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Hellbourne Hero Siege - idea Factory

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Idea Factory



Well im in the middle of creating Hellbourne hero siege and im in the need of ideas for hero/items/and special events



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All the heros have there own class tank/caster/dps/healer.....ect, The heros max level is 25,Each hero has there own starting spell and 4 other spells 3 normal spells that that can level up to 7 times and an ultimate spell that can only be leveled up to 4 times

Tank:Tanks will have defence type spells and will be able to take most of the damage for the team.
DPS(Damage per second: DPS heros will have abilitys that can deal high damage to single units they cant take much damage
Caster:casters are great support for the team they can help allies also deal high AoE damage.
Healer:Healers well healers heal allies of course and also have great spells to help the team out

Attributes
Strength - each Strength point will increase your hp by 25 and hp regen by 0.05
Agility - Each Agility point your hero has will increase your defence by 0.25
Intelligence - Each Intelligence point increases your mp by 15 and mp regen by 0.05

Also since there is no Atribute bonus spell or any tomes the heros will need to complete Special events for bonus Attribute points


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The Assasin - Agility - DPS

model used: Blood Elven Arcane Huntress

Normal Ability
invisability with 10 delay

Spell 1 - Assasinate
makes the assasin go invis and on attack the assasin will be given 400% attack speed bonus for 2/3/4/5/6/7/8 attacks.

Spell 2 - Disable[Passive]
with every attack the assasin has a 14/15/16/17/18/19/20% chance to deal 75/100/125/150/175/200/225 bonus damage and silance the attacked unit

Spell 3 - Assasins target
the assasin will set hit target decreasing its armour and giving vision of the unit

ULTI - Assasins touch
the assasin adds hero own touch to her blades giving her 100/150/200/250% attack bonous

Holy knight - Strength - Tank/healer

Model:Arthas (with hammer)

Normal Spell - mighty Shield
adds 5 armour to the target

Spell 1 - Holy Beam
a beam of holy power strikes a ally healing it by 200/250/300/350/400/450/500 and damaging nearby units by 1/2 of the damage

Spell 2 - Blessing[passive]
Heals the holy night by x% of the damage done from Holy Beam

Spell 3 - Seal of Protection
adds 5/10/15/20/25/30/35 armour to the holly knight and any units that attack him wile in the state will be cursed missing 20[/hidden

ulti - Holly Blessing
adds 50/100/150/200 armour and 20/40/60/80 hp regen to nearby units

mountan Giant - Strength - stuner/tank
Model:Mountan giant

Normal spell - Taunt
makes nearby units attack the mountan giant

Spell 1 - Rock smash
brings down rocks on a target location stunning all the units in the area

Spell 2 - Earth quake
Makes an earth Quake at a loaction dealing small damage over time and slowing the units

Spell 3 - Hardened armour
Reduces x% of attacks by x

ULTI - Enfource
adds armour hp and spell imune for x seconds

Rifleman - high damage dps
Model - Rifleman

Normal spell - Critical stike
10% chance to deal x1.5 damage

Spell 1 - Bomb
Throughs a Bomb that does high AoE damage

Spell 2 - Rifle power
Adds bonus attack speed for x seconds

Spell 3 - killing Spree[Passive]
After every 5 kills the rifleman gains bonus damage for the next 2 attacks

Ulti - Head shot
the rifleman aims for the head dealing high damage if the units hp is under x hp the units will be killed instantly



Tauren chieftain - strength - semi tank/caster


Model - Tauren Chieftain

Normall Spell - Might
adds 50x level of the tauren chieftain hp

Spell 1 - Empowerd Axe
The Tauren Chieftan powers up his axe with tremendous power. on the next attack the power in side the axe will explode causing high damage and pushing nearby enemy units back

Spell 2 - Warstomp
Normal warstomp dealing damage and stunning

Spell 3 - Tauren Aura
Taurens are generally slow so some are given this aura to increase thier and nearby allies attack speed and movement speed.The bonus will allow the Tauren chieftain to cast spells and swing his weapon faster with higher movement speed, allowing him to deal extra damage depending on his movement speed.

ULTI - Inner Power
The Tauren Chieftain releases tremendous Power Sending Muiltiple Shockwaves at a location. for 15 seconds.


