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Need Skill Ideas/ Skill Reqest Thread

06-06-2004, 09:54 PM#1
Moose-Head_Man
hey i am making an elemental skill map where you get a hero and can play around with his skills, the skills have to be elemental, i have 2 done right now, and i need more ideas, please i need them to be trigger enhanced

All in all if you want a skill to be made , i can make it for you
06-06-2004, 10:56 PM#2
Keitaro
Maybe you should tell us a little about the spells that you already have made.
Anyway... the right person have stumbled across you. I am all ideas and no talent.

Elemental spells can be elemental summons other than the water summon.

other than that what about a skill that ads cold damaga to the hero only? something automatic like evasion.

maybe a firebolt that works like flamestrike, only it only targets one enemy and sticks to the target like the wardens poisen strike.

some kind air or that can be cast on units making them move faster and adds evasion (not too much). I'm thinking something like shamans bloodlust that can be autocast, but the art effect is a white 'rejuvenation'.

dustcloud - decreases enemy units attack rate or damage. much like drunken haze. used on a tower it prevents it from shooting.

since it's only one hero this should do it. hope you could use my ideas.
06-06-2004, 11:07 PM#3
Moose-Head_Man
Quote:
Originally Posted by Keitaro
Maybe you should tell us a little about the spells that you already have made.
Anyway... the right person have stumbled across you. I am all ideas and no talent.

Elemental spells can be elemental summons other than the water summon.

other than that what about a skill that ads cold damaga to the hero only? something automatic like evasion.

maybe a firebolt that works like flamestrike, only it only targets one enemy and sticks to the target like the wardens poisen strike.

some kind air or that can be cast on units making them move faster and adds evasion (not too much). I'm thinking something like shamans bloodlust that can be autocast, but the art effect is a white 'rejuvenation'.

dustcloud - decreases enemy units attack rate or damage. much like drunken haze. used on a tower it prevents it from shooting.

since it's only one hero this should do it. hope you could use my ideas.


Ok elements are pretty basic, and those don't require much skill other than skinning and modeling unless you tweak some crap, but then lots of your ideas already exist. LOL :o Ok the cold damage to hero, just use the orb of frost and change the buffs and crap, you can't make a fire bolt like poison strike no matter what you do, and i am not sure what you mean by that. An idea where you cast a spell on a unit and he moves faster (and i could make him slightly transparent) and has sligh evasion, isn't bad. I like that idea, dustcloud already exists. (Hint: play humans more)

by the way it is more than 1 hero, it is just a demo map so give me more ideas, but i like the one where you cast the spell on the unit and makes it move faster and evasive. I am gonna make that one right now.
06-07-2004, 10:37 AM#4
Keitaro
Fire spells

firebolt - adds initial damage first, and burns the target for a while which deals less damage. Like the Brewmasters flamethrower combined with drunken haze on without the drunken haze first. If you could somehow make the unit uncontrollable while under the effect (run away or disable movement because he wants to put out the fire) that would make it even more annoying.

burning field - much like the flamestrike, only it burns a larger area dealing constant damage. little like Diablos firewall. Use it to burn enemy armies 'behind the line' or force the enemy to go around that spot and come at you from a certain path.

fireshield (automatic)- creates a shield around the hero like immolation, but damages less and takes no mana. (It's not very original but, I wanted at least one spell to be auto)

level 6 armageddon - rains with fire. effect like that of firebolt maybe, only less damage and shorter duration of panicking

Water spells

Replenish mana - gives mana to a specific unit, cannot be used on hero casting it it. make sure the cooldown is relatively long or else I think it would be overpowered. needless to say that this works best with an ally.
suggests
level 1 cost 50 - gives 100
level 2 - 150
level 3 - 200

Frostwave - much like the schockwave only it slows it targets down for at while. damage maybe less than that of shockwave, but cold effect has no number of targets limit. Maybe isntead of giving it a coldslow effect since you already got that with the aura enable it to target air units as well.

water aura - enables hero and nearby units to swim and adds coldeffect to units attack. not that effective on land but a killer on sea plus it makes everyones attack a 'slow spell'.

level 6 Freeze - freezes multiple targets in an iceblock for a duration of time. maybe add some damage but not too much, and priests should be able to remove the spell.

Earth spells (all in all my weakest creations)

ressurrection - ability to ressurrect one ally non-hero. cost and colldown less for each level. Note that I'm thinking something along the line coming back from the grave so... it has a little to do with earth.

