• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

[Legacy] Modders Idea Factory

Status
Not open for further replies.
Level 19
Joined
Jan 22, 2011
Messages
3,980
O no you don't

Thior, storm spirit - AGI
Abilities:




Lightning charge - Unit Target
Hero channels for X sec. After channel. hero charges whit light speed to targeted unit, fading any unit between them (no collision= no damage=no spell interrupt) and finally reaching his target, deals Y damage and aplies purge buff, slows down by Z% for X sec.
Range: 900
Cooldown: 90 seconds
Notes: Medium mana cost. Getting stuned while channeling will consume 1/3 extra mana



Swung lightning - point Target
Makes a lightning fall on target point, dealing X damage and stunning ONE unit in that point for Y sec. near units and that unit will get knockbacked by Z. after X sec (stun duration) 2 lightning chains will be created at an Y distance from casting point and start circlying around it. Any unit that cross this circle will get Z damage and get purged. lightning chains will make a max of X rounds around the center.
Range: 700
Cooldown: 160 seconds
Notes: I thend to do impossible stuff so if this is one, tell my



Reshot - No Target
Throws a lightning to the nearest unit/hero whit more mana, stealing X mana, and them deals X damage to the enemy whit more life, where X is equal to lost mana. Them more second target gets away from lightning, them more damage it will deal (max up to 3 times stolen mana). Hero will loose 1/3 extra mana if this happens.
Range: -
Cooldown: 20 seconds
Notes: a spell that looks to be spammed, but no...



Ultimate:
Rising dragon - Area Target
First, hero creates X buried lightning around him, he them makes them ascend. Any unit under them will get knockbacked up and fall into the targeted area, getting Y damage and stuned for Z sec. after X sec, all lightnings fall at once into area, dealing Y damage. After Z sec, lightning will rise again, dealing X damage and purging.
Range: 11000
Cooldown: 200 seconds
Notes: Wombo combo is for nubs

Thaor, flame spirit - AGI
Abilities:


flame shoot - Unit Target
Deals X damage and stuns for Y sec OR burns X mana and slows down for Y sec OR burns Y life and silences for Z sec.
Range: 150
Cooldown: 11 seconds
Notes: LOW MANA.Spam it, get close and you win.


Fire mask - No Target
Engulfs hero in fire for X sec. Burns mana of near units by 3 per sec and life for 1 per sec. Slows down by Y% and silences units that loose more than 1/3 of their mana from this effect for Z sec. Lasts for X sec.
Range: mele
Cooldown: 50 seconds
Notes: Medium mana.Like usual demon hunter spell, but whit duration instead of turn off and burns mana too.



Moltem shield - Point Target
Creates a lava pod in target point. While hero is in it he will be inmmune to spells but unable to cast spells, last for X sec. Any other unit that may enter it will get silenced for X sec.
Range: 1300
Cooldown: 100 seconds
Notes: DAT mana cost...A truly ranged silence anti spells and combo whit ulti, is... OP



Ultimate:
Bound to fire - Unit Target
Instantly jumps to target unit, falling covered whit fire over it, dealing X damage. Spells will reduce cost to 1/2 for X sec. After X sec, hero releases the final fire in line, dealing Y damage towards all directions in line, until a max distance of Y. Spell gets more damage and duration if you cast it over units that are burning.
Range: 2000
Cooldown: 220 seconds
Notes: Another GOoD one. Remember that all his spells burn... except flame shoot where only one option does aply burn.

Well, spirit is mana based and tries to keeps enemies away, fire is mana destructor and tries to keep enemies near. Who gets better lvl, and better items, may win. PS: I hate DotA.
 
Last edited:
Level 23
Joined
Oct 20, 2012
Messages
3,075
Hey guys, I'm here to submit a hero file of my own. :3
This was supposed to be a hero for hive arena but a plain support hero like this is not really suited for a FFA map like HA so here he is! I hope this guy will be up to your standards. :3

Fr. Thomas, Priest - Intelligence
Suggested Model(s): Monk by Tranquil or any priest models
Description: Hero is solely a support hero. He cannot deal much damage but can augment his allies effectively with his skills.

Battle Stats:
Attack: Average
Armor: Average
Agility: Average
Inteligence: High
Strength: Low
Health: Low
Mana: Average - High
Speed:
Attack Rate: Average
Movement Speed: Average


Lex Aeterna - Unit Target
Doubles the physical damage dealt by an allied hero for X attacks / XX seconds. Number of attacks and duration is doubled if cast on self.


