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[Legacy] Modders Idea Factory

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Level 10
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Jun 9, 2012
Messages
826
Kinda needed a hero idea for this one. I can't think much since this model doesn't have much animation other than attack.

Primary Attribute: Agility
Map Theme: Warcraft
Map Kind: AoS
Number of Spells: 4
Number of Normal Spells Value: 3
Number of Ultimates: 1
Restrictions: Uses this http://www.hiveworkshop.com/forums/...rev=search=blood%20elf%20assassin&d=list&r=20 skin. Has at least 2 spells easily made (without triggers), something simple. 1 of her spell and her ultimate needs to be a passive. Also, when you create her, i'd appreciate if you recommend her to be ranged or melee, since i don't get her attack animation.
 
Level 13
Joined
Mar 19, 2010
Messages
870
Hallo Guys,

im the project leader of "Forsaken Bastion's Fall" and i want to ask you if you're interested in put you cool hero ideas in our forum.
Our mod has a lot of heroes but for the next year we planning to add new heroes with cool abilities and stories.

Maybe your idea could be the next ;-)

So what you have to do? Just add your Hero/Item/Tower Ideas in our forum and we can discuss all about your suggestion.

Best Reg.
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Hallo Guys,

im the project leader of "Forsaken Bastion's Fall" and i want to ask you if you're interested in put you cool hero ideas in our forum.
Our mod has a lot of heroes but for the next year we planning to add new heroes with cool abilities and stories.

Maybe your idea could be the next ;-)

So what you have to do? Just add your Hero/Item/Tower Ideas in our forum and we can discuss all about your suggestion.

Best Reg.

Just to be clear, i've allowed this since I kind of helped before and think that it has a good concept.

Primary Attribute: Strength
Map Theme: Melee
Map Kind: Altered Melee
Number of Spells: 3
Number of Normal Spells 2-3
Number of Ultimates: 0-1
Restrictions: Must fit Lost theme. Focus is on offense, ruthlessness. Currently his ultimate is the above mentioned spell. I would like to see something done with carrion beetles, some kind of hoard that follows him perhaps.

Here is the Pain Lord, Kam:


BTNHeroCryptLord.png

Pain Lord - STR
Abilities:



Chitinous Crush - No Target
For the next attack of the Pain Lord, he uses his large claws to smash the enemy unit, dealing significantly larger damage. Hitting a unit with mana causes the same damage to be dealt to their mana and half of it to be drained by the Pain Lord.
Range: 0
Cooldown: 9-15 seconds
Notes: Scales damage. Allows the Pain Lord to easily compensate for his lack of mana and easily spam out more and more Carrion Beetles.


Locust Eye - Unit Target
The Pain Lord throws a flock of locusts at the target enemy unit which are initially invisible and grant vision of that unit for a moderate duration. After the duration is over, the locust flock tries to consume the target unit which deals damage depending on the distance traveled but destroys the flock itself.
Range: 900
Cooldown: 10-20 seconds
Notes: Scales duration. This is a great spell for scouting whole bases and not being caught doing so or even pin down fleeing enemy units.


Carrion Shield - Autocast
For every unit killed within range of the Pain Lord, he converts their corpse to a carrion beetle The beetles then swarm around him, making nearby units lose health per second as long as they are within range. Each conversion of a corpse costs a few mana.
Range: 0
Cooldown: 2 seconds
Notes: Scales damage and mana per conversion. This ability is easily deprived by his low mana. Having the Pain Lord burrow causes the swarm to temporarily disappear and reappear when he surfaces. This ability cannot take effect while the Pain Lord is underground.


Ultimate:
Tumor - No Target
The Pain Lord burrows into the ground gaining armor, and generating a line of spikes every second that deals damage to enemy units and stuns for a second.
Range: 0
Cooldown: 60-120 seconds
Notes: Scales damage per spike. Changed the 2 second stun to a second and removed the mana requirement. This makes it more of a tide turner in a fight. Burrowing causes him to be free of any current DPS/negative buffs but still affected by AoE damage.


I didn't know what model/skin you were using, so I just left the icon and model link to default (for icon, I made it the Crypt Lord's icon and for the model, I just left it blank).
 
Level 19
Joined
Apr 10, 2010
Messages
2,789
Kinda needed a hero idea for this one. I can't think much since this model doesn't have much animation other than attack.

Primary Attribute: Agility
Map Theme: Warcraft
Map Kind: AoS
Number of Spells: 4
Number of Normal Spells Value: 3
Number of Ultimates: 1
Restrictions: Uses this http://www.hiveworkshop.com/forums/...rev=search=blood%20elf%20assassin&d=list&r=20 skin. Has at least 2 spells easily made (without triggers), something simple. 1 of her spell and her ultimate needs to be a passive. Also, when you create her, i'd appreciate if you recommend her to be ranged or melee, since i don't get her attack animation.