89056d1283678498-hellbourne-hero-siege-heros-process.png


These are some heros i have started and are close to done but i need ideas to finish them off.

Sorceress - intelligence - high damage spells
model: jaina

Normal spell - need ideas

spell 1 - frost blast
blasts enermy units with frost freazing them

spell 2 - need ideas
some kind of fire spell (need your ideas)

spell 3 - need ideas
some kind spell that activates after each cast

ULTI - need ideas

the sorceress has great knowleg of elemental spells

shadow seeker - agility - great dps with powerfull spells
model: Other warden

Normal spell - evasion
the shadow seeker is a shadow her self giving the chance that attacks will miss

spell 1 - Shadow wave
a wave of darkness is pushed at enemy units. units hit by the spell lose a % of there attack lose armour and take damage over time. lasts 10 seconds

spell 2 - need ideas

spell 3 - Pure Shadows
makes the nearby unit's shadows come to life and attack the owner of the shadow. the shadows cant be controlled and last x seconds


Ulti - need ideas

as you can see shadow type spells

Troll - agility - unknown
model: troll trapper

Normal spell - War axes/throwing axes
gives the troll the abilty to swap between ranged and melee

spell 1 - need ideas

spell 2 - Troll's instincts[passive]
when the troll is using war axes he will gain hp and hp regen. when the troll is using throwing axes his attack speed and attack damage will be increased

spell 3 - need ideas

Ulti - need ideas

Acrane warrior - intelligence - tank/caster
model: Draenei Mage

Normal spell - need ideas

spell 1 - Mana Combust
the arcane warrior combusts his mana dealing damage to nearby units. the combustion of mana will then turn a low % of the damage done to the units to mana and return it to the arcane warrior

spell 2 - mana shield
normal mana shield

spell 3 - need ideas

Ulti - need ideas

mana type spells

lighting Revenant - intelligence - great AoE caster
model: Death revenant

Normal spell - need ideas

spell 1 - Electric ball
creates a ball of electricity at a location that will grow and when it gets to big it will explode causing damage and slowing the units down

spell 2 - static Charge
creates a static charge at a location that will pull random units towards it damaging the units with each pull

spell 3 - need ideas

Ulti - need ideas




attachment.php

this can be used as an tamplate for your hero ideas

Hero name:
Hero model:
Hero Primary atribute:
Hero class:
Heros Starting skill:
Hero first spell:
Hero second spell:
Hero Third spell:
Hero ULTI:
hero other info

you can also finsh off the heros iv only made 2-3 spells for

completed heros 5/20
Heros in Process 6
remaining heros needed 9


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well i have Started items here are the items i have at the moment
hopfully i can get all the shops full
there will be a recipie system that allows you to buy the item recipie even if you inventory is full.
also some items will have abillity that will need triggering

Armour Shop

Ring of protectionadds 5 armour
Enchanted shieldadds 10 armour
Robe of Evasioncauses attacks against the wearer to miss 15% of the time
Broken Shield25% chance to block 40 damage when attacked
Spiked hidereturns 25% damage of the damage taken
NONE---
NONE---
NONE---
NONE---
NONE---
NONE---
NONE---

Weapon Shop
Claws of attackadds 12 attack damage
Basic SwordAdds 20 attack damage
Sturdy War AxeAdds 20 attack damage
Maul of mightGives a 15% chance to deal 75 Bonus damage and stun for 1 second on attack
Searing Bladegives a 15% chance to deal double Damage on attack
NONE---
NONE---
NONE---
NONE---
NONE---
NONE---
NONE---

Miscellaneus Shop
Slippers of agilityAdds 10 Agility
Mantle of intelligenceadds 10 intelligence
Gauntlet of Strengthadds 10 strength
Circlet of NobilityAdds 10 agility/strength/intelligence
Gem of Heathadds 300 hp
Pendant of Manaadds 300 mana
Ring of Regenerationadds 3 hp regeneration
Sobi MaskAdds 50% mana regeneration increase
Holly glovesadds 3 hp regeneration and gives the ability to heal allies by 300
Helm of battlethirtsgives the ability to berserk adding 75% attack speed increase but takes 40% more damage
Pack Horsegives you a horse that can hold items for you or help you buy items when defending
NONE---

Potion/scroll Shop
the potion and scroll shop hasent been started yet


Recipie Shop
I havent Started recipies yet but i do have alot in mind(i have them written down)



Special Events
Ok well special event will be things that will happen during the game to make it more interesting

Portal event
strong fel beast will come though a portal and attack the enemy every 5 minutes this event will make the players go out of the lanes and run back closer to the castal(the portals open up fairly close to the castle. The fel beast(s) have there own spells for each level there are 5 levels of this event.

