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Horde Heroes

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Level 4
Joined
Mar 23, 2008
Messages
75
Name=Druid of Mother Earth
Model=Tauren Lorekeeper
Role=Support/Healer

1st Spell=Gathering of the Earth (Channeled)
Channel the power of the Earth to heal/damage your firend/enemy from the surrounding area. Heals/deals x dmg per second while channeled.
Description=The Druid Gathers all the energy he can find from his surroundings, in order to smite down the enemy or regenerate a friend.

2nd Spell=Bear Form
In this bear form he takes the position of a supporting figure, with abilities like Battle Roar and auras and stuff, with one spell to turn back into the druid. Lasts until tranforming back to druid (can be used as an ultimate dependingon the strength of his support spells).
Description=The Druid calls upon his wild side to tranform into a bear with melee attack and supporting features. This form will last until transforming back.

3rd Spell=Blessing of the Earth (aura)
Increases hp regeneration and defense to units around him. Not much to say about this one. You might also add a hp degeneration for enemies. (bleh I'm lazy :p)
Description=Being a druid with formidable power, he affects those around him and gives them the blessing of his goddess.

Ultimate=The Wrath of Mother Earth
Three options and each time cast the special effects will be one of them. (just something to liven up the effects :D)
Option 1=Gathers a great storm around him that moves with him and deals damage to nearby enemies. and slow them down
Option 2=Floods the area around him (moves with him again) Deals dmg and slows down.
Option 3=Earthquake (u know the drill :D)
 
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Level 17
Joined
Nov 4, 2008
Messages
1,603
Fr. Tora McFarland
Bishop of Light's Hope


Tora McFarland is the second protege of Archbishop Alonsus Faol. When the First War began, Tora was slain in Northshire protecting his brother from an orcish necrolyte. He was then buried on the borders of Quel'Thalas and revived as a skeletal mass with nothing but the former robes of his glorious days as a priest.
During the invasion of Quel'Thalas, Tora was the first recruited into Sylvanas' unholy ranks. He now serves as an outrunner and commander of the Forsaken.

Role: Tora is the Horde's greatest support hero, wielding horrible afflictions to kite or cause great pain and amazing healing prowess. Tora is designed to aid his allies.
Main Attribute: [STR] [AGI] [INT]
Combat Type: [MELEE] [RANGED]

Lyric of Fortitude
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Enchantment
Tora uses his ancient knowledge of the light on a target ally, giving the target a boost in speed. This increases a targets movement speed by xx%. This buff is negated by any other positive or negative buff.
Affliction
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Transmutation
Tora afflicts a target with a curse of mutation that begins to morph the unallied target, causing excruciating pain. This deals xx magical damage per second for x seconds. While the target is cursed, it takes xx% more physical damage.
Divine Fire
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Enchantment; Evocation
Tora shuns a target ally or enemy with divine fire. When he casts it on an ally, the ally is healed by xx% of Tora's current mana. When he casts it on an unallied target, it deals xx magical damage and the target flees for xx seconds.
Guardian Aura
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Abjuration
Tora is surrounded by a radiant light that stands for the faith that he still holds close. Though he is undead, the Light still wards him and his allies from harm. This increases armour by xx and increases healing regeneration by x.x per second.
Second Chances
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Enchantment
Tora enhances a target ally with a buff of immense holy power. This power is so immense that when the target dies, he/she will be reborn with xx% of health and mana. This cannot be negated, but lasts for xx seconds.
 
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Eliezer Crosswind - Eternal Warrior

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Range: 120 | Move Speed: 300
Primary: STR
Str: 21 + 2.75 | Agi: 16 + 2.25 | Int: 16 + 1.3
Damage: 39 - 48 | HP: 549 | Mana: 208
HP Regen: 0.88 | Mana Regen: 0.65
Attack Speed: 1.55 | Armor: 3

Eliezer lost his sense of feeling and his memories when he was trapped in a burning building. Thankfully, he survived even with severe burns that severed his nerves. But the villagers were superstitious folk, and exiled the man shortly after, fearing that he might bring misfortune. Living in the mountains, he attained great strength and speed necessary for living in the wild. Having no memories though leaves him empty, lacking purpose. His memory returned after witnessing a Scourge raiding party razing a village, his village was similarly attacked, and some of the buldings were burned, which was the cause of his misfortune. Now he seeks to eradicate the Scourge, for he only feels rage, and nothing else.


