Hero Spells

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Hot Blooded (aura): All friendly units in range attack faster.

Sanguine Steam: A single target unit's blood reaches boiling point, damaging it and surrounding units over time as it erupts in great clouds of superheated steam.

Ardent Fury: Target a single unit. That unit gains increased attack and movement speed and ecomes neutral hostile for a few seconds.

Bloodbank (channel): All enemy units in range have a modified Siphon Life spell cast on them sending HP to the Blood Elemental, while all friendly units receive a Siphon Life spell targeting the Blood Elemental. The idea being a strategic use, it's suicidal if allies outnumber the enemy.
 
I don't know what BloodElemental Primary attributes is, but below skill is fit if he/she primary attributes are Intelligence.

Blood Lust (Unit Target)
Sacrifice X% of your current HP to deals damage equivalent to HP scarified.
Each level reduce cost of sacrificed but deals more damages

Requiem (Area)
Absorb X HP of unit in X AoE, the absorbed HP then will be healed to nearby allies equivalent of total ammount HP absorbed/X
Each level reduce the division of healing power

Path of Blood (Passive)
Each X% HP lost will increases the power of BloodLust and Requiem.
For Example, if the bloodmage lost 20% of his HP, the BloodLust will deals more damage (Total Sacrified HP + (20% of BloodMage HP * Total Sacrified HP), and the requiem healing power will heals more (Absorbed HP / X + 20% of BloodMage HP / X )
Where * are Multiply

Blood Fury (Activate/Deactivate)
When Activate, BloodMage greatly gains movement speed and nearby allies attack's will LifeSteal, at cost of 1% HP of BloodMage each seconds.
 
For a second tho', maybe i reconsidered making in vjass, a GUI will do.
Just one question... If there's more than one Blood Elemental in your map???
 
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