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Old 06-25-2009   #1
 
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Level 15 Spells for Heros

So I think I will work on this next and maybe the rest of dragon types.

Post suggestions for either.
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Old 06-25-2009   #2
 
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Re: Level 15 Spells for Heros

can we get a black or green dragon that shots slime of some sort slows down enemies to almost stun like as a ultimate and also takes away health like a disease cloud
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Old 06-25-2009   #3
 
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Re: Level 15 Spells for Heros

i no this will get shot down but y not make the lvl 6 skills the lvl 15 skills. And give them another skill that isnt powerful like the 6th skill. I say this bc we dont want this to be a hero wars. HEros are already strong as it is. Alot of the 6 lvl skills pwn. A lvl 15 lvl skill in theroy wuold rock be to strong imo. If you get two heros like blitz and dangrash, they can host an army by themselves. NOw we make them stronger?

If you dont like that idea. You shud weaken the rest of the spells so there not to powerful.

Or just scratch the idea and focud on other BA things.

Thanks leo for all the work u do. Since you dont really get to enjoy ur creation.
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Old 06-25-2009   #4
 
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Re: Level 15 Spells for Heros

well the plan has always been to add level 15 spell, this i why want suggestions for spells that would help, but not be overpowered, just cause its the level 15 doesnt mean it needs to be super strong.
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Old 06-25-2009   #5
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Re: Level 15 Spells for Heros

King Leo: Banner of the King
King Leo erects a large banner which inspires his troops. Raises nearby friendly units dmg by 15. banner is similar to a ward. can be destroyed. lasts 30 seconds.

Trajan: Rapid Redemption
when trajan casts rapid redemption he remains stationary and casts holy light on all units within a 900 aoe. he casts 7 charges of holy light over 5 seconds to all the nearby units, each charge healing 100 hp. (so instead of healing units individually, he heals the mass of them). the spell is so devastating that in doing so it drains 100hp on each charge cast.

Blitz: Battle Fury
Blitz and all his images will atk 400% faster for 5 seconds.

Karnash: HaRa KiRi
Karnash takes his own life along with all nearby units within a 200 radius regardless of health.
or
Bushido Blade
Karnash Leaps toward a target unit and unleashes a deadly strike dealing 600 dmg.

Crassus: Plunder
All units within a 500 radius of crassus will earn 10 extra gold from each kill.

Pathas: Meteor
Pathas brings down a mighty meteor which falls from the sky and rolls forward in a line damaging all units in its path for 300 dmg. Cast time takes 8 seconds and pathas should do something obvious to show hes casting it.

Dwarf watever his name is: Axe Throw
Dwarf throws his axe at a target unit dealing 100 damage. In doing so the spell also immediately refreshes the cooldowns of his storm bolt and thunderclap abilities.
Combo Possibility: thunderclap -> storm bolt -> axe throw -> Storm Bolt -> thunderclap total dmg: 900 + watever the thunderclap dmg is x2

Farseer: Force of Nature
The farseer remains stationary and conjures a random natural disaster in a 700 aoe.
1: Cyclone - All units (friend and foe) caught within the aoe will be drawn to it and will not be able to atk. deals 20 dmg a second for 10 seconds
2: Thunder - random bolts of lighting within the aoe will strike the ground. each individual bolt deals 50 dmg in a 20 aoe. summons 8 bolts over 10 seconds
3: Volcanic Eruption - creates a volcano which unleashes 3 bursts of lava and debris. each burst deals 75 dmg in the aoe and burns the ground. units on the burning ground recieve 15 dmg a second. lasts 10 seconds

Califax (greens hero): Ancestral Spirit
Califax summons an ethereal spirit that the player can move and control. the spirit can pass through units but cant atk. it deals 30 dmg/second to units it touches. the spirit can either run through various units or sit in a concentrated location. lasts 15 seconds

Tauren Chief: Chief's Charge
the tauren chief charges forward, all units in his path will be moved to the side and recieve 75 dmg. the chief clears a path with a width of 400.
Combo possibility: avatar -> charge -> warstomp. also a good way to infiltrate and storm bases.