Here you go:
By the way, she's melee. This one is quite a challenge to do for the lack of custom skills.

Abilities:



Flow - Unit Target
Vanet disrupts the flow of blood of the target enemy hero, dealing magical damage as well as making them unable to cast spells.
Range: 600
Cooldown: 10-15 seconds
Notes: Scales damage and duration. Based off Soul Burn of Fire Lord.


Blood Boil - Passive
Upon casting a spell, Vanet consumes some of her mana to send out an eerie aura, which deals damage to nearby enemy units.
Range: 0
Cooldown: 1-3 seconds
Notes: Scales damage and reduced cooldown. This is a custom ability but something not hard to code. Just change the border of the icon to passive.


Crimson Stomp - No Target
Vanet stomps the ground which makes it burst out with a torrent of blood around her, dealing damage to nearby enemy units. This also stuns enemy units for half a second.
Range: 0
Cooldown: 8-14 seconds
Notes: Scales damage. Based off War Stomp. Casting this spell makes her


Ultimate:
Hemorrhage - Passive
Vanet makes each of her attacks or spell wear her enemies off, adding a buff known as Hemorrhage on the unit. Each stack of Hemorrhage amplifies her attack damage and upon reaching the maximum stacks of Hemorrhage, her next attack would slow the enemy unit for a short duration and deal minimal burst damage.
Range: 0
Cooldown: 0 seconds
Notes: Reduces maximum buffs per unit. Hemorrhage buffs cannot be gained from Blood Boil.


She plays more of an offensive caster who is fairly easy to use. She needs a high AGI stat to increase her movement speed as well as attack speed to be able to properly chase her enemy units. A good combo is to enter with a Crimson Stomp which activates Blood Boil. Then, keep on attacking the enemy unit you chose to attack. Before they try to escape, cast Flow, which deals good damage as well as silences them, preventing them from casting escape spells. If you have a reasonable amount of Hemorrhage buffs, you can make it damage and slow the target hero and finish them off by using your attacks. This is why its important to stack on AGI items for their movement speed and attack speed bonuses.
 
Level 10
Joined
Jun 9, 2012
Messages
826
And i thought you were trolling DJ lmao. Okay back to business.

I thought i needed a boss request for another map of mine.

Boss Name: Magma Lord
Attribute: None (He's like Roshan, considered a unit)
Little Info About Boss (Lore/Background): The Magma Lord is the ruler of the underground cavern, where he keeps some of the most powerful artifacts in his chamber. These artifacts have attracted the forces of the Horde and the Alliance, brewing up a new war for the relics. The Magma Lord will do whatever it takes to defend his treasure from both factions.
Boss Location: Underground, lava cliffs
Map Theme: Value
Map Kind: Alternate Melee + AoS (really awkward one)
Number of Spells: 6-10
Number of Ultimates: 2
Number of Phases: 4
Restrictions: The boss uses this model (http://www.hiveworkshop.com/forums/...?prev=search=lava%20dragon&r=20&d=list&page=4). He needs to be very difficult. Difficult, capable of wiping out an entire team in seconds in the last 2 phases if the team is careless, but, still possible to be defeated if the players of five pay full attention and play with care. There are several other bosses in the game with different elements that are somehow linked to this chamber but they are hidden and are not as powerful as the Magma Lord (You could do them all if you'd like). So this boss needs to be OP, being the king of the chamber. Pls make use of his animations etc: the stand walk alternate, morph). Another thing to note in this boss fight is that while the a team of five heroes fight the boss, another team (enemy) may enter and disrupt the fight to gain the artifacts themselves. The artifacts are however droppable.

A screenshot of the layout of the boss location is here.
http://www.hiveworkshop.com/forums/pastebin_data/clcxd0/_files/Boss Arena Layout.bmp
 
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Level 23
Joined
Oct 20, 2012
Messages
3,075
Hey guys! I'm back with some requests again. A lot of them. ^^

---Hero Request---

Primary Attribute: Strength
Map Theme: No Specific Theme. Heroes May come from the future or the past.
Map Kind: Arena
Number of Spells: 6
Number of Normal Spells 4
Number of Ultimates: 2
Restrictions: Uses: Illidan (with wings) model.

How my spells are in the map:
Skills 1-3 - Normal spells (12 levels)
Skill 4 - Ultimate spell (7 levels)
Skill 5 - Special spell (2 levels)
Skill 6 - Hero skill (10 levels)(This skill would be like the attribute bonus except has a unique effect on each and every one hero. Can be passive or active)(Examples: Bullet craft to use in skills, Armor bonus, Applies poison that will only activate with another skill, enhances spell damage, etc.)


