Need some good ideas +rep

TheDarkBoy

New Member
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3
Hi, i am making a RPG and i need some good ideas with a couple of things.

I have made som heroes, but i havnt made the skills. Since i always make the abilities too overpowered or too bad, i decided to ask you all for good ideas. The heroes is:

Fire Sorceror(model:firelord)

Frost Sorceror(model:lich)

Lightning Sorceress(model:jaina)

Summoner(model:medivh)

Gunner(model:rifleman)

Ranger(model:high elven archer)

Axe Thrower(model:rexxar, beastmaster)

Spearman(model:brigand, assasin)

Paladin(model:arthas(not dead))

Rogue(model:warden(not maiev))

Swordsman(model:blademaster(green))

Defender(model:high elven captain)

All comments/ideas is appreciated, thanks. (PS: im not really into how JASS works im afraid :()
 

Jolly chap*

New Member
Reaction score
34
Defender

Eternal Defense (ultimate or regular) - click on icon, instant cast, no target point, targets self.
When activated, it gives the Defender x% magic resistance and extra y armor but slows his attack and movement speed by z%.

Paladin

Divine Cross (ultimate) - click on icon, instant cast, no target point, targets enemies.
Jumps in the air, making the Paladin invulnerable, then slams down onto the earth, damaging enemies in a --- AoE by x and stunning them for y seconds. Also sends out shockwaves in four directions (thus, a cross) damaging other enemies by z.
 

TheDarkBoy

New Member
Reaction score
3
Defender

Eternal Defense (ultimate or regular) - click on icon, instant cast, no target point, targets self.
When activated, it gives the Defender x% magic resistance and extra y armor but slows his attack and movement speed by z%.

Paladin

Divine Cross (ultimate) - click on icon, instant cast, no target point, targets enemies.
Jumps in the air, making the Paladin invulnerable, then slams down onto the earth, damaging enemies in a --- AoE by x and stunning them for y seconds. Also sends out shockwaves in four directions (thus, a cross) damaging other enemies by z.

Thanks for the ideas, but i think that theres too many variables.
+rep
 

Accname

2D-Graphics enthusiast
Reaction score
1,462
Summoner:
-Energy Orb: Summons an energy orb at the targeted location, if an enemy crosses its position the energy orb will explode dealing damage to all enemys within range.
-Absorb Energy: Absorbs all energy orbs in the targeted area healing mana and hitpoints of the summoner but removes the energy orbs.
-Lightning Sphere: Creates lightning spheres around the caster which follow him and attack nearby enemys with thunder attacks.
-Golem: Creates a slow moving golem with very high hitpoint and armor values at the targeted location. the golem got taunt so it takes the attention of nearby creeps.
-Companion [Ultimate]: The summoner creates a companion who stays infinite time and levels like a hero. if the companion dies this skill will revive him at your position. (Optional) The summoner can choose his companion out of 3 different units with different main attributes.

Rogue:
-Web: Webs all nearby enemys to the ground. webbed enemys can still attack but not move.
-Agility: The rogue moves swift as lightning to the targeted point (Sliding) hitting every enemy between his current position and the targeted point once.
-Gangster Strike: Deals low amount of damage, however if you hit the same target twice with this skill the damage will be greatly increased.
-Haste: Increases movement and attackspeed of the targeted ally or himself.
-Gangsters Paradise [Ultimate]: Marks the area around the rogue as gansters paradise, granting him additional attack speed, damage and a chance for a critical hit as long as he stays inside.

