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[Legacy] Modders Idea Factory

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And... maybe some bosses would do...

Number of Bosses: 3
Map Theme: Northrend
Map Kind: Hero Siege
Number of Spells Per Bosses: 2
Restrictions: None

Thanks before... and.. this thread AWEZOMEZ...
Instead of trying to figure out what's heroes with what's skills
this thread was the answer
 
Level 19
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@NazGulZation:i take the bosses
[/table]
Gauder,Brute magnataur chief - STR[r]
Abilities:

Brute force - single/multi
Passive.Boss deals X more damage every time he hits a diferent unit, and he gets -X damage every time hi hits the same unit, as a bonus, while hi hits the same unit, the amount of damage lossed will be a % of chance too make an X area atack dealing max heros damage.

Sprint - area
the boss walks X sec in reverse, them he runs too his orignal pisition, when he arrives there, he jumps too an random point, dealing area damage in X range, knockbacking and stuning nearest units in X range for X sec.

Special Events:
Fortune/Infortune-rulete:Each X sec, a money will apear and start too fly over units inside boss area, after X sec money will stop over a unit. That unit has X Chance too get a critical in next hit OR too get a critical hit when hited next time.

Event When Weak
sprint:has X chance that boss does´nt jumps when he arrives last position.
clash and bash:when boss life goes under 10%, he will get the clash and bash buff, this buff adds X chance too stun and knockback hited units.

Event When Used Ultimate
while weack, enemy ultimate: X chance too do double damage, X chance too get a critical fail (it means the ultimate is casted but nothing happens)
while FULL BOSS LIFE, ENEMY ultimate: X chance too reduce boss life too HALF.


Event When Killed
one allied hero died during battle: no special bonus
2 allied hero died: no item bonus
5 allied hero died: no XP
all heros alive:Give killer the summon stone too summon boss as a minion.

Event When Hit at Weakpoint
weakpoints:Head and back.
when hit the head:X chance boss gets the confused buff ( X chance too damage himself)
when hited back: X chance boss gets stuned for X set OR X chance boss autoheals X life.
[/CENTER]
[/table]

[/table]
Boe, Dark turkar summoner - INT[r]
Abilities:

Dark art-dark call - single non-hero target/point target
Transforms targeted non-hero in a allied for the boss, after X sec, targeted unit can return too your side, or be destroyed.
when point targeted, creates a skeleton that can´t get any buff, and stays alive for X sec.

Dark art-dark cast - area/dead stack
deals X damage too an area depending of the number of summons and dark calls boss has.If target is a non-hero, it won´t be damaged but it would be dark called instantly.

Special Events:
Unfair player:Each time a player heals himself, he will get a buff that reduces life until he returns too life before heal.
Darkness: while night, hero sight range will be reduced too a half.
Light power:while day, light powers do extra damage.

Event When Weak
dark calls:has and X chance too afect an non-targeted non-hero after the first target.
dark times:while night, unable too heal, or cast direct atack too boss.

Event When Used Ultimate
Allied ultimate:X chance that you lose ALL your mana, but ultimate does X+mana extra damage.
Mana shine: when launched your ultimate, X chance too get the allied bonus without cost.

Event When Killed
add the damn buff to th hero that killed the boss. If you don´t get too the next boss after X sec, that hero will be teleported ALONE too that boss, and no one will be able too enter until battle ends.

Event When Hit at Weakpoint
wekpoint:left hand and right ear.
when hited left hand:add the silence buff to boss for X sec.
when hited right ear: X chance that any dark call casted by boss gets a critical fail until X sec.
[/CENTER]
[/table]

[/table]
Ukno, the relentless - AGI[r]
Abilities:

weak stealt - no target
makes boss invisible for X sec, and it teleports him behind nearest weak hero in his boss area.
gives an X chance that hero sees boss.

Mace of pain - no target
Passive.Each time boss hit a unit,there an X chance that he launches finger of pain, this spell makes X damage too the hited unit, if it is a hero thought, there is an X chance that hero reflects the spell, dealing X damage too himself.

Special Events:
dead fingers:The boss launches X finger of deads too random points at X mana cost, at random time, this finger of deads will damage units int that point or in the line too the point, however, the point must be marked 3 sec before the spell launching (use anything too mark it)
relentless: boss can´t be stuned, knockbacked, poisoned or get any other afect on himself.

Event When Weak
no weak: when boss life goes under 10% and he has FULL mana, mana will be drained instanlly to 0 and the boss will get it as life.