Sanctuary - Point Target
A veil of holy energies erupt in the targeted area, all allies within it will be healed while enemy units will be damaged. XX heal/damage per sec in a XXX area of effect.


Angelus - Instant
Boosts the armor of nearby allied units for a short duration. Bonus armor is doubled on the priest.


Divine Intervention (Ultimate) - Unit Target
Heals a target allied hero and makes it physically invulnerable for a few seconds. Allied units within 300 AoE of the target will be healed by half of the amount healed on the target. If targeted on an enemy unit, it will instead take damage and his armor will be reduced by X times the Lvl of the ability. Enemy units within 300 AoE will also take damage. The amount healed / damage is XX% of the max life of the target.

Technical difficulties:
- This hero relies on his allies and must not be on his own.
- This hero will not get most of the kills as his skills deal only minor damage.
- Hero is really fragile so there must be an ally nearby to defend him.

Advantages/Specialties:
- If a team has this priest close by, the change of survivability will skyrocket. Not only can he heal them when their health is low, He can also weaken enemy units for an easier kill.
- If done right, His last skill could kill a group of heroes all at once because of the considerable damage dealt by his ultimate.
 
Level 10
Joined
Jun 9, 2012
Messages
826
Hey guys i got another request going under the same project, serving the darker faction. Thanks in advance.

Butcher

Primary Attribute: Strength
Map Theme: Warcraft
Map Kind: AoS (DotA Style)
Number of Spells: 4
Number of Normal Spells: 3
Number of Ultimates: 1
Restrictions: Give it at least 1 passive ability.
Little Lore: He's supposed to be the dead abomination in Black Citadel resurrected by Magtheridon's minions to serve him once more.
Little Info on Hero (Hero Name): I'll let you set the name (Undead name)
Hero Model/Skin/Request Response:Abomination (slightly larger than other heroes)

I know there's a Butcher in DotA but i want it to be different, or similar..
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Here you go:


BTNAbomination.png

Azcog, the Flesh Abomination - STR
Abilities:



Blood Ritual - Passive
If the mana of the Flesh Abomination is less than 20% of its total mana, health is deducted instead. Additionally, the Flesh Abomination gains bonus attack damage for a portion of its health lost.
Range: 0
Cooldown: 0 seconds
Notes: Scales attack damage bonus and health deduction. The health deducted is based on the current mana cost of the ability.


Cleaver - Point Target
The Flesh Abomination hurls his cleaver on the target point, dealing magical damage to all units nearby unit and slowing the closes unit for a short duration. If Blood Ritual is active, this ability deals the portion of the health lost as bonus damage.
Range: 900
Cooldown: 8-14 seconds
Notes: Scales damage and slow is permanent. If the Flesh Abomination looses say 50 HP casting this ability, 50 damage is added.


Flesh Pound - No Target
The Flesh Abomination stiffs himself up adds a Pound effect to his next attack. His next attack would deal more damage than usual and lowers the affected units armor by 1. However, the Flesh Abomination may not attack for a short duration after. If Blood Ritual is active, the Flesh Abomination gets a reduced attack damage instead for the same duration.
Range: 0
Cooldown: 15-22 seconds
Notes: Scales damage and reduces the attack penalty.


Ultimate:
Agony - On/Off Target
Upon activation, the Flesh Abomination continuously depletes his health every 3 seconds and uses Blood Ritual instead. Additionally, the bonuses from the ability are doubled and gains bonus movement speed for each percent of health missing. This ability also passively increases the Flesh Abominations health regeneration.
Range: 02-4 seconds[/COLOR]
Notes: Scales movement speed bonus, health regeneration and ability bonuses, and reduces health depleted per 3 seconds.






BTNAbomination.png

Azcog, the Flesh Abomination - STR

Map Type

Lore:
You might have heard of the tales where an evil warlock stitches a number of bodies together to form the perfect one, but that it not the case of Azcog, the Flesh Abomination. You see, Azcog was a rich lord, a greedy and a glutton one. He lived in a life from oppressing the poor and literally chewing more than he can bite. This caused the universal hatred of the man, even his own family and advisors despised him and plotted behind his back. Then came the Necromancer-King Myrtaev.