Axe Thrower:
-Throw Axe: Throws an axe into the air. The axe will suround the axe thrower and follow him. If an enemy is coming too close each axe will deal some damage to him. (Max amount of axes)
-Slicing Blade: Throws a big axe onto the targeted position damaging every unit in its lane. Additionally this will cause all axes which surounds the axe thrower (Throw Axe Skill) to also move to the targeted location damaging a random target.
-Howl of Battle: The Axe Thrower howls a fearsome roar. All enemys within range will be stunned for some seconds.
-Axe Masters Spirit: The Spirit of a legendary axe master will enter the axe throwers body. Increases the damage of the Axe Thrower for some seconds by 50%.
-Axe Storm [Ultimate]: Summons 12 ghostly axes which will attack nearby enemys by their own. The axes can be killed by enemys but they got a huge hitpoint regeneration. The axes last until the axe master dies or the timer runs out.
 

Daicos

New Member
Reaction score
25
Fire Sorcerer Ultimate Phoenix Blast
Using all his experience the Fire Sorcerer summons up his might and fires a great flame to the enemy. The flame is shaped like a Phoenix thus giving the ability its name.
Damage:550 - 800 (depends on the hp of the heroes u have made)
Effect:Fires a large Phoenix at a target area dealing X damage and causing the units to burn from the effect. Burns lasts 10 seconds and deals 10 damage a second.
Mana: 250

Frost Sorcerer Ultimate Permafrost
The deadly Frost Sorcerer uses the power of dead spirits to aid him in channeling the ability, the Sorcerer summons up the power of the lesser Frost Nova and uses it against one enemy, the enemy is hit with a terrible frost and its movement speed is lowered by 80% and attack speed by 80%. If the unit escapes the spirits keep the unit frozen for 120 seconds and give the hero visibility.
Damage: 500-700
Effect: Freeze the chosen unit slowing its attack and movement speed. They are frozen for 120 seconds if they escape and the spirits give the hero visibility.
Mana: 300

Summoner Ultimate Elemental Summoning
Using all the Summoners knowledge "Medivh" summons elite elementals. Tsunami Wave, Fire Bull, Thunder Owl. The when an element dies the Summoner takes 100 points of damage in return for there services, if they survived for the full 30 seconds then the summoner regains half the mana used to summon them.
Tsunami Wave (Sea elemental)
1000 HP
500 MP
Frost Nova Spell

Fire Bull (Fire spawn)
1500 HP
Permanent Imolation​

Thunder Owl (Owl Scout(Priestess of the Moon))
500 HP (flying Unit)
Has the Phoenix Fire ability but instead of fire shooting out bolts of lightning are shot out dealing 50 or 100 damage.



Ill think up some more if ya want!
 

TheDarkBoy

New Member
Reaction score
3
Summoner:Rogue:
-Web: Webs all nearby enemys to the ground. webbed enemys can still attack but not move.
-Agility: The rogue moves swift as lightning to the targeted point (Sliding) hitting every enemy between his current position and the targeted point once.
-Gangster Strike: Deals low amount of damage, however if you hit the same target twice with this skill the damage will be greatly increased.
-Haste: Increases movement and attackspeed of the targeted ally or himself.
-Gangsters Paradise [Ultimate]: Marks the area around the rogue as gansters paradise, granting him additional attack speed, damage and a chance for a critical hit as long as he stays inside.
The RPG is meant to be in WC3 time (medieval or something) so i cant use the "gangster" abilities. but thanks for your all your ideas ;)
 

TheDarkBoy

New Member
Reaction score
3
Fire Sorcerer Ultimate Phoenix Blast
Using all his experience the Fire Sorcerer summons up his might and fires a great flame to the enemy. The flame is shaped like a Phoenix thus giving the ability its name.
Damage:550 - 800 (depends on the hp of the heroes u have made)
Effect:Fires a large Phoenix at a target area dealing X damage and causing the units to burn from the effect. Burns lasts 10 seconds and deals 10 damage a second.
Mana: 250

Frost Sorcerer Ultimate Permafrost
The deadly Frost Sorcerer uses the power of dead spirits to aid him in channeling the ability, the Sorcerer summons up the power of the lesser Frost Nova and uses it against one enemy, the enemy is hit with a terrible frost and its movement speed is lowered by 80% and attack speed by 80%. If the unit escapes the spirits keep the unit frozen for 120 seconds and give the hero visibility.
Damage: 500-700
Effect: Freeze the chosen unit slowing its attack and movement speed. They are frozen for 120 seconds if they escape and the spirits give the hero visibility.
Mana: 300

