| 05-12-2007, 08:19 PM | #1 |
Following the recent trend of threads for spell ideas: I'm currently working on an assassin'ish hero for my map, but im completely stumped on what to do for an ultimate. So far, he has these 3 spells: 1,000 Knives Runs to a target point, stopping at 2,3,4,5,6 points on the way and throwing a flurry of knives, which damage enemies.Mark of the Shadow Slows a target's movemetn and attack speed by X%, and, if it is a hero, drains a % of each of its stats, giving the amount drained to the caster.Culling Blades When the shadow bringer attacks an enemy, if it below 80,110,140,170,200 health, it will instantly die. If the attacked unit has Mark of the Shadow, the maximum health for it to kill is increased by 100. I still need an ultimate. Also, I'm working on a hero focused around changing from Ethereal to Real forms. This means that his spells will do different/additional effects if he is ethereal or real. So far i only have 1 spell: Spear of Banishment Throws a spear in a target direction, banishing all units it hits. If the caster is in real form, the spear also deals damage.Please keep ideas simple, meaning nothing that requires more than 1 paragraph to describe. |
| 05-12-2007, 09:16 PM | #2 |
For the Etheral guy: Etheral Polarity When activated, constantly pushes all units that are the same form (etheral/non ethereal) as the caster away from him, while pulling all units in opposite form toward him. If the caster changes forms during the spell, the units that are attracted/repelled will change accordingly. Drains mana while active./Toggleable and lasts for X amount of seconds max. |
| 05-12-2007, 09:23 PM | #3 |
For the Assassin: Assassin Master Training: The Shadow Bringer becomes a master in his/her art, gaining attack speed, damage, and a chance to dodge attacks. Bounty Hunt: The Shadow Bringer marks a target, making the hero fully visible for as long as the mark lasts, and increases damage dealt to that target. For the Spirit Hero: Land's Blessings: The hero taps into his/her surroundings, regenerating mana more quickly in spirit mode and regenerating health more quickly in real mode. Spirit Net: Draws the target into the realm of spirit, allowing this hero to attack the target while in spirit mode, and vice versa. Additional levels increases the duration and reduces mana cost. Suspend: Freezes the material or spiritual abilities of a hero, either disabling spellcasting or the ability to attack for a short time, depending if that hero is either in spirit or real mode. |
| 05-12-2007, 09:26 PM | #4 | |
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| 05-12-2007, 10:40 PM | #5 |
Final Punishment - When Final Punishment is cast, all nearby units receive X damage where X is equal to the amount of damage dealt to that unit within the past 8 seconds. For each unit killed by Final Punishment, this Assassin gets an extra Agility point. |
| 05-13-2007, 12:37 AM | #6 |
I like pyro's first spell alot. I forgot to mention; If i use any of your spells in my map you will be directly credited for it. |
| 05-13-2007, 01:55 AM | #7 | |
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| 05-13-2007, 02:02 AM | #8 |
Ethereal Polarity is done ^_^ Its awesome. |
| 05-13-2007, 03:57 AM | #9 |
Pyro didn't you make an Ethermage? He'd be great for inspiration, man that hero is kick-ass. |
| 05-13-2007, 04:14 AM | #10 |
Yeah, he did. When I first saw that hero it actually inspired me to make Void Mage, but that was when i was a noob at WE. The reason why im doing this hero is mostly for a game other than mine, actually. |
| 05-13-2007, 04:34 AM | #11 | |
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Stop crying DotA people. As for the Assassin hero; here are some abilities I suggested to a friend for various Heroes, the themes in them are all pretty generic, so they can fit/be changed easily: This is from a reworked Warden Hero. First Ability: Shadow Strike Maiev becomes invisible and gains a bonus to damage. This invisibility is not permanent and does not break upon attacking.
These two are from a sort of evil mummy caster guy: Curse (Active Cast single target) Blights an enemy with a single cursed Scarab beetle that deals damage over time to the unit. As the duration of the DoT goes on, the damage per tick gets larger.
Scorpion Sting: (Elite Single Target Ability) Places a heavy DoT on enemy unit. If a unit dies under the effect of Scorpion Sting, the curse will move to a nearby allied unit if one is in range, with a slightly reduced duration.
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| 05-13-2007, 04:47 AM | #12 | |
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Well there was my contribution to the Assassin... ___ Ok, here's an idea for the Ethermage - Arcane Binding - Turns the attacks of this hero into magical attacks until deactivated. If ethereal units are killed in this way, the attack explodes and deals Y damage to nearby ethereal units. Each attack deals Z extra damage as long as there are four or more nearby ethereal units, and each attack drains 10 mana. ___ (Running out of innate letters) |
| 05-13-2007, 05:22 AM | #13 | |||
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Flaw (As in the verb) Curses target unit such that every time it drifts to the nether plane for any reason in the next Y (some large amount) seconds, part of its soul is lost. As such, its maximum health/mana will decrease by X% every time the cursed unit becomes ethereal (or corporeal, but you'd have to trigger your ethereal effects for that). Cannot be cast multiple times on the same unit if it already has the curse (AKA, cannot refresh the curse until the duration has finished; attempted refreshes give error messages). |
| 05-13-2007, 05:26 AM | #14 |
Since when is Flaw a verb? Again, I like your abilities pyro :P I may (may) do that spell, the problem is, I lack a passive. I was thinking i could do that whenever the caster is effected by a spell to the caster. |
| 05-13-2007, 05:57 AM | #15 | |
The verb's infinitive form is "to flaw": From My Dictionary:
______ Passive idea(s): Ethereal Equality Whenever a unit within X AoE of the hero becomes ethereal (including the caster), there is a Y% chance that the current health of all ethereal units under the effect of the aura will have their health averaged (add up health of all units, divide by number of units, set units' health). OR: Whenever the caster takes damage in etheral form (could be whenever he/she takes damage), X% of the damage will be redistributed among all ethereal units in the area. OR: Whenever a unit becomes ethereal near the hero, the time that it is supposed to be ethereal is added to the time that all units near the hero should remain ethereal and the durations for all units will be averaged to the nearest second, rounded up. This would, however, only work if your ethereal effects were triggered, and would probably require some JASS for timers |