Dangrash: Minions of Hell
Dangrash summons 2 permanent Pitlords with 20% cleaving atks.
dmg: 40, HP: 850, armor: 5. cooldown = 5 minutes

just suggestions that i thought would be interesting.

EDIT: Looking back, some of the numbers my spells inflict r kinda devastating. tweak the stats to whatever suits the map. but the general ideas still stand!

Last edited by Chrance; 06-25-2009 at 06:03 AM.
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Old 06-25-2009   #6
 
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Re: Level 15 Spells for Heros

dota much?
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Old 06-25-2009   #7
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Re: Level 15 Spells for Heros

Quote:
Originally Posted by Myth)I(Apollo View Post
dota much?
more like BADASS if i saw this sh*t in BA.

and i only borrowed 3 ideas from dota =P

the rest is ALL ORIGINAL

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Old 06-25-2009   #8
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Re: Level 15 Spells for Heros

King Leo: Banner of the King
King Leo erects a large banner which inspires his troops. Raises nearby friendly units dmg by 15. banner is similar to a ward. can be destroyed. lasts 30 seconds.


This one sounds fine as long as its not a bigger AoE then wards

Trajan: Rapid Redemption
when trajan casts rapid redemption he remains stationary and all units in a 900 AOE will be healed via his holy light ability (except its a mass heal as opposed to a sinlge unit). over 5 seconds he will cast 7 charges ea charge healing 100 hp. the spell is so devastating that in doing so it drains 500 hp of his own health


Healing 700 hp to every troop thats better then green healing spell and thats slightly OP.

Blitz: Battle Fury
Blitz and all his images will atk 400% faster for 5 seconds.


Hell no blitz images are way to powerfull as is

Karnash: HaRa KiRi
Karnash takes his own life along with all nearby units within a 200 radius regardless of health.
or
Bushido Blade
Karnash Leaps toward a target unit and unleashes a deadly strike dealing 600 dmg.


Killing your self sounds rigged, you jsut run in the base 2 kill all there troops.

Hes also a mage not a guy with a sword(this is purples hero right seeing how u so far been in order) Also 600 most likly is to much too

Crassus: Plunder
All units within a 500 radius of crassus will earn 10 extra gold from each kill.


10 gold no, maybe 2

Pathas: Meteor
Pathas brings down a mighty meteor which falls from the sky and rolls forward in a line damaging all units in its path for 300 dmg. Cast time takes 8 seconds and pathas should do something obvious to show hes casting it.


Is this ones purple heros? ifso sounds fine as long as its not pinks hero(nova + this = rigged)

Dwarf watever his name is: Axe Throw
Dwarf throws his axe at a target unit dealing 100 damage. In doing so the spell also immediately refreshes the cooldowns of his storm bolt and thunderclap abilities.
Combo Possibility: thunderclap -> storm bolt -> axe throw -> Storm Bolt -> thunderclap total dmg: 900 + watever the thunderclap dmg is x2


idk if this is possable but thats rigged

Farseer: Force of Nature
The farseer remains stationary and conjures a random natural disaster in a 700 aoe.
1: Cyclone - All units (friend and foe) caught within the aoe will be drawn to it and will not be able to atk. deals 20 dmg a second for 10 seconds
2: Thunder - random bolts of lighting within the aoe will strike the ground. each individual bolt deals 50 dmg in a 20 aoe. summons 8 bolts over 10 seconds
3: Volcanic Eruption - creates a volcano which unleashes 3 bursts of lava and debris. each burst deals 75 dmg in the aoe and burns the ground. units on the burning ground recieve 15 dmg a second. lasts 10 seconds


idk if king can make this

Califax (greens hero): Ancestral Spirit
Califax summons an ethereal spirit that the player can move and control. the spirit can pass through units. it deals 30 dmg/second to units it touches. the spirit can either run through various units or sit in a concentrated location. lasts 15 seconds


idk if king can make this

Tauren Chief: Chief's Charge
the tauren chief charges forward, all units in his path will be moved to the side and recieve 75 dmg. the chief clears a path with a width of 400.
Combo possibility: avatar -> charge -> warstomp. also a good way to infiltrate and storm bases.