Summoner Ultimate Elemental Summoning
Using all the Summoners knowledge "Medivh" summons elite elementals. Tsunami Wave, Fire Bull, Thunder Owl. The when an element dies the Summoner takes 100 points of damage in return for there services, if they survived for the full 30 seconds then the summoner regains half the mana used to summon them.
Tsunami Wave (Sea elemental)
1000 HP
500 MP
Frost Nova Spell

Fire Bull (Fire spawn)
1500 HP
Permanent Imolation​

Thunder Owl (Owl Scout(Priestess of the Moon))
500 HP (flying Unit)
Has the Phoenix Fire ability but instead of fire shooting out bolts of lightning are shot out dealing 50 or 100 damage.



Ill think up some more if ya want!

Your ideas are great! Think some more up, will ya? :D (If some of the spells are triggered, is it then possible for you to reply with the triggers? Thanks)
 

Daicos

New Member
Reaction score
25
Spearman Ability
Venomous Spears
Using poison gather from hydras blood the Spearman dips his spears in the poison. When he attacks the Spearman gains more attack damage and slows the movement and attack speed of the unit attacked
Damage Lvl1 +15
Damage Lvl2 +25
Damage Lvl3 +40

Slow Lvl 1 10%mS 10%aS
Slow Lvl 2 15%mS 20%aS
Slow Lvl 3 20%mS 30%aS


Im still thinking!!! u can count on me!!...
 

TheDarkBoy

New Member
Reaction score
3
Great! I still need some of the regular abilities. But actually im planning on making them damage with attributes (like x2 agility). So if you could make some of them it would be great :). (I got the trigger for it, so i just need some ideas ;))
 

Daicos

New Member
Reaction score
25
ok so like... a move where it does 50 damage plus total strength? ok i can think something up...

ummm... dont want to get greedy... but do i get rep? hahah lol sorry
 

sjakie

Cookie Be Awesome!
Reaction score
127
I'll try to give you 1 ability for each hero:

Fire Sorceror(model:firelord)
Hellfire Requim (active, channeling)
Calls upon fires from hell itself by preforming a silent and sinister requim. Every second the Requim goes on, fire raises from the ground and scorches a random nearby opponent. Every hellflame on the same target adds damage, making this deadly song more effective with less units around.
level 1 - Channels for up to 4 seconds. 1 explosion every 0,5 second that deals 30 damage. Each explosion on the same target deals 5 more damage then the previous one.
level 2 - Channels for up to 4,5 seconds. 1 explosion every 0,5 second that deals 35 damage. Each explosion on the same target deals 7 more damage then the previous one.
level 3 - Channels for up to 5 seconds. 1 explosion every 0,5 second that deals 40 damage. Each explosion on the same target deals 9 more damage then the previous one.
level 4 - Channels for up to 5,5 seconds. 1 explosion every 0,5 second that deals 45 damage. Each explosion on the same target deals 11 more damage then the previous one.

Frost Sorceror(model:lich)
Interglacial (active, single target)
Summons mighty frost powers to harras the target opponent. Though these mystical powers have little slowing capabilties themselves, they stock upon slowing energy with every spell the Frost Sorceror casts on their target.
level 1 - Slows for 5% + 5% for every spell cast on that target. Lasts 8 seconds.
level 2 - Slows for 8% + 7% for every spell cast on that target. Lasts 10 seconds.
level 3 - Slows for 11% + 9% for every spell cast on that target. Lasts 12 seconds.
level 4 - Slows for 15% + 11% for every spell cast on that target. Lasts 14 seconds.

