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[Legacy] Modders Idea Factory

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Level 9
Joined
Nov 23, 2009
Messages
262
WoW so many great ideas :D
I have some requests.

Number of Heroes: 7
Number of Heroes with Intelligence Primary Attribute: 3
Number of Heroes with Strength Primary Attribute: 2
Number of Heroes with Agility Primary Attribute: 2
Map Theme: Fantasy
Map Kind: AoS
Number of Spells Per Hero: 5
Number of Normal Spells Per Hero 3(4*)
Number of Ultimates Per Hero: 1
Restrictions: *Every hero has a fifth passive ability that is weaker than the others.
 
Number of Units: 9
Number of Units with Intelligence base Attribute: 3
Number of Units with Strength base Attribute: 3
Number of Units with Agility base Attribute: 3
Map Theme: Fantasy
Map Kind: RPG
Number of Spells Per Unit: 2 for str and agil, 3 for int
Restrictions: The units are dark elves
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
Just making mistakes this week :|



Name:Dark elven mage INT


[r]

Editor Specific: Low life and medium mana. Can be very annoying whit a low mana.


Model: Value
Difficulty: Hight
Attack Type: Ranged: between 600 and 800 I would say.

Abilities:



1. Mana converter - Area target
While active, drains X mana every sec. Each damage done in a X size area will be transformed too mana, also, attack or spell directly casted over unit will give twice mana and reduce their damage in Y%. If unit mana hits 0, or after X sec, power stops.



2. Forged light - Multi-units target
Creates X lights round unit. Each light will attack a unit inside an X size area, delaing: units mana/INT of nearest enemy, as damage. Each unit that dies whit this lightning will create X more at the pace where his origin where, repeating last afect.



3. Mana wound - Unit target
Creates a link between target and unit that drains X mana per sec. too unit and target.If unit mana hits hero, link brakes and target dies, or receives X damage if it is a hero, but if mana of target reaches 0 (no mana units don´t count), unit will receive X damage but get X% damage bonus for spells until it dies.

[/Center]


Name: Dark elven hunter STR


[r]

Editor Specific:Medium life.Normal creep that gets stonger whit lower life, can take you over if you don´t watch him.


Model: http://www.hiveworkshop.com/forums/models-530/dark-footman-47574/
Difficulty: medium
Attack Type: mele

Abilities:

(don´t uses mana)


1. Axe strike-Unit target
Unit jumps over target, dealing X damage too it and stuning it for X sec, after stun end, target still has Y% reduced movement speed.



2. Inner strength-No target
Passive.Then low life unit has, more X% damage bonus, Y% speed bonus and Z% regeneration bonus it gets for X sec.

[/Center]


Name:Dark elven lady AGI


[r]

Editor Specific:Medium life. can turns things around if you´re no prepared, and own, you. Fisr power can be used too escape from other heros (really?)


Model: Value
Difficulty: Hight
Attack Type: mele: 180

Abilities:

(don´t uses mana)


1. Spear strike - Unit target
Channel. After X sec, hero attack target, making it fly away X meters, dealing too it Y damage,and stuning it for X sec.



2. Metal defense - No target
Each time unit receives and attack that does more damage than his defense can deny, attacker will reduce his defense in X% and unit will get Y% damage bonus, last Z sec. Bonuses are higher them more damage/defense diference.
[/Center]


Name:Dark elven sorceress INT

[r]

Editor Specific:Low life and hight mana. Ranged. Can make kill the most powerfull unexperted hero.


Skin: http://www.hiveworkshop.com/forums/skins-552/black-elf-sorceress-blp-127188/
Difficulty: Extreme
Attack Type: Ranged 800 or MORE

Abilities:




1. Power ball - Area Target
Unit creates a power ball and shot it too and X size area, dealing Y damage, a Z% of damage done will go as life bonus too unit, bonus keeps for X sec.



2. Dark impulse - Unit Target
Leaves dark impulse buff over target. Each time target attacks, the damage done will stack as number over his head, when buff ends, target will receive X damage equal too stacked number, buff also ends if power is casted over another unit, in that case, damage will be dealed to old target and new target. Unit will get a X% off all damage as life.



3. Chance of darkness - No Target
Passive.Each time unit cast a spell, it will heal X% of spell damage. Also, the target will reduce movement speed in X% ,last Y sec.



Name:Dark elven soldier STR

[r]

Editor Specific:medium life. Very easy too kill if it is alone, hard them more units there are.Special: Never apears in groups of less than 5 units.


Skin: http://www.hiveworkshop.com/forums/skins-552/darkknight-blp-63503/
Difficulty: Medium
Attack Type: mele

Abilities:


1. Defense - No Target
Just normal defense spell. Can deflect X% of piercing damage, and reduces movement speed in Y%.



2. Legion - No Target
Passive.Them more allied units there are in a X size area, unit will get X% damage bonus, and Y% speed bonus, also there is a Z% chance that attack leave fear buff over target, that makes that target run away X meters, last Y sec.



Name:Dark elven mechanical AGI

[r]

Editor Specific: medium life and mana. Is really troll against spell casters and even not so strong warriors.


Skin: http://www.hiveworkshop.com/forums/skins-552/darkelf-61411/
Difficulty: Hight
Attack Type: mele

Abilities:


1. Magic inmunity - No Target
Just warcraft 3 magic inmunity.



2. Defense changer - No Target
While active, drains X mana every sec. Each time unit is attacked, a Y defense of attacker is given too unit, until atacker has 0 defense, or units mana hits 0, there is a Z% chance too reagain mana while attacking too.



Name:Dark elven madmage INT

[r]

Editor Specific:Low life and extremely hight mana. Extremely dangerous for non-magic resist heros.


Model: http://www.hiveworkshop.com/forums/skins-552/darkprophet-61537/
Difficulty: Hight
Attack Type: mele

Abilities:




1. Dark lightning - Unit Target
Hight mana cost.Launches a lightning too target. Target receives X damage, equal too units current mana +INT of nearest hero, after that, units next attacks will regenerate X% mana, last Y sec.



2. Deads binding - Unit Target
All nearby deads will move too target. Them, target won´t be able too move, and will receive X damage per each body under it (bodies disapear after damaging), unit will regain X% of damage as mana, and them, it will launch a missile over target, that will deal X damage equal too units mana.



3. Unholy power - No Target
Passive aura.Each spell will cost X% less mana for unit, and Y% more mana for enemies, each time a spell is casted in an Z size area, unit will absorb a X% of spell power as mana.




