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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Need spell and hero ideas

Discussion in 'Idea Factory' started by Destroyer95, Jun 2, 2010.

  1. Atami

    Atami

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    Nop that cool too, i tought i wrote smthing to ur comment! :>
     
  2. millzy

    millzy

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    un-named - Troll (ranged)

    Tease - Cast
    the troll teases his allys increasing there attack and movent speed by making them pissed off. but because they are so pissed off they take extra damage.

    Blood Thurst - Passive
    For evry x% hp missing the troll will have increased atk and move speed

    all i have so far for the troll

    un-named Assasin - meele

    Assasin's target - cast on target
    the assasin sets his target to kill the target becomes scared knowing the assasin is after him missing evry x attacks
    if the assasin kills the target the assasin will get x bonus damage for the next 3 attacks

    Assasin's posion - cast on target
    the assasin throws a dart that posions a unit after a sertan amount time the posion sets in making the unit go crazy attacking any unit that is close evan allys the posioned unit has x% chance that the attack hit him self

    Assasinate(ult) - cast
    the assasin goes stealth (wind walk) and on attack damages the unit with realy high damage but if the unit is under x hp the unit is instantly killed
     
  3. Atami

    Atami

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    Thnx too! :>
     
  4. defskull

    defskull

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    Is this project, died ?
    I'd like to see its development !
     
  5. Atami

    Atami

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    Nop it doesnt dead.
    What u want to see?
     
  6. Inamorda

    Inamorda

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    Time for Hero #2!

    Dynamo the Conductor Golem

    Intelligence/Melee Hero

    [​IMG]

    Pros and Cons
    + Excellent mana regeneration.
    + Large mana pool.
    + Effective passives.
    + Can tank well with high mana.
    + Great AoE spells.
    - Insanely high mana consumption.
    - Vulnerable without mana.
    - Slow attack speed.
    - Low damage.


    Story
    The heavily industrial city of (insert city here) had troubles sending electricity to the remote parts of town. Their solution was the Conductor Golem. Scattered throughout the city, these heavily armoured behemoths conducted the electricity, strengthening the current. These beings also acted as a measure of defense against opposing armies, with their immense size and energy.


    Abilities
    1. Kinetic Generator - Conductor Golems have built in generators, which charge energy through movement. For each X range moved, Dynamo regains X mana and for each X attacks, X mana is regenerated. Distance and attacks decrease when leveled, mana regenerated increase.



      b. Static Shield - Dynamo has a permanent shield that absorbs X damage for each remaining mana point. Levels with Kinetic Generator, damage absorbed increases when Kinetic Generator is leveled.

    2. Thunder-Charged Punch - Dynamo spends X% of his maximum mana to pummel nearby enemies. Does X damage in X range and stuns for X seconds. Mana cost decreases when leveled. Damage, range and stun duration increase when leveled.

    3. External Source - Dynamo creates a stationary generator, which regenerates X mana per second to all allies in X range. Lasts for X seconds and explodes for X damage after the duration.Mana per second, range, explosion damage and duration increase when leveled.

    4. Electric Finale - Dynamo spends 100% of his remaining mana for a supercharged explosion. Deals X damage for each point of mana spent. If used in range of a generator, the damage is doubled. Damage increases greatly when leveled.

    Strategy
    Players will need to watch their mana at all times of the game, for the hero is almost useless without it. Intelligence items will boost mana and mana regen, so they are recommended. The ultimate, Electric Finale, should be used as a last resort, because the hero will be defenceless with all his mana drained. The player will need to be cautious during mana burning waves (if applicable). Mana regeneration and mana pool take top priority in items.


    Note that "Static Charge" is a sub-ability for "Kinetic Generator" (that is, when Kinetic Generator is learnt, so is Static Charge, same for when the former is leveled)
     
    Last edited: Aug 30, 2010
  7. Atami

    Atami

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    Thank your rly much. This will be rly helpfull! :>


     
  8. Inamorda

    Inamorda

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    Yet another hero!

    Arpath the Nether Disruptor

    [​IMG]

    Pros and Cons
    +Strong summons.
    +Relatively low mana usage.
    +Almost unstoppable ultimate.
    +Not item dependent.
    +Summons can act as temporary tanks.
    -Vulnerable without summons.
    -No support/escape abilities.
    -Low HP/armour/damage.