Dirt missile - throws dirt on a target dealing medium damage, and clouds it's surrounding units. (yeah I know, not that original but whadda ya gonna do? he's got to have somekind of an aggressive spell too)

earth armor - adds armor to the hero. maybe double what Paladin gives to his troopers.

Thralls earthquake is quite suitable but if you want an original spell
level 6 summon stonegolems - choose between summoning lots of small golems or few big. Lasts till destroyed.

Air spells

small cyclone - basically the nagas cyclone ability broken into levels. doesn't last as long and doesn't damage as much, but cooldown medium. maybe with these you can add that the hero doesn't have to channel the spell for it's duration.

the windwalk - the spell that you are doing.

stormcloud - a rainclud following the hero throws lightning bolts on enemies near the hero in a small area. this only protects the hero really, and the lightning shouldn't do too much damage or happen too frequently. (thought it would look cool with a hero that has lightning striking around it in a cinema ^_^ )

Twister - hurls the tagret in the air for a long long time. cannot be dispelled or broken by the spellbreaker. max 20 seconds though. a LOT can happen in 20 seconds.
not that original, and maybe not even that effective really, but the target is neutralized for the time being and if it has any items they will all drop on the ground. how funky is that?

Feel free to mix them as you like. I'm getting tired of elemental spells. I prefer skillbased heros. I'm working on a Ranger Hero but due to lack of talent I can't make her spells work right.
Think you can help me?

mass entangle - like the entangle but works on multiple targets at the same time. doesn't damage much, but since the Ranger is a long ranged attacker it works fine.

spirit form - ranger becomes ethereal and immune to physical attacks. Still double vulnerable to magical attacks though.
the idea was that she could still move with normal speed and attack physically.

Moon Arrows - her attacks jumps to multiple targets like the Huntress' Glaive.

Spirits of Nature - ancient spirits posseses the Ranger and turns it into a creature of power. Much like Illidans metamophosis, but her ranged attack becomes faster and attacks like the Phoenix'.
06-07-2004, 11:07 PM#5
Moose-Head_Man
wow, like 75% of the skills you have said take just about no skill, and al lyou have to do is change the buff and edit crap in the editor, and require no triggers, i only liek 1-2 of them, and i will pick some that seem interesting and maybe expand on them
06-07-2004, 11:12 PM#6
Keitaro
Too bad that I literally have no skill.
06-08-2004, 12:14 AM#7
Bulletcatcher
Here are a few random elemental ability ideas for fire and earth.

Fire:
Flame Rain: Once activated, balls of fire are launched from the position of the hero every .2 seconds for a 10 second duration. The fireballs are missile attacks with a large value for missile arc, causing them to fly high into the air before landing, where they deal area-of-effect damage. The targets for the missiles would be a random spot between 200 and 800 distance units from the hero.

Blaze of Glory: Based upon doom, it will set the targetted unit on fire, dealing roughly 25 damage per second to it while disabling spellcasting. The unit gets an attack and movement speed bonus while burning, and will, upon death, cause a large flamestrike-like effect that only damages enemies of the affected unit. (Probably best used on allies, but can be used to take out important enemy units as well.)

Funeral Pyre: When used, the caster dies. No question asked, he just falls over. At his position, a small flaming orb (Phoenix egg model, perhaps?) is created that lasts for about 10 seconds. Once the duration is up, the orb bursts into a massive fiery explosion that does damage across a screen-sized area. (Reduced damage against buildings and heroes, though.)

Fire God Descent: Calling into his body a god of fire, the caster starts radiating extreme heat. He leaves a wide trail of flame behind himself when moving, and any unit that comes near him takes a large amount of fire damage.

Earth:
Petrify: Turns a targetted non-hero unit to stone, freezing its animation and pausing it. The target gains +25 armor, but will remain a statue until dispelled or killed.

Seeking Stones: Based upon locust swarm, this ability creates one rock per second for 10 seconds. The rocks will home in on enemies, striking them to deal damage. The rocks are destroyed when hitting enemies.

Earth Grasp: The ground reaches out and grabs the enemies of the caster, holding them in place for a short time. Applies a 100% movement-slowing effect to nearby enemies.

Resist Missile: A simple passive that makes all missile attacks deal less damage to the user.

Earth God Descent: Calling into his body the god of earth, the caster will, for a limited time, actually *gain* health instead of being damaged. For example, when an attack deals 40 damage to him, he will gain twice that, resulting in a 40 health gain.
06-08-2004, 07:46 PM#8
Moose-Head_Man
many good ideas, i will work on many of them (reputation)