- Joined
- Dec 29, 2014
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Naice! Keep it up!Some wip I bring, as I said. Any suggestions about improvement? Supposed to have shaman's animations.
As per the Contest Rules, the Team('s Artist) must make at least one (1) but no more than three (3) custom art contributions to the Hero entry (list in the first post).YOU GUYS HAVE GREAT WIPS BY FAR, NICE. AND IF I UNDERSTOOD RIGHT, WE(ARTISTS) NEED TO MAKE ICONS FOR THE HERO AND SPELLS, RIGHT?
Wonderful to hear. : )Our submission is almost ready, no need for more time from our side.
Sure, yeah. Testers don't count as "team-mates". Just be careful.Naice! Keep it up!
Btw, I wonder is it allowed to ask people for help to test our spells? I mean, ask multiple persons..
That's wonderful to hear.Tank-Commander said:That aside A.R. and I are nearly ready to make our entry post, just need a few things finished off and some balancing and we'll be good to go. Will probably make the post on monday just to perfect everything though it's certainly in an enterable state right now - I'm very pleased with how it has all turned out
If you ever Host a Contest, I think you'll find it's not so silly; it's a real hassle to try & filter through an entire topic (some of these popular Contests get upwards of 10-20 pages), searching for the "last/final" post someone made... When instead, you just have a pile of labelled PMs sitting in your Inbox, easy pickings.Seems a bit silly to need to specifically put the map in a pastebin - makes more sense to me to just attach it to the end of an entry post as with other contests.
Woah there, alright. I mean, I don't love it when Contests stretch on into perpetuity, but extensions can be useful.If no one is talking about extension, and no one is asking it, why do we need to bring it up? It has become a 'classical' component of contests?
I have a bunch of RL work stuff to deliver at the exact same day of the deadline, and I'm not counting with any possible extension. I don't even want to keep on with this talk, to avoid saying ext****** once again. It should be out of our contest culture.
Y'know, that's a weird new rule that I really don't understand. As far as I'm concerned, don't worry about it (in part because it isn't consistent across the art disciplines). If a moderator yells at you to do so, then sure.On that note, do we (like the new texturing contest rules) have to submit artwork to the database before the deadline?
Hey know, there's more than Humans in the Alliance; I can envision a kick-awexome Neutral Dwarf (a rogue Engineer, or a beer-guzzling Brewer, or a musical Bard, or explorative Prospector, etc), or a variety of Neutral Elves (an elusive Waywatcher, a quiet Disciple, etc)... Heck, maybe even a Gnome.WELL, Y'ALL KNOW THAT I AM ALLIANCE FAN, SO I MAKE HUMAN MODELS. AND THE BANDIT IDEA IS THE MOST ACCURATE FOR THE TAVERN. DON'T YOU WORRY IT DIFFERS VERY FROM YOUR MODEL.![]()
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Very interesting. I like that he has a new face & hair-style (compared to other Humans). He seems plenty generic enough to be just about anything you want. My only worry so far, looking at it, is that he has an awful lot of 'lines' in the chosen textures. Just very broken up, aesthetically. None of the chosen textures look bad individually, I think; just altogether it's jarring.Some wip I bring, as I said. Any suggestions about improvement? Supposed to have shaman's animations.
O....k. I mean, like, why?
Thanks for the clarification.Right, except we could just link the post in your inbox and the problems solved and we don't have to worry about pastebin expiry and everybody else also has access to the entry if they want to look at it at any later date (without having to then never delete the pastebin) - the part I considered "a bit silly" was specifically the requirement to pastebin it, rather than to send a link/notification to you
While I think it's a good idea to submit contests entries when they consist of a single ressource (model or skin contest for example), I think it's not a good idea to submit ressources independently for this particular contest.Y'know, that's a weird new rule that I really don't understand. As far as I'm concerned, don't worry about it (in part because it isn't consistent across the art disciplines). If a moderator yells at you to do so, then sure.A.R. said:On that note, do we (like the new texturing contest rules) have to submit artwork to the database before the deadline?
