1/5th of the judging goes to public poll. This poll. While this blatently and bluntly shoves aside the points being rated on, I do ask that you consider what is to be rated as below. You do not have to follow this, I guess many will just vote for their favourite. Nevertheless, take the time to check them all out.
Quote:
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Originally Posted by Whitehorn
[1-3]Relevance to theme and uniqueness.
[1-4]Concept information, including background, name, abilities.
[1-5]Quality use of colour, shading/light and texture.
[1-10]Quality of Drawing, and overall composition.
Total: 4 - 22 (2-7 for theory, 2-15 for art)
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Naga Reveler
The Naga Reveler
Tier 2 Melee/Support
Of all the nagas customs and practises, few are more unnerving than the Blood Reverie. In celebration of some victory or accomplishment, a collection of slaves or prisoners are brought before an eager audience, typically murlucs, but night elves, high elves, and humans enchanted to breath underwater are prefered. These victims are goaded into a medium size arena and left to wonder at their fate, allowing the naga above to soak in their fear and agitation. When the time is right, the revelers are sent in - gladiator priests trained in the art of the lingering death, armed with their trademark tridents and nets. A terrible slaughter commences, filled with screams of pain and the groans of the dying, but this is not the end. With each kill, another cloud of blood floats across the tides into the nostrils of both revelers and audience - and the true Blood Reverie begins, an intoxication of blood that incites the audience into acts of lust, perversion, and slaughter.
When not performing for their queen or one of her commanders, revelers are typically gathered into small squadron to serve as the elite shock troops of the naga armies, for they are more than skilled enough to pose a threat on the battlefield.
ABILITIES
Ensnare - works just like the Raider's Ensnare.
Snag n' Skewer (Ability, Upgrade) - The best of the revelers know this dangerous trick, and get a perverse joy over the momentary control they gain over their foes when using it. Using a net that is connected to his bracer by a sizable rope, the reveler ensnares the target, then drags the unfortunate up close for a devastating impale-and-twist attack with his trident. Worst of all, the target remains ensnared for the duration of the ability, while the reveler is free to continue moving about.
Bloodfrenzy (Ability, Upgrade) - In battle, many revelers carry a pouch of Bloodfrenzy powder, an artificial version of Blood Reverie that still clouds above the water. Naga within a Bloodfrenzy cloud receive bonuses to attack speed and damage, but a penalty to defense, thanks to their "drunken" state. This ability requires the reveler to channel it, much like the dragonhawk has to channel Aerial Shackles and Cloud.
Naga Sankharien
STORY:
After the high-borne society colapsed and sunk to the bottom of the sea, the survivors soon begun to adapt to the new conditions. And as they did in their Night Elf lives, they soon learned to tame and alter the many creatures surrounding them. Seeing potential in the fallen Night Elves' ability to manipulate the beasts, the great demon lord, Kil'Jaeden, presented his worshipers with an incredibly powerfull beast, the Sankharien. Summoned by the Demon Lord hymself and completely adapted to life in the oceans, the creature possessed a cithinous, impenetrable organic armor similar to that of crabs, and huge claws. Their most terryfing skill, however, was their primitive telepathy and their ability to absorb the life of its victims. The newly evolved Naga soon enlisted the vicious beasts to their side, employing them to spread terror and confusion among their enemies. When unleashed, these creatures' tatic of choice is to silently aproach isolated enemies, paralize them and slowly drain their life to death, quickly returning to their watery envoiroment before nearby enemies even realize what happened.
ABILITIES:
-Water Preference (can be improved by upgrading): The Sankhariens' natural envoiroment is water, and while submerged in shallow or deep water, they can move unseen and become faster. They can only regenerate life and mana while submeged in deep water.
-Cithinous Carapace: this is just like the Crypt Lord's Spiked Carapace, but instead of returning damage, it absorbs part of it.
-Tearing Attacks: The Sankhariens' massive claws give them a small chance to instantly tear an unarmored enemy to shreds.
-Mortal Transis: The creature uses it's primitive telepathy to put an enemy unit to sleep. After that, the Sankharien slowly drains its victim's life and mana. Alltough units friendly to the victim can only awake it by killing the Sankharien, an enemy attack will instantly disrupt the transis. This spell lasts until interrupted or until the victim is dead.
SOUND SET: Obsidian Statue
SKILL FX (might be altered):
-Tearing Attacks: the creature perfurates the enemy with both claws
-Mortal Transis: Two appendices come out of the fangs and attach to the enemy's body, while the eyes glow.