Primary Attribute: Strength
Map Theme: No Specific Theme. Heroes May come from the future or the past.
Map Kind: Arena
Number of Spells: 6
Number of Normal Spells 4
Number of Ultimates: 2
Restrictions: Uses: Tauren Cheiftain Model

How my spells are in the map:
Skills 1-3 - Normal spells (12 levels)
Skill 4 - Ultimate spell (7 levels)
Skill 5 - Special spell (2 levels)
Skill 6 - Hero skill (10 levels)(This skill would be like the attribute bonus except has a unique effect on each and every one hero. Can be passive or active)(Examples: Bullet craft to use in skills, Armor bonus, Applies poison that will only activate with another skill, enhances spell damage, etc.)


---Hero Background Story Request---

Hero Model/Skin/Request Response: Blizzard Illidan (with wings)
Atrribute: Agility
Little Info on Hero (Hero Name): From the hero request above
Little Lore: From the hero request above
Map Theme: No specific theme.
Map Kind: Arena
Restrictions: depends on the result of the hero request above


Hero Model/Skin/Request Response: Blizzard Rifleman
Atrribute: Agility - Range
Little Info on Hero (Hero Name): Dwarven Sniper (Haven't found a suitable proper name yet)
Little Lore: A hero that fights not close to the battle field. He's deadly at a distance however, he's very ineffective when fighting with an enemy in close range.
Map Theme: No specific theme.
Map Kind: Arena
Restrictions: Skills
  1. Piercing Shot - skill that would ignore armor and deal bonus damage to unarmored units. Bullet usage increases the higher the level.
  2. Rifle Upgrade - increases range and damage but decreases attack speed. When engaged in close combat, there's a chance to miss and armor is lowered but damage is greatly increased.
  3. Head shot - chance to deal double damage and stun
  4. Assassinate - Deals massive damage to the target. If the sniper is not visible to the target, it will deal bonus damage. Bullet usage increases the higher the level.
  5. Explosive bullets - Each attack deals AoE damage and blinds and stuns enemy units for a few secs. Bullet usage increases the higher the level.
  6. Bullet Crafting - Creates bullets for later use.

Hero Model/Skin/Request Response: Blizzard Captain/Footman
Atrribute: Agility
Little Info on Hero (Hero Name): Knight - Melee (Not final)
Little Lore: A hero that focuses on defense and armory.
Map Theme: No specific theme.
Map Kind: Arena
Restrictions: Skills
  1. Counter - While active, all physical attacks the knight suffers will be countered by the knight dealing part of the damage dealt to him.
  2. Heal - heals the target and gives damage resistance for a few secs.
  3. Shield Bash - Hits the target with hit shield damaging, stunning and knocking the target back.
  4. All-out Defense - All enemy units will attack him but his armor will be increased greatly and will become spell immune within the duration.
  5. Redemption - Heals all allied units within the AoE. Dying units that just got affected by this skill will have a chance that it will be resurrected.
  6. Armor Mastery - Increases Armor

Hero Model/Skin/Request Response: Blizzard Illidan w/o wings
Atrribute: Agility - Melee
Little Info on Hero (Hero Name): Time Void : Kronos (Not final)
Little Lore: A time entity with the ability to manipulate time.
Map Theme: No specific theme.
Map Kind: Arena
Restrictions: Skills
  1. Heart Stopper - Time is paused in the victim's heart. Dealing damage over time and be stunned.
  2. Time walk - Travels to the target point instantly.
  3. Dimensional Warping - Everything around the void is warped. Enemy units are slowed and allies are hastened.
  4. Accel - Speeds up movement and attack speed however causing less damage.
  5. Time Warp - Travels a few seconds to the past. Cooldowns are reset.
  6. Time Skip - Chance to skip a second to the future.

Hero Model/Skin/Request Response: Blizzard Thrall
Atrribute: Intelligence - Range
Little Info on Hero (Hero Name): Far Seer (Not final)
Little Lore: A great shaman. Best in using the spirit's power to his own advantage.
Map Theme: No specific theme.
Map Kind: Arena
Restrictions: Skills
  1. Arc Lightning - A bolt og lightning hit the target damaging and stunning it.
  2. Incinerate - Conjures a pillar of flames XXX units infront of thrall dealing DPS and slowing enemy units.
  3. Earth Bind - Target is bound to the earth and suffers DPS
  4. Synchronization - Every time thrall casts a spell, there's a chance that an additional effect will occur.
  5. Far Sight - Reveals the location of a random enemy hero.
  6. Feral Spirit - Whenever an enemy dies of thrall's spells, a pair of feral spirits will be summoned. Not more than a pair could be summoned at a time.