Lightning Sorceress(model:jaina)
Mighty Storm (active, no target)
Uses the Lightning Sorceress almighty powers to summon a very lightning storm to her location to aid her in combat. Not only does this thunderstorm add to the effect of her lightning spells, but the natural energy also boosts her mana regeneration.
level 1 - Summons a storm in a 550 radius. +25 damage to every spell and +15% mana regeneration.
level 2 - Summons a storm in a 650 radius. +50 damage to every spell and +30% mana regeneration.
level 3 - Summons a storm in a 750 radius. +75 damage to every spell and +45% mana regeneration.
level 4 - Summons a storm in a 850 radius. +100 damage to every spell and +60% mana regeneration.

Summoner(model:medivh)
Return (active, single target)
A utile trick used by many Summoners. They drain the life energy from one of their summons to return life essence to themselves and, over a small period, add some additional mana. This unfortunately goes at the cost of the summon itself.
level 1 - Heals 80hp and adds 20% mana regen for 5 seconds.
level 2 - Heals 100hp and adds 40% mana regen for 6 seconds.
level 3 - Heals 120hp and adds 60% mana regen for 7 seconds.
level 4 - Heals 140hp and adds 80% mana regen for 8 seconds.

Gunner(model:rifleman)
Ticker Bullets (Autocast skill)
The Gunman fires special, mana enchanced bullets that are made into small timebombs with basic magics. Every shot of the Gunman explodes after a short duration, dealing some random additional damage.
level 1 - 4 mana each shot. Each shot deals 20-30 additional damage after 3 seconds.
level 2 - 6 mana each shot. Each shot deals 25-40 additional damage after 3 seconds.
level 3 - 8 mana each shot. Each shot deals 30-50 additional damage after 3 seconds.
level 4 - 10 mana each shot. Each shot deals 35-60 additional damage after 3 seconds.

Ranger(model:high elven archer)
Tripple Shot (active, single target)
Using her bow expertise, the Ranger fires 3 shots at once. Though each arrow deals a normal amount of damage, the fact the ranger fires 3 at once causes their accuracy to lower. This gives them a chance to miss.
level 1 - Instantly attacks 3 times. Each attack has a 50% chance to miss.
level 2 - Instantly attacks 3 times. Each attack has a 40% chance to miss.
level 3 - Instantly attacks 3 times. Each attack has a 30% chance to miss.
level 4 - Instantly attacks 3 times. Each attack has a 20% chance to miss.

Axe Thrower(model:rexxar, beastmaster)
Critical Throw (active, single target)
A powerfull throw in which the Axe Thrower used all his muscle to hurl a single axe at the opponent. The longer the axe travels, the slower it flies and the less damage it deals. When thrown on melee distance however, it deals incredible damage and stuns for a second. The axe can be thrown at any visible enemy at any range, but the axe dissapears when damage reaches 0.
level 1 - Deals 180 - (distance travelled / 10) damage
level 2 - Deals 220 - (distance travelled / 10) damage
level 3 - Deals 260 - (distance travelled / 10) damage
level 4 - Deals 300 - (distance travelled / 10) damage

Spearman(model:brigand, assasin)
Vital Strike (autocast, single target)
Using a precise weapon for many the years has granted the Spearman a sharp eye and the ability to find vital points in the enemies body with ease. Once every 5 seconds, when he sees the opportunity, he strikes an opponet vital point, dealing multiplied damage.
level 1 - Costs 6 mana, deals 1.20x normal damage
level 2 - Costs 8 mana, deals 1.40x normal damage
level 3 - Costs 10 mana, deals 1.60x normal damage
level 4 - Costs 12 mana, deals 1.80x normal damage

Paladin(model:arthas(not dead))
Holy Fervor (Active, no target)
Calls upon the powers of the gods to increase the impact of the Paladins sword. In addition the blood shed by the empowered weapon is distributed amongs the Paladin and his nearby allies, healing them for a percentage of the damage dealt.
level 1 - Adds 15% damage. 25% of the damage dealt is distributed amongs the Paladin and nearby allies as health. Lasts 5 seconds.
level 2 - Adds 25% damage. 30% of the damage dealt is distributed amongs the Paladin and nearby allies as health. Lasts 5 seconds.
level 3 - Adds 35 damage. 35% of the damage dealt is distributed amongs the Paladin and nearby allies as health. Lasts 6 seconds.
level 4 - Adds 45% damage. 40% of the damage dealt is distributed amongs the Paladin and nearby allies as health. Lasts 6 seconds.

