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[Defense / Survival] Team Survival - Hero/Spell Ideas

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Level 9
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Apr 4, 2004
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Currently chipping away on a map much like Enfo's Team Survival. Two teams of players try to survive against waves of enemies, doing their best to prevent the mobs to arrive at their destination.

I am but one man and could use some help coming up with ideas for heroes and spells for these heroes. Each hero has 4 abilities that can be leveled up to level 10 and a default ability that complements their playstyle.

These are the heroes I have created so far, still in need of a spell or two.

latest
Agility/Ranged

[E] Budding Seed (Requires level 6) - Target Unit/Auto Cast

Plants a budding seed inside an enemy unit, allowing it to gorge itself on its life force. If the afflicted unit dies while still hosting the seed, a treant will spawn to fight for Faradrella.

Based on the Parasite spell, it's an autocast ability that creates a treant if the afflicted target dies.

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Intelligence/Ranged

[D] Devour Essence (Default Ability) - Target Unit

Drains a heavy amount of health from a targeted unit and converts it to magic to replenish mana pool.

A triggered version of Dark Ritual, deals 80% of current health of an enemy and turns it into mana for the witch doctor.

[W] Healing Ward (Requires level 1) - Instant

Places down a healing ward that slowly regenerates friendly units health in range over time.

A healing ward ability that is instant casting, creating a powerful healing ward for 10 seconds.


[E] Shadow Image (Requires level 6) - Target Unit

Conjures a shadowy image of an enemy unit to aid you in battle.

It's the item spell Illusion turned into a hero ability. As it's leveled up it takes less damage and deals more.

latest
Intelligence/Melee

[Q] Leech Ward (Requires level 1) - Target Point

Summons a ward that draws energy from nearby enemies and grants it instead to nearby friendly units.

Places down a ward with an endurance aura for friendlies and enemies. Friendlies gain attack and movement speed, enemies attack and movement speed are reduced.

[W] Earth Carapace (Requires level 1) - Target Unit/Auto Cast

Creates a carapace of rock around the targeted friendly unit, increasing their armor and life regeneration for its duration.

Inner Fire that increases armor and life generation for its duration.

[E] Searing Flames (Requires level 6) - Target Unit/Area of Effect

Engulfs an enemy unit in searing hot flames, dealing damage over time and reducing armor. Spreads to nearby units.

Acid Bomb turned into a fire spell.

latest
Intelligence/Ranged

[D] Root/Uproot (Default Ability) - Instant

Burrows Elderlimb's roots into the ground, rendering him immobile, but allowing him to attack. Also grants the Ancient Fortified armor.

The idea for this hero is that it mostly stays rooted in place, enabling it to attack and increase its abilities spell range significantly.

latest
Strength/Melee

[D] Pillage (Default Ability) - Passive

Each attack that does damage to an enemy also gains resources.

Just the pillage ability, nothing much to it.

[W] Combat Expertise (Requires level 1) - Passive

Years of training and combat experience increases the chance to dodge incoming attacks and to strike at vital areas.

Drunken Brawler renamed.

[E] Sweeping Strike (Requires level 6) - Passive

The Admiral strikes with such force that he damages multiple enemies with his attack.

Cleaving attack renamed.

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Intelligence/Ranged

[D] Devour Essence (Default Ability) - Target Unit

Drains a heavy amount of health from a targeted unit and converts it to magic to replenish mana pool.

A triggered version of Dark Ritual, deals 80% of current health of an enemy and turns it into mana for the spellweaver.

[W] Arcane Barrage (Requires level 1) - Passive

Shoots a burst of arcane energy toward a random enemy unit, dealing damage.

Phoenix Fire with a short cooldown and long range.

[E] Radiant Beam (Requires level 6) - Target Unit

Sends forth a beam of radiant energy, dealing heavy damage to enemies hit.

Chain lightning renamed.

[R] Mana Outburst (Requires level 10) - Channeling

Envelopes enemy units in excessive amounts of mana, combusting on them and dealing damage.

Starfall renamed.

latest
Strength/Melee

[Q] Warcry (Requires level 1) - Instant/Area of Effect

Lets loose a terrible cry of war, stunning anyone unfortunate enough to hear it.

War Stomp renamed.

[W] Combat Expertise (Requires level 1) - Passive

Years of training and combat experience increases the chance to dodge incoming attacks and to strike at vital areas.

Drunken Brawler renamed.

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Agility/Ranged

[R] Fury (Requires level 10) - Instant

Metamorphosis renamed.