Hero Model/Skin/Request Response: Blizzard Kobold (Violet One)
Atrribute: Intelligence - Melee
Little Info on Hero (Hero Name): Silent Mage - Echo (Not final)
Little Lore: One who likes silence.
Map Theme: No specific theme.
Map Kind: Arena
Restrictions: Skills
  1. Agonizing silence - silences the target and makes it suffer more spell damage.
  2. Awkward silence - the area around echo seems to always have awkward silence. Especially to enemy spell casters. Drains mana per sec and transfers it to echo.
  3. Soul Strike - Deals AoE damage depending on the target's missing mana.
  4. Silence is Golden - Whenever a hero casts a spell near echo, it will lose mana and some hit points.
  5. Screeech - Echo releases a very high pitched screech that his allies cannot hear however deals pure damage to enemy heroes.
  6. Reflection - Whenever echo suffers spell damage, part of it will be returned to the caster whenever this skill is active.

For all of my requests: The map is mainly about heroes gathered by an entity into a different dimension to win the "holy grail" of heroes. So, some heroes are from the past some are from the future all wanting to have that one item that would change their lives.

The hero stories will be placed in the tool tip area. So not too long.
 
Level 19
Joined
Jan 22, 2011
Messages
3,980
Loves op I
Magma lord - -
Phases:

[tr][td]

Phase 1 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At:100% hp In this phase magma lord thinks that you're not worth fighting and will send merely minions, but also fire wave that may kill you If you're not paying attention.
Stops At:70% hp OR 50% mana
Description: Magma lords stop treating you like nothing, now you're like an anoying insect for himAt the magma lord reaches 65% hp he will get second form (45% mana) while ni middle of 70-65% or 50-45% he will deal extra damage with magma ray


Magma Ray - Point Target
After channeling some seconds, magma lord throws a heavy concentrated magma ray towars target point. Any summon between target and caster will be destroyed and its life will be added to the main damage. When hitting and hero it will deal damage and reduce its armor by 20%, and deal DoT of X+amount of health of all killed summons in the way, over Y seconds.
Range: 1000
Cooldown: 160 seconds
Notes: This will be a real pain to deal to summoners, and yes, magma lord focuses summoners


Magma minion - No Target
Creates a magma minion in front of caster. Any unit in that point will get a small damage. magma minion has a passive inmolation and will move towars line of magma ray when casted. Has averange life.
Range: -
Cooldown: 60 seconds
Notes: spam of this in a line + magma ray + bad positioning = dead


Magma wolve - Area Target
Sends a pack of wolves to target area, slowing units inside that area by 30% upon falling, but reducing wolves life by 40%, each wolves attack slows a unit by 3% stacking until 20% to the same unit. slow has small duration. When wolves die they stun neares target for channel time of magma ray. Low Hp.
Range: 1000
Cooldown: 30 seconds
Notes: sending my diplomats 'mon! Ups, I forggot they killz everything.


Imp -No Target
Creates a swarn of imps that float around caster. Any mele attack will provoke one of this imp to start confusing attacker, making it move into random directions. Imps count of magma ray and have locust. Last for X sec.
Range: -
Cooldown: 90 seconds
Notes: Yes magma ray kills invulnerable unselectable annoying little stuff.


Magma cultist - No Target
A magma human wizard enters the fighting zone from one of the 4 corners. He has fireball (damage and stun), ignite (DoT and nothing else). also counts for magma way. Medium hp and hight mana.
Range: #
Cooldown: 150 seconds
Notes: Random stupid cultist

Phase 2 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At:70% life Magma lord is now a bit tired off you but since he is really such a proud asshole he won't attack you with his maximal strengh (chaging phases removes prior phases spells, if magma lord would archive more health, he won't go back to a prior phase)
Stops At:50% life Magma lord starts worring a bit about having a real chance to die.
Description: Description


Inner burn - Unit/Hero Target
Magma lord makes target unit burn from inside dealing true damage and silencing for X sec. When inner fire ends it will still burn that target for half damage and half duration, no silence. Still true damage.
Range: 1000
Cooldown: 90 seconds
Notes: True damage bypasses armor and damage reduction items


Lava pits - No Target
Magma lord activates the unactive lava pits of his fighting area, dealing fire damage to any unit that steps on a lava tyle. any unit that may stay longer than X sec will get stuned for X sec and DoT for a small damage for Y sec. Lasts Z seconds.
Range: -
Cooldown: 100 seconds
Notes: watch where you step


Collapsing ceiling - Area Target
Magma lord takes a piece of the ceiling, forms a giant ball with it and turns it on fire (this is a channel off X sec). After that, he throws it to target area, dealing X damage and creating some impassible rock that have medium health. Rocks have permanent inmolation.
Range: 1000
Cooldown: 130 seconds
Notes: The roof is fallin 'mon!