This. In my mind it's a "whole package" kinda deal, and where does all 'this' go?While I think it's a good idea to submit contests entries when they consist of a single ressource (model or skin contest for example), I think it's not a good idea to submit ressources independently for this particular contest.
The reason being that each ressource does not necessarily have the level of quality required to be an independent ressource (for example my icons are not hand-drawn, and my SFX are numerous but very simple)
As a fellow "melee map sucker", I have no clue. There are some wide spots in each of the bases & near the center, right?I don't know am I just sucks at melee map (actually yes lol), but doesn't this turtle map give a lot of disadvantages to melee heroes since it's small and narrow everywhere? Why can't we use a larger and wider map?
I don't understand why you feel the need to do something like that.When the contest closes, the git repository will be made public, and the password to the archive, released.
FWIW Tinker can pretty much solo green and orange camps if you max Factory. I'd test to see how close his clear speed is to Tinker's and balance around that.Kyrbi0 said:It's funny you should say that about the map; I've been trying to balance one of my hero's abilities and have found that the way all the green creep camps are set up, it's potentially crazy-easy to level up the Hero due to one of his abilities.
![]() | Sea Druid: Mystical Hero, adept at disrupting units and simultaneously buffing allied units while debuffing enemy ones. Can learn Geyser, Ink, Scald, and Mass Brainwash. Attacks land and air units. |
![]() | Geyser: 125 Mana. 8 Second Cooldown. Causes a powerful geyser to erupt in the target area, launching enemy ground units into the air, disabling them for the duration they are airborne and dealing 80/120/160 damage. Units near the center are damaged for 30/40/50% extra. Scald Bonus: Affected units are scalded, dealing an extra 0.5% bonus damage for each 1% health missing. The cooldown on Geyser resets if any of them are slain. |
![]() | Ink: 75 Mana. 8 Second Cooldown. Target enemy unit and up to 2 nearby enemy units are blasted with an ink spray which blinds them, causing attacks to miss for 3/4/5 seconds. If the target is a friendly unit, the effect instead heals them for 80/120/160 hit points. Scald Bonus: The effect reaches one additional unit. If the targets are enemies, the ink corrodes their armor, reducing it by 10 for the duration. If the targets are allies, they instead receive a 10 armor bonus for 3/4/5 seconds. |
![]() | Scald: 40/30/20 Mana. 3 Second Cooldown. Instant cast. Empowers the Sea Druid, causing its next action to have a bonus effect. If the next action is a basic attack, it deals 20/40/60% bonus damage and the victim is stunned for 0.1/0.3/0.5 seconds. |
![]() | Mass Brainwash: 140 Mana. 90 Second Cooldown. Sea Druid channels for up to 6 seconds, sapping the brains of enemy units within 900 range, progressively reducing their move speed and attack speed from 40% to 60%. If the Sea Druid completes channeling, he releases a psychic wave that empowers nearby allied units with 100% bonus attack speed for 5 seconds. When the channelling ceases, afflicted enemy units regain their speed over 6 seconds. Scald bonus: for the duration of the channelling, the Sea Druid creates a field of steam that pushes away enemies that get close to it. |
Really? I feel like most people use the Pastebin to an insane degree; I'm only just starting down that path.Most people, like myself, do not like keeping random stuff in the pastebin.
Sure... Except all the entries will be zipped up all nice & uploaded to the Poll thread, for all to see, test & enjoy, for time immemorial. Nothing will be 'lost'.KILLCIDE said:It would be a shame if people later on the future wanted to see the contest entries, only to find that the pastebin entry was deleted.
Shhh, it's ok, he's in his happy place.KILLCIDE said:I don't understand why you feel the need to do something like that.
See, this is why I need you around, man.FWIW Tinker can pretty much solo green and orange camps if you max Factory. I'd test to see how close his clear speed is to Tinker's and balance around that.