SKILLLLLLLLSS

Impulse Break (B)
With extreme speed, Eliezer moves next to his target and uses the impulse to release a powerful shockwave, stunning an area. The skill also takes a toll on him, stunning him shortly as well.
Level 1 - 500 range. 65 damage and a 1.25 second stun in 250 AOE. Stuns self for 0.25 seconds.
Level 2 - 600 range. 130 damage and a 1.75 second stun in 275 AOE. Stuns self for 0.5 seconds.
Level 3 - 700 range. 190 damage and a 2.25 second stun in 300 AOE. Stuns self for 0.75 seconds.
Level 4 - *00 range. 260 damage and a 2.75 second stun in 325 AOE. Stuns self for 1 second.
Invulnerable while moving to the opponent.
Mana Cost: 115/135/155/175
Cooldown: 11/11/11/11
Framework: He will jump and when he land war stomp effect

Reckless Abandon (D)
Eliezer is capable of exerting himself beyond the limits of a normal human because he doesn't feel exhaustion. Able to increase offensive capabilities at the cost of defense.
Level 1 - 20% Attack speed increase, 3% Movement speed increase, 7% damage increase, -80% of armor, takes 8% more damge.
Level 2 - 40% Attack speed increase, 6% Movement speed increase, 14% damage increase, -65% of armor, takes 10% more damage.
Level 3 - 60% Attack speed increase, 9% Movement speed increase, 21% damage increase, -50% of armor, takes 12% more damage.
Level 4 - 80% Attack speed increase, 12% Movement speed increase, 28% damage increase, -35% of armor, takes 14% more damage.
This is a toggled skill. There is a cooldown between toggles to prevent switching to be too convenient. Damage taken from magic is also increased.
Mana Cost: 50/50/50/50
Cooldown: 10/15/20/25
Framework: Fists have a red glow while toggled on.


Accumulated Fury (F)
Elezer anger builds up as he is hit, increasing his strength.
Level 1 - Gains 1 STR every 2 hits. 5 second duration. 12 STR Max. Effects last for 15 seconds after the duration.
Level 2 - Gains 1 STR every 2 hits. 10 second duration. 24 STR Max. Effects last for 15 seconds after the duration.
Level 3 - Gains 1 STR every 2 hits. 15 second duration. 36 STR Max. Effects last for 15 seconds after the duration.
Level 4 - Gains 1 STR every 2 hits. 20 second duration. 48 STR Max. Effects stay for 15 seconds after the duration.
If an attack misses, it doesn't count. If an attack is blocked, it still counts. Duration not affected by Apathy.
Mana Cost: 75 at all levels
Cooldown: 30 seconds


Apathy (T)
He is able to ignore outside factors because of a lack of sensation. Any effects on his body are reduced to a minimum.
Level 1 - Buffs only last 80% of their duration. Stuns are reduced by 0.33 seconds. Damage taken is reduced by 9%.
Level 2 - Buffs only last 60% of their duration. Stuns are reduced by 0.67 seconds. Damage taken is reduced by 18%.
Level 3 - Buffs only last 40% of their duration. Stuns are reduced by 1 second. Damage taken is reduced by 27%.
Note: Stuns can only be reduced to a minimum 0.1 sec. Both attack and spell damage are reduced. Also affects positive buffs as well.(ie. Bloodlust, Empower, etc.)
Mana Cost:
Cooldown:



One of my incomplete forgotten heroes :D
 
Level 18
Joined
Feb 28, 2009
Messages
1,970
More nice ideas! That`s good. And if someone have still any ideas, you`re welcome ;] I`ve decided to don`t limit number of them yet. I`ll just choose the best ones.
And the most creative people will get maybe credits in-map.
 
Level 11
Joined
Apr 5, 2009
Messages
728
Name:Z'oug Marley
Prefix Name:Troll Lunatic
Type-Range/Agility/killer

Model-Troll Berserker

Spear Judgement-when z'oug'es life gets to (your hitpoints), he suddenly unleashes 3 spears that damages and stuns units.

Sharp Spears-activate it to shoot sharp spears that is so sharp it slices through enemy units body,slows movespeed and the enemy will loose hitpoints per second.

Troll Skin-Z'oug'es troll skin is very tough that it has chance to block damages by attacking enemies, and has chance to make the attacking units decrease there damage by (your percent).

Lunatic-Z'oug becomes crazy,giving him +atk speed, +movespeed, but he loses hitpoints when attacking.
 
