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Need heroes!

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Level 15
Joined
Aug 11, 2009
Messages
1,606
Hmm...since those are the basic heroes you could do something different in your map.Like taking sub-races and making heroes with them.How about (blood) elves,naga,or even those forgotten ones?


Anyway,if you don't like this you could something like a Thief/Bandit,with main attribute agility(he should be very fast),and a cool ability would be Shadow Cover...Hero can conceal himself in night making him invisible to all enemies.He also gains a critical strike when on the first target he hits each time he comes out of the invisibility.

A fitting icon could be this :fp: http://www.hiveworkshop.com/forums/...rev=search=shadow%20attack&r=20&d=list&page=2
 
Level 6
Joined
Mar 27, 2009
Messages
245
These might come up sounding more like Titles, but i'll give it a try.

Imperial Red Messenger
Elite Warrior Of The Dominion
Forgotten Order Cleric
Shaman Conjurer
Dream Sapper
Royal Evoker
 
Class: Shuriken

Type: Speedy

Primary Attribute: Agility

Description:
These feral warriors move at speeds that astound mortal men. In combat their hands and feet are a blur, hailing countless blows on their enemies, killing them before they realize they are under attack. To gain this speed, they first hone their strength lifting boulders in the (someplace) Mountains. Then they practice their dexterity by sword fighting with masters of every blade. They run at least ten miles up a mountain every day. Then finally, they hone their focus by removing everything that would distract them; armor, bangles, necklaces, and even their eyes are removed in ritual. Their only possessions are simple clothes and two massive double-bladed scimitars. Every other year of training, they must return to the earth and farm; laboring under the sun gives them humility. And finally, to give them their speed, ten years after they start training at least, they compete in a massive gauntlet, were one mistake marks death, if more than one survives five years of this they fight to the death. Then they continue practicing for 20 more years until they have mastered their Mind, Strength, Dexterity, Focus, Agility, and Humility.

Art: Demon Hunter

Abilities:
Sonic: (Triggered) Gives the Shuriken a 90% chance to avoid being hit. He can keep this up for 10 seconds, raising by 10 (or 5) until he reaches his max skill level.

Pinpoint Blades: the Shuriken has a 25% chance on each attack to stun his enemy; he targets each blow for critical areas of his enemies body.

Focus: By focusing on his blades and by making them an extension of his body the Shuriken has a 50% increasing his attack speed for 5 seconds.

Think up the rest yourself!
 
Level 3
Joined
Aug 26, 2009
Messages
36
Warlock

nazgul-main-sms-1208.jpg


Click the red text for links to models and icons.

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Click for link to the icon above

Stats
strength.jpg
14+1
agility-c.jpg
22+2.2
intelligence.jpg
22+2.2

Screech

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(Active/Aura)

Warlock lets out a bone chilling screech causing all enemies in the area to become disorientated.

causes all enemy spells cast in a X AoE around the Warlock to do damage to the caster.

MC: 100/130/160/190
CD: 20/20/20/20
AoE: 600/600/600/600
Duration: 5/6/7/8 seconds
Dmg: 100/150/200/250
Blood God ritual (Metamorphosis/Self Buff)

Click this for the wings model

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Warlock performs a ritual to gain the wings of the blood god. This increases his movement speed and a passive ability that has a chance to send a random non ultimate enemy spell into CD when attacking them.
NOTE: Warlock is invulnerable during the transformation to prevent being bugged.
MC: 150/170/190/210
CD: 30/30/30/30
Duration: 15/15/15/15
CT (casting time): 1.5/1.5/1.5/1.5
MS boost: 20/25/30/35
% to send spell into CD upon attack: 5/7/9/11%
Hallucination (Active)

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Warlock creates a thick and unnatural mist. This mist causes the enemy to see multiple illusions of the Warlock that are dispelled in a single hit and deal no damage. However the Warlock can switch places with any of these illusions at any time.