Gaul Pit
The players are Put in a Pit full of Gauls with high attack speed the Gauls are spawned every 10 seconds in pit and will fight the players. The players who survive the event will gain 15 Atribute points. This event Lasts 3 minutes.

Your special Event
Ok so im after an event suggestion from use

fill this out to suggest a special event
When will it happen: how far in the game before this event will happen
Duratation: how long does the event last
What happends:
Are There rewards:
If so what are the rewards:
 
Last edited:
Level 3
Joined
Aug 17, 2010
Messages
33
I have some ideas for some of your heroes:

Shadow Seeker:

model: Other warden

Normal spell - evasion the shadow seeker is a shadow her self giving the chance that attacks will miss

spell 1 - Shadow wave: A wave of darkness is pushed at enermy units units hit by the spell lose a % of there attack lose armour and take damage over time. lasts 10 seconds

spell 2 - Grave of Darkness: Makes a grave of the Shadow Seekers ancesters, healing the Seeker as long as it lives. Lasts X seconds.

spell 3 - Brain Control: The Shadow Seeker takes over an innocent creature's brain for X seconds. The Shadow Seeker cant move while he takes over the enemy creature.

Ulti - Pure Shadows makes the nearby unit's shadows come to life and attack the owner of the shadow. the shadows cant be controlled and last x seconds

Lightning Revenant:

Model: Death Revenant

Normal spell - Lightning Shield: Has a 5% chance to unleash a chain lightning when hes hit.

spell 1 - Electric Ball: Creates a ball of electricity at a location that will grow and when it gets to big it will explode causing damage and slowing the units down

spell 2 - Static Charge: Creates a static charge at a location that will pull random units towards it damaging the units with each pull

spell 3 - Thunder Orbs: Reinforces the Lightning Revenants attack with dangerious orbs that deal increased damage and Purges the enemy. Lasts for X attacks.

Ulti - Electrifying Mending: Unleashes a giant chain lightning going trough X enemies and comes back and heals the Lightning Revenant and nearby allies for the total damage dealt.

I hope i will post more later :)
 
Level 9
Joined
Aug 23, 2007
Messages
465
Name -
Model - Necromancer
Primary Attribute - Intelligence
Class - Summoner

Starting Skill - Target Summoning - Targets an enemy and summons a fel hound (anything really). The beast only unleashes one attack, causing x damage and stunning for x second due to shock and surprise.

First Spell - Gate of Summoning - Opens of a gate allowing beasts to enter the world(game). Through the gate comes two beasts. One has the power to bash enemies with his attack while the other has a poisoned attack leaving the enemy slowed and dying.

Second Spell - Adept Summoner - With each level the health, magic, and damage of the summons and any attacks using summons increase.

Third Spell - Scatter Summons - Summons small beasts (zerglings) from the depths of the world and forces that to scatter out from the caster towards a target location. (like the beast masters? ulti.

Ultimate - Hells Abomination - His greatest Summon. Summons a beast from the fiery depths to do his bidding. This beast has a powerful attack and fair health. While summoned with the Gate of Summoning, his attack increases by x amount and he increases the power of the the two beasts summoned by the spell.

Hero Information - Strong enough with health but not exceptional. His attack is fairly weak as well, being made up for with spells and summons.
 
Level 7
Joined
Sep 14, 2008
Messages
339
Hero name:Follower of the Light
Hero model:[Insert cool priest like model here]
Hero Primary atribute:Intelligence
Hero class:Super Healer.
Heros Starting skill:Heal (basic heal spell ((Holy Light)) )
Hero first spell:
Hero second spell:The Cathedrals Will (Increases How much your heal spells heal for)
Hero Third spell:Life of God (Regains Health and mana for target)
Hero ULTI: Second Chance (Revives Nearby Hero Instantly at the Priests Location.)
hero other info
Ill Edit Later to finish.
 
