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Spell ideas :/

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Level 21
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Warrior)
Great strike: High melee strike
Slash: Cleaving strike
Roar: Increase damage
Blood pact: Heals 70% of dmg dealt

Need other 3

Defender)
Shield up: Uses your shield to guard you for 1 sec, cooldown is 3 secs
Guard: Makes an ally invulnerable cuz you will take all the dmg that it receive
Rush: Strike the target with your shield stunning it

Need 4 other spells
 
Level 28
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Warrior:
Raging Charge (Active): Runs towards target unit, dealing damage, stun and knockback to the target on impact.
Counter (Drains Mana): While active, melee enemies take 200% reflected damage.
Challenge (Active): Target unit is forced to attack the Warrior.

Defender:
Armor of Contempt (Active): Forces all nearby enemies to attack the Defender and gives 80% damage reduction for a few seconds.
Turtle Formation (Toggled): While active, slows the Defender and any allied units in range, but greatly increases armor.
Lead-lined Plating (Passive): Gains 10% movespeed for every 10% HP lost.
Ritual of Safeguard (Channeling): All allied units in range are invulnerable.
 
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Trap (Active): Places a trap at the Ranger's location. Trap either damages, stuns, or poisons the enemy.
Recon (Active, Drains mana): Becomes invisible and gains increased movement speed and sight range. Attacking from invisibility does not break stealth, but costs 100 mana.
Trap n Invi are used from other hero xd

Ranger is an unit that is good only at long ranges, I want to add it slowing arrows but only if target is going to his position but that is so hard to do.
 
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Ranger is supposed to be good at range, so give it a situational tool to create distance.

Hookshot - Shoot a claw which travels X distance in target direction and terminates on the first target hit. If the claw impacts an enemy unit that unit will be heavily slowed by for Y seconds (no damage). If it impacts an allied unit or a destructable the Ranger will be pulled Z distance toward the object.

Voidshot - Shoot a slow-moving void arrow in target direction which will automatically detonate at the end of its trajectory. Re-activate this ability while the arrow is in flight to teleport to its location and detonate it early. Detonations apply a DoT effect and attack speed slow in a small radius.

Fleet Feet Fletching - After not attacking for X (small number) seconds the Ranger gains a minor bonus to movement speed and attack speed. This bonus lingers for Y (small number) additional seconds after taking damage or attacking an enemy. Spells/abilities may be cast freely without losing the bonus.

Blinkshot - Blink to target location in close range, firing a bolt of energy at the closest hostile unit to your new location. Long cooldown, reduced by x% if a target was hit. (sorry Ezreal)

Sweet Spot - Damage dealt to enemies at least X distance away from the ranger is increased by Y%. Incoming damage from enemies at least X distance away is reduced by Z%

Skyward! - Launch a volley of arrows high into the air targeting an AoE. After a brief delay the arrows fall back down to the AoE, damaging enemies and knocking them away from its center. (or just imagine one bigass arrow coming down to split the earth)

True Aim - Attacks on enemies stack the True Aim debuff on them up to 3 times. At 3 stacks your attacks against that enemy rend their armor, reducing it by x%, and cripple them, reducing their movespeed by y%, for Z (small number) seconds. Subsequent attacks refresh the rend/cripple but True Aim may only be stacked on one unit at a time; switching targets removes all instances of the debuff.

+Rep soon (I cant currently cuz im on mobile)
If you rotate to horizontal viewing on android devices the rep buttons on posts appear on mobile. They don't appear when viewing vertically.
 
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Ranger is supposed to be good at range, so give it a situational tool to create distance.

Ty, this give me a better idea, i like the other spells ideas but i want to make my Ranger a bit "fantasy-less" :), anyways i will use some of these spells ideas for my other classes like Mage.

-
Current spells
/Accurated bolt
/Increase aim (boost)
/Increase attack speed (boost)
/Fracture (target will be damaged if run)
/Smoke arrow (blind)
/Increase range
/Pushing bolt (throw back your target)

PS: All my heros already have inner passives, Ranger already have the Sweet Spot one :)

If you rotate to horizontal viewing on android devices the rep buttons on posts appear on mobile. They don't appear when viewing vertically.
You r right, ty :D
 
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PS: All my heros already have inner passives, Ranger already have the Sweet Spot one

About Inner passives, you can switch them cuz some heros have other inner passives but you can only use one.