Name:Dark elven captain STR

[r]

Editor Specific:medium life.Special: Apears in groups of 10 or more dark elven soldiers, makes them more strong than before.




Skin: http://www.hiveworkshop.com/forums/skins-552/darkchampion_by67chrome-blp-172434/
Difficulty: Hight
Attack Type: mele

Abilities:




1. Power increase - Area Target
Each allied unit in a X size area, will get Y damage bonus, and increase defense in Y%, last for X sec, but if units kills sombody, bonus is permanent.



2. Unholy weapons - No Target
Passive aura. Each allied unit inside a X size area, will receive X damage bonus, and get slow poison ability, enemies instead, will loose Y% defense, and will have Z% reduced movement speed.



Name:Dark elven watcher AGI

[r]

Editor Specific:low life. Can kill you or help depending on your life.




Model: http://www.hiveworkshop.com/forums/skins-552/humanwatchergothic_update1-blp-128114/
Difficulty: Extreme
Attack Type: mele

Abilities:


1. Invisible - No Target
Just invisible. It turs visible while attacking or casting a spell.



2. Power hit - Unit Target
Long cooldown. Deals heavy damage too target, and makes it fly away X meters, when unit hits the ground, it receives X extra damage, and has reduced movement speed for X sec, there is a Y% chance too, that unit gets teleported too target, and after X sec, return too it original place.


ENDED YAY!!! good annoying units :p
 
Last edited:
Level 9
Joined
Nov 23, 2009
Messages
262
DJ: ok, you´re the boss.
BloodElf300: please wait a bit. :S
Evil seal:taken request




Figus, Magic swordmaster - INT[r]

Model:http://www.hiveworkshop.com/forums/models-530/sephiroth-48518/
Skin:-

Lore:

Battle Stats:
atack: 27-32
Armor:2
AGI:19+2
INT:22+3
STR:16+1
Speed:fast attack and movement speed

Abilities:



Sword training
Innmate passive. Each X attacks, hero gains X% damage bonus, also gains Y% movement speed, but he looses Z% defense.



Blue enchant
While buff is active, each attack will damage targets mana instead off life, each attack done gives hero a X% off it as mana, also, there is a Y% chance that hero destroys all targets mana whit his first attack after activing buff (use a appart buff), if target has no mana, damage is double, last Z sec.



Red enchant
While buff is active, each attack will do area damage instead of target damage, each unit inside attacked area will slowed down in X%, and start a burn buff tthat will do Y damage every sec, last Z sec. If you hit only one unit in area, unit will get stuned for X sec, and receive +Y damage.



Green enchant
While active, hero will get X% life steal, Y% bonus speed, and will have Z% chance too do a critical damage. if it kills a target whit this buff, he will heal X% extra life.

Ultimate:



Insane sword
LONG COOLDOWN AND HIGHT MANA COST.While active, can´t use any other active spell, (you can use them before, thought), hero will get X% bonus damage equal too: (mana/INT)+AGI, also X% bonus speed, if hero kills a unit whit this buff, hero will heal all life and all mana, and this buff will get X more duration sec, last Y sec.

Technical difficulties:
- Ulti is really powerfull, but too expensive
- Ulti with low life and no sword enchant can make you a easy target off ranged.

Advantages/Specialties:
- swords enchantments can be mixed.
- Ulti is devouring, and really good against too much enemies.






- [r]

Model:
Skin:

Lore:

Battle Stats:
atack:
Armor:
AGI:
INT:
STR:
Speed:

Abilities:















Ultimate:







Technical difficulties:
-
-

Advantages/Specialties:
-
-





- [r]

Model:
Skin:

Lore:

Battle Stats:
atack:
Armor:
AGI:
INT:
STR:
Speed:

Abilities:















Ultimate:







Technical difficulties:
-
-

Advantages/Specialties:
-
-





- [r]

Model:
Skin:

Lore:

Battle Stats:
atack:
Armor:
AGI:
INT:
STR:
Speed:

Abilities:















Ultimate:







Technical difficulties:
-
-

Advantages/Specialties:
-
-





- [r]

Model:
Skin:

Lore:

Battle Stats:
atack:
Armor:
AGI:
INT:
STR:
Speed:

Abilities:















Ultimate:







Technical difficulties:
-
-

Advantages/Specialties:
-
-





- [r]

Model:
Skin:

Lore:

Battle Stats:
atack:
Armor:
AGI:
INT:
STR:
Speed:

Abilities:















Ultimate:







Technical difficulties:
-
-

Advantages/Specialties:
-
-





- [r]

Model:
Skin:

Lore:

Battle Stats:
atack:
Armor:
AGI:
INT:
STR:
Speed:

Abilities:















Ultimate:







Technical difficulties:
-
-

Advantages/Specialties:
-
-

lol, so much hero, will take much time.
BE300: (BloodElf300), what the h*ck are dark elves?! o_O

Thanks for accepting :3 And you have already made a good and unique hero. I have no problem waiting for some more awsome ideas :)
 
Level 11
Joined
Aug 23, 2010
Messages
665
Scumbag brain, he asks me for more map creating even though i still work on my AoS :mad:
and so, i want a hero background story, since i got confused by too many heroes i should make on different maps ><"
Hero Model/Skin/Request Response: One is using admiral proudmoore's model, one is this model, and one is this skin
Atrribute: 1 STR (Admiral Proudmoore) 2 AGI (worgen and the girl)
Little Info on Hero (Hero Name): Bassillith Tidewave (Admiral), D'Sheila Cartorteu (Girl), Timber Wolfang(Worgen)
Little Lore: A groups of adventurers, known as seekers finds out an ancient temple, that located in a small village, guarded by the Arcannons. The both eventually become allies and protect the temple's precious treasure, Fountain of Power. It is said that if the fountain destroyed, the destroyer will claim so much power. But if the fountain is destroyed, the world would be in danger. An evil warlock finds out about this and sends packs of armies controlled by him so he get the power.
Map Theme: Warcraft (Ex.: Space, Warcraft, etc.)
Map Kind: Defence (Ex.: RPG, AoS)
Restrictions: Bassillith (Sea Captain) and Timber (Werewolf) is best friends and both from the seeker, while Sheila (Arcane Grenadier) is from Arcannon.
LOL, hope i'm doing this right :vw_unimpressed: and the little lore now look like a map description :goblin_sleep:
 
Level 9
Joined
Apr 23, 2011
Messages
460
Good work on the requests, as always. However like always, changes will be made ;) coding it is a lot more difficult than putting it on paper as a concept. But no matter, credits will rightfully be given. If you weren't so busy with this I'd get you to help with lore but oh well, I'll find others xD. If I can get some hype on my map. Maybe some new, unique systems. Who knows!
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Ill do errors first, since its quite simple. As I said, im bad at stories.
Anywho, lets give it a shot.






