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- Aug 1, 2013
- Messages
- 4,658
Hi all.
I am making a dungeon map and have 8 hero classes.
2 of those classes are really boring as far as I tested them but they are pretty much necessary to win on harder difficulties.
Those 2 classes are the Guardian (tank hero) and the Cleric (healer/support hero).
I would like to... this feels so odd for me... hear a few suggestions on hero abilities for the Cleric.
In my maps, almost anything that you can think of is possible (as you can see in some abilities) so don't worry about WC3 mechanics.
This is as much as I have right now:
Primary Stats:
1. Spell Power
2. Cooldown Reduction
3. Maximum Mana + Mana Regeneration
Required Level: 0
Required Points in this tree: 0
(Active)
Fires a beam of light at the target location healing allied units for (...) + (...% Spell Power) and deals (...) + (...% Spell Power) Light damage to enemy units.
Required Level: 5
Required Points in this tree: 10
(Active)
Heals a unit for (...) + (...% Spell Power) per second for 5 seconds.
Required Level: 5
Required Points in this tree: 10
(Passive)
Heals the Cleric for (...)% of mana cost of his abilities.
Required Level: 5
Required Points in this tree: 10
(Active)
Creates an explosion of light which deals (...) + (...% Spell Power) Light damage to nearby enemy units that are facing the Cleric and blinding them for 4 seconds.
Required Level: 10
Required Points in this tree: 30
(Passive)
When the Cleric heals an allied unit, he also heals himself for (...) + (...% Spell Power)% of that amount.
Required Level: 10
Required Points in this tree: 30
(Active)
Heals the targeted allied unit for (...) + (...% Spell Power) + (...% Maximum Health).
(This ability also cost health.)
Required Level: 10
Required Points in this tree: 30
(Passive)
When the cleric heals an allied unit, the cooldowns of all Light spells are reduced by (...) seconds. (Bless will reduce the cooldown on cast instead.)
Required Level: 20
Required Points in this tree: 50
(Active)
Increases health regain of any type from the Cleric by (...) + (...% Spell Power)% for 15 seconds.
Required Level: 20
Required Points in this tree: 50
(Passive)
Everytime the Cleric heals a unit, he gains (...)% bonus Spell Power for 10 seconds. Healing Master stacks up to 7 times.
Required Level: 20
Required Points in this tree: 50
(Active)
The Cleric runs swiftly towards the target location, dealing (...) + (...% Spell Power) Light damage to enemies he passes through.
Required Level: 30
Required Points in this tree: 70
(Active)
Blesses the targeted unit for 10 seconds. If that unit takes fatal damage while it is blessed, that unit is revived for (...)% of the Cleric's Maximum Health and it breaks the blessing.
Required Level: 0
Required Points in this tree: 0
(Active)
Summons the Seraphim to fight for the Cleric.
Required Level: 5
Required Points in this tree: 10
(Active)
The Seraphim slams the ground, dealing (...) + (...% Spell Power) Divine damage to nearby enemy units and rooting them for 2 seconds.
Required Level: 5
Required Points in this tree: 10
(Passive)
The basic attacks of the seraphim heal the cleric for (...) + (...% Spell Power)% of the damage dealt.
Required Level: 5
Required Points in this tree: 10
(Active)
The Seraphim taunts all nearby enemy units for 4 seconds. The Seraphim gains (...) + (...% Spell Power) Physical Armor per taunted unit for 6 seconds.
Required Level: 10
Required Points in this tree: 30
(Passive)
Increases the Maximum Health, Physical Armor, Magic Resistance, Physical Damage and Attack Speed of the Seraphim.
Required Level: 10
Required Points in this tree: 30
(Active)
Calls down lightbeams from the sky, dealing (...) + (...% Spell Power) damage to all enemy units in the targeted area and stunning them for 2 seconds.
Required Level: 10
Required Points in this tree: 30
(Passive)
The basic attacks of the Seraphim reduce the targets Physical Armor and Magic Resistance by (...) for 5 seconds. Purge stacks up to 5 times.
Required Level: 20
Required Points in this tree: 50
(Active)
The Seraphim returns to the heaven and heals the cleric for (...)% of his remaining life.
Required Level: 20
Required Points in this tree: 50
(Passive)
Create a spellshield around the Seraphim that reduces the damage of the next offensive spell on him by (...) + (...% Spell Power) and breaks immediately. The shield refreshes after (...) seconds.