(Inner passives)

W A R R I O R

Assault - If you attack an enemy who HP is full you will deal a bigger damage.
Vengeance - If HP is low your damage will be increased.

D E F E N D E R
Vibration - If you are attacked while your "shield is up" you have a chance to stun the attacker.
Highplate - Low dmg is ignored.

H U N T E R
Talent - Gives extra chance to evade special attacks from specific kind of mobs.
Evasion - Ya.

R A N G E R
Sweet spot - Higher ranger = higher dmg.
I like that name

M A G E
No one yet.

B A T T L E M A G E

Cut - Cut MP with each attack.
Resistance - Increase magic defense.

C L E R I C

Retribution - Every time Cleric is attacked, you will passively heal near allies for an amount of the dmg received.

-------

Im looking for other Inner passives ideas
 
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Level 28
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Mage:
Focus: Taking damage restores mana.
Overflow: Adds damage based on remaining mana.

Ranger:
Scout: Increase sight and attack range with Agility.

Cleric: Retribution isn't really the right word to use, how about:
Selflessness: Nearby allies are healed whenever the Cleric takes damage.
Retribution: Enemies take damage based on how much damage the Cleric has taken whenever he heals an ally.
 
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Glad you liked the name :)

IMO both the hunter passives are bad ideas. Evasion seems like it would be all-around better but it is extremely non-interactive. % chance to not take damage is ehh. The Defender passives are similar but much better because they have clear ways they can be used.

Stalk - Landing the killing blow on a target with an autoattack grants a brief cast of Wind Walk. (Like 3s?) This effect has a brief cool down before it can be triggered again. (There are tutorials to make passives with cooldowns on this site)

Mark - Attacks against enemies mark them for X seconds. You and allies deal Y% increased damage to marked targets. Only one enemy can be marked at a time.

———

Feast - Killing a unit regenerates X (small amount) health over Y seconds (medium duration). This buff can stack up to N times, increasing the the regenerated amount with each stack.

Famine - Drains X (small number) life per second from nearby damaged enemies and gives it to the ranger. Drain is increased against Enemies under y%.

———

Flight Instinct - Non-boss enemies below x% health can be executed with an ordered right-click/attack, exploding them and causing nearby units to run away in terror. This effect has a moderate cooldown before it can be used again.

Fight Instinct - Killing a unit temporarily reduces the damage dealt by nearby enemies of the same unit-type as the one killed.

———

Type-Specialty - Consecutive attacks against the same unit-type grant a stacking damage buff on each attack. Attacking a different unit type resets this bonus to 0. Does not work against bosses.

Target-Speciality - Consecutive attacks against the same unit grant a stacking damage buff on each attack. Attacking a different unit resets this bonus to 0. Killing the unit with at least N stacks grants increased attack speed for a moderate duration and puts this effect on cooldown for the same duration.
 
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Mage: spell bombardment = whenever you cast a spell, your next spell in 10 seconds will deal %5 more damage up to %25.

Intervention = whenever you cast a spell there is a %x chance that a random effect will occur.
Effect 1= target is polymorphed for 5 seconds
2= target is stunned for 2 seconds.
3= target gets pushed back by a mighty
breeze.
4= caster is immune for 2 seconds
5= caster takes 150 damage.
Yes I love dnd :)

Cleric: Will of Vengeance. When a unit in x range dies, they are brought back to life for 15 seconds to take revenge on the creature that killed it.
 
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Glad you liked the name :)

IMO both the hunter passives are bad ideas. Evasion seems like it would be all-around better but it is extremely non-interactive. % chance to not take damage is ehh. The Defender passives are similar but much better because they have clear ways they can be used.

Stalk - Landing the killing blow on a target with an autoattack grants a brief cast of Wind Walk. (Like 3s?) This effect has a brief cool down before it can be triggered again. (There are tutorials to make passives with cooldowns on this site)

Mark - Attacks against enemies mark them for X seconds. You and allies deal Y% increased damage to marked targets. Only one enemy can be marked at a time.

———

EDITED
Feast - Killing a primal beast gives you a slow HP restoring bonus n a dmg n def boost.

Famine - Drains X (small number) life per second from nearby damaged enemies and gives it to the ranger. Drain is increased against Enemies under y%. Ranger?

———

Flight Instinct - Non-boss enemies below x% health can be executed with an ordered right-click/attack, exploding them and causing nearby units to run away in terror. This effect has a moderate cooldown before it can be used again.