153325-albums2005-picture15651.jpg

Basilith Tidewave, Admiral - STR

Hero Defence

Lore:
Basilith was the Captain of the Ship SS Murloc, a famed Adventurers ship. But that was before. During one of his travels, he stumbled upon an island. He tried to deeper into the island, but most of his troops were attacked by a vicious tribe. There, he was held cursed and then controlled by an evil warlock.

As the Warlocks new underling, he used Basilith to lead them into an island where the fabled Fountain rests. Now, Basilith uses his mighty control of the seas to fight for a his new master and his lust for power.
[tr]





BTNTimberWolf.png

Timberhowl, Werewolf - AGI

Hero Defence

Lore:
Timberhowl - a dreaded and seemed to be fabled werewolf. With his sharp, powerful claws and vise-like jaws, any man will surely tremble in his sight. Timberhowl was a fellow Adventurer like Basilith, in fact, he was on his ship when they got captured. He was an adventurer known before as Griv Thunderfang, a Tamer.

Timberhowl is the sick result of the evil warlocks experimentation, an experiment to merge two different species to form an alpha warrior. A warrior that is as powerful as a wolf and has a body and skill of a Tamer. Now, Timberhowl is the warlocks prized warriors, known to take many lives at his hands. Feared by all, defied by none.
[tr]






Sheila, Arcane Grenadier - INT

Hero Defence

Lore:
Once the news of the dreaded tribesmen trying to seize the Fountain of Power reached the Capital, Sheila was one of those who immediately took response.

As a daughter of a High Archmage at the School of Mana and a Sorceress from the same place, she was gifted of control over magic the moment she entered the world. As a graduate from the school, she and her other fellow Arcanists set of to the island, without the notice of the King. Her Father, angered by her decision, set off a group of Soldiers to get her back.
Now, she is fighting for the safekeeping of the Fountain against evil with all the might she has.
[tr]

 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Quoting your post.

A groups of adventurers, known as seekers finds out an ancient temple, that located in a small village, guarded by the Arcannons. The both eventually become allies and protect the temple's precious treasure, Fountain of Power. It is said that if the fountain destroyed, the destroyer will claim so much power. But if the fountain is destroyed, the world would be in danger. An evil warlock finds out about this and sends packs of armies controlled by him so he get the power. [/COLOR]

Arcannon guards the ancient temple where the fountain is.

Bassillith (Sea Captain) and Timber (Werewolf) is best friends and both from the seeker, while Sheila (Arcane Grenadier) is from Arcannon.

Sheila is an Arcannon and Basilith and Timber as you said is from seeker.
I assumed seeker is an enemy force.
 
Level 11
Joined
Aug 23, 2010
Messages
665
"A groups of adventurers, known as seekers finds out an ancient temple, that located in a small village, guarded by the Arcannons. The both eventually become allies and protect the temple's precious treasure, Fountain of Power. It is said that if the fountain destroyed, the destroyer will claim so much power. But if the fountain is destroyed, the world would be in danger. An evil warlock finds out about this and sends packs of armies controlled by him so he get the power."

The both become ally :) and fight the warlock and his controlled army
But i think i must be more specific... sorry... But this makes me think that if no player pick him nor Timber, he become the part of the enemy :D which mean i got more idea thanks to you :)
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
You didnt arrange your paragraph in a logical manner.
Not my fault, yours :p Basing on that, you wouldnt know who is both.

Also, evil_seals request is here:
Nothing much special about this guy, except that he is an AGI but a tank. Good at crushing enemy lines and nuking.

http://www.hiveworkshop.com/forums/models-530/cryptfiend-49553/

Abilities:



Sand Burst - Area of Target
Bursts a pile of sand at the target area. Units there get lowered movement and attack speed. They also obtain reduced evasion and accuracy. Lasts for a moderate amount of time.
Range: 450
Cooldown: 10 seconds
Notes: Just a simple CC. This can be used in combo with Rupture.

BTNEarthquake.png

Rupture - Area Target
Makes the target area explode, making rocks burst out in different areas in it. Once a rock hits a unit, it deals near heavy damage and knocks the unit back. The unit is also slowed after hit.
Range: 500
Cooldown: 22 seconds
Notes: Rocks deal more damage when falling than when being thrown up!


Heavy Burden - Autocast
When casted, an egg is planted on the unit that the Underdweller is fighting. Once the egg is planted atop of the unit, the unit gets reduced movement speed and attack speed. Also, the egg saps hp from the target unit, draining a small amount per second. Lasts for a moderate amount of time.
Range: #
Cooldown: 45 seconds
Notes: An ability so that people would think twice before messing with this guy. Also, just apply an Autocast border.


Ultimate:
Sand Spike - Area Target
Can only be activated on an area with Sand Burst. Once activated, the sands suddenly bursts into spikes, dealing near massive damage upon hitting a unit, then units are pulled to the center, due to the incredibly loose force. Slows units inside. Lasts for a moderate amount of time.
Range: #
Cooldown: # seconds
Notes: Good nuking spell. Preferably cast Sand Burst, Sand Spike then if enemies are still living, use Rupture.


An STR Carry. This is to make him fast and deadly, making him a formidable foe. Simple spells, emphasizes on his Passive ability. Heavily item based and hard to master. Squishy, but he hash his Ulti to make everything better.


http://www.hiveworkshop.com/forums/skins-552/pseudohorror-blp-170941/

Abilities:



Blood Scent - No Target
Vile smells the stench of blood, exciting him. This makes his movement speed increase dramatically. The effects were off when he attacks or is attacked. When active, his mana is drained per second until attacks, is attacked or becomes zero.
Range: 0
Cooldown: 15 seconds
Notes: Escape spell or chasing spell.


Deep Wounds - Passive
When Vile, attacks for a few consecutive strikes, his attack speed and attack damage becomes increased until he misses an attack. But, while doing so, he becomes more vulnerable to attacks and has a tendency to miss.
Range: 500
Cooldown: 22 seconds
Notes: Highlight ability. It would be better if he had a sort of accuracy boosting item in his preferred item build.

BTNCannibalize.png

Feed - No Target
Vile feeds on nearby dead corpses, restoring his health and mana over time. He feeds until there are either no corpses nearby or he is issued an order. Heals a small amount of mana and hp per second.
Range: 0
Cooldown: 0 seconds
Notes: Its just a Cannibalize. It would be awesome if you had an item that makes all nearby corpses go to the holder.


