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Unit/Hero Idea Thread

01-08-2009, 02:22 AM#1
Kyrbi0
I saw an old thread by the (nearly) same name, and it seemed like an interesting idea; a thread full of ideas for units and heroes. Not necessarily for any one race (or, even, for a race at all), but just a collection of ideas.

Obviously, this is not an original idea, and perhaps it has failed in the past for reasons I don't know. Or maybe there's just no call for such a topic. But hey, it sounds interesting. Also, I wouldn't go so far as to say that this topic should be that topic, although I've built it so it can.

Thoughts? (Ideas? :P)
01-08-2009, 04:25 AM#2
Pyrogasm
Don't you have enough melee heroes to make already?

01-08-2009, 05:00 AM#3
AnemicRoyalty
Here's one for you:

Goblin Firebug
Mercenary Goblin with huge dual-flamethrowers. Deals rapid splash damage and explodes on death. Needs Firebat quotes from Starcraft, except yelled in a high-pitched Goblin voice.

If it's a hero, one of its names should be The Fury

:P
01-08-2009, 11:40 AM#4
Kyrbi0
Quote:
Originally Posted by Pyrogasm
Don't you have enough melee heroes to make already?

Har-de-har-har.

I'm not asking for ideas for me; hopefully, that can be done in my own, dedicated topic. Also, I wouldn't just blindly ask for ideas; I try and fit stuff in that makes sense and fits needs.

But anyway, this is more for general use. I know, as a Lurker, that I sure could've used a topic like this. Who knows?

But anyway, time I posted something:
~~~
(These are all from an earlier, Closed topic; figured it be good to get them in circulation. All but one (Stone Construct) are from GreyArchon. He even came up with some alternate skillsets for Blizzard heroes.)
~~~

Nightelf Worldcleanser.

A Nightelf druidic warrior, the Worldcleansers are an elite sect of Nightelves devoted to healing the lands. Wielding Sentinel Blades and druidic magics, they are both the front- and backline of the modern Nightelf army.

Skills: Abolish Magic, Mana Absorb, Regrowth

(Mana Absorb: For 15 seconds, all offensive spell and magic damage is converted into health.)
(Regrowth: Instantly heals a target unit for 100HP, and thereafter for 15HP every second for 10 seconds.)

--

Nightelf Shadepriest

A priest of the moon devoted to its' shadowy powers, the Shadepriest is a cunning spellcaster with the ability to manipulate battles to his cause.

Skills: Lesser Heal, Moon Flare, Lunatic

(Lesser Heal: Manually casted heal for 75 HP - Low cooldown.)
(Moon Flare: Blinds enemies in a target point, causing them to have a 20% chance to miss on attack for 30 seconds.)
(Lunatic: Targets an enemy, unit or hero, causing them to transform into either a sheep, a penguin, a box, a treasure chest, a Human Scout Tower, or a very strong Black Dragon - for 30 seconds (3 seconds for heroes) - Long cooldown)

---

Orc Bladesman

Intense vigorous training and a nearly uncharacteristc discipline has formed these Orcish Warriors into true bladesmen. Unlike the favored Blademasters, the Bladesmen of the Orcs favor sturdyness and versatility in combat over the Blademasters' sneaky windwalking ways.

Skills: Roar, Defensive Stance, Offensive Stance.

(Def Stance: For 20 seconds, causes the Bladesman to deal 80% damage, but receive 60% damage.)
(Off Stance: For 20 seconds, causes the Bladesman to deal 140% damage, but receive 120% damage.)

---

Troll Assassin

The nefarious Trolls have always had to rely on keen instincts and agility to survive the dangerous jungles, islands, and other near uninhabitable places in which they thrived. The assassins are a direct result of the Troll's total focus upon both survival instincts, and savagry.

Skills: Slow Poison, Ensnare, Fade.

(Fade: Makes the Troll Assassin gain 50% evasion for 30 seconds. While Faded, he is transparant for 80%, and very hard to see with the naked eye.)

---

Forsaken Arachnomancer

The Forsaken, in their efforts to win what remains of the Nerubian Empire over to their cause, have begun to delve deep within the minds of spiders. Finding mutual comparisons between both their newfound identity, and the webbing creatures, the Arachnomancer was the result.

Skills: Arachnofobia, Spider Swarm, Spider Form

(Arachnofobia: Induces immense fear in a target enemy unit or hero, causing them to stop in their tracks. Their armor is lowered by 5 for 10 seconds, as they move at 70% normal walking speed.)
(Spider Swarm: Summons 6 uncontrollable spiders that tear and bite randomly at the Arachnomancer's enemies, for 10 seconds.)
(Spider Form: Changes the Arachnomancer in a melee Giant Spider for a duration of 45 seconds.)