All heroes have 2 abilities they can start leveling at level 1. Another is unlocked at level 6, and then last one at level 10. They are hotkeyed to Q, W, E and R respectively. D is for their default ability and S is for Attribute Bonus.

All leveled abilities go up to level 10. I don't have any set numbers for the spells yet, except for the ones dealing in percentages.
 
Level 28
Joined
Apr 6, 2010
Messages
3,097
Dryad:

* Herald of the Spring (Drains Mana): (Default) When standing on rocky or non-natural terrain, turns it into grass while the spell is active (while standing on grass, has a small chance to spawn a tree). Grants a passive boost to HP and mana regeneration when not in combat.
* Furry Forest Friends (Active): (Requires level 1) Summons various woodland creatures to the Dryad's aid, including rabbits, raccoons, bears, and wolves.
* Tree of Life (Toggled): (Requires level 6) Targets a tree. The dryad gains huge stat bonuses while in X range of the tree, but is Crippled if the tree dies while the spell is in effect. (Elderlimb counts as a tree when rooted).
* Wrath of the Great Mother (Active): (Requires Level 10) All enemies in X range of the Dryad standing on grassy terrain are Entangled.



Witch Doctor

* Spirits of the Swamp (Active): (Requires Level 1) Targets an area. Every ally/enemy in the area gets a random buff/debuff that is dispelled after X seconds (duration increases with level).
* Voodoo Doll (Active): (Requires Level 10) Creates a voodoo doll. The doll can target a unit (allied or enemy, ability is removed after use and doll is given to the targeted unit's owner) and all spells cast on the doll will then take effect on the target unit with increased effect. Doll has 100% Evasion.


Dark Shaman:

* So Angry! So Hungry... (Active): (Default) Devours a unit with less than X% HP. Gives Bloodlust buff and increased HP and mana regen until the unit is digested.
* Ancestral Rage (Drains Mana): (Requires Level 10) Adds total Str to Int stat while spell is active.


Ancient of Lore:

While rooted, has reskinned Engineering Upgrade for its spells to increase range and damage and decrease manacost.

* Guardians of the Lore (Passive): (Requires Level 1) Every X seconds, sends magical birds (Priest, Sorceress, Druid of the Talon and Satyr projectiles) to deal Int*Y damage to all enemies in Z range.
* Peace of the Forest (Active): (Requires Level 1) Targets an area. All units in the area are unable to attack for X seconds.
* Transflormation (Active): (Requires Level 6) Targets a unit. Unit periodically gains armor and HP but loses movement speed. After X seconds, unit becomes a Treant under the Ancient's control.
* Striking Roots (Channeling): (Requires Level 10) All enemies in X range have a single-target Impale cast on them. Channeling ends when all enemies have been targeted once.


Admiral:

* All Hands On Deck! (Active): (Requires Level 1) Temporarily summons the admiral's finest crewmembers from shore leave. Each crew member has a different aura, can take and deal a large amount of damage, and starts with the Drunken Haze debuff.
* Shore Bombardment (Channeling): (Requires Level 10): Targets an area. The admiral's fleet concentrates its firepower on that area from offscreen, sending cannonball after cannonball to pound his enemies flat. Projectile damage increases with admiral's Str, number of firing ships increases with his Int, rate of fire increases with his Agi.


Spellweaver:

* Sphere of Salvation (Active): (Requires Level 1) Creates a mobile spherical forcefield centered on the Spellweaver. All units in the forcefield have increased armor and Evasion.


Gladiator:

* Trophy Rack (Passive): (Default) Reduces enemy damage by 1 across the map for every X enemies killed by the Gladiator.
* Wind Slash (Active): (Requires Level 6) Targets a point. A Tornado moves to the targeted point, Cycloning all units in the way.
* Magic Is For The Weak! (Active): (Requires Level 10) Adds Str for every buff and debuff present on the Gladiator and removes all buffs, making him immune to magic for X seconds. Extra Str is removed when the spell ends.


Iron Raven:

* Cage (Active): (Default) Targets a unit. Summons iron walls belonging to the Iron Raven's owner around the target unit.
* Coat of Caltrops (Passive): (Requires Level 1) Enemy melee units take damage and are slowed when attacking.
* Eyes of the Crow (Active): (Requires Level 1) Reveals the area in X range, revealing enemy units and reduces their armor.
* Blinkstab (Active): (Requires Level 6) Targets a unit. Teleports the Iron Raven behind the target unit and inflicts Shadow Strike on the target.
 
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