Ultimate:
Maddened Rage - No Target
Vile goes into a maddened rage, making all his attacks hit, movement speed, attack speed and attack damage go higher. Also, he becomes spell immune and gains bonus hp regeneration. Lasts for a moderate amount of time.
Range: #
Cooldown: # seconds
Notes: As I stated, he focuses on his passive ability, this makes him more deadlier, since he his reliant on raw damage.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Well Paillan, deal with BloodElf's. Im going with evil_seals.
Speaking of it, straight from the notebook :{D :

An anti-healer hero. Uses his spells to revert healing to damage. His job is to break enemy supports and help tanks/carries kill other troops. Good on assisting enemy heroes.

http://www.hiveworkshop.com/forums/models-530/inquisitormalendis-200540/

Abilities:



Alter Damage - Unit Target
Alters all occurring positive buffs and effects at the target unit. If a unit has a positive buff, it becomes a random negative buff and if a unit is being healed, it is dealt a small damage per second. The Negative Buffs maybe attack reduction, movement speed reduction, decreased evasion and more. Lasts for a moderate amount of time.
Range: 600
Cooldown: 12 seconds


Dark Blessing - Area Target
Spreads dark energies at the target area. This makes spells with positive effects have no effects and are not allowed to be casted. Units that have positive buffs are removed of these buffs and are slowed by a small percentage of their movement speed.
Range: 500
Cooldown: 22 seconds
Notes: CC spell.


Amplify Damage - Passive
Amplifies damage at the nearest enemy hero, making it take more damage than usual. When amplifying, a bolt is created between the two units. If the distance of the two units becomes larger than x units, the bolt breaks, removing the effects. Va'arth finds the nearest hero to take effect after. Drains minimal mana every few seconds. If Va'arths mana reaches zero, the effect stops.
Range: #
Cooldown: 45 seconds
Notes: This makes enemies not attack him, but this also makes him not attack often, which would drain his mana.


Ultimate:
Force Damage - Area Target
Forces all damages into the target unit, making all damage be reverted to him. Affects all units within a moderate radius. All allies under it get lower attack damage depending on the number of units inside. Lasts for a moderate time, or until the unit dies. If the unit dies, the kill goes to Va'arth.
Range: 200
Cooldown: 45 seconds
Notes: Not really a sort of Taunt spell, but damage just goes to the target unit. I. E. Unit A is attacking Unit B. Va'arth uses this spell, and Unit A is his ally. He targets it to Unit C. All damage takesn by Va'arth, Unit A and Unit B go to C.
 
Level 9
Joined
Apr 23, 2011
Messages
460
Well here are khamarr's requests:




As you said, stuns, charges and battle redirection. He can effectively manipulate the flow of battle and make it in his favor using his spells. Good at manipulating enemy troops and turning them against themselves.

Abilities:


BTNHeal.png

Repent! - Area Target
Gaspar forces enemy units at the target area to repent, making them stunned by a dazzling light. The light stuns them for x seconds and reduces their armor by a small percent, Lasts y seconds.

Allied units and self are given a small hp regen of z hp for a seconds. Lasts y seconds.
Range: 600
Cooldown: Moderate
Notes: HP Regen should be small, and so as the armor reduction. His Crowd Control or Escape spell.

BTNResurrection.png

Dazzle - No Target
Gaspar sends off a light in a straight line. This makes all units, enemy or ally be confused. The confusion can range from a severity of x percent to y percent. The confusion causes them to attack any unit, either ally, enemy or even a tree.
Range: 0
Cooldown: Above Average
Notes: Confusion makes them treated as Neutral Passive, but attack anyone. The unit they attack will not fight back. Player loses control of the unit, and lasts depending on its severity. Good for battle initiations or defense. Another CC?


Believe! - Passive
Gaspar causes the attacking enemy unit to believe at the Holy Light. There is a success chance of x that the effect would take place, making the unit momentarily join Gaspar, having a severity of y percent to z percent. When the unit joins Gaspar, its armor is reduced depending on the severity, and making their attack speed lower, also depending on the severity. These effects lasts when the unit joins Gaspar and a few seconds after.
Range: None
Cooldown: None


Ultimate:
Holy Cross - Area Target
Gaspar prays for a short amount of time. After, a Giant Cross falls above the target area. The Cross reduces his enemies armor by x percent and their movement speed by x percent. The Cross may induce the following effects:
- Deal heavy damage to units depending on their buffs. The more buffs, the gearter damage. It also removes all negative buffs from allies within the affected radius.
- Activate the spell "Believe!" at the enemy unit.
- Give a 12 second Invulnerability to the friendly unit.
- Convert all positive effects to negative effects for enemy units.
Range: 900
Cooldown: Very High
Notes: The effects vary from every unit. Affects units within a 600 point radius.



No mana. Suicidal unit as you said.
Better you made him have high HP, low AGI, very high ATK, low movement speed.attack speed. Best at one on one, but very slow.

Abilities:


BTNSelectHeroOn.png

Head Bash - Unit Target
Gurlekurr bashes his own head to the target unit. This damages both units, dealing x damage to the target unit and y damage to Gurlekurr. It also knocks the target unit back by z units and has an a percent chance to reduce the armor of the unit by b percent.

Range: 0
Cooldown: Moderate
Notes: Use Stand Channel Animation. Found no appropriate icon for this. Just request one.

BTNExhumeCorpses.png

Flesh Shamble - Unit Target
Gurlekurr uses his weapon then messes up the flesh of the target unit. He deals x initial damage then y damage for z seconds. This also lowers the enemy units armor by a few percent, but stuns Gurlekurr for a few seconds. Damage becomes stronger when the targeted unit: moves, casts a spells, attacks or is issued an order which is not Stop or Hold Position. Casting this uses b energy.
Range: 0
Cooldown: Above Average
Notes: Energy = hp. Dps should be small, but initial damage would be big.


Drag Down - Unit Target
Gurlekurr drags the target unit to him. If he targets an aerial unit, it is slammed to the ground, dealing moderate damage then dragged to him. If its a ground unit, it is just dragged to him. After they are dragged, they are stunned for a minumum time of x seconds and a maximum time of y seconds. The smaller their hp, the longer their stun duration. Costs z hp.
Range: 600
Cooldown: None
Notes: Good for grounding those pesky aerials. Use Flesh Shamble in succession to kill enemy units.