Unknown (1)
Monarch of the Depths
Monarch of the Depths
Legendary for her wild rage, the Monarch reigns over the entire ocean, crushing anyone, or anything that dares defy her. Much like Illidan, Monarchs have drunken from the well, and thus, become banished into the ocean. Yet their desire for power, and their overzealous nature has driven them to become a powerful warrior in battle.
Ability:
Thrash- whips all eight of her tenticles at rapid speed, damaging an area of enemy units.
Vehemence(passive)- Increases the attack speed, and damage of the Monarch.
Leech: The Monarch attaches herself to one enemy and slowly drains the opponents life, and mana.
Maelstrom(ultimate)- Overtaken by rage, the Monarch spins uncontrollably, creating a massive whirlpool, that damages enemy units within her range.
Naga Hero : Dragoon
A massive naga serpent, and champion of his people. In ages past, he was one of the highest ranking highborn warriors, skilled in both magical and martial arts. Centuries of magic deprivation has magnified the intensity of his martial training. Melee, strength based.
Snakebite: 10 second cooldown, 110 mana. A melee range physical attack that does up to 75/150/225 points of damage to an enemy, while simultaneously giving the dragoon the same amount of health.
Charge: 8 second cooldown, 90 mana. The dragoon engages an enemy at incredible speed, gaining the ability to pass through enemy or ally units on the way to the target. Additional skill points increases damage, 50/100/150 at level 1/2/3, and increases the distance over which the dragoon can charge. Enemy units that the dragoon passes through take half damage. Structures and stuns can interrupt a charge. Level 1 distance is approximately equal to blink.
Order of the Elite: Aura. All three hero stats increase by 4/8/12 at level 1/2/3. Nearby friendly heroes receive half this benefit. Affects only heroes.
Ultimate: Dragonspear. 150 mana, 60 second duration, 180 second cooldown. The dragoon's attacks become penetrating ranged attacks, in the form of geysers of water. These missles hit not only the selected target, but every enemy along the line between the target and the dragoon. The geysers do the same damage as the hero. (Think "permanent narrow shockwaves." In "stop" or "attack move" condition, he will target the nearest enemy, but the geyser attack will continue beyond it.)
The concept information is by Zeku. I had thought up this unit way before I noticed his ideas but thought it fits perfectly. Basicly he said it better than me. These are my sketches and I will try finish soon.
Naga Siren Queen
Story:
Queen of the Sirens, she´s highly skilled in magic, from the day she was born to the day she had her "baptism of fire", she was heavily trained to beat even the most powerful elven sorcerer, but, she had never any chance to see if her training time was well spent...she never fought any elven mage, or Night Elven Druids, the war brought her to places where she was needed, not where she wanted to be.
Actually she leads a litlle pack of nagas who lost themselves during the last war against the Demon Lords.
Abilities:
Call of the Gods:
She can Summon a Powerful Mermaid(level 1), a Powerful Gigantic Sea Serpent(level 2) or Neptune(level 3) Himself to help her
Share The Pain:
She can share all of sustained damage among the enemy units during a short amount of time(the time increases as the level raises).
Fire Road:
By calling on all of her powers she can run from any ambush by letting a road of fire on her footsteps(well, "tailsteps")...
Sky Scream:
She call upon the sky to throw flaming rocks on around her enemies, then when it forms a circle of flaming rocks, it closes upon the enemies.
Naga Infiltrator
Background: While depending mostly on heavy troops, Naga developed many ways to know enemy before attacking, which prevented them from few massacres in the past. Main units used for scouting and gathering information are sirens called Infiltrators. With their magic, unique among Naga, they can work behind enemy lines undetected. Although they have highly developed magic skills, they are not great warriors, and their two claws are used mostly for defense when they're revealed. Infiltrators wear no armor, which gives them slightly advantage in terms of speed.
Spells:
Reveal (Novice) - Reveals small part of the map, useful for scouting.
Camouflage (Adept) - After casting this spell, Infiltrator becomes virtually invisible when she's not moving. Can be detected only by units with True Sight.
Mimic (Master) - The most skilled Infiltrators mastered the art of hiding themselves. This spell makes Infiltrator look like any creature she choose - from rat to mountain giant. They stats look like stats of unit theyre mimicking, but all values stays on their own level, for example even if morphed Infiltrator HP value is 1050, the real HP stays on deafult level. Enemies see mimicked Infiltrators as their own units and can even assign them orders. Their shock is great, when in the middle of battle part of their troops suddenly changes into Naga. Mimicked Infiltrator can be revealed only by manually dispelling suspicious unit.
