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Shielding abilities? (+Talents if you feel like)

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ISL

ISL

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Good time of day, Hive. I'd like ask you for ideas and concepts of Shielding abilities, the abilities which grant a hero or a unit additional but temporal health. Think of Anti-Magic shell of Banshee, it adds 300 temporal health to block incoming magical damage.

Talking more specifically, I need you to describe Mechanics and Settings of a spell. Mechanics are everything related to gameplay, while Settings are about the caster and what magic or powers he uses. (Druid - Nature's Protection, Warrior - Iron Will, Wizard - Mana Barrier, Paladin - Holy Shield, Lich - Soul Shroud, Death Knight - Necrotic Armor, etc.)

So far, using this awesome Damage Engine I've created only 2 abilites. Also note that my future project will feature Talents which apply additional effects to a spell, so you are free to suggest them aswell.

Now the abilities:

1. Mana Shield - Protects the target with a magical barrier. The barrier will absorb damage taken by shielded ally, but it will also consume Wizard's mana. Shield expires in 20 seconds or after consuming more than 10% of Wizard's maximal mana. (1 point of Mana = 4 points of Damage blocked)
Talents:
-Feedback - If the shield is destroyed by enemies, the Wizard refunds 5% of his maximal Mana.
-Self-preservation - Now can be cast on self. If done so, the spell will have doubled capacity and no time limit. However, Wizard's Spell Power will be reduced by 33%. Casting this ability again will dispel the shield from the Wizard.
-Magical Shell - The shield takes 75% less damage from enemy Spells.
-Combustion - Whenever a Mana Shield expires or breaks, all enemies in an area around the shielded target will have a portion of their mana burnt.

2. Holy Shield - Paladin creates a field of Holy energy that protects him from all incoming damage. Basic shield capacity is 300 and it has a time limitation of 30 seconds.
Talents:
-Vengeance - If the shield is broken by enemies, a flash of light will appear, stunning all nearby enemies.
-Lightbender - If Paladin casts a Holy spell while the shield is active, the shield will be consumed and the spell will have additional Spell Power equal to 20% of shield's remaining capacity.
-Guardian Angel - Now the spell becomes targetable. Casting it on an ally will apply it's effect on both the caster and the target. Target's shield is 20% weaker and shares no other talents. Shielded ally will also receive additional healing from Paladin.


What interesting ideas and concepts can you come up with? Maybe you can suggest Mechanics for already given Settings? (See brackets in italic with hero and ability names in the beggining of this thread. For example, how can you make a warrior's self-shielding ability interesting and unique from others?)
 
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Zoophage: Target ally loses X HP which is given to the caster. If the target is killed, the caster gains a small attack bonus.

Overheal: Target is continuously given HP for a short time in pulses (i.e. 5 pulses that add 50HP each). If the effect is cancelled, the unused charges are given to nearby allies.

Aegis of Vengeance: Gains extra HP for a short time. When the effect ends, deals damage in a small radius equal to the damage taken (max limit amount of extra HP) divided by number of enemies in the radius.
 
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Got some ideas for you here.

Warding totem:
Places a totem which infuses allies in an area with a shield. Units generate x temporary health per second, which lasts for 10 seconds or until depleted. The duration refreshes while in the area of effect of the totem.​
Additional information:
The totem creates a new shield if the last one was depleted and the target is still in the area. View it as a healing totem but with temporary health
For standart wc3-units health pools, i would take a regeneration of 20 shield per second and a duration of 10 seconds and a cd of 20. You could go also the healing totem apporach and make it 5% of the allies health per second (More than a standart totem because of the short lived nature of both the totem itself and the shield.​

Talents:
Fortifying shields:
Targets affected by the shield gain 2 armor​
Stormbound totem:
The totem slows the movement speed of enemies in the area by 15%​
Powercharge:
Doubles the charge rate of the shield but halve the duration of the shield outside of the totem​


