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Elemental warriors features

Level 23
Joined
Apr 8, 2017
Messages
1,605
Im looking for a basic elemetal-passive/benefic (like Wow racial passives, EX: Plant-type has good regen)

And basic spells

-

Element: x
  • Warrior type/style/theme
  • Main weapon


-

Fire: Best damagers, burn effects, get stronger from the angry.
  • Gladiators
  • Sword

Water: idk
  • idk
  • Trident

Plant: Good regeneration, they summons plant-type creatures.
  • Battledruids
  • Spear (/can be changed)

Lightning: Good dmg, a lot of speed abilities.
  • Vikings
  • Axe

Stone: Huge def, good damage but slow.
  • Slow barbarians
  • Maul/Warhammer

Wind: Good speed and evation, good stealth spells.
  • Ninjas
  • Bow/Shuriken/Kunai

Ice: Ice spells, basic.
  • Elegant warriors
  • Blade

---

Sand: Quick move abilities, blind.
  • Rogues
  • Dagger

Slime: Bounce, sticky and slastic spells.
  • idk
  • idk

Crystal: Abilities related with cutting, sharp and edge.
  • Samurais
  • Katana
 
Level 14
Joined
May 9, 2021
Messages
263
Water:
  • Something like a "Mariner" for its theme.
  • Water could focus on slowing enemies (deluge), or increasing its own movement speed (riptide), or increased regeneration.
Plant:
  • Ability could be Thorns or Poison, potentially, but regeneration fits too.
  • A Whip (vine/root) or a Club (Branch) I think would be more fitting than a spear, or just a plain old Staff.
Lightning:
- For Lightning I'd personally use a Spear (lightning strike) or a Hammer/Mace (thunder strike) rather than an Axe. A Spartan-type fighter would work with a Spear. Viking could potentially be moved to Ice (this is just my opinion).

Slime:
  • Not really any ancient warriors (that I know of) who used sticky stuff, so not sure. Maybe something Swamp related?
  • Maybe a shield? A Whip could also work.
 
Level 23
Joined
Apr 8, 2017
Messages
1,605
Water:
  • Something like a "Mariner" for its theme.
  • Water could focus on slowing enemies (deluge), or increasing its own movement speed (riptide), or increased regeneration.
Plant:
  • Ability could be Thorns or Poison, potentially, but regeneration fits too.
  • A Whip (vine/root) or a Club (Branch) I think would be more fitting than a spear, or just a plain old Staff.
Lightning:
- For Lightning I'd personally use a Spear (lightning strike) or a Hammer/Mace (thunder strike) rather than an Axe. A Spartan-type fighter would work with a Spear. Viking could potentially be moved to Ice (this is just my opinion).

Slime:
  • Not really any ancient warriors (that I know of) who used sticky stuff, so not sure. Maybe something Swamp related?
  • Maybe a shield? A Whip could also work.
Thanks for the reply :*

Water
I cant imagine a "medieval" mariner tbh xd, sounds good but im looking for something more unique, like each element has its own-unique feature. Ur spells ideas are good anyways, ill take them.
- Maybe high mana regen?

Plant
- Sounds good but as the Whip could fit better with the Slime, i took the Spear cuz its a tribal weapon but ofc it can be changed.

Lightning
I took the Viking/Nordic theme cuz Odin n Thor, also their land is a rainy/stormy one.

Slime
Whip is a great weapon, about the ancient warrior, what about if we(u) pick a medieval culture theme, EX: romans, greeks or nordics.
 
Level 45
Joined
Feb 27, 2007
Messages
5,578
You may benefit from trying to come up with a set of shared keywords and then giving each element its own specific combination of N of those keywords. So for example Wind, Lightning, and Water are all 'fast/slippery/agile' in some way so they can all get the "motion" keyword but are further differentiated by their other keywords.

Wind: Motion, Utility, Linear
Water: Motion, Defense, Area
Lightning: Motion, Offense, Chain

Those are just an example to illustrate my point. By assigning these keywords you make it clear what space each of the elements occupies and allow yourself to 'repeat' ideas in some capacity when themes are similar. Water might have offensive abilities, but they can inherit the 'defensiveness' of water in some way. You might also specifically call out a keyword that each element doesn't have, like this:

Plant: Defense, Area, Regeneration, Snare... -Motion

I suggest this because of course these are all related ideas in some ways and there will inevitably be overlap. Establishing guidelines may direct you to thematically appropriate solutions that differentiate how a Water spell should function similarly to Wind spells and differently from Lightning spells.
 
Level 23
Joined
Apr 8, 2017
Messages
1,605
You may benefit from trying to come up with a set of shared keywords and then giving each element its own specific combination of N of those keywords. So for example Wind, Lightning, and Water are all 'fast/slippery/agile' in some way so they can all get the "motion" keyword but are further differentiated by their other keywords.

Wind: Motion, Utility, Linear
Water: Motion, Defense, Area
Lightning: Motion, Offense, Chain

Those are just an example to illustrate my point. By assigning these keywords you make it clear what space each of the elements occupies and allow yourself to 'repeat' ideas in some capacity when themes are similar. Water might have offensive abilities, but they can inherit the 'defensiveness' of water in some way. You might also specifically call out a keyword that each element doesn't have, like this:

Plant: Defense, Area, Regeneration, Snare... -Motion

I suggest this because of course these are all related ideas in some ways and there will inevitably be overlap. Establishing guidelines may direct you to thematically appropriate solutions that differentiate how a Water spell should function similarly to Wind spells and differently from Lightning spells.
Sounds good but i have difficulties with that lol.

Fire: Offensive, Area, Linear
  • Cons: High energy consume
  • Elemental passive: Applies burn effect (dps)

Water: Utility, Low energy consume
  • Cons: idk
  • Elemental passive: idk, high mp regen?

Plant: Utility, Healing, Summoning
  • Cons: Huge weakness to fire
  • Elemental passive: regeneration

Lightning: Offensive, Speed, Range
  • Cons: Low defensive techniques
  • Elemental passive: dash (active spells)

Stone: Offensive, Defensive, Area, Linear
  • Cons: Slow movement
  • Elemental passive: extra defense

Wind: Motion, Dexterity, Evasion
  • Cons: Low defense
  • Elemental passive: "dexterity", high attack&movement speed and evasion

Ice: Ultra utility, Disabler
  • Cons: idk lol
  • Elemental passive: freezing attacks

Slime/Gome: Utility, Defense
  • Cons: Fire weakness
  • Elemental passive: idk

Crystal: Defense, Offensive, Mirror ability
  • Cons: Weak to Stone
  • Elemental passive: idk

Thats what i can imagine atm but im looking for an Elemental passive


----
Also, @Pyrogasm @FeelMyRash i need ideas for the "warrior-type" for each element.

1000203717.jpg

This is what i have atm
 
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