blessed word(increase target hit chance)
Archer
aim (deal more damage), rapidfire, mutilate(reduce enemy movespeed)

i could say more, but i think you have enough imagination to work out with these if really need more....
here some more hero name-
scout, apprentice, engineer, cleric, ranger, marksman, assassin, paladin, alchemist, sorcerer, berserker, wizard, bishop, knight, gunner, rogue, illusionist, hunter, spy, druid, adventurer, inquisitor, inventor, enchanter, archmage, archbishop, crusader, ninja, templar, samourai, necromancer, invoker, sniper, elementalist, beastmaster, bountyhunter, demonist, shaman, runemaster, grenadier, treasure hunter, warlord, gladiator, dragon knight, psionist, binder, chaosbringer, scientist, transmuter, artificer, mentalist, conjurer, zealot, squire, disciple, healer, cultist....
 
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This thread has plenty of ideas.. especially this post..

But.. for me your heroes could be a Wizard, a Knight, a Warrior, a Thief, a Hunter, a Priest, an Archer and an Assassin..

Wizard - weak in normal attacks but has nuking spells like meteor shower, tidal wave, orbital strike...
Knight - focuses more on defence and has huge HP but slow attack speed and such (acting as tank)
Warrior - has high hp but can also deal great damage to melee units.. (can also be a tank)
Thief - low HP but very agile and swift.. can have steal (has % chance to steal gold from an enemy hero) hide, agility..
Hunter - long range hero that can deal massive damage when far away but is very weak in melee range
Archer - medium range hero but can fire multiple arrows at a time and has very fast attack speed.. can also switch into a melee hero which uses a knife..
Priest - a support unit.. can cast heal, divine intervention and spells that can augment his allies in battle but can be able to protect himself too
Assassin - a very deadly hero that seeks to kill his adversaries in one blow of thier blade katar or whatever they use.... usually, assassins have insane attack speed and very powerful critical strikes..
 
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What juno said :D

Well, id break it down and add the 4 roles with 2 heroes each with those 8 heroes.
2 Tanks, 2 Carry (Under here maybe Ganker, Chaser, etc.), 2 Supports, 2 Offensive Spellcasters should be fine.

For the main idea, tell us your theme, setting, and a bit more on your map.
 

Remixer

Map Reviewer
Level 31
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What juno said :D

Well, id break it down and add the 4 roles with 2 heroes each with those 8 heroes.
2 Tanks, 2 Carry (Under here maybe Ganker, Chaser, etc.), 2 Supports, 2 Offensive Spellcasters should be fine.

For the main idea, tell us your theme, setting, and a bit more on your map.

Exactly. All the champions has been chosen, and few of them are finished.

So on, there is 2 carries (ranged attack damage), 2 supports (healing and such), 2 mages (1 comboer (deals hundreds of damage in second but spells has long cooldowns), (1 ability damage carry (short cooldown spells but not so much damage)), and 2 fighters (one tankier and one more fighter style).
 
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Carriers
*Archer - spy-like ranged hero, who can become invisible, bases more on killing lots of enemies. Should have abilities like icy arrows or something and she (she should be female) should have an ability to shoot many arrows. Has much mana, but some abilities have longer cooldown.
*(Ranged) Assassin - not very spy-like, but can hide too, bases more on killing single enemy. Should have poison attacks and very dangerous abilities, what could kill even teammates, but are great in battle. Should get more gold from killing enemy heroes, because he is just an assassin. Abilities cost low mana, but this hero shouldn't have much mana. Maybe needs some items to increase normal mana amount.

Supporters
*Auramaster - almost all abilities are auras, but deals massive (not too massive, though) damage with normal attacks. Auras should increase mana, damage or health. Very little or none mana.
*White Witch - can heal and debuff, but has normal offensive abilities too. Maybe he could be able to resurrect, but this ability should have very long cooldown (like a minute or even more).

Mages
*God of Magic - deals massive damage in seconds, but long cooldowns, arcane mage. All abilities are arcane and maybe he should have teleporting ability (something like blink or teleport to home). Has no auras, but doesn't need any.
*Rune Mage - short cooldown, low damage, (optional: needs some runes to have normal mana amount), fire mage or ice mage, should have lava or water abilities, maybe something like Breath of Fire.

Fighters
*Paladin - holy warrior, who uses shields, tank, abilities are White Witch's and normal Warrior's combined, but are not so effective. Can be DPS too, but works better as a tank. Can heal too, but not so greatly.
*Angel Hunter (yes, I know it's not normal hero) - uses two-handed weapons, ninja-like abilities, can blink and has fast attack speed. Supreme ability should be something like Earthquake or Totem Smash, but more magical.

Maybe some of these are too hard to make.

EDIT: Added some new information.
 
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Well your 2 carries shouldn't necessary be ranged. Their job is to "carry" their team to victory, hence called a carry. Heres a few examples, in a sort of RPG style:

Tanks
1. Berserker - Becomes stronger as his health goes lower, a lot of taunting abilities, but cannot initiate or start off a fight. Not as tanky as the White Knight. He also uses his enemies lack of bloodlust to his advantage and his enemies mercy. Berserkers also make use of their enemies low health to quickly finish them off with their killing blows.
2. White Knight - Very tanky. His job is to start a fight and use his CC's to maintain the flow of the fight and keep it to his advantage. Can start a fight and see it end. A hybrid of a tank and a support.

Carry
1. Houndmaster - A summoner carry. Based on having multiple units at his disposal and using the numbers to his advantage. He usually commands a pack and uses it to start his own battle, but this pack is relatively weak, unless reinforced by maybe a passive which makes him stronger as his numbers grow.
2. Guardian of the Forest - A ranged carry, based on stealth and using her surroundings to her advantage. Maybe she can summon wisps to heal her, use her long range to quickly dispose of her foes before they even reach her, blend with nature when she is off battle and more.

Support
1. Minstrel/Bard -This guy heals you and more importantly, makes you stronger with his songs of war. He can do ballads, which when combined, may leave his foes, confused, weakened, and much more. His songs of joy can heal you, and his songs of anger strikes fear into his enemies hearts.
2. Thief - These guys are the master of stealth and debuffing. Their skills makes their foes weaker, allowing the teams carries to easily finish them off. They also can steal gold or even knock of the items of their foes, making them weaker by the moment.

Offensive Spellcasters
1. Inquisitor - These guys are the enforce holy arts and banish the evil-kind. Their abilities are a mixture of healing their allies and dealing damage to their foes, making them a hybrid, but truly are spellcasters. Their spells increase their war proficiency, making them more tanky, increase their damage, making them more deadly and can hurt their own foes with it. They have a mix of durability, offense with their burst damage spells and attack damage bonus and sustain, with their heals.
2. Cultist - These guys use their damage over time spells to make use of their foes and finish them off even when the Cultist is away from them. They also have reduction spells to reduce the armor or resistance of their foes, to make their damage over time spells more effective by the moment.
 
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