He conquered the lands of greedy lords and killed them in the process. He led his undead army to the lands of Koud, the lands owned by Azcog and assaulted his castle. After the siege, nearly none was left, except the Azcog. Myrtaev amputated him, cutting on his arms, legs then eventually his head. He used the bodies of the people he killed and fused them together into a giant pile of flesh by Dark Magic. Azcog formed the hands and the head of the body. He then became known to anyone who sees him as the Flesh Abomination, and he lay waste to the lands of men. But that is just the story of the hands and head of the Abomination known as Azcog. What about the story of his feet, his body, his arms you ask? You might not want to know.
[tr]


He has a role of a more supportive tank, using items to gain very high amounts of HP then using it to spam his spells. His main ability is Blood Ritual, allowing him to use his health instead of his mana and adding larger attack damage for each health lost. It synergizes very well with both Agony and Flesh Pound, which allows him to maximize these bonuses. He can also try to catch a fleeing foe with Cleaver to slow them down and finish them. A good combo is to cast Agony, hurl your Cleaver then cast Flesh Pound. The attack penalty is neutralized by Blood Ritual and Agony combo, then just smack your way to victory.

Don't expect much from the story.
 
Level 12
Joined
Dec 20, 2011
Messages
885
BunnyAng, here you go, here are the lores for the two brothers:

Thior, Storm SpiritThior, the youngest of the elemental trio, is infused by the power of the surging storms. He seeks peace, tranquillity, and purity. Mastering the art of destructive lightning, he has turned the element into his own body and soul. Never the one to kill his enemies, Thior seeks salvation for his enemies and thrives to change their ways. He is treated by fellow pandarens well because of his good nature, while his brother is despised. Deep inside of him wants to change Thaor, and when he hears of the banishment of his older brother, he immediately requests to fight with Thaor in order to save him and lead him to the right path.

Thaor, Flame SpiritThaor, the older brother and the middle of the elemental trio, is infused by the power of scorching flames. His mind set on setting everything into flames, seeing everything turn into ruins and ashes is a hobby of his. He sees destruction as an art, and seeks to create a masterpiece out of the chaos that he creates. He has never been a fan of Thior, his younger brother, who sought a life of peace and tranquillity. He has come to hate Thior the most out of everything, and will settle for anything just to be able to kill his own brother. This hatred led to his banishment and he was sent to the Outerworld to atone for his sins.

 
Level 19
Joined
Apr 10, 2010
Messages
2,789
It should be "Swing Lightning". Basic rundown of what happens (as I understand):
  1. Lightning falls in the target point dealing x damage and stunning the nearest unit for y and gets knocked back by z points.
  2. After x, 2 lightning chains will be created at y from the target point and start rotating around that point. Think of it like a clock, with the target point as the center and the hands as the lightning chains.
  3. If a unit hits those chains, they are purged. The chains have an x number of rotations until it expires.
 

bethmachine

Banned
Level 8
Joined
Nov 4, 2012
Messages
419
Boss Name: Gilbert
Attribute: strength
Little Info About Boss (Lore/Background): He was once a human that got stranded in this forsaken island, with nothing to do time passed, he saw things that he never wanted to see, slowly he began to change into a monstrosity he is now, he lives in a ancient cave waiting to snatch hes next victim.
Boss Location: It is in a cave
Map Theme: Survival
Map Kind: Sprpg
Number of Spells: 2-3
Number of Ultimates: 1
Number of Phases: He might go mad with all the rage in his heart increasing his damage.
Restrictions: Do not make his powers to strong as he is the first boss you fight + for interests sake it is that new model (cave troll/goblin).
 
Last edited:
Level 12
Joined
Dec 20, 2011
Messages
885
Boss Name: Gilbert
Attribute: strength,agility,inteligence
Little Info About Boss (Lore/Background): He was once a human that got stranded in this forsaken island, with nothing to do time passed, he saw things that he never wanted to see, slowly he began to change into a monstrosity he is now, he lives in a ancient cave waiting to snatch hes next victim.
Boss Location: It is in a cave
Map Theme: Survival
Map Kind: Sprpg
Number of Spells: 2-3
Number of Ultimates: 1
Number of Phases: He might go mad with all the rage in his heart increasing his damage.
Restrictions: Do not make his powers to strong as he is the first boss you fight + for interests sake it is that new model (cave troll/goblin).