Hi everybody,
Here is the playable map for our entry:
...
That works! The pastebin requirement still needs to goExcept all the entries will be zipped up all nice & uploaded to the Poll thread, for all to see, test & enjoy, for time immemorial. Nothing will be 'lost'.
It did!... As an option. You can use a post, others can use a Pastebin, anyone can use whichever they want.That works! The pastebin requirement still needs to go![]()
I agree, no reason to keep entries at a personal pastebin. That can be deleted anytime, then users wouldn't be able to see the entries at the thread archive, only the poll. I fail to see a reason for such ._.That works! The pastebin requirement still needs to go
Hey, are we able to upload non-hand-drawn icons for the contest? Because I've been having a hard time trying to hand-draw some decent icons.. a recolor would do fine for us. xD(for example my icons are not hand-drawn, and my SFX are numerous but very simple)
Spell | Mana Cost | Description | Art/Details |
Fissure Strike | Low | Slams the ground with his weapon, creating a fissure that seeks out the nearest building, travelling a maximum of Z distance. Deals X damage to buildings, and all affected units are forced to attack the hero for Y seconds | Spell slam effect + something like imaple spikes but a little less extreme shooting out towards the nearest enemy building. Also affects units in a small radius around the hero (note that non-structures do not take damage) |
Against All Odds | None | Hero and allied units with Z range gain from X-Y% attack speed based on how much more damage per second they are taking than they are dealing | Passive aura. This has a minimum % increase so it will still be (less, but still) helpful even if you're out-DPS-ing the enemy. |
One by One | Medium | Marks an enemy , causing it to take minor damage over time for a longish duration. The caster is healed every X seconds for Y% of the damage taken by the unit since the last heal. If the unit dies under the effect of this spell, it will jump to the nearest enemy for a reduced duration. | No limit to number of jumps, can do it until the duration is too short to kill a unit. May be cast on structures and will subsequently only jump to structures. Only one instance of this spell may be active at once, and I'm considering having it end prematurely the hero gets too far from the current target. |
Ultimate | ? | ? | ? |
I fail to see the reason for having all the entries up in multiple places. The Poll (which will be linked at the end of this Contest) is a fine place to keep it all; one place is all that's necessary.I agree, no reason to keep entries at a personal pastebin. That can be deleted anytime, then users wouldn't be able to see the entries at the thread archive, only the poll. I fail to see a reason for such ._.
Yep, that works too.HappyCockroach said:Well then, as I understood, we're to upload ours to a post once it's done![]()
Sure, sure, no problem. Recolors are teh bomb (and a lot more likely to fit Warcraft's aesthetic). I can't speak to the Art grade, but it's no big deal.HappyCockroach said:Hey, are we able to upload non-hand-drawn icons for the contest? Because I've been having a hard time trying to hand-draw some decent icons.. a recolor would do fine for us. xD
I will post more later when I can, but DANG, you work fast. Quite interested to see where it goes. : )For context see my post in the matchmaking thread. If darkwulfv pops his head out of the sand like he's supposed to this hero will have some sick art, but at the moment this is where we're at. These names are mostly all terrible and will be changed.
So far the Art Judge is looking to be between MiniMage & Mr. Goblin, and Coding is between Bannar & Frotty. I am awaiting some replies on both ends.Any word on Artist/Coding judges as of yet?
Jhotam, since I was unable to send you a Private Message, I have to respond here in the thread... So sorry for the somewhat-personal nature, as well as the length. Please refer to the Hidden block below.Hello, the reason for my arrival is by invitation of a partner to support him in this competition , participation is now uncertain , the model and this 100% , maybe can become involved . the elaboration of the model; MilkShape 50, % 45 % mdlvis, 5 % wc3modeleditor.
Hero:
Zul'jin
Made animations and editing of rexxar .
You make a table like how Tank-Commander did for the Zephyr Contest :3 you could also just put the team name down and hyperlink their name to their last update (which they should be sending you before the contest ends).I fail to see the reason for having all the entries up in multiple places.