Naga Illusionist
The cataclysm at the Well of Eternity drew many powerful creatures into the abyss, often warping them beyond recognition. What manner of creature the illusionist originally was, what form its body naturally takes, or whether it even came from the surface world at all is perhaps known only by the illusionist itself. Even the naga it serves fear the malevolent and murderous power of the illusionist. Melee, agility based.
Deceive: At level 1/2/3, the spell costs 75 mana, and lasts for 10/20/30 seconds. The illusionist manifests in a form that an enemy cannot recognize as hostile. It will physically appear as one of the normal units that the enemy has built. In addition, the illusionist will never be automatically targetted by an enemy unit. This effect cannot be altered or dispelled, but the hero may still be the target of manual attacks and manually cast spells.
Bind: 15 second cooldown, 125 mana, 40 range, lasts 15 seconds against heroes and 60 seconds against units. Is only usable against heroes and spellcasters. Each level of bind reduces the target hero's most powerful ability by one level for each level of bind for the duration of the spell. When used against spellcasters, each level of bind removes the equivalent number of spells, starting with the highest. (eg: Level 2 bind used against an archmage with level 3 brilliance and level 2 water elemental would have level 1 brilliance and level 2 water elemental for the next 15 seconds. Level 1 bind used against a master sorceress would only be able to cast slow and invisibility.) A unit may only have one bind in effect at once. The effect cannot be dispelled.
Illusionary attack: Passive. Level 1/2/3 causes the illusionist's attacks to ignore up to 2/4/6 armor. In addition, at level 1/2/3, each successive hit against the same target increases the damage by 5/10/15% of the base per additional hit. The increased damage maxes out at 200%. (double normal damage) This ability works while deceive is activated. The 'same target' is retained indefinitely, as long as a new target is not attacked.
Ultimate: Soul steal. 250 mana, 60 second duration, 240 second cooldown. The illusionist transforms into a level 10 version of the targetted enemy hero, with maximum life and mana, and all spells ready to cast. If the illusionist is killed while transformed, he simply reverts back to an illusionist, with his pre-transformation health, mana, and experience. The concept information is by Zeku and Teal.
Guardian of the deep
These ancient magical creatures were once the highest ranked mages within the highborn society. Deprived of their appetites, they have learned to subsist on the trace remnants of the well of eternity, suspended in the endless depths of the oceans around them. Ranged, intelligence based.
Aquatic spirit: 20 second cooldown, 125 mana. Encases any friendly unit within the body of a sea elemental. As long as the sea elemental is alive, the friendly unit may not be damaged. (Because of the enhanced naga regeneration, the protected unit will regain health quickly while protected.) Sea elementals have stats similiar to water elementals.
Magical attenuation: Aura. Level 1: Spell damage, effect duration, and spell cost is modified by 10%. Beneficial effects increase, detrimental effects decrease. (Does not affect magic damage.) Level 2: 20%. Level 3: 30%.
Whirlpool: AOE. All stats are the same as the blizzard spell, except for the damage, which is half. Unlike other hero AOE spells, whirlpool does not need to be channeled. In addition, at a range of 30/35/40 at level 1/2/3, the whirlpool slowly draws all enemy units towards its center for its duration. (This effect takes place regardless of what the units happen to be doing. The centripetal vector is added to the units movement vector. The AOE of the damaging portion is 20.)
Ultimate: Mana seizure. 150 mana, 30 second duration, 240 second cooldown. Overcome by the awesome magical powers striving for control of the surface world, the lust for unnatural power is awakened too quickly in the magically hypersensitive Guardian. Each half second, one friendly unit with at least 50 mana within 80 range is drained of 50 mana, which is absorbed by the Guardian. Simultaneously, 50 of the Guardian's current mana is expended into a magical attack against one random enemy within the AOE specified when the spell is first cast. If there is no enemy currently within that AOE, a random nearby enemy is chosen. This continues until the Guardian is stunned, the timer runs out, or the Guardian runs out of mana. (because there is no more nearby mana to drain.) Damage is dealt at a faster rate than starfall, and strikes within a specific area, rather than hitting all around the hero. However, the mana of nearby casters and heroes is drained very quickly.Concept information by Zeku.