i know king cant make this

Dangrash: Minions of Hell
Dangrash summons 2 permanent Pitlords with 20% cleaving atks.
dmg: 40, HP: 850, armor: 5. cooldown = 5 minutes


maybe if no cleaving
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Old 06-25-2009   #9
 
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Re: Level 15 Spells for Heros

Karnash=oranges hero with vamp aura

Pathas=King Of Labilia(purples hero)
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Old 06-25-2009   #10
 
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Re: Level 15 Spells for Heros

Quote:
Originally Posted by Chrance View Post
King Leo: Banner of the King
King Leo erects a large banner which inspires his troops. Raises nearby friendly units dmg by 15. banner is similar to a ward. can be destroyed. lasts 30 seconds.

Trajan: Rapid Redemption
when trajan casts rapid redemption he remains stationary and casts holy light on all units within a 900 aoe. he casts 7 charges of holy light over 5 seconds to all the nearby units, each charge healing 100 hp. (so instead of healing units individually, he heals the mass of them). the spell is so devastating that in doing so it drains 100hp on each charge cast.

Blitz: Battle Fury
Blitz and all his images will atk 400% faster for 5 seconds.

Karnash: HaRa KiRi
Karnash takes his own life along with all nearby units within a 200 radius regardless of health.
or
Bushido Blade
Karnash Leaps toward a target unit and unleashes a deadly strike dealing 600 dmg.

Crassus: Plunder
All units within a 500 radius of crassus will earn 10 extra gold from each kill.

Pathas: Meteor
Pathas brings down a mighty meteor which falls from the sky and rolls forward in a line damaging all units in its path for 300 dmg. Cast time takes 8 seconds and pathas should do something obvious to show hes casting it.

Dwarf watever his name is: Axe Throw
Dwarf throws his axe at a target unit dealing 100 damage. In doing so the spell also immediately refreshes the cooldowns of his storm bolt and thunderclap abilities.
Combo Possibility: thunderclap -> storm bolt -> axe throw -> Storm Bolt -> thunderclap total dmg: 900 + watever the thunderclap dmg is x2

Farseer: Force of Nature
The farseer remains stationary and conjures a random natural disaster in a 700 aoe.
1: Cyclone - All units (friend and foe) caught within the aoe will be drawn to it and will not be able to atk. deals 20 dmg a second for 10 seconds
2: Thunder - random bolts of lighting within the aoe will strike the ground. each individual bolt deals 50 dmg in a 20 aoe. summons 8 bolts over 10 seconds
3: Volcanic Eruption - creates a volcano which unleashes 3 bursts of lava and debris. each burst deals 75 dmg in the aoe and burns the ground. units on the burning ground recieve 15 dmg a second. lasts 10 seconds

Califax (greens hero): Ancestral Spirit
Califax summons an ethereal spirit that the player can move and control. the spirit can pass through units but cant atk. it deals 30 dmg/second to units it touches. the spirit can either run through various units or sit in a concentrated location. lasts 15 seconds

Tauren Chief: Chief's Charge
the tauren chief charges forward, all units in his path will be moved to the side and recieve 75 dmg. the chief clears a path with a width of 400.
Combo possibility: avatar -> charge -> warstomp. also a good way to infiltrate and storm bases.

Dangrash: Minions of Hell
Dangrash summons 2 permanent Pitlords with 20% cleaving atks.
dmg: 40, HP: 850, armor: 5. cooldown = 5 minutes

just suggestions that i thought would be interesting.

