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Tauren Spell Ideas

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Level 4
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Sep 28, 2008
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Ok, im working on a project that focuses around the taurens during the war against the centaur before Cairne's time, and long before thrall allies with them.
(Link in signature)

I need some spell ideas for the main character, Tarn Stonehoof,
He will be able to choose between 3 different "Trees" for the spells he learns.

-Path of the Bloodhoof (Melee combat, strength ect.)
-Path of the Swiftmyst (Cat shape-shift, agility ect.)
-Path of the Earthmother (Spells, nature spells, intellegence , ect.)

Each path will have its respective stat as an ability which will increase that stat.

There should be spells that work well in an RTS environment, aswell as RPG as the campaign will ahve aspects of both.

Thankyou for input =)
 
Level 4
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Jul 30, 2008
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-Path of the Earthmother (Spells, nature spells, intellegence , ect.)
He creates a totem that will hold him alive as long as he stands near it. The totem will be destroyed after 10/15/20 seconds.
Cooldown (2min./1min.45sec./1min.)

-Path of the Swiftmyst (Cat shape-shift, agility ect.)
He daze the enemy unit for 35 seconds. Any damage will cancel the effect. Cooldown (1 min.)

-Path of the Bloodhoof (Melee combat, strength ect.)
He stomps, dazing every units around him for 2/5/8 seconds, giving 30/50/75 damage.
Cooldown (15sec./25sec./35sec.)
 
Level 4
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Hornrage song - all nontauren units around -2 armor (once per target) and every time you use ability deals all nontauren units around damage = targets hp(20%) + armor*targets hp(5%)
 
Level 8
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Apr 6, 2009
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254
Hmmm...

Path of the Bloodhoof
Spells:
Totem Tackle: Tackles the target enemy unit with his totem, deals XXX damage and stuns for X seconds. If used again while the enemy is stunned, he will be knockbacked for a long distance.

Seismic Charge:Charges the target enemy unit, when hit the target will be knockbacked and so will the Tauren. Both units take major XXX damage.

Outrage: The Tauren outrages in hatred, making him 2 times stronger than before, all stats will be pumped (Attack speed, move speed, attack damage, strength, agility, amor and intilligence.) for X seconds, but when the effect is over, the tauren will lose 60% of his hit points.

Hope these helped, they are rather simple D:
 
Level 15
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Mar 8, 2009
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ok, here we go:

Path of Bloodhoof:

Ancestral Fury - increases Strength by XX% for 20 seconds. If the Hero dies while under the effect of Ancestral Fury he will be instantly reborn with XX% hp and mana. (XX=XX)

Kalimdor's Might - instantly resets all cooldowns (except this one) and grants 15% more damage for 10 seconds.

War Stomp - regular warstomp, scales with strength though. To be used in synergy with..,

Trample - channeled. Deals XX damage per second to all enemies in 300 radius. Deals 3 times more damage to stunned enemies. Lasts 5 seconds.


Path of Swiftwind

Ancestral Cunning - increases Agility by XX% for 20 seconds. If the Hero dies while under the effect of Ancestral Cunning he will be instantly reborn with XX% hp and mana. (XX=XX)

Path of the Earthmother


Ancestral Wisdom - increases Wisdom by XX% for 20 seconds. If the Hero dies while under the effect of Ancestral Wisdom he will be instantly reborn with XX% hp and mana. (XX=XX)
Earthmother's Embrace - channeled. Reduces all damage taken by 50% and heals XX health per second. Lasts 10 seconds.

Winds of Kalimdor - channeled. Deals XX damage per second to all enemies in front of the Hero in 500 range. Drains 2 mana per second until deactivated/interrupted. Lasts 30 seconds. 1 min CD.

Nature's Fury - hurls a bolt of molten earth at target, dealing XX damage over 3 seconds.

