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[Legacy] Modders Idea Factory

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icons_10659_btn.jpg

Banshee - AGI

Altered Melee

Lore:
Living in undeath, the Banshees were once noble Elysian Rangers that fell with honor in the line of duty. Their resting souls were forcefully brought back by the sinister necromancers of the Xzark Swamps, and were left to roam aimlessly after their wicked masters were defeated during the Eye of Tiahmat Crisis. This deceitful rangers retain their former memories but they have lost Heaven's favor and are lethal enemies to the Archangels. They despise those who raised them from the dead, yet, given their nature, they can't go back to their old brothers in arms. Hearts clinging to old times and minds clouded in uncertainty, they have become hired killers, in search of their real goal and purpose.
[tr]

Hope you like it! If you want me to extend it or change some info I may have misunderstood, just tell me. I believe it's short enough to fit WC3 tooltips descriptions and long enough for a website-based hero description.
 
Level 12
Joined
Dec 25, 2010
Messages
972



icons_10659_btn.jpg

Banshee - AGI

Altered Melee

Lore:
Living in undeath, the Banshees were once noble Elysian Rangers that fell with honor in the line of duty. Their resting souls were forcefully brought back by the sinister necromancers of the Xzark Swamps, and were left to roam aimlessly after their wicked masters were defeated during the Eye of Tiahmat Crisis. This deceitful rangers retain their former memories but they have lost Heaven's favor and are lethal enemies to the Archangels. They despise those who raised them from the dead, yet, given their nature, they can't go back to their old brothers in arms. Hearts clinging to old times and minds clouded in uncertainty, they have become hired killers, in search of their real goal and purpose.
[tr]

Hope you like it! If you want me to extend it or change some info I may have misunderstood, just tell me. I believe it's short enough to fit WC3 tooltips descriptions and long enough for a website-based hero description.

Extend for the Website Description
the Necromancers have been defeated during the Heartless heroes Crisis (the Necromancer Crisis)
The Archangels don't see these ladies as enemies but by the rules the Heavens refuse souls that has been tainted by Darkness
 
Level 5
Joined
Dec 20, 2012
Messages
164



icons_10659_btn.jpg

Banshee - AGI

Altered Melee

Lore:
Living in undeath, the Banshees were once noble Elysian Rangers that fell with honor in the line of duty. Their resting souls were forcefully brought back by the sinister Necromancers of the Xzark Swamps; the Banshees' wills under the control of those who summoned them. They were the conjurers' oblivious slaves.

Eventually, the Archangels -Under the command of the High Archangel of the Circle of Sacrifice, Ryan Alexander Blake- fought and defeated the Necromancers in what is known as the Heartless Heroes Crisis. The Fallen Rangers recovered control over themselves and fled the battle. The Archangels allowed their escape out of pity for their poor souls, fully knowing the possible consequences.

The rangers, although they retain their sense of honour, albeit a little twisted, can be very tricky and deceitful. After they were fred from the Necromancers' control, they recovered their memories. But their souls are now tainted and thus, they have lost Heaven's favor. They despise those who raised them from the dead, yet, given their nature, they are enemies of all that's good. Hearts clinging to old times and minds clouded in uncertainty, they have become hired killers, in search of a new goal and purpose.
[tr]

I've extended it a bit, divided into three paragraphs and made a couple of corrections. Again, If there's anything I may have misunderstood just tell me. No problem in making some corrections.

EDIT: Edited at the requester's request! Thanks! ;)
 
Last edited:
Level 12
Joined
Dec 25, 2010
Messages
972



icons_10659_btn.jpg

Banshee - AGI

Altered Melee

Lore:
Living in undeath, the Banshees were once noble Elysian Rangers that fell with honor in the line of duty. Their resting souls were forcefully brought back by the sinister Necromancers of the Xzark Swamps; the Banshees' wills under the control of those who summoned them. They were the conjurers' oblivious slaves.