Unknown (2)
Naga Wave Strider
The Wave Strider was discovered near the coastline of the frozen plains when the naga answered the call of their master. As the Naga watched the creature the run atop the water and thrust it's tail into the water to catch fish and other sea vermin, they realized that the creature would be a great aid to them, and might even make for a good pet. After months of trying, the Naga are finally able to call the Wave Striders domesticated. They have been trained not only to live amoungst the Naga, but also to fight... And they have proven to be a greater ally in battle then the Naga could have forseen.
Physical:
The Wave Striders tail reaches just below an average Naga's Head.
I was thinking the team color should be the purple areas.
The claw is three "pronged" but it is a little hard to tell in the picture unless you know
Abilities:
Poison Claw: The Wave Strider has a natural poison it administers through a small "needle" hidden within it's claw. While it does very little damage to it's prey, it will greatly slow the prey which enables the Wave Strider to safely consume it. (The Wave Striders mouth is it's weakest point, and thus is located on the beneath it's head for protection)
Oil Armor: While the Wave Strider does have a tough, alligator like skin, by applying a coat of slick fish oil to the Wave Striders hide, a small portion of the attacks aimed at it now slide harmlessly off even before sticking it's tough hide.
Night Walker: An added benefit of the creature ability to walk on water, is that is also makes almost no noise on land. That, combined with Wave Strider very limited chameleon like ability, allows the creature to seemingly become invisible for very small periods of time if it not attacking.
Tienmoden
Description:
Proper Name: Tienmoden (TEE-EN-MOE-DEN)
Classification: Naga Legend
Ancient Babylonian myths describe this creature as a huge, all-powerful female dragon who personifies the saltwater ocean, the water of Chaos. The Greeks, on the other hand, saw this creature as Ketos, a serpentine sea beast that killed the great demi-god Teukrian. Further, in ancient Egyptian lore, Tienmoden is often depicted as the “Sea Demon�, Triton. He was said to command the full power of all the sea gods, that is, he could foretell the future and transform himself into anything he saw.
However, despite their differences, in all the myths Tienmoden symbolized the invincible power of nature that changes and gets perpetually reborn. Genderless, this creature personifies swift, unhesitant change; always willing to meet an end by any means as quickly as possible. A word of advice: it's best to keep your distance from this creature, because as the ancient myths decreed, “those who see it... are already dead.�
Ablilities: (Agility-based melee attacker)
Shapeshift: Turns Tienmoden into the targeted creature for a short period of time. The unit that is targetedis not affected by anything.
Note: Tienmoden retains all of his stats except the temporary targeting changes (like melee cannot hit flying, etc) and flying/amphibious/ground benefits. Using the UnitModulateColor JASS script for the transformation and detransformation would be the ideal look for this ability.
Ancient Rage: Tienmoden grow's significantly larger, also increasing his movement speed and attack speed for a short duration.
Regeneration: Tienmoden's health and mana regeneration rate increases twofold with each successive level.
Might of the Depths: (ULTIMATE) Creates a huge storm of waves and clouds and lightning, including a tidal wave of water that crashes down and ravages a huge area around Tienmoden, who hovers in the air in the middle of it all.
Note: There should be clouds, lighting from the clouds, deep, sprawling waves being tossed by the ferocious winds, etc. Lightning should strike specific units. Enemy units caught in the storm should lose health according to what damaged them - so if they were in the waves and struck by lightning they would get more damage than a unit that was only in the waves.
Mur Leveler
Naga Siege Unit: Mur Leveler
Once a part of Furion's resistance during the War of Ancients, these hulking brutes abandoned their beliefs and morals after being left behind during The Sundering of the World. Thinking about nothing else but getting their revenge, the Mur Levelers have allied themselves with the Naga, knowing that their hatred for the Night Elves was just as great as the Mur's. After thousands of years of living on the depths of the ocean floor, they developed an extremely tough shell of calcium carbonate on certain parts of their bodies, leaving them to be an almost impenatrable force. Now, given the chance to finally avenge their bretheran that were left to die by Malfurion, the Mur Levelers use pieces of their fallen comrades, the Ancients, to rip through rock and flesh alike with absolutly no remourse.
Abilites
Intise Mur (Aura): Their size alone is enough to increase friendly troops' morale. Increases Murloc and Mur'gol damage/movement speed/attack speed by +10%/+25%/20%. (Does not increase the damage/movement speed/attack speed of any Mur Leveler including the one with the aura.)
Unbreakable Shell (Passive): After years of development, the Mur Leveler's shell becomes almost unbreakable. Gives the Mur Leveler an extra +4 armor after research.