Required Level: 20
Required Points in this tree: 50
(Active)
Removes all the debuffs from a unit and gives them to the Seraphim. Additionally increases the seraphim's Health Regeneration by <real>% per debuff.
Required Level: 30
Required Points in this tree: 70
Shields the seraphim for 15 seconds, increases it's Physical Armor and Magic Resistance by (...)% and decreasing damage taken from Dark, Demon and Unholy Spells by (...)%.
Required Level: 0
Required Points in this tree: 0
(Active)
Fires a holy bolt at the targeted unit dealing (...) + (...% Spell Power) Holy damage.
Required Level: 5
Required Points in this tree: 10
(Active)
Increases a unit's Physical Armor and Magic Resistance by (...) + (...% Spell Power)% for 3 seconds.
Required Level: 5
Required Points in this tree: 10
(Passive)
Dealing Holy damage heals the cleric for (...)% of the damage dealt.
Required Level: 5
Required Points in this tree: 10
(Active)
Empowers the target allied unit's basic attacks with holy power, increasing the damage by (...) + (...% Spell Power) for 6 seconds.
Required Level: 10
Required Points in this tree: 30
(Passive)
Holy spells deal (...)% bonus damage to Dark, Demon and Unholy enemies.
Required Level: 10
Required Points in this tree: 30
(Active)
Fires holy bolts at all enemies in the targeted area dealing (...) + (...% Spell Power) Holy damage.
Required Level: 10
Required Points in this tree: 30
(Passive)
Damaging spells on enemy units store energy on that unit for 8 seconds. The cleric's basic attacks ignite that energy and deal (...) + (...% Spell Power) Holy damage to all enemies in a small area around the targeted unit. Illumination stacks up to 3 times.
Required Level: 20
Required Points in this tree: 50
(Active)
Stuns the targeted enemy for 5 seconds. If an imprisoned unit takes on-hit damage, the prison breaks and deals (...) + (...% Spell Power) Holy damage.
Required Level: 20
Required Points in this tree: 50
(Passive)
When taking damage that reduces health below 35%, the cleric removes all crowd control debuffs and knocks all nearby enemies 400 units back and slowing them by (...)% for 4 seconds. This effect can only occur once every (...) seconds.
Required Level: 20
Required Points in this tree: 50
(Active)
Links the Cleric to all enemy units in the targeted area. If the chained units will be more than 900 range from the Cleric, the chain will break. If the chain lasts for 2 seconds it deals (...) + (...% Spell Power) Holy damage to the enemy unit and roots them for 1 second.
Required Level: 30
Required Points in this tree: 70
(Active)
Empowers the Cleric with holy magic for 30 seconds. Dealing damage or healing a unit will increase the power by (...)% of the damage/healing done. When re-activated or when the duration ends, knock all nearby enemies 100 + (...% of stacked power) units back and deal (...) + (...% of Spell Power) + (...% of stacked power) holy damage.
Spell Types:
I am making a dungeon map and have 8 hero classes.
2 of those classes are really boring as far as I tested them but they are pretty much necessary to win on harder difficulties.
Those 2 classes are the Guardian (tank hero) and the Cleric (healer/support hero).
I would like to... this feels so odd for me... hear a few suggestions on hero abilities for the Cleric.
In my maps, almost anything that you can think of is possible (as you can see in some abilities) so don't worry about WC3 mechanics.
This is as much as I have right now:
Stats
Abilities
Mentioned Stuff
Primary Stats:
1. Spell Power
2. Cooldown Reduction
3. Maximum Mana + Mana Regeneration
Dynamic Stats: | ||
Maximum Health: | 450 | (+45) |
Health Regeneration: | 3/s | (+0.3/s) |
Maximum Mana: | 800 | (+80) |
Mana Regeneration: | 8/s | (+0.8/s) |
Physical Armor: | 25 | (+2) |
Magic Resistance: | 25 | (+2) |
Movement Speed: | 325 | |
Pysical Damage: | 76 | (+4) |
Spell Power: | 127 | (+8) |
Attack Speed: | 0.7/s | |
Static Stats: | ||
Luck: | 10 | |
Armor Penetration: | 0% | |
Magic Penetration: | 0% | |
Critical Strike Chance: | 5% | |
Critical Strike Damage: | 170% | |
Cooldown Reduction: | 0% |
Light
Divine
Holy
Light Ray
Bless
Spiritual Energy
Sunfire Strike
Healing Mastery
Heal
Clarity
Bishop's Blessing
Healing Master
Flashstep
Resurrection
Required Level: 0
Required Points in this tree: 0
(Active)
Fires a beam of light at the target location healing allied units for (...) + (...% Spell Power) and deals (...) + (...% Spell Power) Light damage to enemy units.