Fight Instinct - Killing a unit temporarily reduces the damage dealt by nearby enemies of the same unit-type as the one killed.

———

Type-Specialty - Consecutive attacks against the same unit-type grant a stacking damage buff on each attack. Attacking a different unit type resets this bonus to 0. Does not work against bosses.

Target-Speciality - Consecutive attacks against the same unit grant a stacking damage buff on each attack. Attacking a different unit resets this bonus to 0. Killing the unit with at least N stacks grants increased attack speed for a moderate duration and puts this effect on cooldown for the same duration.
Open this (click to expand)

-----

HUNTER

Trust - Damaged enemies give you damage bonus.

Intimidation - Damaged enemies lose speed when are close to die.

Ty for ideas

-----

Mage: spell bombardment = whenever you cast a spell, your next spell in 10 seconds will deal %5 more damage up to %25.

Intervention = whenever you cast a spell there is a %x chance that a random effect will occur.
Effect 1= target is polymorphed for 5 seconds
2= target is stunned for 2 seconds.
3= target gets pushed back by a mighty
breeze.
4= caster is immune for 2 seconds
5= caster takes 150 damage.
Yes I love dnd :)

Cleric: Will of Vengeance. When a unit in x range dies, they are brought back to life for 15 seconds to take revenge on the creature that killed it.
I like first one but second one not :)

Cleric one is a bit OP :/

Mage
  • Spell Recycler - 5% of spent mana is stored, can hold maximum of (50 + (25 x level)) stored mana that will turn into a temporary shield.
  • Spell Preparation - after not casting for 30 seconds your next spell cast will cost no mana
First one can be bit edited as "Spell master" that reduces spells mana costs.

Second one is amazing, could too increase spell dmg
 
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Repeat Casting: Every time the hero uses a spell, it increases a counter that makes the next use of that spell do more damage. Using a different spell resets the counter to zero.

Focused Casting: While active, disables all but one of the hero's spells, but that spell has greatly increased effect and reduced manacost.
 
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@cleavinghammer @Devalut @Aeryn @Pyrogasm


Warrior)
Great strike: High melee strike
Slash: Cleaving strike
Roar: Increase damage
Blood pact: Heals 70% of dmg dealt
Intimidate: War scream that decrease enemies attack

Need other 2

------------------

Defender)
Shield up: Uses your shield to guard you for 1 sec, cooldown is 3 secs
Guard: Makes an ally invulnerable cuz you will take all the dmg that it receive
Rush: Strike the target with your shield stunning it

Need 4 other spells

------------------

Hunter)
Dash: Jumps toward
Trap: Trap
Breakage: Throws a glaive that decreases target defenses
Snare: Snare
Stealth: Invisible

Need 2 others


--------
Please
 
Level 24
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Warrior:
Sorry got nothing :/


Defender:
Iron Clad Defenses - Every 5 seconds out of combat will allow the Defender to reflect an attack back for 50% + (7% per level of defender), Shield Up will instantly Refresh Iron Clad Defenses. Unit's hit by Iron Clad Defenses become *Dizzy.

Shield Toss
- Throws a shield that bounces will bounce between enemy combatants, returning after finishing bounces or if only one target. Each unit struck has their armor reduced by -2 and stacks on bounces. Units struck become *Dizzy.

Absolute Territory
- Defender knocks back all enemy units in aoe every second for 3 seconds, units knocked back become *Dizzy.

Contempt
- Taking Damage from *Dizzy enemy units is reduced by 10% (+ 1% per level of Defender) - Activate to Taunt all *Dizzy units to attack the defender for 2 seconds.




Hunter:
Poison - Passively allows Hunter's attacks to inflict poison, dealing 2 (+ 0.6% of target's maximum health) per second for 20 seconds, all of Hunter's abilities will also inflict poison. Activate to Cause Hunter's next basic attack to deal 40 (+ 12% of the target's maximum health) (essentially instant 20 seconds of poison) Long cooldown!

Decoy
- Replaces the hunter with decoy that will take 500% more damage and deal 35% of the Hunter's Damage, if slain the decoy will explode Violently for large damage (+ 2% of what the decoy took as damage) to targets near the blast. Hunter will then re-appear unharmed. * Decoy will explode on it's own if not slain within 10 seconds.
 
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Warrior:
* Trophy (Passive): Gains +1 damage for every X damage done or every Y kills (e.g., 1000 damage total or every 100 kills).
* Crushing Blow (Active): While active, reduces enemy armor with every attack but reduces attack speed.