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Level 4
Joined
Jun 21, 2009
Messages
107
Name: Princess Sakag'Ja
Roll: Healer > Support > Dps
Attack Type: Ranged Magic
Model: http://www.hiveworkshop.com/forums/models-530/centaur-103826/?prev=search=centaur&d=list&r=20

History: Centuries ago a powerful tribe, named Jatak'Ja of centaurs exisited. They lived in a far off mountain inside the barrens. When the war between the Horde and the Alliance broke out, this peaceful but powerful tribe was mistaken for allies of the Horde. The leader of the Jatak'Ja centaur tribe, Yanka'Ja, was a powerful but old centaur at the time. The small battle that took place that day between the Alliance and the Jatak'Ja tribe was firece. In the end Princess Sakag'Ja had to flee with her husband. They were ambushed on their way but a band of lowlife alliance drunks. Although they, the couple, was powerful, when they finished killing the drunks they found out it was trap. To escape her husband sacrificed himself to say her. Now she is off to evenge her tribe, father, and beloved at the side of the Horde.

Spell List


Centauric Favor
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Type: Activate
Description: A ancient form lost throughtout the centuries of the early centaur menders. A call to the light using holy and centauric sorcery. Abandoned because of its extensive power and their inability to fully control this art. As a princess she is forced to study deep into their tribes history and arts.
Effect: Heals the targeted unit initially by X then healing (X)(Int) over X seconds.


Divine Aspect
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Type: Like Immolation
Description: The rage, hatred, anger and holy power fighting within Sakag'Jas soul cause powerful overflows of energy. Although Sakag'Ja is able to control the leak of energy at will, when she stops the control the flow is powerful enough to affect everyone around her.
Effect:
Drains X mana per second. All allies in X AoE range will heal X HP and every second and X mana every X seconds ( Make the mana regeneration low and every 3 seconds). All allies within X range will lose X HP every second and X mana every X seconds.


Sacred Enchantment
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Type: Like Frost Arrow
Description: A powerful art of enchanting passed down in the royal families of the Jatak'Ja Tribe. A mystic enchantment using the most powerful energy in ones soul. In Sakag'Ja's case since the rage and hatred is equally powerful as the divine and holy in she is able to infuse her weapon with a powerful raging light which burns away at enemies with the power of her broken soul.
Effect: Adds damage when used to her base attack by X. When a unit is hit with this ability they gain a debuff which deals X damage ever second for X seconds. When a ALLIED unit attacks a enemy unit with this debuff he gains a buff which heals him by half of the damage the enemy is taking every second. Stacks X times.


Ultimate Suffering
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Type: Activate
Decritpion: All the pain and hatred attacking at Sakag'Ja's soul is to much for her to handle. Using all her power she is able to release it all causing destruction, restoration, sadness, happyness, chaos, and harmony.
Effect: Causes a blast of holy/shadows that will Dmg/Heal all Enemy/Allied units in targeted location (The initial Dmg/Heal should be about 300 or the same dmg as nuke lvl 2 or 3 imo) causing the following effects in AoE range of X from targeted location. All enemy units will gain a debuff which: Reduces Dmg and Amr, and reduces HP by X per second for the next X seconds (Make these pretty big numbers) . All allies affect by this will gain the following: Increase in Dmg, Amr, Healing X ever second for X seconds.

Additional Hero Information: She should be squishy at the beginning and later on be able to build up enough HP/Armor to survive hits. Since she is going to be the hero that will ALWAYS be targeted first she is gonna need to end up with high HP or high Armor. I would say high armor she would have reduced dmg and not take 100% dmg with like 100000 HP you know? Also you should add some white fire on her spear.

Later today if possible im bring out a support hero which is meant to save healing heroes and protect them :) Hope you like this one.

BTW the first one i deleted cuz i left it sucked horribly and I did not try to even make her good.
 

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Level 4
Joined
Jun 21, 2009
Messages
107
Name: Jacquelyn Benedict
Roll: Support / Dps
Stats: Agi > Int > Str
Model: http://www.hiveworkshop.com/forums/models-530/necromancer-95615/?prev=search=necromancer&d=list&r=20
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History: Years ago Jacquelyn Benedict used to be one of the most powerful and respected Priestest of the Alliance. Although many thought of her as a spy of Horde since, in those days, the all the people of the alliance had never used dark sorcery. Jacquelyn was a master at healing arts and at necromancy.
One day while Jacquelyn was traveling to the front with her group they were ambushed by the Horde. All the soldiers in that group were killed and mutilated all except Jacquelyn. All she had was one of her arms burned to almost just the bone. She had used all in her power to try and keep her allies alive but they were outnumbered. Ofcourse when the people heard about this they blamed her. The officials decided to kill her as punishment. She was beheaded that next morning.
To protect herself from death she tried to use a mixture of necromany with light but to her disgraced it backfired. In the end it did restored her head on her shoulders and soul in her body but her body was no longer that of a human.
She to fight along side of the Horde to avenge herself because of the pain and suffering the Alliance caused her although she would of given her life, back then, to save them.