Level 9
Joined
Aug 23, 2007
Messages
465
Name -
Model - Alchemist
Attribute - Strength
Class - Warrior (Critical Fighter)

Starting Skill - Grand Favor - Gives the hero a good chance to initiate critical damage while fighting. (Passive) (Or you could make it a toggle spell which burns mana, but in turn would make the chance of a critical damage much greater.)

1st Spell - The great ogre is a grand warrior on his own, but with his friend they are a force to be reckoned with. The goblin atop the ogre is able to throw a bomb of significant power at his enemies. Everything within the radius is slowed and hurt, and is also more prone to the ogres grand favor, allowing him more chance at a critical.

2nd spell - Critical Barrage - The ogre grabs an enemy and attacks once (twice, three times depending on level) and each attack is a critical. After the burst of strength from the ogre, his speed reduces to (3/4 or 1/2) for () seconds.

3rd spell - Ogre Dash - The ogre pushes his strength into movement, allowing him to move faster, but reducing his critical chance by %. His attacks and movement speed increase, however, allowing him to either escape tough situations or push the attack. The ogre's speed is not decreased once this ability is over, however the critical chance is still low for a few seconds after the ability wears off.

Ultimate - Critical Target - The ogre places a target on a hero, making that hero very prone to critical attacks. The characters speed is also decreased by a small %. All heroes have a chance to perform a critical on the character while targeted, while the ogre will have the greatest chance to perform a powerful attack. (I don't know if you can have the target make the hero prone to critical from everyone, but if you cant then just keep it as the ogre.)
 
Level 9
Joined
Aug 23, 2007
Messages
465
Ya. I've never really messed with critical abilities but I've liked the idea.

Ya either a crit attack like *2 or x(% of base attack(without item influence)) whichever would provide the most balance.

Again not sure how it works so not exactly sure if that's how it would calculate out.

Lol was worried that the heroes attack might be a little overpowered with some of the critical attacks, so the base attack will probably need to be low if the chance for a critical attack is high, especially with the increased chance by the different abilities.
 
Level 3
Joined
Jul 24, 2010
Messages
17
Adding onto existing heroes.
Acrane warrior - intelligence - tank/caster
spell 3 - Mana Drain Aura - Drains mana at 0.25%; increases by 0.25% per level or choose another ratio.

Ulti - Turns all units in an area ethereal and slow movement speed X% (Pick your own value, idk what a good balanced value is)


lighting Revenant - intelligence - great AoE caster

spell 3 - Flash - Increases user's speed by 100+%, make it increase per level or last longer per level

Ulti - Energy Surge - Creates a dimension hole where units caught within the hole's radius will suffer immense damage and be crippled for X seconds.
 
Level 15
Joined
Jul 9, 2008
Messages
1,552
Adding onto existing heroes.
Acrane warrior - intelligence - tank/caster
spell 3 - Mana Drain Aura - Drains mana at 0.25%; increases by 0.25% per level or choose another ratio.

Ulti - Turns all units in an area ethereal and slow movement speed X% (Pick your own value, idk what a good balanced value is)


lighting Revenant - intelligence - great AoE caster

spell 3 - Flash - Increases user's speed by 100+%, make it increase per level or last longer per level

Ulti - Energy Surge - Creates a dimension hole where units caught within the hole's radius will suffer immense damage and be crippled for X seconds.

acranes mana drain aura doesent seam right considering his got a mana shield and an abilty that adds mana (havent got an idea for it yet)

his ulti is way to weak

giving the lighting revenant flash will mean that he doesent have a passive of aura

and i dont like the ulti

Thanks any ways +rep :goblin_yeah:
 
Level 14
Joined
Dec 12, 2009
Messages
1,027
Name: Nerubian Broodmother
Model: Spider Warlord
Primary Attribute: Intelligence
Hero Class: Summoner
Starting Skill: Propagate ~ summons 10 minions (Model) for 45 sec. Cooldown 10 sec. [minions are meat shields: high toughness low damage]
1st Spell: Web ~ traps all enemy air and ground units in a certain area for x sec.
2nd Spell: Summon Warriors ~ Summons 2 nerubian warriors (model) for 30 sec. They have critical strike (2x), slow poison, high damage, slow attack, high armor/toughness. Cooldown: 45 sec.
3rd Spell: Intimidation Aura ~ All nearby enemy units suffer reduced attack speed and damage as well as increased movement speed due to arachnophobia.
Ultimate: Overrun ~ Unleashes a horde of invulnerable spiders and warriors. Duration: 35 sec. Cooldown: 1 min.