Ultimate:
Ticking-Time Bomb - No Target
Gurlekurr's species are known to detonate themselves and kill any enemies nearby. Gurlekurr sets his body to explode after x seconds. When the timer is finished, he explodes his own body, dealing massive damage upon explosion. Deals y damage, z percent armor reduction to living units, a percent movement speed and attack speed reduction. If Gurlekurr's hp is above 90% before he explodes, he is spared with 1 HP. If not, he dies.
Range: 0
Cooldown: None
Notes: Use only for dire situations. All bad things are high and can affect allies. If another player chooses Gurlekurr for a hero, that hero also explodes. Affects unit/s within a 750 radius.





Name says it all. Period.

BTNHeroDemonHunter.png

Verdakk, Mage Eater - INT(Carry/Ganker) (Demon Hunter Model)
Abilities:



Weapons of Mana - On/Off Target
When casted, the weapons of Verdakk is cloaked with his mana, using up x mana per attack. It is sucked until the turns the ability off. The cloaked weapons has a y percent chance to deal z percent bonus damage and can also deal the same damage to the attacking units mana.

Range: None
Cooldown: None


Mark of Mana - Unit Target
Marks the target hero unknowingly. The mark remains for x minutes and the heroes location is constantly pinged every once in a while. This ability becomes replaced with "Reveal Mark", that when casted, Verdakk warps 600 points from the facing of the target hero.
Range: 450
Cooldown: Near High
Notes: When casting "Reveal Mark" there is a small second interval before Verdakk is warped.

BTNManaDrain.png
[/URL]
Essence Drain - Area Target
Drains the mana of all units at the target area. Verdakk keeps draining the mana of the units until he is hit by a spell/attack. He drains x mana per second and can only drain up to y units. Lasts z seconds.
Range: 600
Cooldown: 18 Seconds


Ultimate:
Limit Break - No Target
Active Effect: Verdakk overloads himself with his own mana, depleting it to zero. This makes every hit deal x percent more damage to the units mana. Each attack also has a y percent chance to Mana Drain the attacking unit. During the period of time, Verdakk's spells cost zero mana.

Passive Effect: There would be an x percent chance that the nearest hero would get a buff called "Limit Lock". The unit's mana would be constantly drained for y seconds until he casts a spell.
Range: 900
Cooldown: Very High



Many spells. Hard to master, doesnt really rely on his mana but his charges for spells.

Abilities:



Blaze Charge - On/Off Target
Once activated, Leos gains 1 Blaze Charge every x seconds. Leos can only carry a maximum amount of y Blaze Charges. For every charge he gains, a small amount of mana is taken. He stops gaining charges when his mana is below z percent or when he deactivates this spell. If he deactivates this spell, he losses all Blaze Charges. Blaze Charge gives Leos a chance to burn an attacker, dealing damage for a short period. The duration increases depending on the number of Blaze Charges, but does not cost any Charge.

Only 2 Charge Abilities may be on.

Range: None
Cooldown: None
Notes: Only 2 On/Off spells may be activated. He can have a maximum of 5 charges. If he has 5 charges, he wont gain anymore charges but it wont be decreased unless he uses it or switches this ability off.


Spark Charge - On/Off Target
Once activated, Leos gains 1 Spark Charge every x seconds. Leos can only carry a maximum amount of y Spark Charges. For every charge he gains, a small amount of mana is taken. He stops gaining charges when his mana is below z percent or when he deactivates this spell. If he deactivates this spell, he losses all Spark Charges. Spark Charge gives Leos a chance to spread his attacks, dealing splash damage by up to a small AoE.

Only 2 Charge Abilities may be on.

Range: None
Cooldown: None
Notes: Only 2 On/Off spells may be activated. He can have a maximum of 5 charges. If he has 5 charges, he wont gain anymore charges but it wont be decreased unless he uses it or switches this ability off.



Molten Charge - On/Off Target
Once activated, Leos gains 1 Molten Charge every x seconds. Leos can only carry a maximum amount of y Molten Charges. For every charge he gains, a small amount of mana is taken. He stops gaining charges when his mana is below z percent or when he deactivates this spell. If he deactivates this spell, he losses all Molten Charges. Molten Charge melts the enemy units armor every a attacks, treating it as an Unarmored unit.

Only 2 Charge Abilities may be on.

Range: None
Cooldown: None
Notes: Only 2 On/Off spells may be activated. He can have a maximum of 5 charges. If he has 5 charges, he wont gain anymore charges but it wont be decreased unless he uses it or switches this ability off.


Ultimate:
Charge: Fusion! - Spellbook
Leos uses his charges to create spells to use for his disposal. He combines his Burst(Release!), Spark(Spread!) and Molten(Condense!) Charges for a variety of spells. When opened, a list of abilities are shown, which can be only casted depending on Leos number of charges. Each ability the respective required charges. There are only 3 abilities, but there are a total of 9 combos for the casting of these abilities.

Spells:
1. Release! - Area Target
Leos releases a large amount of flames, engulfing the target area in it. The flames deal damage over time, dealing x damage for y seconds. It can also negate the casting of water/ice based spells. Flames affect a range of 250. Costs z Burst Charges.

2. Spread! - Area Target
Leos spreads the target area with sparks. The sparks burst constantly and deal no damage. The sparks are known to spread flames around the target area. Costs x Spark Charges.

3. Condense! - Area Target
Leos condeses any matter at the target area, making all units at the target area get sucked at its center point. Deals no damage, but units are not condesed under influence of any other charge/s. Costs x Molten Charges.

Combos:

1. Fire Spread
Activates if: Spread then Release is casted or vice versa. Turns all sparks into flames, engulfing any unit within a range of 150. It burns the unit, dealing x damage for y seconds. The flames affect a range of 500. It can also negate the casting of water/ice based spells.

2. Condensing Sparks
Activates if: Spread then Condense is casted or vice versa. All sparks in the target area are sucked to the center of the target area. If a spark collides with another spark, a small explosion is triggered, dealing minimal damage and bursting nearby sparks.

3. Flame Pack
Activates if: Burst then Condense is casted or vice versa. Condenses all flames to a single point, making an explosion of it. The explosion deals x damage to every unit within a radius of y.

4. Last Frontier
Activates if: All spells are casted in succession. Condenses all the flames adn sparks at the center of the target area, creating a hole at the ground. The hole constantly bursts out flames, dealing damage to all nearby every x seconds. It also can burst out pieces of rocks out in the air, dealing y initial damage to nearby units at its impact point and stunning them for a brief moment of time.