Spell List



Curse of Blood
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Type: Activate, Targeted Unit
Description: Fusing the power of necromancy and the power of healing Jacquelyn is able to curse a allied or enemy unit with blood.
Effect:
If the targeted unit is a ally then do following: All units within X range of targeted unit get X HP sucked from them to heal the targeted unit (Yes like Dirge's Soul Rip from DotA).
If targeted unit is enemy unit suck X HP from all units in X range and reduce targeted units HP by the total HP sucked.
Model/Special Effect/Visual Description: So all units that are going to get their HP sucked will have a red life steal. So a red colored life steal will start from them then go to targeted unit. When it reaches the targeted unit a deathcoil effect would appear on him/her.


Shadow Absorption
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Type: Activate, Targeted Location
Descritpion: Jacquelyn summons a field of darkness at a targeted location which will literally dematerialize everyone that enters it for a short amount of time and also weakening them.
Effect: Summons a black field at targeted location covering X AoE range. ANY unit which enters this region will disapear and not beable to do anything until the field dies. When they remateralize they will have lost 5 of each stat point for X amount of seconds. These stat points will be added to Jacquelyn for those same X amount of seconds. After that they will be added back to their corresponding heroes.
Model/Special Effect/Visual Description: So the field will look like a very thick dark purple or black cloud. All units that enter this cloud will disapear (This is like the Destoryer spell from DotA only in AoE form). To be more specific the units that enter won't be removed but they won't be targetable. They also wont beable to move or do anything. When the cloud disapears they will reapear again with 5 less from each stats.


Shadow Infusion
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Type: Activate, AoE Targeted Area
Description: Jacquelyn is able to rip some of the darkness inside her soul for a short while and place it inside the targeted units soul.
Effect:
All units inside the targeted area of this spell will have the following effects: Reduction in MS, AS, Dmg, Amr, and spell resistance. The MS and AS should be about 20% and the Dmg / Amr should be low. The spell resistance should be about 10%. The time should be about 10 seconds.
Model/Special Effect/Visual Description: The area that the spell is casted on should be have a sort of dark / omnious light lighted on it ( Like Dazzles ultimate in DotA). When a enemy unit is affect by then his tint should chage to a dark purple and should look kind of transparent (If possible) also with black fire from random attachments. Also this lasts X seconds on the field so if a enemy enters this 2 seconds after this is being cast and this last 3 seconds he will be still be affected for the X amount of seconds this lasts.The effects of enemy units entering this area are self explanatory. No effect on allied units.


Currputed Storm
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Type: Activate, AoE Targeted Area
Description: Using all her power, Jacquelyn, is able to create a powerful storm of currputed holyness causing massive damage and destruction.
Effect: Summons a Huge blademaster storm (Only w/o the blademaster and colored purple and black) that grabs all enemies inside of range or that get inside range and makes them go around the storm taking X spell damage every second they are in this storm (The damage should be about a lvl 1 nuke every second second for the next 3 seconds). While in the storm, the enemy units, cannot attack, use abilities, or move. They can also be attacked by allied units of Jacquelyn. DOES NOT AFFECT ALLIES.
Model/Special Effect/Visual Description: When she casts this spell at the AoE targeted location it will summon a BIG blade storm colored pruple and black and if possible the skull that comes out of a lich when he dies spinning around. When a unit enters this he will start spinning around and around getting purple/black colored fire at random attachments.


Spell Combo: When all enemy units are bunched up together use Shadow Absorption first (To asure they wont run in different directions) wait half the time it takes for the Shadow Absorption to be done then cast Shadow Infusion and as soon as you finished casting Shadow Infusion cast Currupted Storm. They should have weakend stats with increased spell damage.

Hope you like this idea :) This one actually stumped me a bit. There is not much else 2 say about Jacquelyn except that she hopes she will make it in ur map :D

More ideas comming soon to a computer near you...
 

