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Need Hero/Skill Ideas

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Level 8
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Dec 6, 2010
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499
Astral Shift: the Astral Spirit separates a part of himself in a location, so that he could teleport there anytime

so basically it targets land then leaves a immobile replica of himself there (replica can be attacked but only by spells) then there would be a subskill for the Astral spirit to instantly teleport to his replica when needed. like an escape plan. replica lasts for 2 minutes (should have high mana cost:)
 
Level 3
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Jan 8, 2011
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Mr. Steampunk (His name is cool? xD) For the Nether Guardians

Model:
http://www.hiveworkshop.com/forums/...181566/?prev=search=goblin&r=20&d=list&page=5

Stats + Stat Growth
Str: 10 + 1.5 (Main)
Agi: 7 + 0.5
Int: 13 + 1.0

+3 Defense, 30 MS, 2 dice, 2 dice sides.

Skill 1: Fortify
- The building of defensive emplacements is key to any drawn-out combat. Allows Mr. Steampunk to build things, like walls and turrets. Contains a spellbook with blueprints for various things.
Level 1: Wooden fence, low health, low armor, very low cooldown
Level 2: Stone wall, medium health, medium armor, low cooldown
Level 3: Steel fence, medium health, high armor, medium-high cd
Level 4: Force Field, low health, very high armor, high cd
Level 5: Bunker, medium health, medium armor, high CD (Mr. Steampunk can hide inside and shoot things)
Level 6: Light turret, low damage, slow attack speed, low cd
Level 7: machine-gun turret, low damage, fast attack speed, medium cd
Level 8: dual-machine gun turret, medium damage, fast attack speed, medium-high cd.
Level 9: Homing Rocket Turret, high damage, slow attack speed, high cd
Level 10: Minefield, high damage, medium cd, hides itself in ground

Skill 2: Tesla Coil
Over time, as Mr. Steampunk moves or takes damage, he builds up a charge, which grows in magnitude through movement. When activated, bolts of lightning shoot out from him and strike random units in the area, paralyzing them for 1 second and bouncing to another unit. Units that are particularly armored will take 25% more damage from this skill, due to their conductivity.

As it is leveled:
Distance/damage needed to activate charge decreases
Damage increases
Number of bolts per total distance increases
Cooldown decreases

Skill 3: Deus Mechanicus
The flesh is weak, the mortal shell fallible. Mr. Steampunk has additional resistance against all non-energy/magic based sources of damage, and is stunned and slowed for less time than normal heroes.

Skill 4: Experimental Modifications
Mr. Steampunk can look at his or an ally's equipment and try and improve it. Randomly will increase armor, attack, attack speed, or movement speed, with an occasional lucky effect.

As level increases:
Number of bonuses increase
Size of the bonus increase
Cooldown decreases
Chance for a super-bonus effect to occur increases

Skill 5: Machine Spirit
Passively has a chance to refresh one of Mr. Steampunk's abilities every duration of time and grants additional resistance to all sources of damage.

When activated, grants him the use of an orbital satellite with a laser cannon.

If the laser cannon is activated, it is allowed to charge up energy, which it then discharges upon a selected area several seconds later.

As level increases:
Chance to refresh goes up
Resistance goes up
Orbital satellite cooldown decreases
Number of shots fired by the laser cannon increases
AoE of the laser blast increases
Rate of energy recharge increases

PS: Maybe this'll help? Consider it my one contribution.
 
Level 4
Joined
Jun 5, 2010
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Astral Shift: the Astral Spirit separates a part of himself in a location, so that he could teleport there anytime

so basically it targets land then leaves a immobile replica of himself there (replica can be attacked but only by spells) then there would be a subskill for the Astral spirit to instantly teleport to his replica when needed. like an escape plan. replica lasts for 2 minutes (should have high mana cost:)

Agreed
 
Level 13
Joined
Oct 27, 2008
Messages
1,176
okay that skill seems better
For the astral spirit's jump skill with the replica lasting 2 minutes the skill will have to a CD of 3 minutes
And I'll try to make the skill myself too.

BTW any chance you can say what the damage growth for each lvl is?
It'll make it easier to make the skills
 
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Level 4
Joined
Jun 5, 2010
Messages
65
I could try to give you exact stats, but I always end up making IMBA heroes (this makes a balancing effect on my maps because everyone is imba, but not here). About the 30 starting stats, it should be: Int: 15, Agi: 10, STR: 5.

Have in mind it should be a hero between a carry and a support hero, so the damange growth should be more than a support hero but less than a carry. About the damange, the light beam could deal. The damange in the parentesis is the real damange and the normal number is the result obtained when adding 25%:
lvl 1: 100
lvl 2: 100 x 1.25 = 125
lvl2: 125 x 1.25 = 156,25 (155)
lvl 3: 156,25 x 1.25 = 195, 3125 (200)
lvl 4: 244, 140625 (240)

And so on and so on and so on...
 