Well well... there might be a big rule inconsistency here, then. I mean, you said we aren't allowed to use icons from the icon section, but we're allowed to do recolors. So if we grab an icon from the icon section, change its color then, it's usable?Sure, sure, no problem. Recolors are teh bomb (and a lot more likely to fit Warcraft's aesthetic). I can't speak to the Art grade, but it's no big deal.
Man... when asked about custom icons, you tolds us 'Every art used in the entry must be created by the artist of the team'. What do we understand? They must be drawn. Recoloring wouldn't mean creating. Really, if you're to add more rules you must put them very clearly. Deadline is in like 48 hours or so, and I couldn't get these guidelines right...Sorry, I thought that was clear. Yeah, recolors of existing in-game icons.
Well, then again, what's crazy about recoloring custom icons? Whether recolor or hand-drawn, you are already signing yourself up for "Custom Icons" according to the Contest. Still would have to credit whoever made what. Eh?
Hello, the reason for my arrival is by invitation of a partner to support him in this competition , participation is now uncertain , the model and this 100% , maybe can become involved . the elaboration of the model; MilkShape 50, % 45 % mdlvis, 5 % wc3modeleditor.
Option 3 (this one is a little weird): As I stated above, there is a user currently who is entering just with Code (& Design); his artist team-mate is absent it seems. You two seem to have two pretty different things going on (you can read his design WIP on the 7th page of the thread), but I can envision a way for it to work out; a way to "combine" your two ideas into one interesting Hero.
This might work, if both of you agree to it & can work together quickly (which I believe you can, if you want), because if you think about it, you are already having to change your Hero model due to Option 0 above. Perhaps a bit of change in the direction of the Design that the user Pyrogasm is pursuing, and you two can mesh nicely.
Also, if you do this, it increases both of your chances to actually be a competitive entry, since you will have all the Art & Code of a normal entry (rather than half each). I would love to offer advice in helping you combine, if you want.
Well that's... helpful. Lol.Here's a picture of what I am working on.
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Annex | Cooldown: pretty long | Gain control of target building for X seconds. It retains its build queue and any units completed while under your control will be created permanently for you. If there are no enemy buildings within Y when the buff expires, the building becomes yours permanently. May not be cast on Town Halls, Hero Altars, or equivalent. | This is probably waaaaay OP but perhaps super fun. Mostly against someone who's the same faction as you, since you won't be able to build any units with techtree requirements from the enemy building. But you can always steal extra towers and farms. The idea is to be able to quash an enemy 2nd expansion (by the time you're level 6 you won't be able to stop 1st expansions) and actually use their own resources against them. |
HC8 - Team Special Ops Entry Artist: A.R. Coder: Tank-Commander |
Hero |
Stats |
Abilities |
Showcases |
Proper Names: Ferl'piej the deranged, Kikidrill the hematophagous, Amorg'tik, Tremal the sanguine, Qilarid, Mutrali, Vourg the ruthless Silithid Devourer Warrior Hero, exceptional at disruptive spells and duelling other heroes. Can learn Rupturing Stab, Leech Life, Corpse Crusher, and Blood Boil. Attacks land units. Role: Disruptive Tank Theme: Bloody Silithid, violent & durable | |
Playstyle |
Boasting high agility and strength the Silithid Devourer has a strong ability to duel with access to powerful single target damage and stun abilities as well as the ability to regenerate health and mana quickly. The cost of these high stats is a low max mana leading to a need to manage it carefully and difficulty in prolonged fights - The Devourer relies on consuming corpses of allies or enemies to regenerate its mana and keep up its onslaught.