EDIT: Looking back, some of the numbers my spells inflict r kinda devastating. tweak the stats to whatever suits the map. but the general ideas still stand!

i only have one problem with blitz u could run in a base split and rape it

i like most of the rest though chrance

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Old 06-25-2009   #11
 
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Re: Level 15 Spells for Heros

They do sound good indeed lall would depend on what king can do with them I like the idea of heros having an ultimate level 15 spell strong but not crazy strong those might need a bit more balancing and as shocker stated some may not be able to be done but good job getting the ball rolling chrance I like the ideas
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Old 06-26-2009   #12
 
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Re: Level 15 Spells for Heros

Well this is my idea on the necro hero, he could put like, a certain amount of units to sleep in an certain amount of range
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Old 06-26-2009   #13
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Re: Level 15 Spells for Heros

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Well this is my idea on the necro hero, he could put like, a certain amount of units to sleep in an certain amount of range
nice concept. but i hav other suggestion. necro shud be ice based. so how abt necro ulti encases enemy units in a iceblockthing holding them in place, unable to atk/unable to move
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Old 06-26-2009   #14
 
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Re: Level 15 Spells for Heros

Chrance this is reality wake up from your dream!
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Old 06-26-2009   #15
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Re: Level 15 Spells for Heros

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Chrance this is reality wake up from your dream!
dude ive seen the spell done before! xD

it CAN and DOES exist =P
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Old 06-26-2009   #16
 
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Re: Level 15 Spells for Heros

I'm just sayin'... My ideas all have 5 abilities right now!
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Old 06-26-2009   #17
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Re: Level 15 Spells for Heros

this is for a lvl 15 spell not 12 new heros

chrance kings not one of those people who find it fun to spend 3-10 hours making one spell
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Old 06-26-2009   #18
 
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Re: Level 15 Spells for Heros

also remember, i cant base things off TFT spells like charge
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Old 06-26-2009   #19
 
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Re: Level 15 Spells for Heros

for all those ideas posted by Chrance,

i dont even know if grays hero has enough mana to finish that rotation

karnash insta killing is op as hell, some units have such tiny collision that he can easily kill 20 of them(ents), especially since he has immages to use to ball them up.


i think trajans is cool but what about treating it like starfall only instead of hurting enemies for 25 it heals allies for like 10?

for the farseer (this is to both u and shock) what about giving him a rain of inferno like attack only with lightning bolts. what i mean is a storm follows him and strikes random areas around him in a 1000 radius for aoe damage for about 20 seconds or so


pinks heros tricky b/c hes so strong as is, why not give him a passive of some sort? not an aura tho
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Old 06-26-2009   #20
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Re: Level 15 Spells for Heros

well their just suggestions.
if i think of others ill post em
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Old 06-26-2009   #21
 
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Re: Level 15 Spells for Heros

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this is for a lvl 15 spell not 12 new heros
I know. I was just making sure he didn't think that adding 12 new heroes would make him have to come up with 12 new ultimates.
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Old 06-26-2009   #22
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Re: Level 15 Spells for Heros

personally i prefer a larger variation of heros over more spells
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Old 06-26-2009   #23
 
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Re: Level 15 Spells for Heros

Some of these 'spells' would be so hard to make
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Old 06-26-2009   #24
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Re: Level 15 Spells for Heros

make units go boom ';..;' thats all i want
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Old 06-26-2009   #25
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Re: Level 15 Spells for Heros

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make units go boom ';..;' thats all i want
how abt an ulti that makes corpses explode
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Old 06-26-2009   #26
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Re: Level 15 Spells for Heros

O: boom <3 lol that would be good for the frost guy :P
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Old 06-26-2009   #27
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Re: Level 15 Spells for Heros

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how abt an ulti that makes corpses explode
is this even possable?
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Old 06-26-2009   #28
 
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Re: Level 15 Spells for Heros

yes something like that is on DOOMSDAY map hero from dark side its like one doom guardian its fun :P
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Old 06-26-2009   #29
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is this even possable?
ive seen it done.

but ive seen it on tft.
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Old 06-26-2009   #30
 
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Re: Level 15 Spells for Heros

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how abt an ulti that makes corpses explode
One of my heroes does that! hey!
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Old 06-27-2009   #31
 
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Chrance this is reality wake up from your dream!
since when was wc3 reality lol dark
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Old 06-28-2009   #32
 
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Re: Level 15 Spells for Heros

Leo make Kotg's treant ability give a 20% chance to get an ancient of war from a tree.
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Old 06-28-2009   #33
 
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Re: Level 15 Spells for Heros

Why don't we make dangrash's lvl. 15 spell a super version of death and decay? That seems like his kind of spell. Or give that to the necro, either one of those heroes could use death and decay.