Eventually, the Archangels fought and defeated the Necromancers in what is known as the Heartless Heroes Crisis. The Fallen Rangers recovered control over themselves and fled the battle. The Archangels allowed their escape out of pity for their poor souls, fully knowing the possible consequences.

The rangers, although they retain their sense of honour, albeit a little twisted, can be very tricky and deceitful. After they were fred from the Necromancers' control, they recovered their memories. But their souls are now tainted and thus, they have lost Heaven's favor. They despise those who raised them from the dead, yet, given their nature, they are enemies of all that's good. Hearts clinging to old times and minds clouded in uncertainty, they have become hired killers, in search of a new goal and purpose.
[tr]

I've extended it a bit, divided into three paragraphs and made a couple of corrections. Again, If there's anything I may have misunderstood just tell me. No problem in making some corrections.

Looks Great! but is: "Eventually, the Archangels, Under the command of the High Archangel of the Circle of Sacrifice, Ryan Alexander Blake, fought..."
I'll come back here to request more stories ok ^^
 
Level 12
Joined
Dec 25, 2010
Messages
972
Hero Model/Skin/Request Response: Royal Captain by Tranquil
Atrribute: Strength
Little Info on Hero: These are the Generic Company Champion of my Map
Little Lore: These guys takes the place of the now defunct Templars as company Commanders after the Heatless Heroes crisis
Map Theme: Warcraft
Map Kind: Altered Melee
Restrictions: They Value Honor, Family and Comradeship above all else in combat; they are born Strategists; Their Presence inspires all the other Soldiers into fighting and not backing down

Hero Model/Skin/Request Response: Arthas by Kwaliti
Atrribute: Strength
Little Info on Hero (Hero Name): These are the Generic Dread Knight of My map
Little Lore: They were the Templars Before the Heartless Heroes Crisis now they are mercenaries in the same way as the Banshees from the Last Request
Map Theme: Warcraft
Map Kind: Altered Melee
Restrictions: They Enjoy destruction, Rape and Death, diferent from their Living Counterparts, the Templars, who hate it; They have a dark Personality; Diferent from the Banshee the Angels hate them, but not enough to see them as enemies.

If you have any questions, Don't hesitate to ask.

Sorry for the Double Post
 
Level 6
Joined
Oct 24, 2012
Messages
242
Please use the Hero Background Story request for the background story, and dont just place it in one request. Just add it to the post.

On the other hand, heres your hero:


Bellatrix, the Wind's Embrace - AGI
Abilities:



Nimbus Blast - Point Target
Bellatrix hurls a nimbus cloud into the target point, dealing magical damage around it and slowing units close to the point of impact for a short duration. Casting another ability in quick succession allows Bellatrix to warp into the target point but removes the slow effect and doubles the mana cost of the previous ability casted.
Range: 600
Cooldown: 12 seconds
Notes: The warp effect can only happen when the cloud has already reached the target point and 2 seconds after it.


Transcending Wave - No Target
The next attack of Bellatrix would release a force behind the enemy unit affected. Enemy units behind the affected unit are dealt with a percentage of the total damage depending on their distance between the affected unit.
Range: 0
Cooldown: 24 seconds


Gust - Point Target
Bellatrix blows air behind her, pushing back all units, regardless of alliance. Additionally, allied units gain bonus movement speed for a short duration.
Range: 900
Cooldown: 12 seconds
Notes: A great way to make your enemy get on the wrong footing, if that's what you would call it.


Ultimate:
Windwalker - Unit Target
Bellatrix channels, slowly revealing the whole map for her only and then targets an enemy unit. After she is done channeling, she warps behind the enemy unit and gains bonus movement speed. After a short duration, she is returned into the point of channeling.
Range: Global
Cooldown: 90 seconds
Notes: A great chasing spell. The only downfall is that when you dont target any unit, you dont warp but it goes on cooldown, requiring quick decisions.