Rogue(model:warden(not maiev))
Vile Trap (Active, target point)
The rogue uses her vile skills to place a trap at the target point. This trap is well hidden and can only be seen with special tools. When any unit walks over the trap it is activated and reveals a pit full of spikes. The initial unit as well as every enemy walking into the pit of spikes will receive damage and be unable to leave the pit for time being. Only 1 trap can be placed at a time. Placing a trap costs 5 seconds. Traps have a 300 AOE.
level 1 - When an enemy unit crossed the area of the trap, the pit is revealed and that unit tumbles in it, taking 110 damage and rendering him unable to leave that 300 AOE untill the trap dissapears after 6 seconds. The same happens to every unit foolish enough to enter the pit after the first unit activated it.
level 2 - When an enemy unit crossed the area of the trap, the pit is revealed and that unit tumbles in it, taking 160 damage and rendering him unable to leave that 300 AOE untill the trap dissapears after 7 seconds. The same happens to every unit foolish enough to enter the pit after the first unit activated it.
level 3 - When an enemy unit crossed the area of the trap, the pit is revealed and that unit tumbles in it, taking 210 damage and rendering him unable to leave that 300 AOE untill the trap dissapears after 8 seconds. The same happens to every unit foolish enough to enter the pit after the first unit activated it.
level 4 - When an enemy unit crossed the area of the trap, the pit is revealed and that unit tumbles in it, taking 260 damage and rendering him unable to leave that 300 AOE untill the trap dissapears after 9 seconds. The same happens to every unit foolish enough to enter the pit after the first unit activated it.

Swordsman(model:blademaster(green))
Blind Strike (Active, single target)
A simple but effective sword technique used by many swordsman. While preforming a agile maneuvre, the Swordman postiones himself behind his opponent and strikes him from the blind side.
level 1 - Deals 1.1x normal damage, ignoring armor, and positions the swordman behind the target.
level 2 - Deals 1.2x normal damage, ignoring armor, and positions the swordman behind the target.
level 3 - Deals 1.3x normal damage, ignoring armor, and positions the swordman behind the target.
level 4 - Deals 1.4x normal damage, ignoring armor, and positions the swordman behind the target.

Defender(model:high elven captain)
Shield Bash (Active, target point)
A basic Defender maneuvre, yet still as effective today as it always has been. The Defender uses his large shield to bash units in a cone in front of him, knocking them back and disorientating them.
level 1 - Bashes units in a cone on melee distance, in the direction of the target point, for 80 damage and knocks them back 300 distance. Afterwards their damage is decreased by 15% for 5 seconds.
level 2 - Bashes units in a cone on melee distance, in the direction of the target point, for 100 damage and knocks them back 300 distance. Afterwards their damage is decreased by 25% for 5 seconds.
level 3 - Bashes units in a cone on melee distance, in the direction of the target point, for 120 damage and knocks them back 300 distance. Afterwards their damage is decreased by 35% for 5 seconds.
level 4 - Bashes units in a cone on melee distance, in the direction of the target point, for 140 damage and knocks them back 300 distance. Afterwards their damage is decreased by 45% for 5 seconds.
 

TheDarkBoy

New Member
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3
Nice abilities :). Could you help me with the knockback? Does it need to be triggered or anything? Anyways, +rep :D
 

TheDarkBoy

New Member
Reaction score
3
I have decided to close this thread temporary, because i got more abilities than i can handle ;). Thanks for all your nice ideas everyone.
 
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