I think it would be hard to have a meteor fall and run through a straight line. Wouldn't it just be easier to have a meteor shower? This has already been used in other maps as well. So Leo wouldn't have to make it from scratch he could just take it. Meteor shower is used in Arena Nexus by Fieratut.

For blitz maybe we can give him like a temporary vamp aura? Idk he's really hard to make him more powerful.
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Old 06-29-2009   #34
 
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Re: Level 15 Spells for Heros

[QUOTE=Slashlord;102769]

I think it would be hard to have a meteor fall and run through a straight line. Wouldn't it just be easier to have a meteor shower? This has already been used in other maps as well. So Leo wouldn't have to make it from scratch he could just take it. Meteor shower is used in Arena Nexus by Fieratut.
[QUOTE]

Maybe we can use the infernal dangrash allready has, but make it a 1 hit blizzard damage in a bigger AOE. maybe that is possible
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Old 06-29-2009   #35
 
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Re: Level 15 Spells for Heros

That's what I'm saying we could do. That's how meteor shower kinda works. But we can't have a meteor land on the ground, and then move forward and deal damage to all it runs over.
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Old 06-30-2009   #36
 
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Re: Level 15 Spells for Heros

Dangrash needs the most work ever since his finger of death stopped hurting buildings basically he has only 2 spells that help since his fourth only works on sludgies unless its been changed and I am too unaware of whats going on to notice this, even giving him a version of this spell as his level 15 would be alright although that one useless spell again leaves him weaker than other heros.
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Old 06-30-2009   #37
 
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Re: Level 15 Spells for Heros

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For blitz maybe we can give him like a temporary vamp aura? Idk he's really hard to make him more powerful.

first off hes ranged so vamp aura wouldnt effect him. secondly blitz is so op its not even funny
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Old 06-30-2009   #38
 
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Re: Level 15 Spells for Heros

yes blitz rapes a tower leaves comes back and does it again and again until there is no defense and than can have whatever their army come in and mop up.
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Old 06-30-2009   #39
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Re: Level 15 Spells for Heros

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That's what I'm saying we could do. That's how meteor shower kinda works. But we can't have a meteor land on the ground, and then move forward and deal damage to all it runs over.
its do'able

play dota and see for urself
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Old 06-30-2009   #40
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Re: Level 15 Spells for Heros

ok dota noob,

first thoes trigger cause a big impact on gpc and cpus and it bad for people with crappy computer. (basicly 1/2 people who paly wc)

2nd if not made by a pro it will leak, slow causing a bigger and bigger lag

3rd king does not know jass which is needed to make that.
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Old 06-30-2009   #41
 
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Re: Level 15 Spells for Heros

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play dota and see for urself
I'd rather insert razorblades under my gums.
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Old 06-30-2009   #42
 
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Re: Level 15 Spells for Heros

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its do'able

play dota and see for urself
I refuse to play dota. O_o
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Old 06-30-2009   #43
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Re: Level 15 Spells for Heros

make karnash's clones do 1/4 of the damage he does!
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Old 06-30-2009   #44
 
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Re: Level 15 Spells for Heros

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make karnash's clones do 1/4 of the damage he does!

... thats not a bad idea

but we digress
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Old 07-01-2009   #45
 
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Re: Level 15 Spells for Heros

Im not sure if this has allready been suggested in another thread or not.