She's based on continuously harassing her foes slowly and then suddenly picking on them when their health is low.

Couldn't find icons that fir the abilities with a similar color scheme. Forgive me for that.

Hey you forgot that I requested 4 normal abilities and 1 ultimate ! :3
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Ah, silly me. My fault there, so heres your ability:


Breezeback - Passive
Whenever the movement speed of a unit, including Bellatrix is manipulated, the Attack Damage of Bellatrix increases by a small percent. Bonuses cap at 20%. Does not increase the attack damage of Bellatrix if her movement speed is lowered.
Range: 0
Cooldown: 0 seconds
 
Level 6
Joined
Oct 24, 2012
Messages
242
Ah, silly me. My fault there, so heres your ability:


Breezeback - Passive
Whenever the movement speed of a unit, including Bellatrix is manipulated, the Attack Damage of Bellatrix increases by a small percent. Bonuses cap at 20%. Does not increase the attack damage of Bellatrix if her movement speed is lowered.
Range: 0
Cooldown: 0 seconds

But... The icon.. :goblin_cry:
 
Level 5
Joined
Dec 20, 2012
Messages
164



footman.gif

Company Champion - STR

Alternate Melee

Lore:
They are the graceful protectors of the Kingdom of Westernmar. The Company Champions are blessed by the Archangels through God's will, they hold one of the most honorable of titles a man can achieve. Handpicked by the divine messengers, they are natural tacticians and fighters. They are tied to an oath of justice and protection of the good, the poor and the weak. They are not to use their swords to break said oath for these are symbols of Heavenly Law. The Champions are a vital link between Heaven and Earth, even so, they are not exempt of falling to moral degradation and sin.

The Company Champions are the spiritual successors of the Templars. Once Heaven's Chosen Defenders for many centuries, the Templars fell to the corruption of the Necromancers of the Xzark Swamps during the Heartless Heroes Crisis and, what was left of the order, was eventually dissolved. After this event, the Archangels decided to found an order akin to the Templars with several changes and a stricter control over the selection of its members and their actions.

Few in numbers and experience, more than ever they must push evil back with righteous justice. The People of Westernmar are still distrustful of them as a result of their predecessor's corruption and, to add to the new Champions' burden, they have to face the Dread Knights; the fallen Templars now free of their necromantic enslavers, bent on hate, destruction and unholy revenge.
[tr]

&




deathknight.gif

Dread Knight - STR

Alternate Melee

Lore:
Fear, terror, awe, anguish. Feelings a Dread Knight inspires in his victims. They are a grim and sinister version of their former selves. Before they were risen from the dead by the Necromancers of the Xzark Swamps during the Heartless Heroes Crisis, they were the mighty Templars; defenders of all that's right and good. Unlike the Banshees -the elysian Rangers raised from the dead in the same circumstances- the Dread Knights show a great degree of insanity.

They were once the proud protectors of the weak, they held the mighty swords of justice, but now they represent the complete oppossite. Murder and rape are what satisfies them,and they embrace chaos and death as their religion. The defeat of the Necromancers consequently brought freedom to the Dread Knights, as their minds where not their own prior to this point. Still, the damage to their souls was already too great. They had lost their sanity and turned into bloodthirty champions of evil.

Now they are mercenaries, murderers at the service of the highest bidder. The Archangels fear their old friends may gather an army against Heavens. They know the former Templars could be a key to the downfall of the Kingdom of God. But their fears may be unfounded as, for now, the Knights are blinded by their new instincts to kill, maim and kill again.
[tr]

Again, If there's something you want to change let me know. ;)

EDIT: Edited!
 
Last edited:
Level 12
Joined
Dec 25, 2010
Messages
972



footman.gif

Company Champion - STR

Alternate Melee

Lore:
They are the graceful protectors of [input nation's/kingdom's name here.]. The Company Champions are blessed by the Archangels through God's will, they hold one of the most honorable of titles a man can achieve. Handpicked by the divine messengers, they are natural tacticians and fighters. They are tied to an oath of justice and protection of the good, the poor and the weak. They are not to use their swords to break said oath for these are symbols of Heavenly Law. The Champions are a vital link between Heaven and Earth, even so, they are not exempt of falling to moral degradation and sin.