Range: None.
Cooldown: None
Notes: Combos automatically happen, while the spells are located at the spellbook. Combos are not needed to be casted. All spells have: 600 range and an 18 second cooldown.





Best an initiation.
He can change his ammunition to three kinds: Explosion Ammo, the tanker and splash damage ammo. For initiation, structures and finishing battles. Power Ammo, the semi-fast and strong ammo. Fairly balanced ammo, but longer cooldown than the Piercing Ammo. Piercing Ammo, the negation and agile ammo. Negates any armor difference and is very fast. Best for finishing heroes.

BTNHeroDemonHunter.png

Mugin Sharpshot, Dwarven Rifleman - AGI(Carry/Ganker/Chaser) (Rifleman Model)[/URL]
Abilities:


BTNHumanMissileUpOne.png
BTNHumanMissileUpTwo.png
BTNHumanMissileUpThree.png

Ammunition Change - No Target (Innate)
Changes the ammunition of Mugin into the his array of ammos, which are Explosion, Power and Piercing Ammo. Explosion deals splash damage and has the longest cooldown. It also decreases his range. Power Ammo has a fairly moderate cooldown and fairly moderate damage. Power Ammo decreases his range, but not as many as Explosion Ammo. Piercing Ammo negates armor and has the shortest cooldown. Piercing Ammo heavily increases his range.

BTNFragmentationBombs.png

Spread Shot - On/Off Target
Mugin spreads his bullets at a wide range, having effects depending on his ammunition. If:
- Explosion Ammo, it deals a wide array of explosions at random areas in front upon collision with a unit. Deals moderate damage and knockback.
- Power Ammo, scatters the bullets at the floor, making all units which enter the area be constantly damaged unless they go out of the area. Deals minimal damage per second.
- Piercing Ammo, a wide array of straight shots which dont stop unless it hits an object/unit. Deals minimal damage.

Range: 900
Cooldown: 20 Seconds

BTNHumanArtilleryUpOne.png

Hard Hit - No Target
Mugin uses his dwarven knowledge on his rifle, making his next attack stronger than usual. If his ammunition is:
- Explosion Ammo, it deals a small AoE damage. Stuns units hit.
- Power Ammo, it deals heavy damage to a single unit. Knockbacks the unit and slows it.
- Piercing Ammo, it fires numerous bullets at the unit. Deals minimal damage per bullet.
Range: None
Cooldown: 25 Seconds

BTNAmbush.png
[/URL]
Stealthy Tactics - On/Off Target
When casted, Mugin cloaks himself with a bush, making him camouflage at forests. His opponents often miss their attacks when attacking Mugin. But, it gives Mugin a shorter range and decreased attack cooldown, attack speed and movement speed.
Range: 0
Cooldown: None

BTNFlakCannons.png

Ultimate:
True Shot - Unit Target
Mugin does his signature moves with each of his ammunitions. Effect depends on which ammo he is carrying. The effects are:

Explosion Ammo: Mugin calls his friend, Bor the Gyrcopter and barrages the target area with explosives. Deals heavy damage to units, but better to structures.

Power Ammo: Mugin strikes the target unit at a vital part, dealing massive damage to unit and stunning it upon impact.

Piercing Ammo: Numerous bullets are fired at the target unit, dealing minimal damage per shot. Slows the units afterwards.
Range: 1200
Cooldown: Very High



Combo Prince. But, Leos has far better combos.
Uses his Shadow Counters instead of mana.
He is kill driven, to gain Shadow Counters. Kills give better Shadow Counters asides from his mana.

BTNHeroPaladin.png

Fir Shadowsong, Essence of Shadows - AGI(Carry/Chaser) (Demon Hunter Model)
Abilities:


BTNImmolationOff.png

Utilize Shadows - No Target (Innate)
Fir utilizes his Shadow Counters. The non-ability related effects have a 15% chance of activation. The effects are:
- If Fir has more than 3 Counters, he uses 2 to heal either his mana or hp (random)
- If Fir has more than 7 counters, all units within a range of 200 are slowed.
- If Fir is casting Horrific Zoom, has more than 12 Shadow Counters and casted this ability, he leaps up, still in a shadow and crashes to the target point. It deals AoE damage and lowers the nearby units movement speed.
- If Fir is casting Demonic Crush, has more than 8 Shadow Counters and targets a ground unit, the sprayed missiles deal greater agility reduction.
- If Fir is casting Demonic Crush, has more than 14 Shadow Counters and targets an airborne unit, he blasts a meteor below him. The meteor deals AoE damage upon hitting the ground and burns enemy unit/s with shadow energy, taking light damage per second.
- If Fir is casting Shadow Illusion and has more than 18 Shadow Counters, his Illusions get bonus hp and the abilities Mirror Image and Mana Burn.
Range: 0
Cooldown: None

PASBTNSpiritOfVengeance.png

Gasp of Shadows - Passive
Fir absorbs the hatred of his enemy units. When Fir is attacking a unit, he may absorb their hatred, adding a Shadow Counter. Shadow Counters have no duration, until utilize. If a Fir gets a Shadow Counter from a unit, that units Agility is temporarily lowered.

Fir can gain Shadow Counters from attacking, casting spells that successfully hit and killing units. He loses all when he is killed.
Range: 0
Cooldown: None

BTNBlink.png

Horrific Zoom - Point Target
Fir takes the form of a bolt of shadow and zooms to the target point. Units hit are dealt minimal damage and get temporarily reduced Agility.

Requires 9 Shadow Counters.
Range: 900
Cooldown: Above Average

BTNDeathPact.png

Shadow Crush - Unit Target
Fir takes his Demonic Form. If he targets an aerial unit, he flies to it and grounds it. Deals moderate initial damage and damage upon impact to the ground. The aerial unit is stunned for a moderate amount of time and gets reduced movement speed. If Fir targets a ground unit, he sprays a volley of dark projectiles at the target unit. It may hit other units too. Deals moderate initial damage upon hit and reduced the units Agility.

Requires 16 Shadow Counters.Range: 450
Cooldown: 18 Seconds


Ultimate:
Shadow Illusion - No Target
Fir melts into the ground. After, lines of dark energy creep to the nearest unit. Once it hits the unit, an illusion appears in front of the unit. The illusion lasts for a moderate amount of minutes.

Requires 26 Shadow Counters.
Range: None
Cooldown: Very High





EDIT
Phew. Finished.

When you say "Requires X shadow counters" does it use them?
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
DJ, I like that last one of yours ^^ However, I'd like to point out that you missed the 5th passive ability evil_seal requested in every hero...