But what about a random lvl 15 spell Taken from the existing Lvl 12 Skills

I realise for this not to be over powered it would require some changes to the leveling system to make heros level slower. (i dont know about everyone else but most peoples hero's are at least lvl 12 very fast)

Also realise that there would be some awesome combo's and some not so awesome ones. But really thats why we play BA isnt it You never know what your going to get to play with.

Also just my 2 cents but A much easier way of stopping some of the Crying about heros being OP and whatnot simply increase the mana cost of Most spells (mana wards are ok but you wont regen enough to counter a 35-50 increase in mana cost).
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Old 07-02-2009   #46
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Re: Level 15 Spells for Heros

This thread must not die, anyways, make the necro hero have some kinda ressurection aura that will revive units he passes over regardless of ownership. aura should last mabey 30 seconds. 400 range.
 
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Old 07-02-2009   #47
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Re: Level 15 Spells for Heros

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This thread must not die, anyways, make the necro hero have some kinda ressurection aura that will revive units he passes over regardless of ownership. aura should last mabey 30 seconds. 400 range.
thats a cool idea.
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Old 07-03-2009   #48
 
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Re: Level 15 Spells for Heros

What if blitz got like a cold arrow attack bonus for like 10-30 seconds. It wouldn't effect buildings so it wouldn't be as rigged as the increased attack speed idea.
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Old 07-06-2009   #49
 
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Re: Level 15 Spells for Heros

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What if blitz got like a cold arrow attack bonus for like 10-30 seconds. It wouldn't effect buildings so it wouldn't be as rigged as the increased attack speed idea.
you obviously havent played in any pro ba games with blitz. he makes the dangrash of everyversion b4 .79(*cry the dreaded nerf*) look like baby.
I actually miss him being melee, he wasnt so annoying then. no arrows for blitz for anytime. he can already hunt down heros.
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Old 07-06-2009   #50
 
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Re: Level 15 Spells for Heros

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This thread must not die, anyways, make the necro hero have some kinda ressurection aura that will revive units he passes over regardless of ownership. aura should last mabey 30 seconds. 400 range.
how would that even be triggered? lol
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Old 07-06-2009   #51
 
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Re: Level 15 Spells for Heros

ill try
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Re: Level 15 Spells for Heros

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you obviously havent played in any pro ba games with blitz. he makes the dangrash of everyversion b4 .79(*cry the dreaded nerf*) look like baby.
I actually miss him being melee, he wasnt so annoying then. no arrows for blitz for anytime. he can already hunt down heros.
I was trying to say an ability not cold arrows per say but like them except that it doesnt take mana each shot but gives a bonus to attack for a certain number of seconds. And only effects the real blitz. Maybe even disables his illusions and makes it so each thing he kills becomes an illusion of him doin 50% dmg instead of 25%, But i think his illusions shouldn't be able to attack buildings.

Dangrash's finger of death needs to be able to hurt buildings again i think or just target multiple units, 2 or 3 would be nice... and his death pact should effect living and undead because its pretty much pointless when you use random or scramble and he doesnt even get an undead base.
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Old 07-06-2009   #53
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Re: Level 15 Spells for Heros

IM TELLING U GUYS KARNASH CLONES 1/4 of Damage and Necro doing a mass corpse explosion, persay 30 damage per corpse?
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Old 07-06-2009   #54
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Re: Level 15 Spells for Heros

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IM TELLING U GUYS KARNASH CLONES 1/4 of Damage and Necro doing a mass corpse explosion, persay 30 damage per corpse?
although its a cool spell, wudnt it conflict with his existing ulti?
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Old 07-06-2009   #55
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Re: Level 15 Spells for Heros

idk lol i guess i was thinking of karnash's clones to be useful instead of an ulti. an ulti for karnash could be a rage like think where he gets 300% increased attack speed or something for 5 seconds
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Old 07-07-2009   #56
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Re: Level 15 Spells for Heros