There are three distinct ways on how to play the Silithid Devourer based on what abiliies you pick: Sustained Offensive: Max Q then E; pick up W only if you want the utility, needs healing support hero (e.g. Shadow Hunter) Full Tank: Max W then E, pick up Q early on for damage and buff to W heal, low damage output All-Out Offensive: Max Q then W; do not pick up E, needs mana regen hero (e.g. archmage, bloodmage) Early Game: When first summoning the hero you will have the choice between single target damage (Q), single target drain & stun (W), or mana regen with a weak AOE damage/slow (E). Generally speaking your Q is the best option with W being a good option against opponents likely to use a melee hero to harass you as you can stun them and get some free hits with other units (possibly even bodyblock/force tp) at level 2 E will become necessary (use it to consume all the corpses of your creep camp to get the mana you spent back. When starting W do not use it when there is more than one enemy left in a creep camp the manacost is high (half your mana at level 1) and takes 2-3 corpses to regenerate the mana from your E (30 mana per corpse) Mid Game: By now you should have your second hero and you should have leveled your Q for damage or W/E for additional sustain depending on how you play, the Devourer does well with heroes which can regenerate either his health or mana and Heroes with access to other debuffs or buffs as they complement the melee nature of the Devourer. When engaging with the enemy his E is good for pursuing enemies and his W can secure a body-blocked or slowed straggler comfortably - catching a hero with it will lock it down for 4 seconds. At level 6 the ultimate (R) can be used to give a massive damage surge for 60 seconds but will beg the need for potions or a hero who can heal them due to the self-inflicted damage. The increased speed can also assist in making a game-winning capture of a hero but be careful as the damage cannot be cancelled and it adds up quickly (a total of 600 out of your max 1045 health at level 6 disregarding passive regen). Late Game: Towards the end of the game the Devourer really comes in to its own - at this point the mana issues will be all but nonexistent save for spamming your high level Q or low level W, the ability damage should make picking away at enemy armies easy providing more than enough corpses and using your R will be much safer making the damage spike potential much more threatening |
Tips |
Combos: The Devourer's abilities interact with each other to enhance its combat capabilities centering around their Q ability which applies a bleed effect on enemies hit. Using the W on a bleeding enemy regenerates extra health and extends the bleeding effect and using the E on them refunds the cost of casting it. In addition the R also applies bonuses making the Q and W deal additional damage and increasing the projectile speed of the E. Which allows you to use the following combos:
- Q->W - Q->E->W - Q->W->E->Q - Q->W->E->W->Q (Bodyblocked Opponent) - Q->E->Q - R->Q->W->Chase->Q->E->W - R->Q->E->Q->Q->E->Q->Q->E->(etc.) - R->E->Q->W - R->E->W->Q Leeching Life: Your W is very expensive at low levels so it should be saved for when you direly need health or to disable priority targets (enemy heroes, boss mob in a creep camp) in addition it has the ability to whiff if your opponent gets too far away from you before you latch on (it won't cost you any mana if you miss but the ability will still go on cooldown), this necessitates that when chasing a fast enemy use your E to slow your target or to have body blocked them to give you time to grab them Manacost Nightmare: If you're struggling to manage the mana or simply need to boost the amount you can use spells pick up either mana potions, a mantle of intelligence + 3 (+45 mana) or other similar items. Alternatively train units or Heroes that can help with your mana issues (Archmage, Obsidian Statue or Bloodmage). Health Regeneration/Armour can also help with this by lowering the need to use your W to just the times you want to stun a unit for a long time (Shadow Hunter, Dreadlord, Lich, Paladin, Keeper of the Grove) Graverobber: your E can be used to interfere with necromancer centred undead play by consuming the corpses they would use to summon skeletons though they may also deny your mana regen by getting to them first. Similarly when playing undead or attacking an undead player the graveyard can be used as an easy means to regenerate mana as it periodically spawns corpses you can consume |
