The Primary caster of the Kirin Tor Offensive, this versatile caster is both mobile and effective at turning the tide of battle.
I designed this unit with the idea of versatility and synergy in mind as such his spells will be useful when combined with other units and their abilities.
Summon Water Elemental - Summons a 300 Hit Point Water Elemental that deals 15 - 20 damage, an Arcanist can only maintain one elemental at a time. The Elemental can be sacrificed by a nearby Spellblade to heal surrounding units.
Mage Armour - Increases the armour of the target unit by 10.
Teleport - Teleports the Arcanist and 3 other units to a friendly unit or building. This ability may be subject to balancing.
This is amazing! I am currently working on a co-op commander project and wouldn't mind some inspiration. If anyone find commander making interesting like me, feel free to message me and join my map-making team.
Questions for the contest: (Havn't tried one of these yet)
Can you have several entires? Can you pick a commander that has already been picked by someone else? Is it classic or reforged?
Again kudos to the admins making this - We need co-op commanders in Warcraft 3 soon!
Hi everyone so like I said in my last comment I am currently working on my last map (and final map),
Like all my maps there will be 3 new races.
-Ice Monsters=Orc 80/90%
-Syndicate= Night Elf 40/50%
My last map was a big failure. So I want to make sure that this map will be a great one.
So if there is anyone that would like to help me pls with (test the map,ideas,) or to become partners/team.
ok my bad sryWhile there isn't anything stopping you from making more than one Techtree, only one would count as the entry and would be judged accordingly. You can pick a commander that has already been chosen, and it can be classic or reforged - it's up to the contestant's discretion which one they choose to do.
I'm not entirely sure... what is going on here, so I feel it might be important to mention that this is a contest thread, not a project recruitment thread.
In the back we can see the Siege Elemental, serving a similar role to the Siege Engine this Elemental has to be constantly maintained by the Summoner, who if he is killed will disperse the Elemental.
The Soul Spread ability, which sacrifices a summoned unit to heal nearby units
Abilities - Lady Liadrin
1st Skill Q
2nd Skill W
Ultimate Skill R
Lady Liadrin calls upon the light to change her holy abilities. Holy Light and Divine Punishment.
Calls upon the light to heal nearby friendly units. Level 1 - Heals for 200 hit points. Level 2 - Heals for 250 hit points. Level 3 - Heals for 300 hit points.
Calls down wave of holy light that damage units in an area. Each wave deals initial damage. Level 1 - 100 wave damage, 5 damage per second. Level 2 - 150 wave damage, 10 damage per second. Level 3 - 200 wave damage, 15 damage per second.
I mean using negative values on abilities opens up a whole new realm of possibilities if you haven't considered that.
Also look at the standard Blizzard races, dispel magic and disenchant are essentially the same spell re-skinned to fulfill a role.
Sigh, having a bit of a creativity crisis over here.
I am simply unsure how ¨unique¨ I have to go with the spells.
On one hand many of vanilla abilities fit quite well, on the other I don't want my entry to be as simple in that department as the last one.
Let's just take good old Blizzard, if I add slow and random freeze (stun or 100% slow) to it, is it still just a reuse of old ability?
In answer to the question of using feedback, you are allowed to use it if the map is uploaded early. That being said, I wouldn't expect a great deal of feedback, but anything you can use in that respect to further your entry is allowed.
Yep, it is classic graphics - and I did try to save it in an older format, but so far no dice unfortunately. I think there's just too many issues on Blizzard's end to pull that off.
I should also clarify that getting testers to playtest the map is also not against contest rules. If you can find the people to do it, go for it
Can you please explain the Hero part of the contest?
- Does he(/she) have to be from the WC3 or the Warcraft lore in general?
- If from WC3 can he be modified, or does he have to have the old set of skills?
- If from the general lore, can he be a custom character based around a certain faction/class/race?
- Since the min. amount of Heroes is just one, should the tech-tree focus only on this one with the other being less significant or can the units be based around all of the heroes in general?
This sorta things
Abilities - Grand Magister
1st Skill Q
2nd Skill W
Ultimate Skill R
Mount Arcane Golem
The Grand Magister mounts his own Arcane Golem, a powerful armored golem that has the following traits:|n|n- Bonus damage, hit points, and armor. The Grand Magister becomes mechanical, rendering him immune to most forms of stun, most offensive spells, and several beneficial spells.
There wasn't anything that stood out as an exciting ability or interaction though.
Contrasting the work put into art, sound, and general feel the abilities are mostly reskinned vanilla spells. Hero abilities vary more. It would have been preferable to see the kind of thought put into the Aspects also extended into spells and abilities. This is an incredibly strong base for a more complex custom race. I'd love to see you continue developing it.
Since we talk about unique abilities, I also address the fact that using under-utilized abilities (for example Parasite, Spawn Hydra) is a good way to add the score to creativity. Making them communicate with each other (Parasite spawn a healing unit --> the unit can be absorbed for quick heal) is also a way to add further to creativity score. Even if we have tons of highly triggered spells, if they do not cooperate as a whole, it will not yield a high score.
A good way is to incorporate the concept of your faction to the spells.
That was... quick.
I'd like to say that I checked out SC2's Co-Op missions, and can attest that the balance there is not
comparable to the vanilla T/P/Z, plus they feel somewhat specialised compared to melee game.
Now we might want to do it different here, but I would like to suggest to view these entries as a mission
or even a campaign tech-tree, instead of a classic fully balanced one that you see on ladder games. I'm
not saying that a completely OP hero which one-shots everything is the idea, but rather is balanced
against the enemies as they are in the map. That is not for me to decide, but it would allow for some
more interesting ideas.
With that being said, I still want a feeling of power growth for Jaina. She won't start off much stronger
than normal heroes, yet will become truly powerful once her talents are researched. After all, there
needs to be a compensation for only one hero in the faction.
Right of the bat, she will seem to have fairly standard abilities, however at level 6, with her ultimate,
she will be able to amplify and making them mini-ultimates that synergize well together. Her set of
talents, for the most part passive abilities, will be researchable, to either improve, or enable them.