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Lol, back again :D

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http://www.hiveworkshop.com/forums/skins-552/herotaurenchieftain-blp-110883/------http://www.hiveworkshop.com/forums/icons-541/btntaurenshaman-113500/?prev=search%3Dtauren%26d%3Dlist%26r%3D20
Taurnak Gaiasons - the Tauren Druid
Range: 220 | Move Speed: 315
Primary: INT
Str: 24 + 2.8 | Agi: 15 + 1.5 | Int: 18 + 1.9
Damage: 58 - 69 | HP: 606 | Mana: 234
HP Regen: 0.97 | Mana Regen: 0.73
Attack Speed: 1.42 | Armor: 3

Story: Taurnak was one of Cairne's bestfriends before Thrall started colonization of south Kalimdor. The two was the best warriors long ago. They can even destroy one enemy encampment alone. But one they, as the Burning Legion started their third invasion, Taurnak was never seen. Many thought that he died in a confrontation between the taurens and the demons. The truth was, he was saved by the Earth Mother and teaches him almost all Druid Spell. At last, the tauren race need him again, its time for his return.....


SPEEELLLLSS

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http://www.hiveworkshop.com/forums/icons-541/btnsoulstrike-55973/?prev=search%3Dsoul%26d%3Dlist%26r%3D20
Summon Ancestral Spirits (R)
Taurnak calls out to nearby tauren spirits, ordering them to haunt his enemies making them shiver. Ancestral Spirits last 12 seconds. Damage reduction last for 4 seconds.
Level 1 - summons 2 ancestral spirits that follow Taurnak that does 12 damage
Level 2 - summons 4 Ancestral spirits that follow Taurnak each attack does 12 damage, 8% damage reduction
Level 3 - summons 6 ancestral spirits that follow Taurnak each attack does 12 damage, 16% damage reduction
Level 4 - summons 8 ancestral spirits that follow Taurnak each attack does 12 damage, 24% damage reduction
Mana Cost: 130
Cooldown: 24

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http://www.hiveworkshop.com/forums/icons-541/btninvadingvine-58688/?prev=search%3Dvine%26d%3Dlist%26r%3D20
Creeper (e)
Taurnak summons a creeping vine from the earth to strangle his enemies and through spiritual connection heal himself.
Level 1 - vine has 200 mana and health and the spell entangle.
Level 2 - vine has 200 mana and 400 health, the spell entangle and the spell consume corpse (HP).
Level 3 - vine has 200 mana and 600 health, the spell entangle and the spell consume corpse (MP).
Level 4 - vine has 200 mana and 800 health, the spell entangle and the spell consume corpse (HP+MP).
Creeper is invulnerable to physical attacks, dies when you die, Creeper is permanently invisible unless it is entangling a unit or consuming a corpse.
Mana Cost: 200
Cooldown: 60


(ICON AND EFFECTS ARE SAME WITH THE LADDER GAMES ICON)
Earthquake (q)
Taurnak rapidly shifts the earth in target area. slows enemies (attack and movement speed) and damages buildings each second, lasts 10 seconds, 300 AoE at all levels.
Level 1 - slows enemies by 10%, does 5 damage to buildings each second.
Level 2 - slows enemies by 20%, does 10 damage to buildings each second.
Level 3 - slows enemies by 30%, does 15 damage to buildings each second.
Level 4 - slows enemies by 40%, does 20 damage to buildings each second.
0 damage to heroes. destroys trees.
Mana Cost: 140
Cooldown: 10

(ICON AND EFFECTS ARE THE SAME WITH THE FIRELORD SKILLS. The difference is, no channeling, needs earthquake to function.)
Volcano (c)
Mentally reaching down into the earths crust, Taurnak forces magma up through disturbed ground (earthquake must be running on targeted area).
Level 1 - releases 5 fireballs every two seconds dealing 20 damage each.
Level 2 - releases 10 fireballs every two seconds dealing 30 damage each.
Level 3 - releases 15 fireballs every two seconds second dealing 40 damage each.
Mana Cost: 220
Cooldown: 90
 
Level 4
Joined
Jun 21, 2009
Messages
107
ZOMG, inuyasha, dont double post

double post? So your saying I should just put both in the same post? I did not do that because I did not finish them both at the same time. I finished the second one hours later.
So to prevent me from making this mistake again would you be kind enough to tell me if double posting is illegal or just annoying. Also if I should just wait for another post to again or edit my last post, which was hours ago in this case, and add to that?
 
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