Model Information: - Race: Silithid - 242.4kb for all textures and models (main and portrait) - 19kb for all icons (BTN/DISBTN/Scorescreen) - 8 Limbs (4 arms/claws, 4 legs) - Stinger - Atrophied wings - Completely custom animations including unique ones for each ability - Attachment points on all limbs (Sprite first for stinger, second & third for extra claws) - Built-in Sound effects on spell throw and channel - Custom texture for the body and an animated texture for the abdomen - Team colour on the wings and abdomen |
Stat | Base | Growth | Max | |
![]() | 22 | 3.00 | 49 | Primary |
![]() | 19 | 2.00 | 37 | |
![]() | 11 | 1.00 | 20 |
Icon | Tooltip |
![]() | Q - Rupturing Stab Manacost: 30/45/60 Cooldown: 6 seconds The caster swings at the target with its stinger dealing damage and causing them to bleed for 4 seconds. Targetting bleeding enemies with other abilities applies bonuses. Level 1 - 50 initial damage, 30 bleed damage. Level 2 - 75 initial damage, 60 bleed damage. Level 3 - 100 initial damage, 90 bleed damage. |
![]() | W - Leech Life Manacost: 80/65/50 Cooldown: 8 seconds Latches on to enemy units pinning them and draining blood dealing damage and restoring health to the caster over 4 seconds bleeding enemies bleed for 4 more seconds and restores extra health to the caster. Level 1 - 75 damage dealt, 100 health restored, 35 extra restored. Level 2 - 85 damage dealt, 120 health restored, 70 extra restored. Level 3 - 95 damage dealt, 140 health restored, 105 extra restored. |
![]() | E - Corpse Crusher Manacost: 50 Cooldown: 18/16/14 seconds Allows the caster to passively consume corpses to regenerate mana, can be cast actively to launch a corpse at the target point that will deal 50 damage and slow enemies in an area for a duration. Hitting a bleeding enemy with the corpse refunds half the cost of the spell. Level 1 - 30 mana restored, weak slow, lasts 5 seconds. Level 2 - 45 mana restored, medium slow, lasts 6 seconds. Level 3 - 60 mana restored, strong slow, lasts 7 seconds. |
![]() | R - Blood Boil Manacost: 120 Cooldown: 120 seconds The caster's heart rate surges increasing their attack and movement speed substantially while also increasing mana regeneration at the cost of 10 health every second, additionally their abilities are enhanced. Lasts 60 seconds. Rupturing Stab - stab damage increased by 25 per level, bleed damage increased by 15 per level. Life Leech - damage increased by 50. Corpse Crusher - faster projectile. |
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![]() | Noxious Cloud (On Cast) Fel acid is projected from the Warlock, creating a poisonous cloud at the target location. The cloud will deal damage over time and slow enemy unit's movement speed. A Noxious Cloud can be ignited by a Conflagrate missile, dealing area of effect damage to nearby enemy units. |
![]() | Conflagrate (On Cast / Nox Cloud Explosion) Releases a fel flame missile for a fixed distance, dealing damage to enemy units in a line. If the missile comes in contact with a Noxious Cloud, the cloud will explode and deal damage to nearby enemy units. |
![]() | Dark Respite (Preview) Whenever the Warlock lands a killing blow on a unit, the soul of the unit will be temporarily cached into a visible orb. If the Warlock walks over the orb, it will restore mana points. |
![]() | Fel Meteor (On Cast / Nox Cloud Explosion) Channels a Fel Meteor to fall from the sky for 2.25 seconds. If the Warlock channels for the full duration, the Meteor will plunge towards the target location, dealing 220 damage to nearby enemy units. Enemy unit's will also have their attack rate and movement speed reduced by 50% for 6 seconds. If there are any active Noxious Clouds within the vicinity, the Fel Meteor will ignite them. |
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![]() | Snare Trap: Leaves a net trap on the ground to be sprung as soon an enemy enters its range. After 1 second sprung, unfolds and binds units within its radius, greatly slowing them for 75% and causing them to miss 33% of their attacks. If cast directly upon enemy units, those are immediately bound instead. |