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idk lol i guess i was thinking of karnash's clones to be useful instead of an ulti. an ulti for karnash could be a rage like think where he gets 300% increased attack speed or something for 5 seconds
i was referring to the necro's ulti

if u raise dead, there wud be less corpses to detonate. thus rendering the raise dead spell useless
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Old 07-07-2009   #57
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Re: Level 15 Spells for Heros

oh not really, theres always 1542137561238571235 corpses lieing around... lol

Even so if u were smart, u'd use corpse explosion then create the summon undead, from the newly killed corpses?
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Old 07-07-2009   #58
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Re: Level 15 Spells for Heros

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oh not really, theres always 1542137561238571235 corpses lieing around... lol

Even so if u were smart, u'd use corpse explosion then create the summon undead, from the newly killed corpses?
ahh

didn think that 1 thru xP
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Old 07-07-2009   #59
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Re: Level 15 Spells for Heros

xD its all about combinations chrance lol
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Old 07-07-2009   #60
 
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Re: Level 15 Spells for Heros

Stubby here it is, the trigger for the animate dead aura, just minus the pause part and it the necro would be able to move.

http://www.hiveworkshop.com/forums/t...or-not-134896/
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Old 07-12-2009   #61
 
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Re: Level 15 Spells for Heros

Nifty.

Remember that one of the alternate hero ideas (Death Knight, i believe.) has an exploding corpse ultimate.
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Old 07-12-2009   #62
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Re: Level 15 Spells for Heros

for alternate heros ppl need to think outside the box, how bout a abom as a hero for pink, with suich custom spells like easten alive(will basically canabalize a unit thts alive, gaining hitpoints and dealing dmg
 
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Old 07-12-2009   #63
 
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Re: Level 15 Spells for Heros

that sounds like a crazy ass idea and would make one hell of a ability
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Old 07-12-2009   #64
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Re: Level 15 Spells for Heros

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for alternate heros ppl need to think outside the box, how bout a abom as a hero for pink, with suich custom spells like easten alive(will basically canabalize a unit thts alive, gaining hitpoints and dealing dmg
Wow thats a genuinely original idea. It bears a striking resemblance to devour!
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Old 07-12-2009   #65
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Re: Level 15 Spells for Heros

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for alternate heros ppl need to think outside the box, how bout a abom as a hero for pink, with suich custom spells like easten alive(will basically canabalize a unit thts alive, gaining hitpoints and dealing dmg
not a new ideal has the same effet as vamp but u need 2 maunuly hit the button
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Old 07-13-2009   #66
 
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Re: Level 15 Spells for Heros

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not a new ideal has the same effet as vamp but u need 2 maunuly hit the button
it will have stun shock, do u really think people are gonan run while teh abom feeds
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Old 07-14-2009   #67
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Re: Level 15 Spells for Heros

if a big scray monster way eatting me i try 2 ****ing run
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Old 07-14-2009   #68
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Re: Level 15 Spells for Heros

exactly why this abom is black, so he petrifies attackers, blackpower 2% chance attackers get scared and stop attacking for second. lol this skill increases
 
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Old 07-15-2009   #69
 
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Re: Level 15 Spells for Heros

We talked about having a unit like a witch doctor in another thread. So what about a witch doctor hero D:. His ult could be stasis ward. His other skills could be ensare (kinda like roots but with a net), heal, and idk lightning shield?
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Old 07-16-2009   #70
 
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Re: Level 15 Spells for Heros

The dwarf guy could use maybe a double cast thing where he can cast any spell twice and make it a passive with a cool down somewhat like reincarnation.
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Old 07-24-2009   #71
 
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Re: Level 15 Spells for Heros

how about instead of a higher ultimate spell just get a tele spell that u have a t start instead of horn that has a csting time and u are still able to pick one of heros other spells. then no more horn abuse.
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Old 07-24-2009   #72
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Re: Level 15 Spells for Heros

like crassus' spell but with just ur hero kind of thing, that may work, i still like my karnash and undead hero spells tho <3
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Old 09-28-2009   #73
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Re: Level 15 Spells for Heros

Maybe add an aura to increase his troops promoting troops instead of heros at 15??