Defender:
* Morale Boost (Active): Scroll of Protection
* Enchanted Armor (Passive): Ranged attacks have a chance to bounce back against the attacker.
* Spellguard (Drains Mana): While active, becomes immune to magic.
** Alternately: While active, enemy spells are immediately dispelled/cancelled but remove mana equivalent to half the spell's cost.
* Anchor (Active): Targets an enemy in melee range. While active, the target and the caster have severely reduced movement speed.

Hunter:
Maybe Break Armor instead of Breakage.
What's the difference between Trap and Snare?
* Track (Active): Faerie Fire.
* Bait (Active): Targets a point. Forces all enemy units in X range not currently attacking (Move, Patrol, Stop, Hold Position) to Move to the target point.
 
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Warrior:
Sorry got nothing :/


Defender:
Iron Clad Defenses - Every 5 seconds out of combat will allow the Defender to reflect an attack back for 50% + (7% per level of defender), Shield Up will instantly Refresh Iron Clad Defenses. Unit's hit by Iron Clad Defenses become *Dizzy.

Shield Toss
- Throws a shield that bounces will bounce between enemy combatants, returning after finishing bounces or if only one target. Each unit struck has their armor reduced by -2 and stacks on bounces. Units struck become *Dizzy.

Absolute Territory
- Defender knocks back all enemy units in aoe every second for 3 seconds, units knocked back become *Dizzy.

Contempt
- Taking Damage from *Dizzy enemy units is reduced by 10% (+ 1% per level of Defender) - Activate to Taunt all *Dizzy units to attack the defender for 2 seconds.

Hunter:
Poison - Passively allows Hunter's attacks to inflict poison, dealing 2 (+ 0.6% of target's maximum health) per second for 20 seconds, all of Hunter's abilities will also inflict poison. Activate to Cause Hunter's next basic attack to deal 40 (+ 12% of the target's maximum health) (essentially instant 20 seconds of poison) Long cooldown!

Decoy
- Replaces the hunter with decoy that will take 500% more damage and deal 35% of the Hunter's Damage, if slain the decoy will explode Violently for large damage (+ 2% of what the decoy took as damage) to targets near the blast. Hunter will then re-appear unharmed. * Decoy will explode on it's own if not slain within 10 seconds.
Warrior:
* Trophy (Passive): Gains +1 damage for every X damage done or every Y kills (e.g., 1000 damage total or every 100 kills).
* Crushing Blow (Active): While active, reduces enemy armor with every attack but reduces attack speed.

Defender:
* Morale Boost (Active): Scroll of Protection
* Enchanted Armor (Passive): Ranged attacks have a chance to bounce back against the attacker.
* Spellguard (Drains Mana): While active, becomes immune to magic.
** Alternately: While active, enemy spells are immediately dispelled/cancelled but remove mana equivalent to half the spell's cost.
* Anchor (Active): Targets an enemy in melee range. While active, the target and the caster have severely reduced movement speed.

Hunter:
Maybe Break Armor instead of Breakage.
What's the difference between Trap and Snare?
* Track (Active): Faerie Fire.
* Bait (Active): Targets a point. Forces all enemy units in X range not currently attacking (Move, Patrol, Stop, Hold Position) to Move to the target point.
---------------------------
Defender:
Iron Clad Defenses/Absolute Territory/Contempt - Im not loking for passive right now :)

Shield Toss
- I like it


Hunter:
Poison - Im not loking for passive right now :)

Decoy
- Very good idea

------------------------

Warrior:
* Trophy (Passive): Im not loking for passive right now :)
* Crushing Blow (Active): Niceeee
Defender:
* Morale Boost (Active): Niceee
* Enchanted Armor (Passive): Niceee
* Spellguard (Drains Mana): Already used in a different hero
* Anchor (Active): Best one i think :)

--------------------
What's the difference between Trap and Snare?
-Trap is a landmine
-Snare is a web :)
--------------------

* Track: I like it
* Bait: Great idea

I really like the Bait idea

PS: "Defender" concept is about a Justiciar/LawEnforcer/Custodian :)
 
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Warrior:

Patience (Active): Targets a unit. When first used, starts counting the number of attacks made by the target on the caster. When used again, does damage (multiple of number of attacks received) to the target at melee range.

Misericorde (Active): Targets a unit. Deals damage equal to a multiple of the number of debuffs on the target.
 
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