What attribute meant was the main attribute of the hero. If he's a strength/intelligence/agility type of hero boss or w/e.
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
It should be "Swing Lightning". Basic rundown of what happens (as I understand):
  1. Lightning falls in the target point dealing x damage and stunning the nearest unit for y and gets knocked back by z points.
  2. After x, 2 lightning chains will be created at y from the target point and start rotating around that point. Think of it like a clock, with the target point as the center and the hands as the lightning chains.
  3. If a unit hits those chains, they are purged. The chains have an x number of rotations until it expires.

yeah you got it.
 
Level 10
Joined
Jun 9, 2012
Messages
826
Cool. Thanks and i really enjoy the ideas you guys are providing XD.

Edit: I had a really hard time recently thinking about the hero ideas for the three heroes below. Could use some help, if you are free.

1. Archmage

Primary Attribute: Intelligence
Map Theme: Warcraft
Map Kind: AoS
Number of Spells: 14
Number of Normal Spells: 13
Number of Ultimates: 1
Restrictions: She has 3 core spells and an ultimate which works as a spell forger. She has a different style of playing compared to other heroes. Her 3 spells have 7 levels while her ultimate has 4. The spells don't do anything except giving a passive bonus when clicked. When clicking a combination of 3, for example, QQE, WWE, or QWE then clicking R, a spell is forged at an extra slot. There are 10 forgable spells but the hero can only hold one at once when the level of the ultimate is below 2 and once it reaches level 3 and 4, she can hold up to 2 spells. She needs to be able to adapt to situations easily given a good synergy of her spells and each level of a core spell makes the effect of the spell using it's element even greater. Should also be capable of setting her role based on her spell levels (ex: starting with a high level of Q (Intelligence) will have her a nuker role). Having different levels of elements changes the value of a damage or buff in a spell so for example level 2 Q and level 1 W produces a higher damage spell but vice versa cause the damage to be lower but the duration is longer, for example. This should help understand the hero's gameplay http://www.playdota.com/heroes/invoker
Little Lore: Lady Jaina Proudmoore came to assist in the war to end the demonic influence.
Little Info on Hero (Hero Name): Jaina Proudmoore
Hero Model/Skin/Request Response:http://www.hiveworkshop.com/forums/skins-552/jaina-blp-125986/?prev=search=jaina&d=list&r=20

2. Fire Wraith

Primary Attribute: Intelligence
Map Theme: Warcraft
Map Kind: AoS
Number of Spells: 4
Number of Normal Spells: 3 (4 levels)
Number of Ultimates: 1 (3 levels)
Restrictions: Should be either semi carry's role or nuker's role (aggresive early game and weak end game), whichever suites you due to the name.
Little Lore: A blood elf sorceress under Illidan to serve in the ranks of the army.
Little Info on Hero (Hero Name): Sephira Firestar
Hero Model/Skin/Request Response:http://www.hiveworkshop.com/forums/...blp-172428/?prev=search=sorceress&d=list&r=20

3. Venom Fiend

Primary Attribute: Agility
Map Theme: Warcraft
Map Kind: AoS
Number of Spells: 4
Number of Normal Spells: 3 (4 levels)
Number of Ultimates: 1 (3 levels)
Restrictions: Very deadly poison XD. An aerial harbringer!
Little Lore: Mutated cross-breed between a naga and a dragon? It's flying :p.
Little Info on Hero (Hero Name): Undecided
Hero Model/Skin/Request Response:http://www.hiveworkshop.com/forums/...than-blp-126742/?prev=search=naga&d=list&r=20

Hope it isn't too much.

Edit: Welcome Hexcellion! Sorry for not noticing it earlier :p
 
Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,789
Heres the Venom Fiend and the Fire Wraith:


Abilities:



Exhume Cloud - Area Target
Xacoutyl breathes out a cloud of noxious acid, slowing all enemy units in the area and gives a Stacking Poison for a short duration. Affected units with less than the armor of Xacoutyl gain two Stacking Poison buff instead of one. A second before the cloud expires, it suddenly solidifies, knocking back all enemy units outside the cloud.
Range: 900
Cooldown: 12-18 seconds
Notes: Scales slow factor and cloud duration. Enemies inside the cloud before the ability ends would get knocked back out of it, regardless if with crowd control or not.