The Company Champions are the spiritual successors of the Templars. Once Heaven's Chosen Defenders for many centuries, the Templars fell to the corruption of the Necromancers of the Xzark Swamps during the Heartless Heroes Crisis and, what was left of the order, was eventually dissolved. After this event, the Archangels decided to found an order akin to the Templars with several changes and a stricter control over the selection of its members and their actions.

Few in numbers and experience, more than ever they must push evil back with righteous justice. The People of [Input nation's/kingdom's name here.] are still distrustful of them as a result of their predecessor's corruption and, to add to the new Champions' burden, they have to face the Dread Knights; the fallen Templars now free of their necromantic enslavers, bent on hate, destruction and unholy revenge.
[tr]

&




deathknight.gif

Dread Knight - STR

Alternate Melee

Lore:
Fear, terror, awe, anguish. Feelings a Dread Knight inspires in his victims. They are a grim and sinister version of their former selves. Before they were risen from the dead by the Necromancers of the Xzark Swamps during the Heartless Heroes Crisis, they were the mighty Templars; defenders of all that's right and good. Unlike the Banshees -the elysian Rangers raised from the dead in the same circumstances- the Dread Knights show a great degree of insanity.

They were once the proud protectors of the weak, they held the mighty swords of justice, but now they represent the complete oppossite. Murder and rape are what satisfies them,and they embrace chaos and death as their religion. The defeat of the Necromancers consequently brought freedom to the Dread Knights, as their minds where not their own prior to this point. Still, the damage to their souls was already too great. They had lost their sanity and turned into bloodthirty champions of evil.

Now they are mercenaries, murderers at the service of the highest bidder. The Archangels fear their old friends may gather an army against Heavens. They know the former Templars could be a key to the downfall of the Kingdom of God. But their fears may be unfounded as, for now, the Knights are blinded by their new instincts to kill, maim and kill again.
[tr]

Again, If there's something you want to change let me know. ;)

change the [input nation's/kingdom's name here.] to Westernmar
 
Level 6
Joined
Oct 24, 2012
Messages
242
Primary Attribute: Intelligence
Map Theme: Warcraft
Map Kind: Arena
Number of Spells: 5
Number of Normal Spells: 4
Number of Ultimates: 1
Hero Link: hiveworkshop.com/forums/models-530/lich-88135
Restrictions: Value

Hero Model/Skin/Request Response: http://www.hiveworkshop.com/forums/2303922-post1470.html
Atrribute: Intelligence
Little Info on Hero: An evil mage that uses ice powers.
Map Theme: Warcraft
Map Kind: Arena
Restrictions: Must be same as long as the other heroes I requested.
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
MOM! XD
i mean, sorry... DJ!!! xD
taken.
Yganos, ice mage - INT
Abilities:



Ice shard - Point target
Creates a impassible ice shard in target point which has more collision size each level and last X sec, when shard dies, it implodes dealing Y AoE damage in a small area around it. Units stuck in this area get ice buff, they are chilled for X sec (slow movement speed)
Range: 900
Cooldown: 40 seconds
Notes: In hight lvls cooldown must be less than duration to spam it around.


Frozen punch - Line Target
Hero creates a magic ice punch that moves to targeted point, punch leaves a track that slow down units that get inside it by X% for Y sec, can travel a max of Z meters, when it collides or it reaches max distance, it implodes dealing X damage in a small AoE, collision bonus is a airbone knockback, that deals Y bonus damage, units under ice buff get more damage, any unit/units affected by this spell get ice buff for X sec.
Range: ?
Cooldown: 100 seconds
Notes: For people that have good aim, can hit yourself!