The cooldown / duration / number-of-summons figures are random, change them to whatever's necessary for balancing.
The Ultimate is a combination of "Raise Dead" and "Big Bad Voodo."

The concept behind the hero is that it can summon it's own army. It would be fairly slow moving, high damage, high armor / health, low-moderate attack speed. The summons are intended to do most of it's fighting for it, as it's too bulky to simply slash it's enemies. It wins with superior numbers. Even though it's listed as a summoner, it's more of a summoning tank. The web ability is what allows it and it's minions to get close enough to wail on soomething.

//\\oo//\\

Edit: If you need a funny/rediculous ability, then this may be of use.
Essence of Boris_Spider (Passive ability)

Every 10 sec a Spider is produced.

Spider abilities: (1,000 HP; 10 Armor [type: Unamored]; 25-45 damage; 3 HP/S regeneration)
-vampiric attack
-slow venom
-burrow
-evasion
-critical strike
-spawn 3 spiderlings upon death

Spiderling abilities: (333 HP; 3 Armor [type: Unarmored]; 13-36 damage; 1 HP/S regenration)
-vampiric attack
-slow poison
-evasion


All fear my army!

//\\OO//\\
 
Level 15
Joined
Sep 17, 2010
Messages
1,449
name: Ghoul
Model: Ghoul
Primary attribute: Agility
Starting skill: Tri-strike
The ghould strikes the enemy with his teeth and claws for damage and gets 50% of that damage to his health, making his enemy have several wounds and bleed damage over time.
1 skill: Slime attraction.
The ghoul starts to slime out the corpse gaining health and after that making the corpse revive as a,
level 1 sceleton
level 2 ghoul
level 3 same monsters as it was.
2 skill: Poisonous slime
The ghoul spits out large ammount of slime from his inside and makes the enemy paralyzed (stunned) for a ammount of time and making him poisoned.
3 skill: Supreme Death
The ghoul calls the god of death for help, making him create several sceletons (3) and ghosts (2), also creating a death collumn that doesnt attack, but creates a damage aura 3% x lvl of the spell. (you can change the ammounts of summons at different skill lvls)
Ultimate: Supreme Mutation
The ghoul starts to mutate to something even more crazy that it is! (turns into mannaroth) The effect stays untill his death powers end (mana).

Say if you like my ideas.
 
Level 6
Joined
Dec 9, 2007
Messages
208
Hey

So far it sounds pretty good, so I thought I would come with a few suggestions aswell.

First of all I think you should work with your gramma. I know it's just a minor thing, but it's also a rather important factor when people are judging your map. The first one that really caught my eye was Assasin, spelled "Assassin".

When it comes to heroes you should be careful that they don't become to passive or are simply just boring to play. An example could be the healer, you haven't made that many healers yet, but be careful when you do. If the healer only have healing and support spells like Holy Light and Inner Fire they can easily become boring to play, especially after a 45min game.
I would suggest your healer to have both offensive and support spells. That's also why I am such a huge fan of Penance (If you play WoW?). Basicly a channeled healing/dps spell with some really cool effects.

And last, try giving the spells some really awesome visually effects. They don't have to be huge explosions but just generally some nice looking stuff :)

Good luck with your map :)
-Sinizi
 
Level 6
Joined
Dec 9, 2007
Messages
208
OT: That's a question about opinion ;) I personally like WoW. Somedays I can't live without it, sometimes it takes months between my logins.

But you should still try take a look at Penance :)
 
Level 15
Joined
Sep 17, 2010
Messages
1,449
My suggestion is that you better stop bumping the post and start actually making the map. If you post something else NOT regarding bumps people might like your thread and reply something : ). Altho you asked for hero suggestions, i got ZERO feedback on my hero. That made me really not make visit this post.
 
Level 8
Joined
Dec 6, 2010
Messages
499
ok.. ima give everything i can give on this..

