I'm currently working on a map alone, trying to improve my JASS skills too.
I don't have a lot of Heroes, there are actually 2, but I need some more.
The map will use a CooldownSystem, which will allow the players to manipulate the cooldowns of their Hero, so the ideas may use this feautre too.
Each Hero will use the basic setup (may change) : 3 skills with 3 levels and one ultimate
There is a class-skill for them too, this can be active or passive too.
News:
-A new Hero is coming: the Water Guardian - still working on
-New Hero: Cursed Priest
The Witch Doctor:
The Steel Golem:
I will give +rep for nice ideas even if I won't use them.
Feel free to ask about the map!
Thanks!
Nexor
I don't have a lot of Heroes, there are actually 2, but I need some more.
The map will use a CooldownSystem, which will allow the players to manipulate the cooldowns of their Hero, so the ideas may use this feautre too.
Each Hero will use the basic setup (may change) : 3 skills with 3 levels and one ultimate
There is a class-skill for them too, this can be active or passive too.
News:
-A new Hero is coming: the Water Guardian - still working on
-New Hero: Cursed Priest
The Witch Doctor:
The Witch Doctor
Class Skill: Mind Boost (active, self-target) - Unique
Decreases every cooldown (except this) by 5 seconds.
Has a 30 second cooldown.
[Idea of myself]
Mojo Magic (active, targets single unit [not self] )
Binds the target to the Witch Doctor using dark magic. If the linked units' distance is more than 750 range, the link will break and damage or heal the linked units.
The Witch Doctor will get healed by the 75% of the damage if casted on enemy.
Level 1 - 70 damage, lasts 10 seconds.
Level 2 - 100 damage, lasts 12 seconds.
Level 3 - 130 damage, lasts 14 seconds.
[Idea of myself]
Shadow Strike (active, point target)
Enveloping himself in shadow, the Witch Doctor travels to a target point, building energy as he moves and dealing damage to enemies caught in his path. When he emerges from the shadow again, he releases the energy, dealing damage to any nearby enemies, relative to the distance traveled.
Level 1 - deals 40 damage at movement (once/unit), 7% of distance moved in 350 AoE
Level 2 - deals 50 damage at movement (once/unit), 14% of distance moved in 350 AoE
Level 3 - deals 60 damage at movement (once/unit), 21% of distance moved in 350 AoE
[Credits to tommerbob]
Plague (passive, periodic)
The Witch Doctor bestows an ancient voodoo aura, which poisons all units around it degrading attack speed and movement speed. Every several seconds, a poisonous wave will stream out reducing nearby units' armor and damaging them.
Level 1 - 20 second interval; 5% speed, 2 armor reduction; deals 25 damage.
Level 2 - 15 second interval; 10% speed, 4 armor reduction; deals 35 damage.
Level 3 - 10 second interval; 15% speed, 6 armor reduction; deals 45 damage.
Has an AoE of 300.
Armor reduction lasts 6 seconds.
[Credits to HydraRancher]
[Ultimate] - Jinx (active, single target, targets enemy Hero)
Curses an enemy unit, putting it in an unfavorable combat position. Whenever the unit attacks, it will take damage, and whenever it is attacked, the attacking unit will gain life.
Level 1 - 35% damage / heal.
[Credits to Kubber24]
Lasts 10 seconds.
The Steel Golem:
The Steel Golem
Class Skill: None (need this one too)
Heavy Armor (active, self targeted)
The Steel Golem hardens himself to take reduced damage from physical attacks at the cost of movement speed.
Level 1 - 50% damage, 10% movement reduction.
Level 2 - 60% damage, 10% movement reduction.
Level 3 - 70% damage, 10% movement reduction.
Lasts 10 seconds.
[Credits to Monti]
Metal Rage (active, turn on/off type like immolation)
The Steel Golem goes into fury increasing it's attack speed at the cost of 1.5% of maximum health per second.
Also gives a 50% cleaving attack.
Level 1 - 50% increased attack speed.
Level 2 - 100% increased attack speed.
Level 3 - 150% increased attack speed.
[Credits to Monti] - [Reworked by me]
Strengthen Soul (passive,stackable)
Killing units grants extra life regeneration. Each stack will improve health regain.
Every stack lasts for 35 seconds separately.
Level 1 - heals 0.5, can have maximum 6 stacks.
Level 2 - heals 1 , can have maximum 8 stacks.
Level 3 - heals 1.5, can have maximum 10 stacks.
[Credits to Skulza] - [Reworked by Skulza and me]
Charged Fist (passive, triggers on hitting enemy) [Ultimate]
Each 5th attack charges up the Steel Golem's fists.Increases damage by 15 when charged. The Golem is able to throw the charge at target enemy, dealing 100 area damage, and slow enemies.
Also increases Strength by killing enemies. ( .5 for Heroes, 0.05 for units)
[Idea of myself] - [Reworked by Skulza and me]
The Cursed Priest
[Credits to Monti for the whole concept]
Class Skill: None (need this one too)
Unholy Rejuvenation / Death Charge - [single target castable]
Unholy Rejuvenation - [Human form] - [friendly units and self]
Heals target friendly unit over 8 second.
Level 1 - Heals 120 damage.
Level 2 - Heals 170 damage.
Level 3 - Heals 220 damage.
Death Charge - [Wolf form] - [enemy units]
Charges at target enemy, stunning it for 3 seconds and dealing damage.
Cast range is between 300 and 600.
Level 1 - Deals 120 damage.
Level 2 - Deals 170 damage.
Level 3 - Deals 220 damage.
Shadow Storm / Wolf Scream - [instant castable]
Shadow Storm - [Human form]
The Priest releases dark energy damaging all enemies around him.
Level 1 - 140 damage per target.
Level 2 - 190 damage per target.
Level 3 - 240 damage per target.
Wolf Scream - [Wolf Form]
The Wolf howls filling enemies with fear. Enemy Heroes' stats will get reduced by a percent for 15 seconds.
Level 1 - 10% reduction.
Level 2 - 15% reduction.
Level 3 - 20% reduction.
Moonlight / Beaststrike - [passive]
Moonlight - [Human form]
Increases the healing of Unholy Rejuvenation and gives a +1 mana regeneration.
Level 1 - increases healing by 10%
Level 2 - increases healing by 15%
Level 3 - increases healing by 20%
Beaststrike - [Wolf form]
Gives a chance to attack target twice and gives a +1 mana regeneration.
Level 1 - gives a 25% chance.
Level 2 - gives a 30% chance.
Level 3 - gives a 35% chance.
Frozen Blood - [Ultimate, morphing ability]
Allows the Hero to switch forms between the Human and Wolf forms. Each form will affect the other abilities.
Casting Frozen Blood in Human form will slow every nearby unit's attackspeed by 50%, they will regain 5% back every second.
I will give +rep for nice ideas even if I won't use them.
Feel free to ask about the map!
Thanks!
Nexor