---

Forsaken Bonethief

Not all attempts by the Forsaken to revive the fallen bodies untouched by the Plague were completely succesful. Some corpses shedded their flesh and bone, and a ghostly skeleton was all that remained. They turned out to be nimble warriors, but their greatest, and most fearsome skill turned out to be something that the Dark Lady could use very well... They could replace the skeleton of a living unit, and use its' flesh as their puppet.

Skills: Lesser Evasion, Bonetheft

(Lesser Evasion: Has a 10% chance to avoid an attack)
(Bonetheft: If an enemy living unit is below 50% health, the Bonethief will crawl into their body and replace their skeleton with itself, gaining control of the unit. This fully heals the unit as well. (Does not work on heroes or creeps above lvl 6.))

---

Scourge Soulrender

The Soulrender strikes fear into the hearts of even dragons. Few have lived to tell the tale of seeing these grotesque creatures up close. This massive creature encompasses everything the Lich King stands for... the power of death, the power of psychic, and the power of frost.

Skills: Lesser Death Coil, Mindflare, Frostbite, Resistant Skin

(Lesser Death Coil: Heals a target friendly undead unit for 150 HP, or damages a target enemy living unit for 75 HP.)
(Mindflare: Stuns a target unit for 5 seconds (1 second for heroes) and burns away 125 mana.)
(Frostbite: Freezes a target unit in place for 2 seconds, doing 200 damage to it. any units close to the targetted unit are slowed by 30% for 5 seconds.)


---

Human Explorer

Used by many of Azeroth's outposts as scouts and mappers, the Explorers are a viable asset to the human's forces. Feeling at home in even the most dangerous areas, the Explorers are often used as reconnaisance.

Skills: Lesser Windwalk, Shadowsight, True Sight

(Lesser Windwalk: Allows the Explorer to become invisible, and move for 30% faster. Does no bonus damage.)
(Shadowsight: A simple incantation allows the Explorer to see through the eyes of his enemies' shadows. Gives sight of an enemy unit untill dispelled)

--

Dwarven Brawler


Every self-respecting dwarf has to uphold himself in a bar brawl! Of course, a good pint is often a requirement. Donning lightweight axes and a barrel of liquor, the Dwarven Brawlers are both hearty as they are sturdy.

Skills: Lesser Bash, Liquid Courage, Drunken Brawler

(Lesser Bash: Has a 8% chance to Stun an enemy for 1 second on attacking)
(Liquid Courage: A hearty gulp of ale is all a Brawler needs. Heals for 50 HP, increases attack speed by 20%, walking speed by 15%, but reduces armor by 2 for 15 seconds.)
(Drunken Brawler: Has a 10% chance to evade an attack, and 8% chance to deal double damage.)

---

Dwarven Demolitionist

Going for the more crude approach with explosives and gunpowder, the Drawven Demolitionists are often considered crazed madmen by their fellow dwarves. Nevertheless, they are a great force to be reckoned with.

Skills: Lesser Demolish, Sabotage

(Lesser Demolish: Causes this unit's attack to do double damage to enemy buildings)
(Sabotage: If an enemy tower is at or below 50% health, this ability sabotages the tower, and as a result, comes under the ownership of the sabotaging unit.)

---

Nightelf Giant Eagle Rider

With the hippogryph not at home in the barrens of Kalimdor, and the sentinel needing to head out of Ashenvale moreoften then before, they have befriended the Giant Eagles of Stonetalon Peak. With the archers already talented with riding the Hyppogryphs, riding the wild yet noble Giant Eagles comes as second nature.

Skills: Dismount, Windspeed, Gust

(Dismount: Allows the Archer and Giant Eagle to fight seperately.)
(Windspeed: Temporarily increases the movement speed of all aerial friendly units by 25%)
(Gust: Causes a strong wind to blow a target enemy unit away from the Eagle Rider by 600 range.)

---

Nightelf Giant Eagle

The Giant Eagles of Central Kalimdor have often been befriended by Beastmasters, but recently, they share a bond with the Nightelf Sentinel. They can attack air units with their sharp talons, and attack enemy land units by hurling razorsharp pinfeathers at them.

Skills: Pick Up Archer

---

Tauren Geomancer

Disciples of the Earth Mother, the Geomancers are to the Tauren what Shamen are to the Orcs. Able to reshape the lands, these chanelling spellcasters induce both fear and awe within enemy ranks.

Skills: Lesser Earthquake, Lesser Volcano, Lesser Entangle, (Tauren)

(Lesser Earthquake: Slows units for 60% in a large area, and does medium damage to buildings within its area of effect. Lasts 15 seconds.)
(Lesser Volcano: Causes a small volcano to burst from the ground, hurling rocks of lava that harm enemy units and stun them. Does extra damage to buildings.)
(Lesser Entangle: Entangles a unit, immobilizing it and making it unable to attack, for 5 seconds. Does 25 damage per second. Cannot be casted on heroes.)
((Tauren): This unit is a Tauren and can be targetted by the Ancestral Spirit spell.)