Spirits of Ancestors - channeled. Summons a spirit of a random ancestor to fight for the Hero. Spirit will remain in mortal world as long as the Hero channeles the spell, for a maximum of 30 seconds. Hero's armour is reduced to 0 while he is channeling the spell. Cannot be intrrupted by the Hero himself. (aka use with caution)
 
Level 2
Joined
Apr 24, 2009
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Hi there, i have three ideas, hope you like these^-^:grin:

ideas for "Path of the Bloodhoof" Skills(all about strength stats):

- Tauren's Conscience(or any else name)(Passive):
His Strengths will increase by 0,1/0,2/0,3/etc for 5 second when an allies unit is died in an 300/350/400/etc aoe around the Hero.
Or maybe he will get movement and attack speed increased for x second when an allies unit is dead around the Hero.
(The main is the Hero will gain bonuses stats for x second when an allied units died around the Hero).

- Inner Strength(or anything)(Passive):
His strength will increased by 0,25/0,5/0,75/1/etc per enemy creep He killed.
His strength will increased by 1/2/3/4/etc per enemy Heroes He killed.
(Like the Pudge's ability in DotA Allstars).

- Do you remember the Bladestrom ability for Yurnero/Juggernaut in DotA Allstars?
I think it is interesting if the Tarn Stonehoof can swing his axe like Bladestrom ability,
but without the Bladestrom's wind effect(only the hero and the axe will be whirl around).

That's it:wink: I'm truly sorry if there are any bad grammar/spelling:cry:

I hope these idea will help you... good luck!
 
Level 4
Joined
Sep 28, 2008
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39
really liking some of these ideas, the ancestral strength/cunning/wisdom from Trillium, Brilliant! i love the talent tree spin on the ancestral spirit of the tauren chieftan spell, The gains X strength for each enemy killed is also good daniel, although might make it a gains X strength for X seconds after an enemy is killed (stacking to X), all these ideas are great, im gonna have trouble deciding which ones to go with, and which to leave out, may make the ones i leave out into item use abilities, like a specific boot lets you do the specific charge ect.

Kepp the great ideas coming guys! + rep for more brilliant ideas now!
 
Level 2
Joined
Apr 24, 2009
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I do not sure which "Trees" more suitable with these skills:

- Boomerang Axe(or any else name):
The Tarn Stonehoof throw his axe like boomerang(he will loosen(the axe will removed from his hand) his axe when the axe still swiftly whirl around in the air and get(hold/take the axe back) the axe back when the skill is done).
2 second casting, and cannot move while use this skill.
This will cause 150/300/450/etc damages on the boomerang's way.
(maybe like the Rexxar's throwing axe skill in DotA Allstars).

- The Epic Rush:
Tarn Stonehoof keep rushing(running) over 3/4/5 second.
maybe you can make an animation like this:
1.The Hero is rushing and swinging his axe,
2.make the enemy unit in his way will pushed back and get 2 second stun or slow.
damages: 500 damages.

- War Stomp<= the idea.
An usual war stomp deals X damages like this(2xSTR) and stunned enemy for X second.
and create an impale effect. the impale like this(maybe):
\ | x/
x\|/
--H-- H is the Hero. x is nothing(just ignore it).
x/|\
/ | x\ the impale caused damages too :D

- Brutal Instinct or Angry Tauren
When the Hps is below 20%, increase the Tarn Stonehoof attack speed by 10%/20%/30% but reduce the movement speed by 15%/30%/45%.

- Teleport
The Hero cast 'War stomp' animation and open a fissure(like a gate). The Hero and allied unit also can go inside the fissure and teleported to the selected area(create a fissure too in the selected area). maybe like an underground passage.

I'm sorry again if there are any bad grammar/spelling:sad:

I hope these ideas can make your map Epic ^^~
 
Level 7
Joined
Feb 21, 2009
Messages
316
-Path of the Earthmother (Spells, nature spells, intellegence , ect.)

Rejuvenation
TYPE: Healing overtime
Regenerates the hero's hp over X seconds.

Falling Leaves
TYPE:Stun
Hypnotises the units around the caster, making them imposible to move for 4 seconds.

Nature's Call
TYPE: AoE Damage
The tauren uses his power over nature to speed up the growing of the trees, making them a circle. Every unit traped inside will take X damage for X seconds.

Nature's Wrath
TYPE: Direct Damage
The tauren calles a random ancestrall spirit from the world that has the next effects over a unit:
Fire: Deals X damage and X over-time damage.
Wind: Deals X damage and slowes the target's movement speed by X %
Earth: Deals X damage and stunnes the target for X seconds
Water: Deals X damage and knocks back the target.
 
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