Twin Poison - No Target
The next attack of Xacoutyl would fire off two balls of poison, dealing bonus attack damage in magical damage and adding two Stacking Poison buffs for a short duration. If the attacked unit is killed, Xacoutyl gains double gold bounty. Leveling Twin Poison increases the duration of all Stacking Poison buffs.
Range: 0
Cooldown: 6-10 seconds
Notes: Scales bonus attack damage and total buff duration.

icons_11594_btn.jpg

Plague Winds - Point Target
Xacoutyl flaps his wings, sending a gush of poisonous winds which deal magical damage to all enemy units and halve their armor for 1.5 seconds.
Range: 1200
Cooldown: 12-16 seconds
Notes: Scales magical damage only. Has very good synergy with Exhume Cloud. I can't really find an icon for this. Maybe a greenish recolor of this.


Ultimate:
Venom Strike - Unit Target
An enemy with a Stacking Poison buff receives more damage from Xacoutyl per buff. Additionally, casting this ability makes Xacoutyl form into a poisonous projectile which rushes into the enemy unit, dealing damage depending on the number of Stacking Poison buffs in it. After this ability has been casted, the amount of Stacking Poison buffs given is doubled for a moderate duration.
Range: 900
Cooldown: 18-24 seconds
Notes: Scales base damage and duration. Per buff, the total damage is increased by a percent. Example, if the enemy unit has 7 buffs in them, the attack damage dealt to that unit is increased by 70%. If 5 buffs, 50% and so on.


Xacoutyl is all about stacking buffs and using it to its own advantage, which also makes him vulnerable to any buff removal effects. His Venom Strike skill is perhaps his best one, having use for the Stacking Poison buffs. Overall, Xacoutyl is a very simple hero to use just requiring good buff management and having high armor value for Exhume Clouds full effect.

A good combo is to start with Plague Winds to lower armor and harass a bit then cast Exhume Cloud to have double the intended Stacking Poison. Then use Twin Poison on the enemy unit, having a total of 4 buffs and even 8 if you cast Venom Strike to an enemy hero before hand. After, use the passive of Venom Strike to deal much more damage and finish them off with your auto attacks.


Abilities:



Burning Vengeance - Hidden Passive
Increases the STR stat of Sephira by a percentage of her total INT stat. Increases the percentage by 10 % every 2 levels maxing out at 70% bonus.
Range: 0
Cooldown: 0 seconds
Notes: Shows up as a buff called "Burning Vengeance". Bonuses work like this: If the INT is 10 and the STR is 4, it gets say 20% of the INT stat, which is 2, and adds it to the STR, making it 6. 10% may seem too much, so it can also be 7%.


Inner Fire - On/Off Target
Upon activation, Sephira consumes health instead of mana for her abilities. She cannot be healed by spells or items when this mode is active. Additionally, activating this increases the attack damage of Sephira depending on the cost ratio of the spell.
Range: 0
Cooldown: 2 - 4 seconds
Notes: Scales cost ratio. Initial cost ratio is 4 health used per mana required by the spell. Attack damage is increased by the cost ratio. Off version would be a blue recolor of it.


Outcast - Unit Target
The years Sephira has spent in solidarity has allowed her to unlock even greater powers. Sephira traps the target enemy unit in a flame prison, dealing physical damage per second based on her total mana as long as the duration is over and preventing the target unit from receiving positive buffs. Additionally, if Inner Fire is activated, Sephira gets bonus spell resistance.
Range: 700
Cooldown: 14-18 seconds
Notes: Scales DPS, spell resistance and buff duration.


Molten Impact - Unit Target
Sephira hurls a fist made out of molten rocks which smash at the target unit, knocking it back and dealing physical damage based on her total mana. If Inner Fire is active, it deals magical damage instead bypasses any armor or spell resistance.
Range: 900
Cooldown: 8-12 seconds
Notes: Scales damage.


Ultimate:
Inferno Hate - No Target
Sephira channels her hatred, dragging any nearby enemy unit to her and slowing them after while constantly depleting a percent of her mana every second. After, she releases it all out in the form of an outward explosion of flames, dealing damage depending on the number of mana consumed and the distance of the enemy unit. Enemy units affected are knocked back and Sephira is stunned after.
Range: 0
Cooldown: 50-80 seconds
Notes: Scales mana used per second and stun duration. Inner Fire allows her to deplete her health instead. The spell works by dragging any nearby unit to her then severely slowing them after.


Changed Fire Wraith to Flames of Hatred.

Sephira is a strong early game hero due to her high initial INT stat, allowing her to have an also high STR stat and her spells which rely on her base mana/health. She has a slow growth and relies on farming due to low sat gains (INT highest, AGI second highest and STR lowest) and need for items, but she is a slow farmer due to her also poor base attack damage. This makes her quite the challenge to use and an easier target in mid to late game. All she needs are proper items.