Stone Construct
-reskinned Ancient of Wonders, to look like all stone
-primarily used as a defender and meat shield

Stats:
-melee
-high HP
-average defense
-fortified armour
-average attack
-slow attack speed
-seige damage
-average movement speed

Abilities:
-Taunt
-Ground Fusion: Root. when rooted it has spell immunity and increased defense, no attack. the point of this is that they are big and you could use a couple of them to block off a choke point, etc.
-Mighty Blow: % chance to "Crumble" building. Buildings under "Crumble" slowly lose hp over time



As for the Dark Ranger..

Skill 1: Banshee Scream
Lets out a piercing Scream, reducing all surrounding enemies's attack and motion speeds by 10%, 20%, 30%.

Skill 2: Shadow Walk
With each level gained, the Dark Ranger gains 25% transparancy. Also adds a 5%, 15%, 25% chance to evade an attack.

Skill 3: Manalock
Disabled the casting of abilities and spells, and stops all mana regeneration, of a target unit for a specified period of time.

Skill Ulti: Mind Arrow (autocast)
Adds 20 damage to each shot fired, and has a 2% chance to Charm a unit (no heroes, no creeps above lvl 5).


Hmm.

Lich:
Skill 1: Soul Freeze
Somewhat similar to the Fire Lord's 'Soul Burn', Soul Freeze covers an enemy unit in magical ice which causes 50/100/150 damage, and prevents the casting of spells while reducing armor by 10 for 5/15/25 seconds.

Skill 2: Plague
Causes an enemy unit to become infected with a quickly spreading plague. Once a unit is infected by the plague, it suffers 150 damage over 30 seconds. Every enemy unit the initially infected unit touches also gets the plague. Units that die under the effects of Plague become zombies.

Skill 3: Mana Siphon
We all know this one. It suits the Lich.

Ulti Skill: Cold Death
Causes numerous icicles to burst randomly from the ground in a target location, dealing great damage, hurling units in the air, and stunning enemy units, (think Impale) for as long as the spell is chanelled.


Death Knight:
Skill 1: Dark Summoning
The death Knight has the ability to summon his own units towards him from a target point on the map, using Dark Summoning. Summons 4/8/12 units.

Skill 2: Death Charge
The Death Knight channels waves of darkness into his blade. The next attack he does does 50 bonus damage, and splash damage. With each level, the number of charged attacks after charging increases. 2 attacks/4 attacks/6 attacks

Skill 3: Depression Aura
Seeing the Death Knight on the battlefield fills his enemies with woe, as they are reminded that even the purest hearts will eventually fall before, and serve, the darkness of the scourge. Decreases enemy attack and movement speed by 5/10/15%

Skill Ulti: Glory to the Scourge
Once activated, the Death Knight cannot move or attack, but all surrounding allied units gain 75% HP regeneration and 15% damage.
01-09-2009, 12:22 AM#5
RenegadeMushroom
Goblin Techseer: [HERO] - [INT]

- Tech Enhancements
When used on a mechanical unit, the target unit's attack and attack range increase 5/10/15% for 10/15/25 seconds.

- Mechwork Warrior
Creates a weaker mini-clone of any mechanical unit for the Techseer. The mini-clone will have the same abilities, and has 25/35/50% of the target unit's stats.

- Mechrepair
Sacrifices an item to instantly repair a mechanical unit for 45/55/65% of it's total health. If there is no item, then it uses 35/30/25% of the Techseer's mana.

- Overload - [Ultimate]
Targets any mechanical unit (as well as Techseer) and raises all stats for the target by 65% while draining 10 hit points per second for a minute.
01-09-2009, 04:28 AM#6
Rising_Dusk
All I saw was a melee hero with a skill called "Lesser Bash." Seriously, dude, back to the drawing boards.
01-09-2009, 08:38 AM#7
Handclaw
The Tauren Geomancer was worse... <.<

It's a bad idea to simply have 3 "Lesser" spells.... It's bad design and it's boring.
01-09-2009, 10:23 AM#8
Tide-Arc Ephemera
Dark Priest
400 hit points, 3 medium, 0.2 regenerated per second
250 mana, 0.33 regenerated per second
12-15 short ranged magic damage, fast attack rate

Magical Thievery (unit targetting) 50 mana:
Swaps mana as a percentage with target unit, if the unit was summoned, it swaps life totals as well.

Masochistic Thirst (channeling) 50 mana to initially cast:
Heals target unit for 10 damage per second, but Wild Empath takes damage equal to half the healed amount, costs 10 mana per interval.