Event When Used Ultimate
magic rebound: when allied ultimate is launched, there an X chance that your hero launches the SAME ULTIMATE.

Event When Killed
add mace of pain item too killer of boss.

Event When Hit at Weakpoint
weakpoint:none
[/CENTER]
[/table]

hope this are good bosses
 
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Level 3
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Jul 24, 2010
Messages
54
The ideas you gave was great...
You even add a certain event that should be done myself, in this case i shouldn't.
And some of your skill mentioned worked perfectly for an ORPG or Campaign map, where my map didn't belong in one of them...
And what's with the weakpoint thingy? it's warcraft not hack'n slash game
Overall your ideas is great..... +rep for your hardwork...
 
Arthas + Paladin = Normal Arthas ^^ Not the Evil one.

The problem is that there is not precise Spell request ^^

Number of spells : 2 or 3 or more =)
Spells theme : Must fit with the paladin
Hero : A Paladin using Arthas model
Hero Orientation : A support oriented paladi^n, not an heavy tank with 57 shields ^^
Map Genre : AoS
Map Theme : War3
 
Level 19
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Vladadamm: ok, taken


Barthas,paladin - STR[r]
Abilities:

light protection
increases the defense of the target in X, the hero can´t be the target.
while buff is at unit, hero gets X more life regen.

shield-spell/shield-protect
shield spell:crates a shield that absorbs X of the damage the target gets, when the absorbed damage is over X, shield will return too caster, changing power too shield protection.shield protection:hero links his life too the target, so he gets the damage, as the hero has the shield-spell on himself, the damage is reduced by X until shield gets overloaded again, them, shield desapears, whit the link at the fist target of the spell.Spell can´t be targeted directly to hero.

Light rune
Hero lays a rune at targeted area.Rune heals nearest unit wich life is under 10%, no matter how far target is.After X sec, rune desapears leaving a heal mark, any unit that enters there will be healed too max life, but only one time.
rune can´t heal hero, but heal mark can.

Ultimate:
Holy orb/ethernal light
Channel and spell stack.Hero creates an orb of light over his head after X sec.Orb drops light runes too random points, and each time this runes desapear, orb get bigger.ethernal light:when orb has got X size, power chages, and the orb is throwed too targeted area.Orb explodes dealing hight healing, but stuning enemies for X sec.Healed enemy heros will get ethernal light buff, wich neans, they have X chance too fail atacks until your hero dies, and they lose life until they are under 60%.

a bit too no support thought ._.
 
Level 11
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@NazGulZation, Sarcasm Bro ??
MINI-troll-face.png
 
Level 17
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Nov 4, 2008
Messages
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Lol.

But on a serious note, I think you guys should expand into doing lore. Background stories for classes, gods, notable people, zones, cities, etc. and then plotlines for games and quests.
 
Level 10
Joined
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Messages
622
Is there any free time for some requests?

It's mainly hero ideas needed:
1 Worgen Rouge (5 ability dps)
1 Gryphon Rouge (7 ability dps)
1 Worgen Warrior (6 ability tanker styled)
1 Arcane Mage (5 ability Dps)
1 pyromage (7 ability dot styled)
1 priest (7 ability full healer)
1 hunter (6 ability)

please note that all ability had only 1 level, and damage/effect are based on stats. Also, please do had some ability which temporately adds stats.

Thanks in advance.
 
Level 10
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@clockwork2: nope.

Sorry didn't noticed the format section but here is it.

Number of Heroes: 7

Number of Heroes with Intelligence Primary Attribute: 3
1 fire mage -------AoE + DoT-----------------7 ability needed
1 arcane mage----Single Target Dps-----------5 ability needed
1 priest-----------Healer, some damage+heal--7 ability needed

Number of Heroes with Strength Primary Attribute: 1
1 Worgen Warrior-------Tank styled, some damage--6 ability needed

Number of Heroes with Agility Primary Attribute: 3
1 hunter------------Ranged Dps+pet+multi-target+buff/debuff--6 ability needed
1 worgen rouge-----Melee Dps+Attack speed+racial ability------5 ability needed
1 gryphon rouge-----Melee Dps+sub-tank+racial ability----------7 ability needed

Map Theme: Flame
Map Kind: Boss-fight Map
Number of Spells Per Hero: each hero different, stated above
Number of Normal Spells Per Hero each hero different
Number of Ultimates Per Hero: 1 or 2 some may have 1 some may have 2, it's up to you
Restrictions: Value
 
Level 19
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@yeohxin: much better so. i take it.