Required Level: 5
Required Points in this tree: 10
(Active)
Heals a unit for (...) + (...% Spell Power) per second for 5 seconds.
Required Level: 5
Required Points in this tree: 10
(Passive)
Heals the Cleric for (...)% of mana cost of his abilities.
Required Level: 5
Required Points in this tree: 10
(Active)
Creates an explosion of light which deals (...) + (...% Spell Power) Light damage to nearby enemy units that are facing the Cleric and blinding them for 4 seconds.
Required Level: 10
Required Points in this tree: 30
(Passive)
When the Cleric heals an allied unit, he also heals himself for (...) + (...% Spell Power)% of that amount.
Required Level: 10
Required Points in this tree: 30
(Active)
Heals the targeted allied unit for (...) + (...% Spell Power) + (...% Maximum Health).
(This ability also cost health.)
Required Level: 10
Required Points in this tree: 30
(Passive)
When the cleric heals an allied unit, the cooldowns of all Light spells are reduced by (...) seconds. (Bless will reduce the cooldown on cast instead.)
Required Level: 20
Required Points in this tree: 50
(Active)
Increases health regain of any type from the Cleric by (...) + (...% Spell Power)% for 15 seconds.
Required Level: 20
Required Points in this tree: 50
(Passive)
Everytime the Cleric heals a unit, he gains (...)% bonus Spell Power for 10 seconds. Healing Master stacks up to 7 times.
Required Level: 20
Required Points in this tree: 50
(Active)
The Cleric runs swiftly towards the target location, dealing (...) + (...% Spell Power) Light damage to enemies he passes through.
Required Level: 30
Required Points in this tree: 70
(Active)
Blesses the targeted unit for 10 seconds. If that unit takes fatal damage while it is blessed, that unit is revived for (...)% of the Cleric's Maximum Health and it breaks the blessing.
Help From Above
Divine Strike
Linked Spirit
Sacrifice
Seraph Mastery
Skyfall
Purge
The Rising
Spell Shield
Purification
Divine Protection
Unexpected tab 12
Required Level: 0
Required Points in this tree: 0
(Active)
Summons the Seraphim to fight for the Cleric.
Required Level: 5
Required Points in this tree: 10
(Active)
The Seraphim slams the ground, dealing (...) + (...% Spell Power) Divine damage to nearby enemy units and rooting them for 2 seconds.
Required Level: 5
Required Points in this tree: 10
(Passive)
The basic attacks of the seraphim heal the cleric for (...) + (...% Spell Power)% of the damage dealt.
Required Level: 5
Required Points in this tree: 10
(Active)
The Seraphim taunts all nearby enemy units for 4 seconds. The Seraphim gains (...) + (...% Spell Power) Physical Armor per taunted unit for 6 seconds.
Required Level: 10
Required Points in this tree: 30
(Passive)
Increases the Maximum Health, Physical Armor, Magic Resistance, Physical Damage and Attack Speed of the Seraphim.
Required Level: 10
Required Points in this tree: 30
(Active)
Calls down lightbeams from the sky, dealing (...) + (...% Spell Power) damage to all enemy units in the targeted area and stunning them for 2 seconds.
Required Level: 10
Required Points in this tree: 30
(Passive)
The basic attacks of the Seraphim reduce the targets Physical Armor and Magic Resistance by (...) for 5 seconds. Purge stacks up to 5 times.
Required Level: 20
Required Points in this tree: 50
(Active)
The Seraphim returns to the heaven and heals the cleric for (...)% of his remaining life.
Required Level: 20
Required Points in this tree: 50
(Passive)
Create a spellshield around the Seraphim that reduces the damage of the next offensive spell on him by (...) + (...% Spell Power) and breaks immediately. The shield refreshes after (...) seconds.