Level 13
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Oct 27, 2008
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1,176
okay but what about the 3 points of stat growth?
And so far none of the heroes are OP cause the skills get weaker if the hero is too strong
 
Level 12
Joined
Jul 7, 2009
Messages
1,030
Name: Uralic < Incorporeal Titan>
Nether Guardians

Icon:Shadow Spawn, Flesh Giant or Lord Hyperion
Model: Either Lord Hyperion or Mephisto

Stats:
Strength (Main): 13
Agility: 9
Intelligence: 8

Attack: Melee
Attack Speed: Slow
Attack Damage: High (Mid 30's to high 40's?)
Mana: Medium

Skills:
1. Deconstruction (Active)
Uralic harnesses aether energies to deconstruct living creations into the simplest form of life, cells.
Damages selected target for 640, 4 sec cast time/690, 3 sec cast time/720, 3 sec cast time/750, 2 sec cast time.
Mana Cost: 360/380/400/420
Cooldown: 25 seconds
Side Effects: Causes buff (Deconstructed) that impairs movement and damages small area around target for 5 damage per second. Buff lasts 8 seconds.

2. Incorprealation (Active)
Uralic immobilizes divine energies holding himself together to incorprealate his opponents.
Damages an Area of Effect around selected target for 7 damage per second and slows down movement speed (Turns selected target into bainsh-like effect) and attack speed of the target. Selected target cannot attack whilst incorprealted. Lasts 12 seconds.
7dps/8dps/9dps/10dps
Mana Cost: 240/320/410/500
Cooldown 20 seconds

3. Runic Mastery (Passive)
Titans were the original creators of runes and also supreme masters of the mystical energies. A natural affinity for runes runs in the blood of Titans and being magical, protects them from harm.
Whenever Uralic is attacked by magical attacks, 2% of the damage will be absorbed and transformed into mana/health (pickable) while 3% of the remaining will damage the caster.
2% hp|mp, 3% dmg/ 2% hp|mp, 4% dmg/ 3% hp|mp, 5% dmg/ 4%hp|mp, 6% dmg
Mana Cost: N/A
Cooldown: N/a
Side effects: The caster will receive a negative buff (Mystic Mark) which will increase all magical spells against the caster by 8%. Uralic will receive a positive buff (Runic Ignition) which increases all mana regeneration by 12%.
Mystic Mark lasts for 12 seconds
Runic ignition lasts for 20 seconds.

4. Titanomachy (Active)
Uralic summons his fallen brethren to assist him in battle.
3 random Titan warriors of different elements are summoned.
Titan Warriors stats (level 1):
HP: 1290
MP: 450
Attack type: Melee
Attack speed: Slow
Attack damage: 55's - 60's
Armour: 5 (Heavy)
3 titans (above stats)/ 3 titans (+100 hp, +6 dmg)/ 4 titans (previous stats, titans now have skill "abodic master")/ 4 titans (+200 hp, +7 dmg, +2 armour, titans now have permanent buff "titanic bonds")
Abodic Mastery: Every time a titan warrior attacks, a special buff, depending on the titan's element, will be either placed upon the attacker or the target.
Titanic bonds: When 3 or more titans are near Uralic, all of them will increase their health regeneration rate by 6% and increase their armour by 4. When one titan dies, the other's including uralic will increase their attack speed by 10% and gain the buff "Avengement!" which lasts for 10 seconds.

Well! Here's my hero submission! Hope you enjoy it!
If you'd like me to explain further or simplify it, please just PM me!
 
Level 13
Joined
Oct 27, 2008
Messages
1,176
I really should just tell people to start posting on the real HWDark forums that way each hero/item suggestion will have its own thread

Btw its 5 skills on my map
3 = lvl 1 skills (has 10 lvls)
1 = lvl 10 skill (has 5 lvls)
1 = lvl 30 skill (has 2 lvls)

Gonna change the first post again
when makeing a hero with skills please show skill growth in the details

like this
Example
Healing Touch (lvl 10 skill) (so 5 lvls)
Heals: 100/120/140/160/180
 
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Level 16
Joined
Jun 24, 2009
Messages
1,409
Hmm what I've found :p
Priest
Negate Magic
Creates a shield that stores incoming magic damage then when it reaches it's full capacity it releases it dealing X damage and knocking back nearby enemies.
If you need extra agility hero:
Thief(Garreth Just like as in Thief 3 - Deadly Shadows :))
Flashbomb
Throws a small bomb to the target point blinding everyone near the target point. Blinded units can't attack and moves X% slower but when they got attacked they can see again.
Sneak
Makes the thief invisible reducing movement speed by 70%. Can't be activated if there is any enemy in 400 AoE. If you attack a creep in sneak from behind you kill it instantly and if a hero it loses 25% of it's max health.
Pickpocket
Steals X gold from the target hero. Can be only used in Sneak.
Gas bomb
Throws a small gas bomb to the target point. Puts into sleep everyone near the target point. If sleeping unit is attacked it suffers X extra damage.
 
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