| 01-21-2008, 01:48 PM | #1 |
FORENOTE: I know I will need to do a lot of re explaining with fine details, but just feel free ask if you need to. Kay, so I'm making a Furbolg. If any of you have played Vampirism or Island Defense (especially Island Defense), I'm making a BUILDER in the style of a furbolg. The furbolg is a defensive earth spell caster. He's a builder, not a fighter. His spells are meant to power up nearby structures (which are often towers or walls) but also affect units in case he has his "Avatar mode". The style of the Furbolg's towers are they deal low damage but attack faster than normal. The style of the walls are simple blockers, hit points 'n' armor to get in the way. The style of the Furbolg itself is a defensive spell caster who manipulates nature/forest magic (not earth or rock, I need those for a future theme) to increase his defense or reduce the opposition's offense. The Furbolg will be given a spell book which contains 6 or 8 spells (may change numbers later on). The first 4 spells are primary spells, the second 2 are advanced spells. After the spell book, there will be one ultimate ability which should be avatar-like. I will introduce a new fact whilst reiterating, THE FURBOLG IS NOT A HERO OR A FIGHTER. I have one spell idea, contributions for some more nature/forest spells would be nice. Good ideas will get rep. Not-so-good ideas may get rep if I can somehow find a way to turn it into a good idea. Thanks ahead! |
| 01-21-2008, 07:54 PM | #3 |
How about an ability that buffs a tower to grab nearby units around it with roots or vines and then slowly drag them towards the tower. It would prevent units from just running past the tower, and it would bring them closer, thus allowing the tower to get more shots in at them. Or a shield that goes on a tower, and all damage taken by that tower is distributed evenly among all nearby towers. The shield could be the Entangling Roots model or something. This effect could have a short or long duration and prevents a tower from dropping too quickly. |
| 01-21-2008, 08:32 PM | #4 |
Perhaps an AoE healing abilty (Regrowth or something) with the point of diference being that it can heal above maximum HP (which then slowly decays). Some sort of Entangling roots trap with a small AoE. Have it target friendly buildings, perhaps. There's always the good old fashioned, "summon a solid wall of vines/ row of entangling roots traps". |
| 01-22-2008, 01:10 AM | #5 |
1 - Nature's Blessing - gives a damage boost to all nearby towers and units.(like roar) 2 - Forsests' call - summons a couple of trees (walls) in target area, good for traping the dudey, or replenishing defensese 3 - Aura of the Bramble - slightly increases the defense of nearby buildings and units and gives buildings only thorns. This could work like immolation, and drain mana, or be passive. 4 - Your skill!!!!!!!!!!!! the one u said u had before! 5 - Fertile Soils - this slow recharge spell is very very useful, when cast it sends out 3 forest spirits that heal nearby units and towers, and can cast spells 1 and 3 (maybe even 2) They can also cast a spell that a Fairy Fire type spell, maybe called 'Spirit's Mark'. They will stay in the area for 20 seconds, before fading back into the forest. 6 - The First Rain of the Season - casts a tranquility type spell, increasing regeneration of nearby buildings and units, and increasing their armour (or if possible give them a 15% evasion, as they are slippery now!), this also reduces the movespeed and attack speed of the enemey 7 - Seed of the Dandelion - places the vamp/titan under a buff, which slightly reduces movement speed, and deals small DoT, but its main use is this! if the target is reduced to less then 10% of its maximum health while under this buff, it will cast 'entangleing roots' on the target, and if there are no enemys withing 1000 of the target, it will then cast 'Forest's Call' on the target (or a dandelion version), very useful for pro players! 8 - Acorn's Splender - places an acorn in the ground, for latter, when the enemy comes close to it erupts into a beautiful tree, and spawns few smaller trees around it. and maybe a treeent or two. If the enemy doesnt come close for 1 minute, it will automaticly be triggered. If the main tree survives for 30 seconds it will begin to recast the spell, every 30 seconds thereafter. *Ultimate Avatar spell* - Fury of the Wild! - Avatar spell, boosts everything as normal, and also casts a roar to buff all nearby units into an offensive state, reducing armour but increasing damage So 7 and 8 are cool abilitys but if u dont want to use that many, i think use 6 and 7 together, as they are cool. 1-4 are simple and diverse, 5 and 6 are highly defensive, for the thick of the battle, and 7 and 8 are offensive and can be very powerful if not stoped intime. |
| 01-22-2008, 02:32 AM | #6 |
Root Barrier: Makes a ring of roots around a tower that prevent melee attackers from reaching the tower and return damage when being attacked. Earthen Wall: Pumps up defense of a tower for X seconds but slows its attack speed slightly. Heart of the Forest: Grants all buildings in X radius a buff. If the building dies and still has this buff, a treant (or whatever you want) is summoned in its place. Fertile Crescent: Creates a patch of land that will grow defensive 'flowers'. (flowers that fight! DOOM FLOWERS!!!). Any buildings under the soil will regenerate health. And that's what I got. |
| 01-22-2008, 09:07 AM | #7 |
Vine Barrier - Causes vines and roots to entangle nearby walls for Z seconds. Any enemy unit who attack the entangled walls have an X% chance to get entangled for 4 seconds, taking Y damage per second. Vine Wall - Creates an adjacent wall of vines that entangle enemy units who enter until it dies. Lasts X seconds. |
| 01-22-2008, 04:58 PM | #8 |
Walls: Tree Sap: Whenever a wall is attacked, it slows the attacking unit for x% for x seconds. After x seconds, sap hardens and encases unit rendering the unit immobile until attacked, damage done to the unit is multiplied x times. Towers: Seed: infests targets with seeds that grows on the unit. It takes x seconds for the plant to mature, upon maturity the plant will stun the unit, after x seconds the plant dies. Photosynthesize: redirects UV light to nearby units. Allies benefits( added armor or something u want), Enemies get burned for x hitpoints, or they get skin cancer lol (joke). Builder furbolg: Tree Wall: Creates temporary trees that acts as pathing blockers. Trees dies after X seconds. |
| 01-24-2008, 01:43 AM | #9 |
All good ideas. +Rep Now the hard part, choosing which ones to manipulate and implement. |
| 01-25-2008, 04:25 PM | #10 |
Good luck man! |