Also, I can take BloodElf300's request, if noone else can ;) But before I have 2 questions for him:
1. You made most of the requests to us, but I havent seen any of your maps... Is there any of them on some other member's name or does our mass of ideas just sink to the bottom of the Hive? :p No offense ^^
2. Could you give me some lore of your map so I can fit the spells of the creeps a bit more?

Oh, and DJ, please update the request format so the first line states what kind of request it is. Thank you ^^
 
Last edited:
Level 15
Joined
Oct 18, 2008
Messages
1,591
I mean this for example:

Number of Units: Value
Number of Units with Intelligence base Attribute: Value
Number of Units with Strength base Attribute: Value
Number of Units with Agility base Attribute: Value
Map Theme: Value (Ex.: Space, Warcraft, etc.)
Map Kind: Value (Ex.: RPG, AoS)
Number of Spells Per Unit: Value
Restrictions: Value

well its an easier one, but you still have to read it all to know what it is. Can't you just add a Creep request before the first line, and to all the request formats their respective name?
 
Level 15
Joined
Feb 15, 2006
Messages
851
Hi:

I need some spell ideas for this hero:
models_10075_screenshot.jpg

  • I have developed (in part) the third ability, so I need ideas for the first, second and ultimate ability.
  • The idea of this hero is that she's skillful at pursuing and capturing units.
  • This hero is an agility one.
  • And of course, this hero should be balanced for PoC 2.3.


Primary Attribute: AGI
Map Theme: Melee
Map Kind: Altered melee
Number of Spells: 4
Number of Normal Spells 3
Number of Ultimates: 1
Restrictions: Not a restriction really, but it should use melee and ranged combat because this unit has ranged and melee animations and it's supposed to do both attacks (but no at the same time, via morphing)

Thanks for your support.
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
moyackx: taken request.





Sheaika, Fel orcness assasin - AGI[r]

Model:http://www.hiveworkshop.com/forums/models-530/fel-orc-black-hand-189850/
Skin:-

Lore:-She is our best assasin, but between us, i now she will kill me someday-the general-Sheaika, had never seen the world form were fel orcs had come, in fact, she was once a normal ocr, until she drank demon blood, now she works for them, but only too find the demond and kill him.

Battle Stats:
atack: 23-33
Armor:1.5
AGI:27+3
INT:19+1
STR:22+2
Speed:fast attack and movement speed

Abilities:





Change weapon
Icon depends on current type of attack. Changes attack type to ranged or to mele, as range has X attack range, but does Y% less damage, as mele has mele range (obiusly) but has Z% more damage.





Sword strike/Far shoot
Depends on type of attack. Sword strike: only mele, after X sec, hero moves towards target, dealing X damage, and stuning it for Y sec, also reducing targets movement speed after stun in Z%.
Far Shoot:eek:nly ranged.has a minimal range of 1000. Shoots an arrow much more away than normal range, arrow will be stoped by any unit between caster and target, them less is the distance traveled by the arrow, them more damage it does, normal damage is X, every Y meters, damage is reduced in Z%.



Seek
Passive.Each time a hero is targered by attack or spell, caster will get X% damage bonus and Y% speed bonus, or target will loose X% damage and Y% speed. Last for X sec.

Ultimate:






Ultra arrow/Power sword
Depends on type of attack. Ultra arrow: only ranged. Channel. After X sec, shoots an arrow over target, them more units there are in an X size area, between caster and target, them more damage it does, does X damage +Y extra damage per each unit.
Power sword: Enchants sword whit dark magic, so next attacks will deal X% bonus damage, and also add Y% more speed, buff does not end if type of attack is changed, however, it ends after X sec.


Technical difficulties:
- Can be easy killed whit low mana.
- Spells have a bad sinergy

Advantages/Specialties:
- has anti-horde spell and anti-unit spell
- Ulti of mele mixed whit ranged is a peace of cake (if you add a special item too refresh ulti when using attack type changer, them its extreme good).

that was it, hope you like, if you wan´t, you can request the third power too.
 
Last edited:
Level 15
Joined
Oct 18, 2008
Messages
1,591
Dylion, the Patron of Hatred - Strength
Suggested Model(s): Ligaroo
Description: Dylion was a wealthy noble with great pride, but, as the most wealthy people in the are, the common, poor townsfolk started to hate him. They didn't have the right to kill him, so they asked a mage to seal the coffin they trapped him in, so he would never die. The seal absorbed not only has age, but his slowly incrasing hatred as well, and when it reached it's limits, it released all of it back to Dylion's body, turning him into an undead full of hatred.

Battle Stats:
Life: High
Damage: Average
Speed:
Attack Speed: Slow
Movement Speed: Average


Hate Endlessly - Innate Passive
Instead of mana, Dylion has 100 hatred. He gains 1 hatred each time he is hit, but loses 2 when he attacks.


Black Armor - No Target
From any source Dylion takes X less damage for each point of hatred he has. When used, the passive effect is lost unit the active effect lasts. From then on he takes [2 x X x 100] reduced damage from each attack.
Cost:50 hatred
Cooldown:1 second
Notes:The active effect is 2x the maximum effect the ability has passively. Does not stack.


Hate spike - No Target or Point Target
An orb of hatred appears in front of Dylion. After 2 seconds, the orb becomes a huge spike of hatred, dealing X damage to every unit it hits in a line. The damage increases by 15% for every unit it hits.
Cost:30 hatred
Cooldown:None
Notes:Deals the most damage to the furthest enemy.


Burst of Madness - No Target
Deals X damage to every unit within Y range of Dylion and lowers any damage they deal by 30% for Z seconds.
Cost:70 hatred
Cooldown:None



Ultimate: Mad Hater - No Target
Passive effect: While Dylion has 100 hatred, he deals X damage to every unit close to him each second.
Active Effect: Dylion releases all the hatred he carries, dealing Y damage to every unit within 600 range. Every non-hero unit hit by the effect has 30% chance of becoming mad, attacking the closest unit for 2 seconds. Dylion also becomes mad, increasing his damage by Z for 8 seconds. While this effect is active, this ability's passive effect is also active.
Cost:100 hatred
Cooldown:None

Technical difficulties:
- Hatred management
- Low damage or all hatred (Defense) spent on dealing damage.