CURRENT HEROES:
1. Assassinate shouldnt include the hero going invisible.. this will make the Normal Ability invisibility, useless. maybe its better to make it passive like, everytime the assassin attacks from being invisible (using the normal ability invis) a bonus damage and attackspeed will be given..

2. Disable would be better without the bonus damage, maybe replace the damage with slow..

3. Assassins target - maybe "Mark of the Assassin" is a better name..

4. is the Ulti a chance-passive? like crit? if yes.. that would work for me:)

1. Mighty Shield, Seal Of Protection, and Holy Blessing <--too much armor! i suggest that you change 2 of them to something that doesnt include adding armor..

5. make the Blessing skill able to target friendly units

1. The ultimate should not include a armor increase.. because he already has a reduce armor bonus from Hardened Armor..

2. Earthquake should not be a channeling skill..

1. the Normal Skill must not be named Critical strike because the Rifleman doesnt actually "strike" his opponents.. maybe other terms like "Keen Eye" or "Eagle sight" is better

1. i didnt completely understand the Tauren Aura skill. what do you mean by his damage increases depending on his movement speed?


HEROES IN PROGRESS:
1. why not name her Elementalist?:)

2. about the fire spell: i think a Damage per second spell would be good, and there should be a initial damage.

3. about the frost spell: it freezes them? like stun? or do you mean slows them?

4. about a third passive skill.. Elemental Essence: everytime she uses a skill, there is a chance that she gets 100 mana replenished.. (this would be handy because i kinda see her as a spammer)

5. Ulti: how about a summon skill that depends on the last basic spell you used? i mean if you used the frost spell last before using Ulti then you summon an ice elemental while if you used fire spell last then a fire elemental is summoned..

1. the shadow wave skill must only reduce the enemies' damage and armor..

2. .. after that, it would be helpful for the Pure shadows skill, which damages the enemy per second.. Pure shadows should be spell no. 2..

3. 3rd skill would be Disperse: the shadows disperse or explodes silencing the unit near it for __ seconds

4. Ulti skill suggestion would be Consume Shadows: the Shadow Seeker consumes the shadows summoned by the Pure Shadows skill, giving her 20 bonus damage per shadow for 10 seconds

1. He is a Disabler-DPS

2. Spell 1 could be a net or ensnare ability

3. Sprint: a haste-like ability

4. Ulti: Resilience - when his HP goes down to 20%, skills cast on him gets a 25% chance to miss

1. 3rd skill: Shift - converts 150 mana to 200hp..

2. normal skill: Empower - a autocast skill where every attack uses mana but adds damage:)

3. ultimate: Arcane Feed - everytime he kills a unit, 70 mana goes back to him..

1. Normal Skill: Lightning Shield

2. 3rd skill: a aura that increases nearby allies movement speed..

3. Ultimate: Zap Cannon - a single-target nuke:)



take note that everything i say are just suggestions, just wanted to see more synergy among the skills:)
will be submitting Hero ideas next time:)
hope i helped:)
 
Level 15
Joined
Jul 9, 2008
Messages
1,552
ok.. ima give everything i can give on this..

CURRENT HEROES:
1. Assassinate shouldnt include the hero going invisible.. this will make the Normal Ability invisibility, useless. maybe its better to make it passive like, everytime the assassin attacks from being invisible (using the normal ability invis) a bonus damage and attackspeed will be given..

2. Disable would be better without the bonus damage, maybe replace the damage with slow..

3. Assassins target - maybe "Mark of the Assassin" is a better name..

4. is the Ulti a chance-passive? like crit? if yes.. that would work for me:)

1. Mighty Shield, Seal Of Protection, and Holy Blessing <--too much armor! i suggest that you change 2 of them to something that doesnt include adding armor..

5. make the Blessing skill able to target friendly units

1. The ultimate should not include a armor increase.. because he already has a reduce armor bonus from Hardened Armor..

2. Earthquake should not be a channeling skill..

1. the Normal Skill must not be named Critical strike because the Rifleman doesnt actually "strike" his opponents.. maybe other terms like "Keen Eye" or "Eagle sight" is better

1. i didnt completely understand the Tauren Aura skill. what do you mean by his damage increases depending on his movement speed?


HEROES IN PROGRESS:
1. why not name her Elementalist?:)

2. about the fire spell: i think a Damage per second spell would be good, and there should be a initial damage.