Ice channel - Unit Target
Autocast. Can only be casted over units whit ice buff, hero starts stacking more and more ice buffes over targeted unit, until they reach a number equal to X, when this happens, unit gets frozen for X sec, and takes double damage from spells. If interrupted by controller, unit will stay whit the stacked number it already had, making spells deal normal ice buff bonus multiplied by the number of stacks (can never be more than double damage). How ever, if interrupted by an enemy (stun,silence,etc) target will loose all ice buffs and get a bonus movement speed of X% for Y sec.
Range: 700
Cooldown: 6 seconds
Notes: Have problems to understand? it works like this: a unit has 1 ice buff, hero castes this over unit, until i get, lets say, a number of stacked buffs equal to 10, them it will freeze, if you stop before, lets say at 7, bonus damage from ice buff will be multiplied by 7, BUT will never be more than double damage form frozen. If you get stuned, you loose it all and your enemy gets stronger (so this can make you squishy against stunners)


Ice blast - Unit Target
Creates a blast of ice and sends it to targeted unit. Units between hero and target of abilty will get slowed by X% if they are trepassed by this spell. When spell reaches target, it will change terrain between hero and target to ice, slowing units in there by Y%, deals Z damage to target and stuns for X sec. Terrain change last until hero dies. Units inside terrain change have permanent ice buff, and they still have it for X sec after leaving terrain change. Units affected by any of the prior effects that were under ice buff, will get frozen for X sec.
Range: 500
Cooldown: 130 seconds
Notes: Since this spell is rather OP i would recommend to make it cost plenty of mana


Ultimate:
Comet - Area Target
Makes a icy comet fall over target area, dealing X damage in a massive AoE, double damage to units whit ice buff, triple to frozen units, and cudruple if unit has BOTH buffs (only happens in ice terrain). Units killed this way will give to the hero X life and Y mana. IF hero has already full life it will get Z mana instead. Each X units killed this way, this spell reduces his cooldown by 30 sec.
Range: 1900
Cooldown: 360 seconds
Notes: Deadly, becuase it doesn´t has channel, and becuase of the autocooldown reduction


i dunno what happened to the code, i copied it from the first post :/
 
Last edited:
Level 5
Joined
Dec 20, 2012
Messages
164



icons_5280_btn.jpg

Yganos, the Ice Mage - INT

Hero Arena

Lore:
A very long time ago, there existed a land ruled by Avidus, the Covetous Emperor. He alone transformed his tribal nation into a colossal empire through devious plans, deceptive treaties, kidnappings and assassinations. And, while he had the largest of all armies and the strongest of all the economies, those he considered his friends and loyal vassals were plotting behind his very back.

Soon multiple rebellions broke out all over the empire. Avidus dealt with the insurgents in the most gruesome ways. Terror and fear reigned the minds of the land's inahbitants and, with each passing days Avidus' grasp grew weaker and his soul, colder and hard as stone.

At the head of one of this revolts was Yganos, a magus apprentice, trained in the school of Ice. Full of life, bravery and conviction, he led his townsfolk into battle. In less than a year, Yganos became the most wanted man in the realm. Yet, he kept fighting. Not long after, all the rebel groups but his, had been crushed and his popularity amongst the citizenry had fallen greatly.

His revolution was abruptly ended with the complete destruction of his hometown. Yganos was captured first and made witness of the carnage, spectator to the killing of his brothers, and beholder of the murder of his entire family. His sense of Justice turned into anger, revenge and Wrath. Avidus believed this was punishment enough as he had, indeed, broken Yganos will.

Two decades later though, Yganos came back to confront his nemesis. He stormed into the castle with powerful new spells. When he reached the Throne Room, he found a grey, old man, wrapped around the Imperial Stone Chair. Yganos was surprised and furious. Time itself had taken his chance for revenge and so, blind, he rushed to finish his enemy off. But Yganos failed to notice the muttering of Old Avidus. An ancient spell, a curse, had been pronounced. Slave to his emotions, Yganos pierced the Emperor's heart with a steel dagger. Too late he realized he had fallen right into The Covetous' hands.