Ultimate:

Evil fire - No Target
Deals damage to any unit in an X range for each fire buff it has, and stuns them for Y seconds. If evil fire kills an enemy, it will deal bonus damage to other units inside area, Z extra damage for each hero that dies.
Range: 700
Cooldown: 200 seconds
Notes: Note that the extra damage is aplied to all units that are in area, being able to provoke a domino effect.
[/td][/tr]
[tr][td]

Phase 3 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At:40% hp Magma lord really starts to worry about his life, starting to cast more powerfull spells.
Stops At: 20% hp Not wanting to die will make magma lord extremely violent.
Description: Description


Dragon head - Point Target
Sends a lava missile in the form of a dragon head to target point. Deals damage to any unit that may be there and burns for X seconds. If there is no unit, it will bury himself and wait for somebody to walk over it, in this case it deals less damage but still burns units that activated the trap in a minimal range.
Range: 1000
Cooldown: 90 seconds
Notes: 1000 range for first cast, for goblin mine effect I suggest something like 80 or less


Fire ball - Unit Target
Throws a giant fire ball to target. Deals more damage them more fire buffs that unit has.
Range: 1000
Cooldown: 70 seconds
Notes: I am running out of ideas ._.


Burn - Area Target
Burn all units inside target area, dealing medium damage and massive damage if tyle is a lava tyle. DoT to any unit which's life ends at less than 20% after first effect for X sec.
Range: 1000
Cooldown: 90 seconds
Notes: Fire, fire everywhere


Fire shield - No Target
Magma lord engulfs himself infire, having a permanent inmolation in a small-medium range, and getting bonus armor for X seconds.
Range: -
Cooldown: 50 seconds
Notes: If magma lord enters phase 4 with this spell on, he will get inmolation and armor buff forever, and increase the power of effect of those.
[/td][/tr]
[tr][td]

Phase 4 Spells:

BTNSelectHeroOn.png

Phase Info
Activates At: 20% hp Magma lord is so afraid to die it yust wishes to wipe you out off existance
Stops At: 0% hp Hm, you won, congrats.
Description: During this phase if enemy team hasn't arrive boss area, they can't enter anymore


crushing boulder - Point Target
Sends a boulder to target point that crushes enemies in line dealing high damage. when it reaches target point it may implode and deal extreme damage in a medium area, or return his way to caster dealing extreme damage in line.
Range: 1000
Cooldown: 100 seconds
Notes: EXTREMELY DANGEROUS


Chain blast - Unit Target
sends a wave of blasts that jump X times. Deal high damage and aplies fire damage over time, damage doesn't gets reduced by jumps. Jumps have extreme range.
Range: 1000
Cooldown: 35 seconds
Notes: Lowest CD for a high damage cap ever.


Implode - No Target
Magma lord concentrates lava energy on himself, imploding after X sec. deals Y damage to any unit in a medium range and HEALS magma lord for a small amount.
Range: ?
Cooldown: 30 seconds
Notes: Friging heal for a damage boss o_O. This spell will be casted uppon dying, affecting all boss area, but not healing caster (actually its after it died) in that case it must deal a lot of damage.

Ultimate:

Magma strike - Area Target
X seconds channel.Opens the floor in target area, making a stream of lava come up. deals extreme damage and kills if tyle was a lava tyle. After this spell ends, a collapsing ceiling (phase 2) will be casted in same area.
Range: 1000
Cooldown: 300 seconds
Notes: or you die, or you die...
[/td][/tr]

THIS IS OP.
 
Last edited:
Level 12
Joined
Jan 20, 2011
Messages
1,146



icons_11594_btn.jpg

Furion Stormrage, Natures Raiment - Intelligence

AoS

Lore:
Furion Stormrage, brother of Illidan, the love of Tyrande's life. During Illidan's struggles with Magtheridon, both Furion and Tyrande would acqurie the information about this Struggle for Outland. Illidan, using his silent naga, asked for the help of his brother in order to stop the Burning Legion from conquering Outland through Magtheridon. Due to the new surrounding Furion adapted his druidic powers to the red Outland. He practiced more vile forms of druidism, often training with Tyrande as a powerful duo. After a while, this hard training would bear fruit. Furion and Tyrande were nigh-undefeatable together. Furion was ready, to fight in the name of Stormrage.
[tr]





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Nethoran the Faceless, The Dark Puppeteer - Agility

AoS

Lore:
Nethoran... His name is famous all over Outland. His mortal body is said to be ancient. His skin so deformed, nobody knows what race he is. The legend says that he is atleast partially a demon. He himself says that he is darkness. Ever since Magtheridon came to Outland, Nethoran lurked in his shadow. He stole souls of the innocent, tortured them untill they obeyed his every command. He is a skilled warlock, able to extract the soul from a dead body and put it in a puppet. He uses the raw power of the soul to increase his own strength. At the battlefield, he doesn't fight for Magtheridon. He fights, and kills, to feast on the souls of the weak.
[tr]





BTNTreant.png

Enthead, Treant Titan - Strength

AoS

Lore:
Enthead is an old treant, he watched the brothers Stormrage since they were children. He rarely battles, but after Illidan and Furion asking for his help, Enthead went to battle for them. Although reluctant in beginning, after seeing his enemies, a fury was engulfed. Those monstrosities had to be stopped. And for every enemy that hits him, he grows stronger and more enfuriated. His size and strength made the minions of Magtheridon fear the Treant Titan... He is slow, but deadly.
[tr]
 
Level 10
Joined
Jun 9, 2012
Messages
826
Thanks Sky. Love the lore of Enthead and Furion.