Advantages/Specialties:
- Can either go full defensive in a battle or spend everything to quickly deal a lot of damage
- Tanky
 
Level 14
Joined
Jul 25, 2011
Messages
1,065
Request for my map.
Boss Name: Roman King
Attribute: Strength
Little Info About Boss (Lore/Background): He's the guy that ordered the Roman army to attack the player's village (The players are the prisoners) and threw them to the colosseum to watch them fight to death.
Boss Location: Rome
Map Theme: Dark, The crowd, Raining
Map Kind: Battle colosseum
Number of Spells: 4
Number of Ultimates: 2
Number of Phases: 3
Restrictions: No magic for the normal skills, only the ultimate. And no healing skill. He uses a long sword.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
^ Mine.
Here:

Quest InfoObjectives

BTNCrate.png

Unsuspected Surprise
XP and Items/Gold
Travel/Kill/Locate
Caravan Driver

"I encountered a ransacked caravan, and its driver asks if I could get the stolen resources back. He says a group of bandits known as the Vernan Bandits often attack caravans in these parts."

Quest Objectives:

1. Get rumors on their hideout. Can be done by:
1a. Looking for Vernan Camps. (hard)
1b. Asking around the nearby village (medium difficulty, you need to pay)
2. Venture to the camp
3. Find the stolen goods. Can be done by:
3a. Finding the goods (hard)
3b. Interrogate the Bandit Leader (easier, but makes bandits more aggressive to you)
3c. Sneaking inside and retrieving it (hardest)
4. Return the goods to the Caravan Driver. But, it turns out that Driver is another Bandit, which is the rival of the Vernan Bandits, from a group known as the Nivle Bandits. You then find the real Caravan Driver hostaged inside.
5. Find the identity of the Bandit. The Caravn Driver joins you. Can be done by:
5a. Asking the Caravan Driver (hard due to trauma)
5b. Roam around the forest (hardest)
5c. Asking around (medium difficulty, you need to pay money)
6. Locate the camp
7. Retrieve the goods. The Caravan Driver must survive. Can be done by:
7a. Finding the goods (hard)
7b. Interrogate the Bandit Leader (easier, but makes bandits more aggressive to you)
7c. Sneaking inside and retrieving it (hardest, the driver has no sneaking skills)


Also, evil seals, yours are here:
A suicidal unit. Just be noted Toaster is the name of their Explosives as a whole. A good nuker. But, very puny, low ms and as. They attack by throwing bombs, which deals splash damage. High attack cooldown, and a very hard hero to master.


BTNGoblinSapper.png

Razzle, Clink and Toaster, Goblin Bomber - AGI (Carry) (Goblin Sapper Model)
Abilities:



Bomb Frenzy - Passive
Razzle and Clinks attack speed lowers depending on the number of units within a range of 250. If their are more units, Razzle and Clinks attack speed increases. The higher his level, the longer the range he gets on his attack and spells.
Range: 0
Cooldown: 0


Sticky Explosives - Unit Target
Throws an explosive at the target unit. After a moderate amount of time, the explosive starts ticking then explodes. Deals moderate damage in a small AoE.
Range: 100
Cooldown: 25 seconds
Notes: The bomb can be removed by going invisible or debuffing himself.


Rocket Ride - Point Target
Clink and his rocket toaster fire themselves to the target point, dealing heavy damage and burning the affected units. But, if Razzle and Clink cast this, their hp is decreased by a certain amount.
Range: 250
Cooldown: 22 seconds
Notes: While casting, Razzle and Clink are paused. Use this model for the effect: http://www.hiveworkshop.com/forums/models-530/goblin-rocket-rider-48353/

BTNScatterRockets.png

Divert - Area Target
Diverts all units within the target areas attention, making them stunned momentarily. Stuns the affected units for a moderate duration. It also reveals the target area. Lasts for a moderate amount of time.
Range: 900
Cooldown: 18 seconds
Notes: A CC or a spell used to initiate battles.


Ultimate:
Missile Strike! - Area Target
Rains a barrage of missiles over the target area, dealing AoE damage upon the area of impact. Deals moderate damage and lowers the affected unit/s movement speed by a small percent. Fires a moderate amount of rockets.
Range: 250
Cooldown: 45 seconds
Notes: Short range is his downfall. Deals heavy damage.


Lastly, Paillan, please use the given request response format. DO NOT MAKE YOUR OWN.

QUICK ADD
I only saw this before making this post.

Kanadaj, Y U NO ANSWER REQUEST, BUT MAKE A HERO FILE?
Anywho, added :{P

Also, shinjis request would be delayed, due to it being a Boss, which are fairly complex, unless Paillan answers it.

Guys, answer BE's request! He is a valued customer.
 
Last edited:
Level 15
Joined
Feb 15, 2006
Messages
851
moyackx: taken request.





Sheaika, Fel orcness assasin - AGI[r]

Model:http://www.hiveworkshop.com/forums/models-530/fel-orc-black-hand-189850/
Skin:-

Lore:-She is our best assasin, but between us, i now she will kill me someday-the general-Sheaika, had never seen the world form were fel orcs had come, in fact, she was once a normal ocr, until she drank demon blood, now she works for them, but only too find the demond and kill him.

Battle Stats:
atack: 23-33
Armor:1.5
AGI:27+3
INT:19+1
STR:22+2
Speed:fast attack and movement speed

Abilities:





Change weapon
Icon depends on current type of attack. Changes attack type to ranged or to mele, as range has X attack range, but does Y% less damage, as mele has mele range (obiusly) but has Z% more damage.





Sword strike/Far shoot
Depends on type of attack. Sword strike: only mele, after X sec, hero moves towards target, dealing X damage, and stuning it for Y sec, also reducing targets movement speed after stun in Z%.
Far Shoot:eek:nly ranged.has a minimal range of 1000. Shoots an arrow much more away than normal range, arrow will be stoped by any unit between caster and target, them less is the distance traveled by the arrow, them more damage it does, normal damage is X, every Y meters, damage is reduced in Z%.

Ultimate:






Ultra arrow/Power sword
Depends on type of attack. Ultra arrow: only ranged. Channel. After X sec, shoots an arrow over target, them more units there are in an X size area, between caster and target, them more damage it does, does X damage +Y extra damage per each unit.
Power sword: Enchants sword whit dark magic, so next attacks will deal X% bonus damage, and also add Y% more speed, buff does not end if type of attack is changed, however, it ends after X sec.


Technical difficulties:
- Can be easy killed whit low mana.
- Spells have a bad sinergy

Advantages/Specialties:
- has anti-horde spell and anti-unit spell
- Ulti of mele mixed whit ranged is a peace of cake (if you add a special item too refresh ulti when using attack type changer, them its extreme good).

that was it, hope you like, if you wan´t, you can request the third power too.
I do need the third ability, so I can start coding it :) Thanks.
 
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