Firen,fire mage - INT[r]
Abilities:

White flame
Hero damages an area of X size, for X damage.After that, hero gets the damage/2 as life.

Fire implosion
Channel.hero targets an area at X range of X size.After X sec, a fire impale will apaer there, dealing X damage too units in area, and stuning units for X sec.The unit that is right under the fire impale will get X+X damage and will be throwed too the air for X sec.

Back stand
hero moves automatically too the point were he died, leaving a fire track on the way that deals X damage too units that touch it during X sec.

Fire line
channel.marks a line between the caster an the target, After X sec, fire will go from the caster too the target, dealing X damage too each unit on that line.Them, the fire will move too another random point in a line, dealing X damage again.This efect cost X mana for the hero, an can be cancelled by launching another spell.The efect will repeat until heros mana is under the cost that efect needs.

Endless fire
Passive.Adds an endless fire buff too all your spells, so when they damage a unit, they will leave a buff that damages that unit in time.Buff keeps for X sec, after that, buff has a X% too keep on unit.Chance equal too heros INT.

Inner burn
Passive.When a unit that has ethernal fire buff or other fire buff of the hero on it dies, it will explode dealing fire damage in an X area, and have a X% chance too leave ethernal fire buff too units in that area.Also, all your spells will have x INT bonus damage at X mana cost per sec.

Ultimate:
Flames of the doom
Costs ALL heros mana.Hero launches a fire missile too the targeted area.Missile will explode there dealing max life + max mana as damage too units inside the area.


Athos,arcane mage - INT[r]
Abilities:

Wind missile
No coldown. Deals X damage too targeted unit, also reduces movement in X%.Adds a speed buff too hero.If you launch it while you have buff, it will deal X+INT damage too target.

Tornado shield
Adds tornado shield buff too targeted unit.Targeted unit gets X defense bonus and will reflect spells, but will be unable too move.Buff ends after X sec.(reflect spell mean they will return too caster and damage him for normal damage x2, exept ultimate, wich won´t be reflected).

Wind element
Passive.Adds X% chance that each time hero atacks an enemy, that damage goes too his mana.If that is more than max mana, hero will create a wind element that will desapear after X sec.

Ultimate:
Wind wound
Damages a unit for X damage, and leaves the buff open wound on it, this buff makes unit X% slower and makes it take X extra damage one time.

Mana implosion



Trian, priest - INT[r]
Abilities:

Heal sphere
Hero leaves a heal sphere at targeted point. Each unit that walks over there will get healed for X, only one time.

Unsummon
Deals X damage too a summon creature, or heals X if the target wans´t summoned.

Ether heal
Heals an X area, healing all units until they have all his life. If units are enemys, they will be damaged for X - number of allied units inside area.

Heal hands
Passive.Each atack you do has a chance too steal X% of life an stack it as number over heros head. Next time you heal a unit, that stacked number will be added.

Curenga
Heals targeted unit too max life, but stacks the healed damage over units head as number.When unit leaves heros sight of range, unit will be damage for that number, multiplied by the stacked number at heal hands.

Ultimate:
Heal chance
Heals nearest enemy for X, but leaves a buff on enemy, that makes damage himself every time he atacks hero until X sec.

Auto-heal
hero heals himself for X.Them he leaves a buff on all allies at X range, that makes that allies have X more life regen.


Hero Name - Hero Attribute[r]
Abilities:

Ability Name
Description

Ability Name
Description

Ability Name
Description

Ultimate:
Ability Name
Description


Hero Name - Hero Attribute[r]
Abilities:

Ability Name
Description

Ability Name
Description

Ability Name
Description

Ultimate:
Ability Name
Description


Hero Name - Hero Attribute[r]
Abilities:

Ability Name
Description

Ability Name
Description

Ability Name
Description

Ultimate:
Ability Name
Description


Hero Name - Hero Attribute[r]
Abilities:

Ability Name
Description

Ability Name
Description

Ability Name
Description

Ultimate:
Ability Name
Description

i will do more when i get more ideas ._. edit: your hero ideas fit more for an AoS or an RPG ._. edit2: i don´t now, my ideas are every time good for AoS, who has some ideas for boss fight?
 
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Level 10
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Messages
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@Paillan: Thanks for it!But, unfortunately, it's a little off the map's style. This is a boss-fight map, and those spell seems to fit AoS map very well, but not boring Boss-fight map. So if you could, please get me another set. Sorry for that.
 
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I wont make any requests until 10 more requests are finished. I punish myself for making many requests in a row. xD
 
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