Paillan, are you finished or there any more spells you intend to insert? I like it very much but i'm just afraid of the 8mb count lol

Edit: Okay the Magma Lord is guaranteed to be one of the most OP boss ever, if finished. It's pretty difficult but it must be done! Challenge accepted.
 
Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,789
Here is one of your requests, Hera:

Algorak, the Bulwark of the Earth - STR (Tank)
Abilities:


reincarnation.gif

Ancestry - Innate Passive
Algorak can only summon a maximum number of totems which increases as he levels up. For every point in this ability, the duration of all totems are increased along with the reduction of their mana costs. Also, totems that deal damage can affect Algorak himself.
Range: #
Cooldown: # seconds
Notes: I suggest that the total number of totems would be 3 at this abilities maximum level.


Wrath Totem - Area Target
Algorak places a totem which releases fury around it, taunting all nearby enemy units to attack it. Lasts for a short duration or until the totem dies. If the totem expires, it gives a portion of its remaining health to Algorak.
Range: 600
Cooldown: 8-16 seconds
Notes: Scales health.


Cyclone Totem - Area Target
Algorak summons a totem which releases gusts of wind around it, dealing magical damage to enemy units.
Range: 600
Cooldown: 9-15 seconds
Notes: Scales waves per second and area of effect.


Earth Totem - Area Target
Algorak creates a totem which conjures the druidic spirits of the dead to fight for him for a moderate duration for every corpse. Can have only up to a total of 10 summoned units.
Range: #
Cooldown: # seconds
Notes: Scales summoned unit strength. Summoned creatures can be manually controlled by the player. This makes Algorak a terrific farmer and even farm without him being there.


Ultimate:
Searing Totem - Area Target
Algorak summons a totem at the target area which fires a searing link to Algorak or any nearby totems. Whenever an enemy unit passes by the link, they are damaged.
Range: 1200
Cooldown: 20-30 seconds
Notes: Scales damage and link range. Going too far from the link destroys the totem and all other totems linked with it.


Special:
Storm Totem - Area Target
Algorak summons the Storm Totem at the area, which has high base health and the spells Chain Lightning and Storm Clap.
Range: 600
Cooldown: 40-60 seconds
Notes: Scales base health and mana regeneration. The cooldowns of Chain Lightning and Storm Clap always remain the same.


I wanted to experiment with totems on this one, so here's the result. He has a really (and I mean really) low health for a STR hero, but a very flexible hero.

I have devised a few playstyles for him below:
Algorak's Arena: This is characterized by using Searing Totem and quickly leveling up to maximize the totems in game. This build is very potent late game but requires a heavy deal of farming. It involves placing totems at least 600 units with each other in order to form a pentagon-shaped arena which disables any enemy unit from exiting or entering. Coupling it with Wrath Totem, they can easily be killed with this technique. Quickly repositioning the location of the other totems allows this build to be really potent, just requiring a large amount of mana and decent survivability.
Druid Farming: This play is characterized by fast farming and buying the best items for Algorak by immediately taking Earth Totem and leveling it up. By initially farming neutral creeps and constantly moving the location of his Totem, he can easily farm everything in the map without him even being there.
Taunting Cyclone Storm: This is more of an ability combo rather than a playstyle. It revolves around spamming three totems at once - Wrath Totem, Cyclone Totem and Storm Totem. Upon taunting the enemy unit, you then summon Cyclone Totem to deal damage to them and finish them off by using Storm Totem's Chain Lightning and Storm Clap.

Sorry for the icons, as they are not as attractive as I meant them to be. Feel free to change them.
 
Level 10
Joined
Jun 9, 2012
Messages
826
Paillan you wouldn't mind another boss request right? So far i need ideas for the Thunder Bringer, Shadow Wraith, Earth Ancient, Water Soul and the Frost Wyrm bosses. I'd like you to choose one out of them 1st since you need to know the models and arena layout, unless you want me to request them all at once XD.
 
Level 10
Joined
Jun 9, 2012
Messages
826
If you say so. Get ready for a long list......:ogre_hurrhurr:

Boss Name: Earth Titan
Attribute: - (More on casting and tanking)
Little Info About Boss (Lore/Background): The first secret boss available to be combated
Boss Location: Underground Area which is unstable and has collapsing roofs
Map Theme: Medieval
Map Kind: AoS-Alternate Melee
Number of Spells: 3 or 4 per phase
Number of Ultimates: 3 (1 for each phase)
Number of Phases: 3
Restrictions: Uses this model (http://www.hiveworkshop.com/forums/...-203041/?prev=search=earth%20lich&d=list&r=20). One or two of his spells is channeling. Also, i'd appreciate the use of the terrain to play a role as well, like the geysers that explode of puffs of hot gas. After all, the arena is large so i plan on making it a long battle.