Avidus had won. He took his crown from his fragile aggressor's head and walked away with calm steps. A slight grin in his face. Yganos stared at the dagger, moaning, with awe and fear. He died, remorseful, afraid and old. The story of how Yganos defeated his nemesis became a legend of bravery and how the will to fight can overcome all obstacles.

Avidus' curse was double-edged. He had condemned his enemy to death but, at the the same time, doomed himself from it. His heart stopped and his flesh fell off his bones and the spell's power was too much for his already unstable mind. He's come back from exile, wearing his old garments with one sole purpose. To claim a new vessel. One worthy of a Thousand year old Emperor.
[tr]

Wow! Took me like 2-3 hours to write this! I hope you like it! If you find anything you want to change just let me know.
 
Level 6
Joined
Oct 24, 2012
Messages
242
Hero: Mortar Team
Primary Attribute: Intelligence
Map Theme: Warcraft
Map Kind: AoS/Hero Arena
Number of Spells: 4
Number of Normal Spells: 3
Number of Ultimates: 1
Restrictions: Please make the abilities easy to make.. if you can xD
 
Level 5
Joined
Dec 20, 2012
Messages
164
@Manuval: Yeah, no problem. You mean to make shorter version of the ones I already did (Bellatrix & Yganos.)? How much shorter?
 
Level 6
Joined
Oct 24, 2012
Messages
242
MOM! XD
i mean, sorry... DJ!!! xD
taken.
Yganos, ice mage - INT
Abilities:



Ice shard - Point target
Creates a impassible ice shard in target point which has more collision size each level and last X sec, when shard dies, it implodes dealing Y AoE damage in a small area around it. Units stuck in this area get ice buff, they are chilled for X sec (slow movement speed)
Range: 900
Cooldown: 40 seconds
Notes: In hight lvls cooldown must be less than duration to spam it around.


Frozen punch - No Target
Hero creates a magic ice punch that follows mouse, punch leaves a track that slow down units that get inside it by X% for Y sec, can travel a max of Z meters, when it collides or it reaches max distance, it implodes dealing X damage in a small AoE, collision bonus is a airbone knockback, that deals Y bonus damage, units under ice buff get more damage, any unit/units affected by this spell get ice buff for X sec.
Range: ?
Cooldown: 100 seconds
Notes: For people that have good aim, can hit yourself!


Ice channel - Unit Target
Autocast. Can only be casted over units whit ice buff, hero starts stacking more and more ice buffes over targeted unit, until they reach a number equal to X, when this happens, unit gets frozen for X sec, and takes double damage from spells. If interrupted by controller, unit will stay whit the stacked number it already had, making spells deal normal ice buff bonus multiplied by the number of stacks (can never be more than double damage). How ever, if interrupted by an enemy (stun,silence,etc) target will loose all ice buffs and get a bonus movement speed of X% for Y sec.
Range: 700
Cooldown: 6 seconds
Notes: Have problems to understand? it works like this: a unit has 1 ice buff, hero castes this over unit, until i get, lets say, a number of stacked buffs equal to 10, them it will freeze, if you stop before, lets say at 7, bonus damage from ice buff will be multiplied by 7, BUT will never be more than double damage form frozen. If you get stuned, you loose it all and your enemy gets stronger (so this can make you squishy against stunners)


Ice blast - Unit Target
Creates a blast of ice and sends it to targeted unit. Units between hero and target of abilty will get slowed by X% if they are trepassed by this spell. When spell reaches target, it will change terrain between hero and target to ice, slowing units in there by Y%, deals Z damage to target and stuns for X sec. Terrain change last until hero dies. Units inside terrain change have permanent ice buff, and they still have it for X sec after leaving terrain change. Units affected by any of the prior effects that were under ice buff, will get frozen for X sec.
Range: 500
Cooldown: 130 seconds
Notes: Since this spell is rather OP i would recommend to make it cost plenty of mana


