HydraRancher
Truth begins in lies
Better use therefore rather than thus. Thus is usually for past tense.
Agreed with Ice Age, but the Commander could block heroes in his units..?a little comment or maybe some idea for some spell.
I kinda dislike the Ice Age spell, its too simple for an ultimate spell i guest....
"the enemy still attack but unable to move, and get damage over time" i guest you used entagling root based spell, eh?
why don't you add some debuff to it that can freeze enemy aspd and mspd? or stop the enemy unit to casting a spell or etc. etc. etc.. it'll be more usefull ultimate spell even the enemy still can attack or cast a spell.
And for Dead Commander, how can you kill enemy hero with that "hero".
First of all it's kinda fun using summon spell, but when you try to kill enemy hero---you'll get trouble if the enemy run away.
YES, that the Dead Commander will be "Hard To Kill and Hard for Killing"..
so i suggest adding some ensnare spell to the summoned unit or replace your ultimate skill to "my another idea" :
using summoned unit for strengthen "your ultimate spell" damage and stunning the targeted unit.
Hope it's usefull for you, dude![]()
well it is true if the commander can block the way, what im thinking is the summoned unit still can be killed, right? it could be useles if the enemy hero has cleaving attack or has alot of AoE spell. At the least its has high HP and defense even with a few skeleton.Agreed with Ice Age, but the Commander could block heroes in his units..?
It should be fine, but keep in mind thatit have to be able to summon so many units because the hero would be too low if not.^^ and if you say you can make the units stronger and summon less no that would not fit to the "commander" theme because a commander controls many soldiers normally xD
Looking much better.EDIT: Changed the Priest!!!
because there's no dispell in my map there's no problem ^^ and why it could cause problems on hero units?? its supposed to be cast on hero units OoLooking much better.![]()
But keep in mind that usually buffs are dispellable, and an endless duration can cause problems on hero units (Dark Side of the Light).
i havent replied...yes....but i work on the spells just based on your and (i think) tommerbob's post ^^ so im happy you wrote it ^^And no reply to the way too long post! D:
will work on this....Warrior:
Meditation IN combat? Eh, it's better if you reworked that. The others seem basic but are fine.
Firemage: Needs triggered spells with good eye-candy
WTF shall this mean????tl;dr for the others but they are good as well
Well what I meant was just imagen the Priest fighting a melee hero. Now the Priest could throw the DoT on the hero (it would keep dealing damage), the melee hero wont be able to attack the Priest (not much anyways, because he's out of reach). Now during this the Warrior gets reduced hit chance (Dark side of Light) and the Priest will have increased armor (Defencive Harmony or whatever it was called). Now I'm not sure how the exact PvP in your map will go and all that and I might be over reacting a bit, but the thing is that I've just never been much of a fan of endless debuffs, and the Priest might be pretty awesome in a 1o1 fight.because there's no dispell in my map there's no problem ^^ and why it could cause problems on hero units?? its supposed to be cast on hero units Oo
the problem of making more intense abilities isnt that i cant work with the editor/triggers....there are 2 thing missing to do this ^^ time and ideas xD i havent got that much time to work on the map...because i have to work and ive got my girlfriend and both of them want me to spent time on them ^^ so and then im not that good thinking about intense abilities...small ones i get in mind all the time but the big "wow" ones i just dont get in mind.Maybe make some intense abilities when you get more accustomed to the map editor, or have more ambition/time/ideas =P