Extra: http://www.hiveworkshop.com/forums/pastebin_data/fv9coj/_files/Earth Titan 1st Shot.bmp http://www.hiveworkshop.com/forums/pastebin_data/fv9coj/_files/Earth Titan 2nd Shot.bmp http://www.hiveworkshop.com/forums/pastebin_data/fv9coj/_files/Earth Titan 3rd Shot.bmp

Boss Name: Frost Wyrm
Attribute: -
Little Info About Boss (Lore/Background): The second secret boss available to be combated
Boss Location: Frozen solid fields surrounded by two pools of cold water and the lands are also occupied with rigid crystals
Map Theme: Medieval
Map Kind: AoS-Alternate Melee
Number of Spells: 3 or 4 per phase
Number of Ultimates: 3 (1 for each phase)
Number of Phases: 3
Restrictions: Uses the Blue Dragon model. He plays cautiously and tries to avoid damage if possible. He needs to have several skills which can easily eliminate weakened heroes (non-unit target) due to the short width of the arena. The terrain also needs to have relations with the spells he use, meaning bad positionings can be fatal (refer to image shown).

Extra: http://www.hiveworkshop.com/forums/pastebin_data/fv9coj/_files/Frost Wyrm 1st Shot.bmp http://www.hiveworkshop.com/forums/pastebin_data/2ozdg3/_files/Frost Wyrm 2nd Shot.bmp http://www.hiveworkshop.com/forums/pastebin_data/2ozdg3/_files/Frost Wyrm 3rd Shot.bmp

Boss Name: Storm Conjurer
Attribute: - (More on attacking)
Little Info About Boss (Lore/Background): The third secret boss available to be combated
Boss Location: His throne sits behind multiple lines of lightning barricades to hold off enemies. 1 random fence changes position with an empty slotted fence every 5 seconds. There is only one hole out of the 3 fences barricade so when the fence takes the place of the empty slot, heroes who challenge can get closer to the Storm Conjurer.
Map Theme: Medieval
Map Kind: AoS-Alternate Melee
Number of Spells: 3 or 4 per phase
Number of Ultimates: 3 (1 for each phase)
Number of Phases: 3
Restrictions: Uses this model (http://www.hiveworkshop.com/forums/...973/?prev=search=lightning%20lord&d=list&r=20). One or two of his spells is channeling. For this boss, he is so shitty arrogant and believes he's untouchable, he does not have minions. I'll let you fill in some attitude on this badass. Please use this spell in one of his phases. http://www.hiveworkshop.com/forums/...-manipulation-v1-0-a-243811/?prev=r=20&page=2

Extra: http://www.hiveworkshop.com/forums/pastebin_data/2ozdg3/_files/Thunder Conjurer Layout.bmp

Boss Name: Water Behemoth
Attribute: - (Very balanced with defense, attack and spells)
Little Info About Boss (Lore/Background): The fourth secret boss available to be combated
Boss Location: A lake in the caves due to the waterfall flowing in water from the outside world. The waterfall is usually where most of the spells are spawned. Also has pits of deep water where monsters from below can arise
Map Theme: Medieval
Map Kind: AoS-Alternate Melee
Number of Spells: 4 per phase
Number of Ultimates: 4 (1 for each phase)
Number of Phases: 4
Restrictions: Uses this model (http://www.hiveworkshop.com/forums/...-228431/?prev=search=water%20lord&d=list&r=20). I beg you, use all of his animations provided cause i want to make up for the size. Annoying hero who plays with illusions to fool enemies into attacking the fake one while he recovers and readies another attack. I'll let you fill in some attitude on this troller.

Extra: http://www.hiveworkshop.com/forums/pastebin_data/2ozdg3/_files/Water Behemoth 1st Shot.bmp http://www.hiveworkshop.com/forums/pastebin_data/2ozdg3/_files/Water Behemoth 2nd Shot.bmp

Boss Name: Shadow Wraith
Attribute: - [The most powerful out of the other bosses (still weaker than the Magma Lord)]
Little Info About Boss (Lore/Background): The fifth and the last secret boss available to be combated
Boss Location: A small pit of complete darkness and has a circle of pillars illuminating blue light
Map Theme: Medieval
Map Kind: AoS-Alternate Melee
Number of Spells: 4 or 5 per phase
Number of Ultimates: 4 (1 for each phase)
Number of Phases: 4
Restrictions: Uses this model (http://www.hiveworkshop.com/forums/...?prev=search=shadow%20lord&r=20&d=list&page=2). I beg you, use all of his animations provided cause i want to make up for the size. Extremely powerful, scary and likes to target heroes who are isolated (his biggest weakness?). At the start he cannot receive any damage at all (still can be buffed though). Certain steps must be taken to remove his invulnerability (you suggest it).