Ultimate:
Comet - Area Target
Makes a icy comet fall over target area, dealing X damage in a massive AoE, double damage to units whit ice buff, triple to frozen units, and cudruple if unit has BOTH buffs (only happens in ice terrain). Units killed this way will give to the hero X life and Y mana. IF hero has already full life it will get Z mana instead. Each X units killed this way, this spell reduces his cooldown by 30 sec.
Range: 1900
Cooldown: 360 seconds
Notes: Deadly, becuase it doesn´t has channel, and becuase of the autocooldown reduction


i dunno what happened to the code, i copied it from the first post :/


"Hero creates a magic ice punch that follows mouse...." Is that even possible? :goblin_jawdrop:
Please edit the names of the abilities and change it to unique ones..
Learn English :)
 
Level 15
Joined
Oct 18, 2008
Messages
1,591
*ninja nin-nin*

Paillan, I was just about to take the request, but then I changed my mind xD Aaand about the one who can make the most extreme spells that are still within the game's boundary (and even in the GUI boundary), well that is me :p
"Hero creates a magic ice punch that follows mouse...." Is that even possible? :goblin_jawdrop:
Please edit the names of the abilities and change it to unique ones..
Learn English :)

This guy is right btw. you should really, I mean REALLY attend to some English classes, often you are extremely hard to understand. Especially if you want to express something complex.

About the possibility of the spell: I think it is, but I think it's already the domain of vJASS. If you can request the position of the screen, you can combine it and the lines used for creating a custom UI to locate the mouse's location on the map. But it would need either precise calculations or ray-casting, and neither is easy - ask Dr Super Good about the former, I think he can tell you the possibilities about this one. The latter is a matter whether you can force a mouse click with vJASS or not.

So to sum up, no, you don't want to waste your time on this one :eek:)

Um, btw, I'm totally addicted to Guild Wars 2 right now, and that explains many-many things xD
 
Level 6
Joined
Oct 24, 2012
Messages
242
Hero Link: hiveworkshop.com/forums/skins-552/nagamyrmidonwow_by67chrome-blp-122421
Primary Attribute: Strength
Map Theme: Warcraft
Map Kind: AoS
Number of Spells: 5
Number of Normal Spells: 4
Number of Ultimates: 1
Restrictions: None

Hero Model/Skin/Request Response: hiveworkshop.com/forums/skins-552/nagamyrmidonwow_by67chrome-blp-122421
Little Info on Hero: He is GOOD.
Map Theme: Warcraft
Map Kind: AoS
Restrictions: Value

Edit: I'm gonna cancel the cannoneer one
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
so it´s a good guy that looks like a serpent, no restrictions?!!! YOU SIR SURE?!!
EDIT:
Gills, forggotten guardian of light - STR
Abilities:



Test hearth - Unit/hero Target
Hero tests the purity of the target unit, marking it whit a number over head. For each unit killed by targeted unit, hero will get X% life. After X sec, target unit gets damage equal to number of kills. If target made no kill, caster will loose X% movement speed.
Range: 1100
Cooldown: 90 seconds
Notes: Great combo when trying to escape


Snake skin - No Target
Passive. Each attack that should deal more than X damage to hero will deal Y damage instead. Any damage that would deal Y damage will deal X damage instead and summon a snake to fight for the hero, snake has life equal to 10% of heros life, damage and defende equal to 50% of hero´s, and last Z sec. If the damages Aren´t the same, hero will get healed by X%.
Range: -
Cooldown: - seconds
Notes: This passive works only if you first get a hight damage, and them take a low damage EQUAL to the reduced damage.