Persecute: Throws a paint projectile at a unit, marking it as a persecuted target. Units targeting it have their move and attack speed raised. The mark wears off in 20 seconds. | |
Riposte: (Passive Ability) Gives a chance of blocking and immediately retaliating an incoming melee attack. The attacker is stunned for 1 second and is dealt damage. Only front attacks can be countered this way. | |
Turmoil: The Swashbuckler forces all units nearby to engage in a cloud of chaotic combat. Units are lost control upon, and will melee-attack random units without regard to team, with doubled attack speed and an armor reduction. Units inside Turmoil are unable to cast spells. Allies inside it evade 50% of the attacks received. Lasts 5 seconds. |
Submission Content: - W3X: Test map containing the whole entry - MDX: Swashbuckler model - MDX: Persecute Projectile SFX model - MDX: Persecute Target SFX model - MDX: Snare Trap Projectile SFX model - MDX: Turmoil Effect SFX model - MDX: Turmoil Target SFX model - BLP: Swashbuckler Icon (BTN, DISBTN) - BLP: Persecute Icon (BTN, DISBTN) - BLP: Riposte Icon (BTN, DISBTN, PASBTN) - BLP: Turmoil Icon (BTN, DISBTN) | Model Technical Info: - Animation - Cast Backswing: 0.510 - Animation - Cast Point: 0.300 - Animation - Run Speed: 250 - Animation - Walk Speed: 250 - Death Time: 3.40 - Selection Scale: 1.25 - Combat - Animation Backswing: 0.600 - Combat - Animation Damage Point: 0.150 - Sound - Unit Sound Set: Bandit |
Wow, nice icons. Great job with the model, can't wait to test the animations.
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Swashbuckler
Cunning Hero, adept at manipulating combat situations, engaging in and disengaging out of it. Can learn Snare Trap, Persecute, Riposte, and Turmoil.
Attacks land units.
Background
The Swashbuckler, even if human by blood, wouldn't ever comply with the Alliance force and their puerile goals. As a rebel, he is likely to be found among bandit groups, or in tavern tables, boasting about stories he supposedly went through. Attributes:
Attribute Starting Amount + per Level Strength: 19 +2.20 Agility: 19 +2.30 Intelligence: 13 +1.50 Primary Attribute: Agility
Hero's Role
Even if a strongly combat oriented hero, the Swashbuckler is highly tactical. His abilities involve destabilizing the enemy troops, be it by detaining them from escape with his net traps, or provoking them into compulsive fighting. Such manipulation skills, with the addition of the ability to persecute specific enemies, make of the Swashbuckler a good hunter of the enemies' key units, or heroes.
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Hero's Skills:
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Snare Trap:
Leaves a net trap on the ground to be sprung as soon an enemy enters its range. After 1 second sprung, unfolds and binds units within its radius, greatly slowing them for 75% and causing them to miss 33% of their attacks. If cast directly upon enemy units, those are immediately bound instead.![]()
Persecute:
Throws a paint projectile at an unit, marking it as a persecuted target. Units targeting it have their move and attack speed raised. The mark wears off in 20 seconds.![]()
Riposte:
Gives a chance of blocking and immediately retaliating an incoming melee attack. The attacker is stunned for 1 second and is dealt damage.![]()
Turmoil:
The Swashbuckler forces all units nearby to engage in a cloud of chaotic combat. Units are lost control upon, and will melee-attack random units without regard to team, with doubled attack speed and an armor reduction. Units inside Turmoil are unable to cast spells. Allies inside it evade 50% of the attacks received. Lasts 5 seconds.
by Team CockroachesInYourPants xD
HappyCockroach and Quilnez
Wow, nice icons. Great job with the model, can't wait to test the animations.
I got out of my partner so I guess I'm out of this contest, but good luck to all of you guys. Incredible entries so far.
I suppose the description isn't part of the entry itself (as long as it doesn't alter the map), so if you want to add a pretty description even after the deadline, there should be no problem, afaik.Here... Do some changes (Removed some Peon on the map that left there)
I assume Dat-C3 name it correct?
@Dat-C3 why you forgot to add pretty description![]()