Extra: http://www.hiveworkshop.com/forums/pastebin_data/fv9coj/_files/Shadow Wraith Layout.bmp

Okay there it is. Everyone's out of the bag. If you notice the portals it is how the heroes enter the arena. It only appears when the portal is summoned so the team who is fighting the boss can know when the enemy team is approaching.
 
Last edited:
Level 19
Joined
Apr 10, 2010
Messages
2,789
Here is the last hero request, Hera:

BTNMetamorphosis.png

Serph, the Phase Demon - STR (Offensive Tank)
Abilities:



Solidification- Innate Passive
Serphs body is made entirely of Phase-like materials which only materializes as he kills more and more units. Killing a unit temporarily increases his health for a very long duration but consumes his mana by a set amount every kill. Bonuses stack with each other.
Range: 0
Cooldown: 0 seconds
Notes: Scales health bonus and reduces mana reduction. This skill makes him require a lot of micromanagement.


Soul Mark - Area Target
Serph marks the area with an otherworldly energy that gives mana leech to anyone attacking enemy units in the area. Lasts for a short duration.
Range: 900
Cooldown: 9-13 seconds
Notes: Scales life and mana stolen (by percent). Works well in conjunction with his passive.


Reave - Point Target
Serph slashes the area in front of him, dealing a portion of his attack damage.
Range: 600
Cooldown: 2-8 seconds
Notes: Scales damage dealt (by percent). A spammable ability, which can be affected by life steal and mana leech bonuses.


Forced Phasing - Unit Target
Serph slowly forces the target unit to phase over time, slowing them by a greater amount every second. After a few seconds, they become fully phased, gaining bonus movement speed and being unable to be hit by physical attacks but take more damage from spells.
Range: 600
Cooldown: 10-15 seconds
Notes: Scales phase duration. Can target allied units, enemy units or even self. Bonus damage is not gained from Reave. The movement speed bonus is larger on enemy units, lesser on allied units and the least on Serph himself.


Ultimate:
Transcend - Unit Target
Serph reaches into his own soul and unleashes it to the target enemy unit, dealing a portion of his total health as damage. Killing an enemy unit with this move permanently increases Serphs maximum health while killing Serph himself with this skill permanently decreases Serphs maximum health.
Range: 400
Cooldown: 30-40 seconds
Notes: Scales health depleted and maximum health added/depleted. Has no mana cost.


Special:
Well of Life - On/Off Target
Serph uses an old ancestral amulet, part of the Well of Life, making him temporarily invulnerable but be unable to attack or cast spells until the duration is over.
Range: 0
Cooldown: 40-50 seconds
Notes: Scales cooldown and mana cost. This ability can easily be switched off.


More experimentation here! A very farming based STR hero based on killing a lot of creeps over time to build his HP pool. Can easily overpower his enemies in terms of HP with a few moves.

Now, for a few suggested builds/combos:

Soulification Build: This build is based on having a high Reave and Solidification level, allowing for fast farming with a few levels of Soul Mark. This starts by casting Soul Mark on the area to be farmed at and casting Reave to easily take down creeps. The Soul Mark allows for mana leeching, which prevents his already low mana pool from further dwindling. This build requires a high Attack Speed, Movement Speed and Attack Damage for a faster farming speed.
Suicidal Well: This build is based on three skills - Solidification, Transcend and Well of Life. This works by spamming Transcend as often as possible and using Well of Life when your health goes down. The key here is having a large health pool and an even larger mana pool.
Suicidal Phasing: This build is based on using Forced Phasing to Transcend in quick succession. When the enemy unit becomes Phased, you quickly hit Transcend to dish out massive damage. The key here is having high Movement Speed and Health.


I think i'll do this suggested builds/combos more often.
 
Level 10
Joined
Jun 9, 2012
Messages
826
@DJ: Actually they were made by Paillan :p The two heroes are here.
http://www.hiveworkshop.com/forums/idea-factory-462/modders-idea-factory-195121/index104.html

@SkyGreen: My map is still kind of incomplete so if you want to try out the map i can PM you the map. The terrain, a few heroes, heroes description and the basic items are completed though.

@Paillan: I'll send some when i have time. Maybe tomorrow. Btw, pictures of what do you refer to?m Just some random ones from the map or something...?
 
Last edited:
Level 12
Joined
Dec 25, 2010
Messages
972
Hero Type: Unorthodoxical Support Hero
Primary Attribute: Intelligence
Map Theme: Fantasy
Map Kind: Altered melee
Number of Spells: 5
Number of innate Spells 1
Number of Normal Spells 3
Number of Ultimates: 1
Restrictions: Unorthodoxical Support Hero means that it doesn't enter into the rules of the Support class, so it doesn't have healing buffs and must support the units and other heroes with real unique abilities. Place the icons for each ability. the name of the last ability is In Memoriam.
 
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