MC: 100/140/180/220
CD: 45/45/45/45
Duration: 30/30/30/30
AoE of mist: 600/700/800/900
# of hallucinations created: 3/4/5/6
CD before illusions are recreated (can never have more than the # of hallucinations created originally): 1.5/1.5/1.5/1.5
Demon Blade (Self Buff/Active)

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The warlock has a demon blade. This blade while taxing to use adds a number of advantages to his other spells.

Hallucination images deal 5/10/15% of the Warlock's base damage
Screech burns mana=50/70/90% of screech's damage dealt
Blood God ritual's duration is increased by 5/10/15 seconds
Warlocks attack ignores armor reduction and armor type (auto casting ability. No CD. Costs 35 mana per attack)

CD: 0/0/0
MC (per second): 5/5/5% of current mana
 
Level 4
Joined
Jul 25, 2008
Messages
70
Elementalist:

models_1203_screenshot_tnb.jpg


Credit to Armel :grin:

strength.jpg
11 + 0.85
agility.jpg
13 + 1.15
intelligence-c.jpg
28 + 3.25

Capable of using the four elements, Fire, Water, Earth, and Air the Elementalist is known for incinerating enemies, giving himself armor bonuses, healing others, and moving through Air, the Elementalist has no equal.

Fire:
Type: Target/AoE
Description: Summons a pillar of fire at target enemy unit, each unit will be hit for low damage, but will be set on fire for a long period of time.
Level 1: 25 Damage, 5 damage per second for 20 seconds.
Level 2: 50 Damage, 10 damage per second for 20 seconds.
Level 3: 75 damage, 15 damage per second for 20 seconds.

Earth:
Type: Self Buff/DeBuff
Description: Channeling the power of earth, the Elementalist takes control of it, making Earth-Like armor around his body. The Armor will slow down the user, as well as enemy units.
Level 1: +5 armor -30% move speed for caster, -15% move speed for enemy units
Level 2: +10 armor -25% move speed for caster, -20% move speed for enemy units.
Level 3: +15 armor -20% move speed for caster, -25% move speed for enemy units.

Water:
Type: Healing over Time AoE
Description: Channeling the healing properties of water, the Elementalist is capable of healing all nearby allies Health and Mana over time, sadly the Caster is unaffected.
Level 1: 200 Health over 10 seconds, 100 Mana over 10 seconds.
Level 2: 400 Health over 10 seconds, 200 Mana over 10 seconds.
Level 3: 600 Health over 10 seconds, 300 Mana over 10 seconds.

Air:
Type: ULTIMATE
Description: Moving through the Air around him, the Elementalist creates lightning all around him, moving at incredible speeds randomly in a large Area.
ULTIMATE: This spell lasts 10 seconds. The Caster is invulnerable to damage. The Caster will have maxed out movement speed randomly striking enemy units for 50 damage each time he goes over them.

I hope you like the hero idea, shouldn't be too hard to make with MUI spells =].
 
Necrogeneral - A Melee Fighting Necromancer.

Strength based

Skeltal Legion: raises a skeleton from a corpse, permanent unless it dies, can have a maximum of 4

Skeletal Zeal: Raises the Attack speed and damage of the skeletons.

Frost Hammer (use frost hammer SFX here on the hive) Deals damage and stuns a non-hero.

Skeletal Mastery (Ultimate)
Increases Health, Regain, Damage and gives the Bash ability to the skeletons.
 
Level 3
Joined
Aug 26, 2009
Messages
36
Necrogeneral - A Melee Fighting Necromancer.

Strength based

Skeltal Legion: raises a skeleton from a corpse, permanent unless it dies, can have a maximum of 4

Skeletal Zeal: Raises the Attack speed and damage of the skeletons.

Frost Hammer (use frost hammer SFX here on the hive) Deals damage and stuns a non-hero.

Skeletal Mastery (Ultimate)
Increases Health, Regain, Damage and gives the Bash ability to the skeletons.

You do realize the problem with summon based heroes is that summons can be purged to death and if the summons aren't carefully balanced the hero will be so under or over powered it will hurt. Not trying to bring the suggestion down just pointing that out for future reference.
 
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