Required Level: 20
Required Points in this tree: 50
(Active)
Removes all the debuffs from a unit and gives them to the Seraphim. Additionally increases the seraphim's Health Regeneration by <real>% per debuff.
Required Level: 30
Required Points in this tree: 70
Shields the seraphim for 15 seconds, increases it's Physical Armor and Magic Resistance by (...)% and decreasing damage taken from Dark, Demon and Unholy Spells by (...)%.
(Active)
Shields the seraphim for 15 seconds, increases it's Physical Armor and Magic Resistance by (...) + (...% Spell Power)% and decreasing damage taken from Dark, Demon and Unholy Spells.
Shields the seraphim for 15 seconds, increases it's Physical Armor and Magic Resistance by (...) + (...% Spell Power)% and decreasing damage taken from Dark, Demon and Unholy Spells.
Holy Bolt
Holy Armor
Holy Light
Reckoning
Holy Mastery
Judgement
Illumination
Eternal Prison
The Saviour
Spectral Chains
Hand Of Fate
Required Level: 0
Required Points in this tree: 0
(Active)
Fires a holy bolt at the targeted unit dealing (...) + (...% Spell Power) Holy damage.
Required Level: 5
Required Points in this tree: 10
(Active)
Increases a unit's Physical Armor and Magic Resistance by (...) + (...% Spell Power)% for 3 seconds.
Required Level: 5
Required Points in this tree: 10
(Passive)
Dealing Holy damage heals the cleric for (...)% of the damage dealt.
Required Level: 5
Required Points in this tree: 10
(Active)
Empowers the target allied unit's basic attacks with holy power, increasing the damage by (...) + (...% Spell Power) for 6 seconds.
Required Level: 10
Required Points in this tree: 30
(Passive)
Holy spells deal (...)% bonus damage to Dark, Demon and Unholy enemies.
Required Level: 10
Required Points in this tree: 30
(Active)
Fires holy bolts at all enemies in the targeted area dealing (...) + (...% Spell Power) Holy damage.
Required Level: 10
Required Points in this tree: 30
(Passive)
Damaging spells on enemy units store energy on that unit for 8 seconds. The cleric's basic attacks ignite that energy and deal (...) + (...% Spell Power) Holy damage to all enemies in a small area around the targeted unit. Illumination stacks up to 3 times.
Required Level: 20
Required Points in this tree: 50
(Active)
Stuns the targeted enemy for 5 seconds. If an imprisoned unit takes on-hit damage, the prison breaks and deals (...) + (...% Spell Power) Holy damage.
Required Level: 20
Required Points in this tree: 50
(Passive)
When taking damage that reduces health below 35%, the cleric removes all crowd control debuffs and knocks all nearby enemies 400 units back and slowing them by (...)% for 4 seconds. This effect can only occur once every (...) seconds.
Required Level: 20
Required Points in this tree: 50
(Active)
Links the Cleric to all enemy units in the targeted area. If the chained units will be more than 900 range from the Cleric, the chain will break. If the chain lasts for 2 seconds it deals (...) + (...% Spell Power) Holy damage to the enemy unit and roots them for 1 second.
Required Level: 30
Required Points in this tree: 70
(Active)
Empowers the Cleric with holy magic for 30 seconds. Dealing damage or healing a unit will increase the power by (...)% of the damage/healing done. When re-activated or when the duration ends, knock all nearby enemies 100 + (...% of stacked power) units back and deal (...) + (...% of Spell Power) + (...% of stacked power) holy damage.
Spell Types:
- Dark
- Demon
- Holy
- Light
- Unholy
- Crowd Control Debuffs: Debuffs that have effect on movement or control. (Fear, Knockback, Knockup, Morph, Root, Slow, Stun, Suppress, Taunt)
- Fatal Damage: Damage that would reduce health below 0.
- On-Hit: Spells or Basic attacks that hit the target.
- Blind: Blind units miss their basic attacks.
- Root: Rooted units are unable to move. (Movement spells (Dash, Leap, Teleport, etc) are still castable but won't move the unit.)
- Slow: Slowed units have their movement speed reduced. (100% slow stops movement but still allows units to use movement spells.)
- Stun: Stunned units are unable to do anything.
- Taunt: Taunted units are forced to attack a specific unit. They also deal 35% reduced damage.
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