- Joined
- Feb 9, 2009
- Messages
- 64
The Scion of Blood is a work in progress; a Blood Elf Campaign that picks up in an alternate history during the Burning Crusade; where Kael'thas threatens to bring Kil'jaeden the Deciever to Azeroth to begin the third Burning Legion invasion.
His own people, now aligned with the Horde discover his plot to summon the demon lord, and act accordingly.
The story revolves around a blood elven expedition group who's actions steer the Blood Elves on a crash course that will settle in the arms of the two factions; Horde and the Alliance.
Knowing they cannot fight Kael themselves, who will help the Blood Elves in their time of need? The Alliance so greatly hated and loved by the Sindorei, or the Horde; the untrusted conglomerate of oppression towards the Blood Elves.
Here's the Prologue Cinematic for this Campaign: 00 - A Dire Message
Playing as the blood elves require much micro management skills, as many of their units are physically weak in terms of HP levels. Their spells and special attacks are what makes the blood elves incredible at Area of Affect and Crowd Control attacks, including their stealth and instant kill attacks that can be used to devastate enemy troops.
Quick Unit Facts (as of Update 2.2 [04-Eviction])Units:
Swordsman - Basic melee unit with Defend. Can increase attack speed through Blood Tap ability.
Marksman - Long range unit with Poision Arrows. Can increase Attack speed through Blood Tap ability
Sniper - EXTREMELY long ranged unit with Camouflage. Can kill most enemy units through its powerful Headshot attack.
Ballista - Long range basic siege weapon, attacks do AoE damage to units and buildings.
Arcane Conduit - Mechanical support unit, that provides extra mana to all Blood Elf units.
Crusader - Advanced melee unit, mounted upon a Quel'dorei Steed. Can execute Mana Shield to boost HP.
Demonologist - Support Spellcaster that can bolster forces with demonic minions.
Pyromancer - Offensive Spellcaster with powerful AoE attacks
Sorceress - Offensive Spellcaster with CC spells, including more powerful basic auto attacks than most spellcasters.
Priest - Defensive support Spellcaster that can Heal friendly units quickly and efficiently through two kinds of healing spells.
Spell Breaker - Heavy melee support units with Defend, can resist many magical attacks and redistribute enemy buffs.
Dragonhawk - Medium aerial assault unit with useful CC spells.
Heroes:
Knight Lord - Powerful Blood Paladin Champion with powerful Melee buffs and healing spells. Can quickly devastate enemy troops.
Wizard - Spellcasting hero with extremely usful support spells that can possibly keep your units alive in sticky situations.
Battle Mage - A Mage who's mastered melee and spellcasting arts. Can obliterate enemy troops from a distance through powerful AoE attacks.
Ranger - Agile long range elven Ranger, efficient at killing single targets and supporting ranged troops.
Warlock - Supporting spellcaster with powerful auto attacks, including useful summoning spells that can bolster forces through strength in demonic numbers.
As the Campaign progresses you'll find yourself pitted against much more difficult odds. However, in nearly all the maps in this series there will be parts where a tactical master could utilize against their opponent.
Such as on Eviction; instead of charging through the Undead Base to activate the Ziggurat there's a breach in Deatholmes walls that will let you move your troops in with little resistance. (It's a quest)
As said before, as you move on the tactical advantages will be less obvious, and will not be tied in to quests. You'll have to figure them out on your own.
Micromanagement
Blood Elven units are not meant to be charged into the fray as cannon fodder. When attacking Blood Elf units may be put into a disadvantage because of their low HP.
These changes call for new strategies such as pulling enemy units back to your group to dispose of them with long range AoE's.
Others intend on making use of spells to control large groups of enemies and dispatch enemies one by one.
Focusing fire is a great way to kill targets, as the long ranged Marksmen are capable of DoT (damage over time) attacks that wittle down the enemies health during the auto attacks cooldown.
This thread will be updated as I upload more =D

STORY

His own people, now aligned with the Horde discover his plot to summon the demon lord, and act accordingly.
The story revolves around a blood elven expedition group who's actions steer the Blood Elves on a crash course that will settle in the arms of the two factions; Horde and the Alliance.
Knowing they cannot fight Kael themselves, who will help the Blood Elves in their time of need? The Alliance so greatly hated and loved by the Sindorei, or the Horde; the untrusted conglomerate of oppression towards the Blood Elves.
Here's the Prologue Cinematic for this Campaign: 00 - A Dire Message
NEW PLAYABLE RACE
The Blood Elves Playing as the blood elves require much micro management skills, as many of their units are physically weak in terms of HP levels. Their spells and special attacks are what makes the blood elves incredible at Area of Affect and Crowd Control attacks, including their stealth and instant kill attacks that can be used to devastate enemy troops.
Quick Unit Facts (as of Update 2.2 [04-Eviction])
Swordsman - Basic melee unit with Defend. Can increase attack speed through Blood Tap ability.
Marksman - Long range unit with Poision Arrows. Can increase Attack speed through Blood Tap ability
Sniper - EXTREMELY long ranged unit with Camouflage. Can kill most enemy units through its powerful Headshot attack.
Ballista - Long range basic siege weapon, attacks do AoE damage to units and buildings.
Arcane Conduit - Mechanical support unit, that provides extra mana to all Blood Elf units.
Crusader - Advanced melee unit, mounted upon a Quel'dorei Steed. Can execute Mana Shield to boost HP.
Demonologist - Support Spellcaster that can bolster forces with demonic minions.
Pyromancer - Offensive Spellcaster with powerful AoE attacks
Sorceress - Offensive Spellcaster with CC spells, including more powerful basic auto attacks than most spellcasters.
Priest - Defensive support Spellcaster that can Heal friendly units quickly and efficiently through two kinds of healing spells.
Spell Breaker - Heavy melee support units with Defend, can resist many magical attacks and redistribute enemy buffs.
Dragonhawk - Medium aerial assault unit with useful CC spells.
Heroes:
Knight Lord - Powerful Blood Paladin Champion with powerful Melee buffs and healing spells. Can quickly devastate enemy troops.
Wizard - Spellcasting hero with extremely usful support spells that can possibly keep your units alive in sticky situations.
Battle Mage - A Mage who's mastered melee and spellcasting arts. Can obliterate enemy troops from a distance through powerful AoE attacks.
Ranger - Agile long range elven Ranger, efficient at killing single targets and supporting ranged troops.
Warlock - Supporting spellcaster with powerful auto attacks, including useful summoning spells that can bolster forces through strength in demonic numbers.
Gameplay
Tactical AdvantagesAs the Campaign progresses you'll find yourself pitted against much more difficult odds. However, in nearly all the maps in this series there will be parts where a tactical master could utilize against their opponent.
Such as on Eviction; instead of charging through the Undead Base to activate the Ziggurat there's a breach in Deatholmes walls that will let you move your troops in with little resistance. (It's a quest)
As said before, as you move on the tactical advantages will be less obvious, and will not be tied in to quests. You'll have to figure them out on your own.
Micromanagement
Blood Elven units are not meant to be charged into the fray as cannon fodder. When attacking Blood Elf units may be put into a disadvantage because of their low HP.
These changes call for new strategies such as pulling enemy units back to your group to dispose of them with long range AoE's.
Others intend on making use of spells to control large groups of enemies and dispatch enemies one by one.
Focusing fire is a great way to kill targets, as the long ranged Marksmen are capable of DoT (damage over time) attacks that wittle down the enemies health during the auto attacks cooldown.
This thread will be updated as I upload more =D
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