Encase in granite
shelters the target allied unit in solid rock, granting it a huge amount of temporary health while making it unable to move, cast spells or attack for 6 seconds or until depleted. Should the shield remain at the end of the duration, the shield bursts, dealing damage in an area of 200 around the unit.​
Additional information:
should target allies only and for the standart wc3 health pool, i would try a temporary health amount of 400 and a damage amount of like 200 on a 14 seconds cooldown. It should be used like a defensive tornado, taking focus away from targets and dealing damage when sucessfull.
Talents:
Grip of gaia:
Makes encase of granite able to target enemy units. The target wont suffer damage from the shattering stone.​
Stone splinters:
When the stone shell burts, it deals extra damage equal to 20% of the remaining temporary health.​
Welcoming the earth:
Allied targets affected by encase granite gain a life regeneration equal to 15 health per second.​
 
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Elemental Shield
Covers an ally with a shield of element of your choosing.

EARTH Gives Bonus armor and enemy units that attack the shielded unit could be stunned
FIRE Gives Bonus damage and enemy units that attack the shielded unit will be damaged over time.
LIGHTNING Gives bonus speed and enemy units that attack the shielded unit will be slowed.
WATER Gives Bonus mana and health regen and enemy units that attack the shielded unit has a chance of being mana-burned.
AIR Gives shielded unit invisibility and enemy units that attack(well... true sight..) the unit has a chance of getting knocked back and receive reduced attack damage
 
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* Our Hearts Are One: Casts a two-target Spirit Link between the caster and a nearby allied unit (casts for up to five of the closest units). Caster gains X HP, X being a multiple of the amount of Spirit Linked units. A dead unit reduces the maximum amount of HP on the caster and deals a small amount of damage to the caster.

Talents:
** We Stand As One: Every unit (targets and caster for a total of Y) gains Y armor for the duration of the spell.

** We Strike As One: Every unit (targets and caster for a total of Y) gains Y damage for the duration of the spell.

** We Cannot Hold: If one of the linked units dies, all remaining units gain a speed boost but dispelling the entire spell.


* Manaphage: Removes all buffs in the target area, receiving X HP for every buff removed (overhealed HP slowly drains away). Also gains an Orb of Lightning Purge effect, and receives X HP for buffs removed for the duration of the spell.

Talents:
** Overspill: Heals a small amount of HP to surrounding units in a small radius with every buff-to-HP attack (only if currently overhealed).

** Feast: Deals triple damage to summoned units.

** Osmosis: Removes all buffs from the caster to heal X HP per buff (on activating the spell), and heals X HP every time a buff is cast on the caster (removing the buff, obviously).
 
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Shield other:
Gives extra hp to an opponent unit and decrease max hp of the caster for X seconds.
talents:
Channel avatar: targeted opponent deals double damage.
Pour Lifeforce: targeted opponent gains extra regeneration instead of extra max hp
Mass:Can target opponents in an area of effect but the lost max hp of the caster is multiplied by the number of opponents.
 
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Demonic Empowerment
Gives a unit increased armor and a bonus ability based on a chosen talent. Lasts X seconds

Stance of the Doomguard Stance of the Doomguard gives the target AOE damage dealing capabilities and the ability to "Fly" (not really fly but sort of land at a target location fro air and then deal damage)

Stance of the Felguard Stance of the Felguard gives the target increased attackdamage and the ability "Maim", which gives a chance to deal extra damage and slow and enemy unit

Stance of the Succubus Stance of the Succubus gives the target "Evasion" and the ability to cripple eneny units when attacking them

Stance of the Eredar Bonus mana regeneration is granted if the target comes under the effect of Stance of the Eredar. The target also receives magic resistance.

Stance of the Imp Stance of the Imp provides bonus attack and movementspeed. It also allows the target to quickly "Warp"(just blink) to locations and the "Feedback" ability
 
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* Scales of the Reaper: While active, every kill made by the caster adds X HP. At the end of the spell, adds damage equal to remaining overhealed HP for the next attack only.

Talents:

** Life to Magic: Regains Y mana with every kill while the spell is active.

** Scythe: Adds splash damage while the spell is active.

** Begone: Final empowered attack deals knockback (even if it does no extra damage).
 
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