However, her skills are powerful. A Sephira with high INT allows her to spam her spells more often and a Outcast-Molten Impact combo leaves foes mostly devastated due to their reliance on her mana/health. Inferno Hate really leaves your enemies wasted with its massive damage, being a wonderful spell in team fights.

I'll do the lore later.
 
Level 23
Joined
Oct 20, 2012
Messages
3,075
Were really having trouble thinking of bosses for hive arena so I guess I'll be a customer once again here. :3
I do hope that the info I provide will be clear enough or complete enough for your convenience. x3

Boss Name: General Vezax (A temp name)
Attribute: He would be made as a unit but.. if it was a hero, it would be a strength hero.
Little Info About Boss (Lore/Background): He's an ancient monster that rose from the depths of the ocean/sea to wreak havoc in the land. When the arena was built, he now battles the heroes that are there to prove his might.
Boss Location: A medium size arena
Green circles = trees
Blue stuff= water
teal=ramp (water to land)
222907-albums6224-picture69727.jpg

When the fight starts, he would rise from the water at number 1 then walk towards the shore (Number 2). The hero (Only one would fight him) would be teleported at number 3. There could be times that he would go out of the water to attack but it should only be for a short time.

Map Theme: Sea / Water
Map Kind:
an Arena/AOS/Mini-Game/RPG/Survival map. So, basically, it's a Hybrid map.
Number of Spells: 2
Number of Ultimates: 1
Number of Phases: 2
Restrictions: Eh? Restrictions? Can't think of one.. mind giving an example? xD


Were not focusing on lore so the story is a bit vague. Sorry. And the restrictions part I don't quite understand. :V
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Restrictions is the field where you put something you want specifically for that hero, say you want him to have fire abilities, etc. You even placed some yourself:
When the fight starts, he would rise from the water at number 1 then walk towards the shore (Number 2). The hero (Only one would fight him) would be teleported at number 3. There could be times that he would go out of the water to attack but it should only be for a short time.

Also, Attribute is used in a very loose sense there to add some guidance.
 
Level 12
Joined
Dec 20, 2011
Messages
885




Jaina Proudmoore, Archmage - Intelligence

AoS

Lore:
Mastering an element or two in magic has never been an easy feat, mastering three elements is however in a different league. Jaina Proudmoore, a young archsage who was trained by the high sage himself, has mastered the use of Element 1, Element 2, Element 3, combining these three to create a new type of magic. Manipulating the powers of these elements, Jaina is able to do almost anything with her magic. Being young and having this knowledge is not a good thing though. As this skill of hers took a toll upon her body and has affected her control of the said magic. She is still a prodigy, and many fear her prowess. She now joins the battle, hoping to end the darkness that had befallen her land, and bring peace once and for all.
[tr]
Here's the lore for the first hero, BunnyAng. I could do the skills but I need to ask a question, same with my previous post: What are her elements? Fire, ice, and lightning?
 
Level 10
Joined
Jun 9, 2012
Messages
826
Sorry for the late reply. Actually, i had Fire, Water and Wind in my mind but you can go ahead for setting up the elements, if you want to.

By the way, Kanadaj, now that you mentioned Sapphire and Fire, i did thought it doesn't ring well lol. Damn gotta find a new name :p.

Edit: Like my previous post, i'd like it if you can teach me how to use the spells provided by Paillan regarding the Storm Spirit and the Flame Spirit. You could add in items (ordinary ones like bash, kelen's dagger) in the mini tutorial (hero guide) :)

Edit 2: Finished reading through the hero ideas and they both would spice the game up XD. For Jaina, i can't wait for it and perhaps a Fire (Intelligence), Water (Agility) and Ice (Strength) would do? Just a second thought, since it was originally seen in the melee Archmage's spells.

PS: Ignore the Fire Water Ice if you're already starting.
 
Last edited:
Level 10
Joined
Jun 9, 2012
Messages
826
Yeah, i was planning on something similar to DotA's Invoker cause it has a very unique gameplay. It's only a similar style but with different spells.

PS||: It pains me to see Crystal Maiden on DotA getting killed late game considering Jaina is a high human leader so i'd want her to take on a higher role than being supportive.
 
Yeah, i was planning on something similar to DotA's Invoker cause it has a very unique gameplay. It's only a similar style but with different spells.

