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Idea: Dalos' Spells

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Level 4
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I have quite afew ideas for spells related to Dalos:

Vengeful Fires (Ultimate): Dalos remembers what the undead did to his home, he uses all of his rage to become/create the High Elven Phoneix Rav'nar (or something) and obliberates his foes in the name of Quel'thalas and the High Elves.

High Guard: Increases targets attack damage and defence while decreasing its movement speed.

Highbourne Aura: Increases nearby friendly units magic resistance.

Thats it for now. :)
 
Level 9
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hmm so let me get this right
1st spell = AoE type StormBolt which may or may not cause Damage over time

2nd Spell I like it, only thing which doesn't go with it is the name as it's called Guard and increases Damage, some other name might be good,
3rd spell Auro is Also good

for Ulti I would suggest,
Spirit of the Highbourne
Summons 4 Ghostly warrior who fight for the Hero for a certain amount of time
OR
Spirit of Vengeance
Transforms the Hero into a Warrior/Spirit/Flyer or something
here most would just say have a hero with Avatar/Metamorphosis type spell
but I'd say why not have him Transform into something w/o any duration
having it like the Robo goblin Spell of the Tinker
Give him a Good disadvantage of the Transformation along with a Major Advantage aswell
like Mana Decrease per second but Attack Damage/Speed Raised.
 
Level 4
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1st Idea: Pretty good i like it

2nd Idea: i'll work on a name

3rd Idea: Thanks :)

Ultimate Idea: I like all of those ideas except for the 'Spirit of Highbourne', it's good but abit iffy because he isn't the summoner type, maybe a future spellcaster hero but the rest i like

I'll try and think of more :)
 
Level 10
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Well, here are my opinions on you guys' ideas...


Opinion On EpicCraft's Idea
I like EpicCraft's idea for the High Guard and Highbourne Aura abilities, but maybe make the High Guard ability just increase defense and not damage. They seem pretty elvish and at the same time something a captain, or a commander type of unit would have.

I know what you mean by "he isn't the summoner type." I thought the same thing too, but I thought about it, and that could really be OK. I mean it's an Ultimate ability and the Ultimate ability should be something cool. But, if we could think of something else that would be less of a mage spell, that would be good too.

Opinion On MrStormyZ's Ultimate Ability Idea
Hmm, I suppose we could do something like that, but we'd need something for Dalos to transform into, such as an elven or holy spirit of some sort.

That idea needs a little bit more development.
 
Level 4
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I have the perfect idea for a 'holy spirit of some sort'.

The phoneix of the High Elf Insignia i like to call, Rav'nar or something. :)
______________________________________________________________________________________
This is a spell update.

Divine stun is no more, Shield Blast is replacing the idea of divine stun.
Shield Blast creates a ground shaking purge/shock that slows and damages nearby enemies with a purge effect on them. The animations would be defend and then undefend to make it look like he used his shield.

What do you think?
 
Level 5
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Perhaps, for the ultimate. . .

"Hunger for Mana"
Dalos feeds upon his opponent's mana. Whenever he attacks he gains 3% / 4% / 5% of the target he is attacking mana. When he attacks an enemy with no mana, he deals tripple damage every attack. While full at mana, his attacks deal 120% damage.
 
Level 4
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thats more of a spellcaster ability not a warrior.
Siphon mana is like that by the way...
Your doing really good with all of these different ideas, they are all unique.
 
Level 4
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my main point is, dalos is on melee combat and dosn't use spells/mana too much that he'd need 'Hunger for Mana' or anything like that. He focuses on Strength and sometimes agility.
That spell is probably focused on anti spell-caster, gets rid of mana, does double damage. The title 'Hunger for Mana' seems like it's directed at the Blood Elves (High Elves were addicted but had a source of power so they didn't 'hunger' for magic like the blood elves did)
 
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I have an idea for that spell idea, it won't ruin the spell.
Why not make it an item ability and the craftsman/engineer (not workers) can make the item/s that help gain mana and obviously life.

OR

You can still have it as an item ability but make it available in the 'Arcane Vault' thing.
 
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1. It'd be a hero item (obviously)
2. You'd have to be near last few levels or so (since it's so strong)

But if you still don't like it...

As MrStormyZ said to me, he has an idea where you can pick from 12 or so spells (2 Ultimate, 6 Active Spells and 3 passive abilities) and maybe that spell can be one of the ultimates? Remember, it is Stormy's idea 100%, my part is you can only select one spell in a row each like...

187998-albums3029-picture44890.jpg


We only have room for 2 ultimates and the others i mentioned.
For ultimates i think we should make it for the main to stats the hero would control (Apprentice Ranger, Dalos ect) Dalos focuses on Strength and Agility (Mainly strength) so 1 ultimate for strength and 1 for agility (or we can take out agility and make it a defence ability) and nothing for inteligence. Continue...
 
Level 4
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...
For the apprentce ranger 1 agility and 1 inteligence, that 'hunger for mana' spell could work with her because the rangers use quite some mana, so hunger for mana could be the inteligent ability for her.
 
Level 9
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Blood Elf.. High Elf.. I don't see much difference They all Hunger Magic!

anyways if you guys do say yea some other is needed then,
about the 12 spell Idea I forgot to mention that when you chose 2 Active Abilities of Dalos all others get Disabled/ UnSelectable
same goes for Passive when 1 passive is selected the other 2 get Disabled/not Selectable
and Ulti same otherwise the Player could use any number of abilities which won't have any space in the Command Card :p


SPELL IDEA : Arcane Chain, The Captain Launches a Chain which Hits the Targeted Enemy Bouncing to other enemy targets,
The Idea is to have the Spell do Less Damage to the enemy but the Chain is binded to the enemies for a few seconds and doesn't allow them to move
something like Ensnare but in the form of a Chain (I can't say if that kind of spell is possible in Wc3 or not though :S)
 
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I think dalos should have skills and not spells and also skills that doesn't cost too much mana, because he is a Warrior type, unlike blood elves, they really need mana , for some reasons, even the warriors that doesn't use mana needs mana.

Thats kind of what i was refering to, Dalos would use like Armour Shock (Like shield Blast but an eletric shock comes from armour and into the groung making a THUNDER CLAP(Uses armour not only as defence, as a weapon too) Highbourne Aura (need better name) and High Guard.

The ranger would use spells but not 'magic spells' like skills but like using abit of mana and using stuff like Frost Arrows or something.
If we want mana to be 'needed' we would have a sorceor hero or someone that needed magic for combat and survival (Like the Nik'alen idea and he disapears in a cave and comes out at end as an Anti-Elf).
 
Level 10
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Well, any spell that we need you to make I guess will probably be for the Hero then, since obviously only one unit in the game will have that spell that you make. So, spells not in MUI is OK, I guess. Actually, according to that logic, MPI is very unnecessary as well, for only one unit (Cap'n Dalos) would be using those spells and he is only owned by one player. So, for making abilities for the Captain, you're in the clear. :thumbs_up:

Hmm, the spell idea sounds cool. "A buildup of stealing mana until it explodes in enemies' face." :thumbs_up:
 
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