Holy bash - Unit Target
Deals X damage, reduces attack damage of target unit by X% and movement speed by Y%, last Z sec.
Range: 600
Cooldown: 50 seconds
Notes: combo detected


Water explosion - Area Target
Hero creates a water explotion at target area. Deals X damage, and makes unit deal only medium damages damages for X sec. Hero gets Y% mana for each unit inside the area.
Range: 700
Cooldown: 100 seconds
Notes: High cooldown and mana cost to avoid a mana getting spell


Ultimate:
Guardian gift - Hero Target
Gives target hero bonus damage. Any attacks this hero may deal to caster will be always looping between X and Y from snake skin. Every X snakes created this way, caster heals for Y%. Enhances first spell, so that each hit on caster will increase one stack and each hit to any other unit that doesn´t belongs to caster decreases the stack by 1. When spell ends, hero is forced to attack caster once more whit all the effects just described.
Range: 300
Cooldown: 210 seconds
Notes: Because of this being totally OP, it turns a bit more funny whit the low range, since snakes and caster are mele, this spell will destroy anything in a really fast way
hope not to be complicated and understable.
 
Last edited:
Level 12
Joined
Dec 13, 2008
Messages
1,049
so it´s a good guy that looks like a serpent, no restrictions?!!! YOU SIR SURE?!!
EDIT:
Gills, forggotten guardian of light - STR
Abilities:



Test hearth - Unit/hero Target
Hero tests the purity of the target unit, marking it whit a number over head. For each unit killed by targeted unit, hero will get X% life. After X sec, target unit gets damage equal to number of kills. If target made no kill, caster will loose X% movement speed.
Range: 1100
Cooldown: 90 seconds
Notes: Great combo when trying to escape


Snake skin - No Target
Passive. Each attack that should deal more than X damage to hero will deal Y damage instead. Any damage that would deal Y damage will deal X damage instead and summon a snake to fight for the hero, snake has life equal to 10% of heros life, damage and defende equal to 50% of hero´s, and last Z sec. If the damages Aren´t the same, hero will get healed by X%.
Range: -
Cooldown: - seconds
Notes: This passive works only if you first get a hight damage, and them take a low damage EQUAL to the reduced damage.


Holy bash - Unit Target
Deals X damage, reduces attack damage of target unit by X% and movement speed by Y%, last Z sec.
Range: 600
Cooldown: 50 seconds
Notes: combo detected


Water explosion - Area Target
Hero creates a water explotion at target area. Deals X damage, and makes unit deal only medium damages damages for X sec. Hero gets Y% mana for each unit inside the area.
Range: 700
Cooldown: 100 seconds
Notes: High cooldown and mana cost to avoid a mana getting spell


Ultimate:
Guardian gift - Hero Target
Gives target hero bonus damage. Any attacks this hero may deal to caster will be always looping between X and Y from snake skin. Every X snakes created this way, caster heals for Y%. Enhances first spell, so that each hit on caster will increase one stack and each hit to any other unit that doesn´t belongs to caster decreases the stack by 1. When spell ends, hero is forced to attack caster once more whit all the effects just described.
Range: 300
Cooldown: 210 seconds
Notes: Because of this being totally OP, it turns a bit more funny whit the low range, since snakes and caster are mele, this spell will destroy anything in a really fast way
hope not to be complicated and understable.

Sick concept, I like it man
 
Level 5
Joined
Dec 20, 2012
Messages
164
Hey guys!

I've been away since last friday and didn't have time to even check the forum. Now I'm back so I'll get on Manuval's requests. Btw Manuval, what do yo mean by Restrictions: Value in the lore request?

And, do you want this charcater lore to be as long as the others or about 100 words? or maybe both?
 
Level 6
Joined
Oct 24, 2012
Messages
242
Hey guys!

I've been away since last friday and didn't have time to even check the forum. Now I'm back so I'll get on Manuval's requests. Btw Manuval, what do yo mean by Restrictions: Value in the lore request?

And, do you want this charcater lore to be as long as the others or about 100 words? or maybe both?

As long as the others maybe :)
 
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