    Story
    Strong concentrations of magic energy send ripples through the world, each distorting something in some way. Some advanced sorcerers choose to exploit this fact, bending the world to their will. Arpath was one such wizard, until his deeds ruptured the veil which separated the "real" world from the nether. The negative energy which poured from the gash transformed him into an enigma, and released a horde of beasts into the world.


    Abilities
    1. Active Void Chasm - Arpath rips apart the fabric of the world in a line, dealing X damage to all units in the area. If a unit dies from this effect, a permanent voidwalker is spawned. Damage increases when leveled. You choose stats of voidwalker, which increase when leveled.

    2. Channelling Overwhelming Energy - Arpath spends X amount of his mana and HP over X seconds to power his voidwalkers. Existing voidwalkers gain X damage, X HP, X attack speed and X armour. Lasts 120 seconds. Damage, HP, attack speed, armour and mana/HP cost increase when leveled. Number of seconds decrease when leveled.


      b. Sub-Ability/Passive Controlled Energy - Passively increases the maximum amount of voidwalkers allowed by X. Number of voidwalkers increase when leveled.

    3. Passive Elevated Concentration - When Arpath has more than X voidwalkers summoned, none of his channelling abilities can be interrupted, and cost X% less mana. Number of voidwalkers required decreases and mana reduction increases when leveled.

    4. Channelling Nether Gate - Arpath opens a gate to the nether, allowing legions of voidwalkers to spill through. Summons X TEMPORARY voidwalkers per second. All existing PERMANENT voidwalkers have their stats doubled. Lasts X seconds. Voidwalkers per second and duration increase when leveled.


    Strategy
    This hero relies heavily on his voidwalkers, as he can't hold his own against powerful enemies. He will need to watch out during purging waves (if applicable) because his voidwalkers will be decimated by them. This hero is not very item dependent, although a few mana/HP regeneration items may help with Overwhelming Energy. Build up of permanent voidwalkers is needed if the player wants to get the most of Nether Gate, and coupled with Overwhelming Energy, the permanent voidwalkers will become super powerful, potentially saving the team from defeat.


    Remember: you can change anything you want!
     
    Last edited: Sep 2, 2010
  9. Atami

    Atami

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    Rly Nice Idea... Thank u!
     
  10. Boris_Spider

    Boris_Spider

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    Nerubian Breeder

    Model: Spider Warlord by Jigrael

    Pros/Cons

    + High armor/tank
    + rapidly generates many quick, useful minions (minion model: Nerubian Stinger by alfredx_sotn
    + summons also share high armor/hit points

    - low damage
    - minions have low damage
    - slow moving
    - minions quicker, but killable

    Essentially it overruns and overwhelms it's opponents.

    Abilities:
    1) Overrun
    -spawns 10 minions : Cooldown: 10 sec Duration: spawns last 45sec. allowing max 30 spawns at any given point in time. Primary offensive ability.

    2) Web
    - webs a particular area (like Flame Strike), webbed units are immobilized. Duration: 10sec heroes / 25sec units. Cooldown: 30sec. Helps deal with limited mobility and inability to target air units. Primary defensive ability.

    3) Acidic Spray
    - sprays a partucular area with acidic venom. Sprayed units suffer reduced movement speed, reduced attack rate, and take damage over time. Duration: about 15sec. Cooldown: 20sec.

    4) Ultimate: Propagate.
    - Summons 2 permanent "Broodmothers" (model: Nerubian Guard by Callahan.) Broodmothers have Overrun. Cooldown (Propagate): 3min.

    ~Note that the Broodmothers are as difficult to kill as the Nerubian Breeder, but have no attack.

    Spiders (or Nerubians...) FTW!

    //\\oo//\\

    Edit:

    The Nerubians are attempting to rebuild their empire. Since the Scourge defeated and assimilated them, they have been regrouping and repopulating. They consume entirely, having learned that the undead scavenge anything. Anything that threatens them will be washed away in the same manner a tsunami crushes a small sand castle.
     