3. about the frost spell: it freezes them? like stun? or do you mean slows them?

4. about a third passive skill.. Elemental Essence: everytime she uses a skill, there is a chance that she gets 100 mana replenished.. (this would be handy because i kinda see her as a spammer)

5. Ulti: how about a summon skill that depends on the last basic spell you used? i mean if you used the frost spell last before using Ulti then you summon an ice elemental while if you used fire spell last then a fire elemental is summoned..

1. the shadow wave skill must only reduce the enemies' damage and armor..

2. .. after that, it would be helpful for the Pure shadows skill, which damages the enemy per second.. Pure shadows should be spell no. 2..

3. 3rd skill would be Disperse: the shadows disperse or explodes silencing the unit near it for __ seconds

4. Ulti skill suggestion would be Consume Shadows: the Shadow Seeker consumes the shadows summoned by the Pure Shadows skill, giving her 20 bonus damage per shadow for 10 seconds

1. He is a Disabler-DPS

2. Spell 1 could be a net or ensnare ability

3. Sprint: a haste-like ability

4. Ulti: Resilience - when his HP goes down to 20%, skills cast on him gets a 25% chance to miss

1. 3rd skill: Shift - converts 150 mana to 200hp..

2. normal skill: Empower - a autocast skill where every attack uses mana but adds damage:)

3. ultimate: Arcane Feed - everytime he kills a unit, 70 mana goes back to him..

1. Normal Skill: Lightning Shield

2. 3rd skill: a aura that increases nearby allies movement speed..

3. Ultimate: Zap Cannon - a single-target nuke:)



take note that everything i say are just suggestions, just wanted to see more synergy among the skills:)
will be submitting Hero ideas next time:)
hope i helped:)

assassin
1.why would i do that when the first more assinate does that
2.sounds nice
3. yer that doessound better
4. no

holy knight
1. i think it will be fine
2. no that will be to much healing

mountain giant
1. then what should he have?
2.its not a channeling skill

rifleman

1.i cant see it mattering much

tauren chieften
1. as said if he has high move speed he will have a high bonus damage ( bonus damage works with spells also)

Sorceress
1. no
2.alright
3. yes freezes them like stun
4.sounds good
5. dont like like the fact of her having a summon skill

shadow seaker

1.i dont think so
2.im not sure what ur saying
3/4. i dont like the idea these 2 skills work off pure shadows

troll
these spells will make him pritty usless for a hero siege

acrane warrior
1. im going to have a item that does this :/
2.sounds good
3.seems realy overpowerd if his killing people his mana shield will never go down

Lightning Revenant
1.ill use this
2.ill use this
3.dont like this idea very much
 
Level 9
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Aug 7, 2009
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380
I used to make alot of hero defense map but most of them are failed. And of course the heroes my maps have still live with their skills which i want them to be used and here we go. I'm not sure if this thread still alive or not.
Hero's name: Troll Spearhunter
Hero's model:Troll Head hunter (alternate form)
Hero's Primary Attribute: Agility
Hero's class: Damage Dealer.
Hero's Projectile Suggest: Abilities\Weapons\Banditmissile\Banditmissile.mdl
Hero's Normal Skill: Ensnare (could be changed).
Throws the net at targeted enemy cause them unable to move but can attack
Hero first spell: Searing Spear
He flames his spears in fire cause enemies hurt badly. Deals damage equal to his agility (could be modified) but uses lots of mana. Type: Auto Cast
Hero second spell: Bloodlust
With the troll's blood thirst he hurts himself to have a drink of himself's blood makes him more madly. Increase his attack speed to x (modified by urself) but losing x% of his own max health per second.
Manacost: 0. Type: On/Off (like Manashield)
Hero Third spell: Berserk
Every time he attacks has a chance makes him berserk increase his attack speed by x for y second. Has z second cooldown after the buff is gone. Type: Passive
Hero Ultimate: Survival skill (name could be changed)
With the troll's survival skill using their own mana to cure their wounds. Regenerate x% of lost hp but losing y% of his own mana

Some of them are not very good description but that's my best language. Hope it's not useless :ogre_haosis:
If this one is not useless i'll share more of my heroes' spells ideas :) Good luck and i love hero defenses maps :)
 
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