PS||: It pains me to see Crystal Maiden on DotA getting killed late game considering Jaina is a high human leader so i'd want her to take on a higher role than being supportive.

Not so unique because you copied the idea now. and Btw, Jaina and Rylai are different people :D
 
Level 10
Joined
Jun 9, 2012
Messages
826
Yeah lol. Well maybe one day i can come up with a very unique one :p. Invoker's one of my favourite hero, still mastering, though. Alongside are Butcher and Faerie Dragon, and Nerubian Assassin. Sorry for being off-topic. But i have to admit, the ideas here really do teach me about synergizing spells. Yeah Jaina and Rylai are different, but it's the same model they use :p.
 
Last edited:
Level 15
Joined
Oct 18, 2008
Messages
1,591
Hmm... For me, maybe, I guess DJ would welcome me back any time, but otherwise no, the door isn't open for anyone, any time - it's up to DJ whether he wants new members or not. And I resigned because I lack motivation/time, not because of the activity - though I think I lost motivation because there was rarely any activity, and even then, my work went to void (mostly)
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Jesus... I resign, and the next day we have life here o_O

You and your luck :p

Anyways, heres Hera_'s request:



General Vezax - STR
Phases:

[tr][td]

Phase 1 Spells:

icons_13105_btn.jpg

Phase Info
Activates At: 100% health
Stops At: Less than 45% health
Description: This phase is based more on controlling enemy units from afar with abilities such as Tidal Wake and Overgrowth.


Tidal Wake - Point Target
Vezax calls up a huge wave which slams onto shore, dealing moderate damage and reducing any affected unit/s armor.
Range: Unlimited
Cooldown: 20-24 seconds
Notes: Scales damage and armor reduction. Can be only casted at sea, and the wave goes until the shore, only damaging units in the shore.


Fell - Point Target
Vezax faces the target point then immediately rushes into it, felling any enemy unit. Knocks back any enemy unit/s in Vezax's path and deals damage to them. Affected units are also stunned for half a second.
Range: 1800
Cooldown: 12-20 seconds
Notes: Scales damage and range. Vezax would most likely to rush to point 3.


Ultimate:
Overgrowth - No Target
General Vezax summons aquatic tentacles from the deep which attacks all enemy units in land. Aerial units are grounded and stunned while ground units have the tentacle grab them then deal damage per second. Vezax cannot attack while the tentacles are alive. Lasts for a short duration.
Range: 0
Cooldown: 45-60 seconds
Notes: Scales duration. After the duration, all tentacles die out.
[/td][/tr]
[tr][td]

Phase 2 Spells:

icons_13880_btn.jpg

Phase Info
Activates At: 45% health
Stops At: Above 45% health or death
Description: At this phase, General Vezax goes into land more often and gets increased attack speed, attack damage and mana regeneration. However, he gains reduced movement speed. He also retains all the spells from his previous phase.


Execute - Unit Target
Vezax tries to execute the target enemy unit by using his giant claws. If their health is below 15% of their maximum HP, they immediately die. If not, it deals large damage which ignores armor.
Range: #
Cooldown: 20-30 seconds
Notes: Notes come here about the ability if required, else remove it!


Magnitude - No Target
Vezax continuously slams the ground, dealing damage to enemy units every slam. Vezax would slam every 1.5 seconds until the duration is over. However, he remains immobile at this state.
Range: 0
Cooldown: 18-24 seconds
Notes: Scales duration and damage. This allows ranged units to easily pick him, but he gains less damage at this state.


Ultimate:
Flood Levels - No Target
General Vezax floods the lands which increase the overall water levels and prevent unit/s from moving around the battlefield. Lasts for a moderate duration.
Range: 0
Cooldown: 70-80 seconds
Notes: Scales duration. In this spell, the terrain itself is modified, lowering cliffs or tiles to deep water to prevent any enemy of Vezax from maneuvering in the battlefield. A deadly spell.
[/td][/tr]
 
Level 6
Joined
Apr 3, 2009
Messages
113
Primary Attribute: Strength
Map Theme: Warcraft
Map Kind: AoS
Number of Spells: 5
Number of Normal Spells 4 (one of them is an initial aura)
Number of Ultimates: 1
Restrictions: I'm using this model: The hero should be a death knight naga or a naga returned from the dead to seek revenge. And please make the spells easily triggered since I'm not that good with triggers. I'd like it more towards synergy than complicated mechanics. ^^
 
Status
Not open for further replies.
Top