There's my "unit" idea.
01-09-2009, 12:10 PM#9
Kyrbi0
^What's the "Wild Empath" mentioned?

~~~

Quote:
Originally Posted by Dusk
All I saw was a melee hero with a skill called "Lesser Bash." Seriously, dude, back to the drawing boards.
Quote:
Originally Posted by Handclaw
It's a bad idea to simply have 3 "Lesser" spells.... It's bad design and it's boring.
Actually, it was a unit, but you're still right.

And let me just re-clarify; those are not my ideas. :P

~~~

Goblin Juggernaut* - Tier 3
- The epitome of Goblin steamsuit technology, the Juggernaut stands head-and-shoulders above the rest in both armor and armament. Thick metal plating defends a variety of weapons systems, all powered by an overclocked steam generator. Usually reserved for only the toughest battles, these maniacal metal machines sow fear and reap death across the battlefield.
- Attacks:
- - Against enemy units, the Juggernaut wields a powerful Firethrowr, sending a constant stream of flaming goodness towards close-range enemies.
- - When targetting enemy buildings, the Juggernaut can switch to a shoulder-mounted Rokket Launchr, firing high-yield explosives at long-range.
- Abilities:
- - Overheat (Passive): Due to the multiple on-board systems, the Juggernaut's internal steam generator quickly becomes overtaxed with time. This unit will slowly deteriorate once constructed, finally collapsing when becoming Overheated. After a short time, an Overheated Juggernaut will cool off enough to re-engage and function normally.
- Upgrades:
- - Steam Condensers: Decreases the amount of time spent 'Overheated'.
01-09-2009, 12:18 PM#10
Rising_Dusk
Quote:
Originally Posted by Kyrbi0
And let me just re-clarify; those are not my ideas. :P
A non-hero unit with 4 abilities in melee, particularly one that has a repeat of a Hero skill, is even worse. Regardless, you should probably only be posting your ideas and let that other whoever post his.
01-09-2009, 12:21 PM#11
Kyrbi0
I only count 3 max (Tauren doesn't count?), but let's not argue semantics.

Yes, normally I would; but GreyArchon hasn't shown his face in almost a year.
01-09-2009, 11:35 PM#12
Veev
I see you found a scapegoat~
01-10-2009, 12:12 AM#13
holyadvocate
Illusionist

Illusions - Mirror Image

Soul Image - Wand of Illusions...

Hallucination - single target drunken haze, attacks disabled

Mass Hysteria - all units affected (friend and foee) attack random units near them (trigger is not working... damn)

Werewolf


Blood Scent - Roar, self target, armour, life and mana regen

Blood Thirst - Vampiric Potion (temporary damage and vampirism)

Blood Frenzy - Frenzy

Blood Curse - While active, units killed by the werewolf will turn into Cursed Brood (Timber Wolf)

Swamp Witch

Healing Salve - Healing Salve

Ecstasy Draught - Clarity Potion

Swamp Spirit - Faerie Fire, When the target goes below 15% health, the swamp spirit claims it and returns to the swamp witch, regenerating her health and mana

Web of Curses - Spirit Link, enemy target, 150% shared

I cannot find a good model for the Swamp Witch... think Shadowmoor Kithkin witch and voodoo swamp woman (Gogol...??)
01-10-2009, 12:58 AM#14
Kyrbi0
Quote:
Originally Posted by Veev
I see you found a scapegoat~
? Actually, a great helper; a lot of his ideas were pretty solid (ok, some of them were :P).

He's actually one of the people who gave me the idea.

~~~

For future reference, holyadvocate, I would steer clear of using the same word for all the ability names (Blood ___, Blood ___, etc).

~~~

Jungle Dartmon*
Armed with deadly blowguns, the Dartmon are highly skilled at picking off enemies one by one. Some Dartmon have mastered the ability of brewing toxic, sticky liquids, while others have mastered the technique of moving unnoticed through the dense jungle brush.
- Abilities:
- - Crawl: Like their Hunter brothers and sisters, the Dartmon can slowly crawl on all fours invisibly and noiselessly. They can then spring up and rain down intoxined darts on their foes.
- - Stranglethorn Venom (Passive): Allows the Dartmon to fire a highly poisoned dart every fifteen seconds. The dart will deal extra damage over time to enemy units.
- - Feverish Toxin: Fires one dart with poison from the deadly dart frog, dealing 5 initial damage and 3 damage per second for another three minutes. Units with the Fever will have their attack and movement rate slowed for the duration.
01-10-2009, 01:48 AM#15
holyadvocate
Quote:
Originally Posted by Kyrbi0
?

For future reference, holyadvocate, I would steer clear of using the same word for all the ability names (Blood ___, Blood ___, etc).

.

This was actually the intention, normally id never do something like that, this was part of the.. flavor... of the hero...