    Last edited: Sep 10, 2010
  11. Atami

    Atami

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    i think were going to make a hero like this. i will tell u when were done! :> :goblin_yeah:
     
  12. Boris_Spider

    Boris_Spider

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    Cool. The "Web" ability will probably have to be done with JASS, so that it's truely MUI (I think that's the proper term) while the other abilities can be made from existing abilities.

    For example:
    ~Overrun is an edit ofthe AM's Summon Water Elemental
    ~Acidic Spray is an edit of the Alc's acid bomb.
    ~Propagate is based off of Archimonde's Dark Portal.

    There may be better ways out there.

    //\\oo//\\


    By the way, what's "Enfo"?
     
  13. Atami

    Atami

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    thnx 4 help 2 creating spells! :>

    enfos is a kind of any tower defense. but only with heroes... there are 3 lanes the going to combine to 1 then forced into 2 and the last they will be combined into one and in the base where is a circle with X lives. we dont need so many time to bring out the first beta! :> but i annopunce it on hive!
     
  14. MultiGod

    MultiGod

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    Dastan - Master of Mirrors

    Main Atr: Agility (He isn't focused only at spellcasting)
    Uses melee attacks.

    Trick Image
    Creates 2 images of the hero with 50% of his health while concealing the presence of the hero himself, making him invisible for a moment.

    Dash Illusion
    Creates an image of the hero that blinks instantly to a target unit an stuns it from behind. The image then explodes, dealing minor damage to units around it.

    Auto-Mirror(Passive)
    Creates an image of the hero every X second. the image has 50% health.

    Illusory Army
    Creates a lot(maybe 7-10) of images of the hero, that lasts for a moderate time, with 50% health and 75% damage.
     
  15. yeohxin

    yeohxin

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    Her's an ideas for a hero.
    Arcane Wizard
    Hero Backgroud Story
    Long ago, Kel'frazal started studying arcane magic along with his brother -Kel'thuzard. But one day, Kel'thuzard was some how mind-corrupted and turns into a Necromancer. Kel'frazal can't do any thing to stop Kel'thuzard but to let him go. From there start, he focus all his time into his study of Arcane magic turning him-self into an powerful Arcane Wizard. And finally the time is new, The Scrouge will tremble before his rage!
    (P.S.: I'm not sure if this background story fits. You can just ignore it and think of a new one =D)
    Spell 1
    Arcane Missile
    Kel'frazal throws out arcane missile when he attacks(this spell must not is colddown ofc). Dealing X% of his int and stands Y% to double casts.
    Spell 2
    Arcane Wisdom
    Restores a target ally's mana by W. By X chance it will heal it for Y amount. And a Z chance to restore the same amount to an AoE(initialy restores mana to an AoE, but if hit the chance to heal, it heals to AoE too)
    Spell 3
    Arcane Barrage
    When Kel'frazal casts a spell, he stands X chance to cast Y arcane missile. If it dosen't hit the chance to cast, it restore Y mana.
    Spell 4
    Arcane Storm
    Upon casts, summons X illusion stands at the position of the Arcane Wizard. After 1 sec, all arcane wizard (include Kel'frazal) throws Y arcane missile to an random target within 1000 range.


    Hope this will help you. =)
    If you want, I can PM/write here some other hero idea.(I have bunch of them!)
     
  16. cleavinghammer

    cleavinghammer

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    ^ I think the restore mana part of Arcane Barrage is a little overpowered, but the rest looks good.
     
  17. ubran

    ubran

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    Hal'Rok, Primal Defender of the Shattered Wastes:
    Utilizes shamanistic spells to punish enemies in order to defend his home amongst the rocky canyons of his home. (the best defence is a good offense, right?)

    Slab - forces a slab of rock out of the ground in front of Hal'Rok, dealing damage to enemies directly caught in its area of effect. The slab remains for 5 seconds, blocking movement and shielding targets from ranged attacks.

    Infusal - Absorbs life force from nearby terrain and units, healing Hal'Rok for a base amount plus an additional [blah] per adjacent enemy unit.

    Groundbuster - Every time Hal'Rok attacks or is attacked, he gains 1 stack of Earthfury, increasing his attack speed and damage by %. He can activate the ability to use 10 of these charges dealing a large amount of damage and stunning units around but losing the buff.

    I'm not sure for an ult, but since this only took me 10 minutes to write up, I'm sure I'll think of something.