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Summoner class branches

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In my map you need to take a class specialization (branch), it makes its spells stronger than others
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Example: Taking Pyromancer specialization will make your Fire spells stronger than the others, this doesnt means the other spells will be nerfed

I can only have 3 branches

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BRANCHES

SINGLE (I NEED A BETTER NAME
INFO: Specializes in combat with only 1 summoned unit, this unit is stronger that the other ones and can be leveled

MULTI
INFO: Specializes in summoning multiples units, these units are not so strong but they are a lot

INVOKER
INFO: Specializes in channeled spells to help your summoned units with good damage, those spells takes some time to be casted or are channeling spells like Fire rain from Pitlord, it spells are not related with summoning units

PSYCHIC/MINDMASTER
INFO: Specializes in mind control
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I dont have think too much in spells, the main concept is that imo it makes sense for a summoner, mind-control/summons/take-mind/units controller
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Example: Take mind spell, takes the control on an unit without need to summon it, control is temporal but you can recast it to extend the time, also target unit doesnt need to be trained to lvled
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I would like to combine Invoker branch with this one organically


Ideas please

@cleavinghammer @Tickles @noob @Oliver @ThompZon @FeelMyRash @Uncle @MasterBlaster @Hive_Parasite
 
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Level 28
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Taking control of summons seems a bit too situational to me.

Alternately, the Invoker's units have regular stats but they get abilities the others don't/there's an effect that happens upon summoning (e.g. Infernal stuns units in an area on being summoned).

For instance (hypothetical names), the Beastmaster specializes in many-but-weak units, the Wildranger in single-but-strong units, the Invoker has units with the same stats but there's an effect on summoning; going with Feral Spirit as the base spell:

Beastmaster summons 3 wolves instead of 2.

Wildranger summons 1 bear instead of 2 wolves (with stats such that it wins against both wolves).

Invoker summons 2 wolves with Howl of Terror and Roar, each casts one spell upon summoning.
 

Uncle

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Name ideas for Single: Companion, Partner
Name ideas for Multi: Herder, Wrangler
Name ideas for Invoker: Commander, Leader

With those in mind you can come up with names like Beast Herder or Pack Leader.

New branch idea:
Evolutionist: Combines summons to create more powerful summons. Wolf + Bear = Werebear.
 
Level 21
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Taking control of summons seems a bit too situational to me.

Alternately, the Invoker's units have regular stats but they get abilities the others don't/there's an effect that happens upon summoning (e.g. Infernal stuns units in an area on being summoned).

For instance (hypothetical names), the Beastmaster specializes in many-but-weak units, the Wildranger in single-but-strong units, the Invoker has units with the same stats but there's an effect on summoning; going with Feral Spirit as the base spell:

Beastmaster summons 3 wolves instead of 2.

Wildranger summons 1 bear instead of 2 wolves (with stats such that it wins against both wolves).

Invoker summons 2 wolves with Howl of Terror and Roar, each casts one spell upon summoning.
Thread edited, Invoker branch spells were not supposed to be related with summoning spells

BUT, your Invoker idea spells is very very good tbh

Name ideas for Single: Companion, Partner
Name ideas for Multi: Herder, Wrangler
Name ideas for Invoker: Commander, Leader

With those in mind you can come up with names like Beast Herder or Pack Leader.

New branch idea:
Evolutionist: Combines summons to create more powerful summons. Wolf + Bear = Werebear.
Nicee but i cant imagine the amount of unit models variations lol, anyways but it can be solved with some specified models
 
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Level 14
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New branch idea: path of damnation.
This summoner specialises in causing mysery, its summons uses either de-buffs or damage over time abilities while having low direct damage.
example ability :when a summoner from the path of damnation is damaged, it regains health at a rapid pace while its summons loses more health than it gains.
Example summon: wrathful ghost that curses opponents making them miss their attacks.
 
Level 21
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New branch idea: path of damnation.
This summoner specialises in causing mysery, its summons uses either de-buffs or damage over time abilities while having low direct damage.
example ability :when a summoner from the path of damnation is damaged, it regains health at a rapid pace while its summons loses more health than it gains.
Example summon: wrathful ghost that curses opponents making them miss their attacks.
That op lol, im not looking for a summoning branch, im looking for a more supportive branch, like Invoker which is specialized in channeled spells like Fire rain spell from Pitlord
 
Level 14
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I do realise the curse spell is absurdly op if given the stats of the banshee curse.
But if it is just 20% miss chance it is much more reasonable.
As for damage over time abilities, some are considered close to worthless in vanilla WC3 ex: the poison on the orb of poison.
It is just a matter of numbers.
I was imagining for the auto dark pact something like "100 health gained per 500 summon health drained"
You could put the debuff abilities directly on the hero and have low numbers of summons in this case the debuffs would need to be rather strong: if you have low damage you need strong debuffs to compensate for it.
Do not forget most rpgs intentionally makes bosses harder to debuff, you can do that too if you fear the ability of the hero vs bosses would be excessive.
You could also tone down the summon aspect by having a single summoning skill that gives you a small menu allowing to pick a summon, each time it is used, your previous summon is destroyed and the new summon is made, so you could for example pick a summon that weakens the offence of a single target or a summon that slows the movement speed of all opponents around it or a summon that applies a low dps poison that lasts 4 seconds on each hit opponent(does not stacks) and pick the one you need the most at the moment therefore allowing weaker individual summons(because just with this example you can use it to flee better or to fight a single target easier or to poison multiple targets if you somehow meet a boss with weird regen mechanics so the polyvalence can justify your summons having low stats)
 
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