Like a level 15 hero inspires troops nearby to fight harder so they do +5dmg?

You could make the aura whatever you want though.
 
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Re: Level 15 Spells for Heros

whoever u are stop posting unregistered
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Old 10-02-2009   #75
 
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Re: Level 15 Spells for Heros

That aura idea is cool whoever thought of that(unregistered punk), even before messing with a new level 15 spell some spells need to be changed or fixed like dangrash ability to kill troops and gain health(cant remember the name) it doesnt work and is useless unless your are lucky enough to get hellmouth and since everyone plays scramble it is very rare, just like leopolds ultimate doesnt work revived troops are there for four seconds which shocker pointed out to me(as u can believe I was devastated) i guess i should go repost this in bugs.
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Old 10-02-2009   #76
 
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Re: Level 15 Spells for Heros

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That aura idea is cool whoever thought of that(unregistered punk), even before messing with a new level 15 spell some spells need to be changed or fixed like dangrash ability to kill troops and gain health(cant remember the name) it doesnt work and is useless unless your are lucky enough to get hellmouth and since everyone plays scramble it is very rare, just like leopolds ultimate doesnt work revived troops are there for four seconds which shocker pointed out to me(as u can believe I was devastated) i guess i should go repost this in bugs.

the unregisterd punk is probably zuey
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Old 01-03-2010   #77
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Re: Level 15 Spells for Heros

*bumped for shocker*
 
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Old 01-03-2010   #78
 
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Re: Level 15 Spells for Heros

This was the reanimate spell idea i had a while back.
Mortise walk: When (hero) begins to channel his spell for 40 seconds units that die in the area he is in will be revived. Units will revive every 4 seconds or so. He wont pause, so he will be able to roam the battlefield reviving dead units as it happens. Dead units should remain alive for 45 seconds.

Trigger 1:

Mortis Walk
Events
Unit - A unit Begins channeling an ability

Conditions
(Ability being cast) Equal to Wind Walk (hay)

Actions
Trigger - Turn on Revive <gen>
Set Caster = (Casting unit





Trigger 2:

Revive (Initially Off)
Events
Time - Every 5.00 seconds of game time

Conditions
Actions
Set i = (i + 1)
Set Loc = (Position of Caster)
Game - Display to (All players) for 5.00 seconds the text: (Caster: + (Name of Caster))
Set Group = (Units within 400.00 of Loc matching (((Life of (Matching unit)) Less than 1.00) and (((Matching unit) belongs to an ally of (Owner of Caster)) Equal to True)))
Set Target = (Random unit from Group)
Set Loc = (Position of Target)
Unit - Create 1 (Unit-type of Target) for (Owner of Caster) at Loc facing (Facing of Target) degrees
Unit - Remove Target from the game
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
i Equal to 8

Then - Actions
Trigger - Turn off (This trigger)
Else - Actions

Custom script: call RemoveLocation(udg_Loc)
Custom script: call DestroyGroup(udg_Group)
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LOLS black mine wasnt as epic because everyone was killed faster then ur game and i didnt have any competition.. not to mention u won with OP units..

But still, good match
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Blacks replay was a classic mass melee vs mass range. the best melee vs the best range. Also it was 90(out of 150) mins of showing how pros use stragity to win a war, not simply charging in and praying.
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Old 01-03-2010   #79
 
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Re: Level 15 Spells for Heros

who is that suggested for?
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Old 01-03-2010   #80
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Re: Level 15 Spells for Heros

shocker said he needed spell ideas for heros.

so black is just throwing out an idea.
 
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Old 01-03-2010   #81
 
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Re: Level 15 Spells for Heros

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who is that suggested for?
i can only see this fitting the new undead hero
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LOLS black mine wasnt as epic because everyone was killed faster then ur game and i didnt have any competition.. not to mention u won with OP units..

But still, good match
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Blacks replay was a classic mass melee vs mass range. the best melee vs the best range. Also it was 90(out of 150) mins of showing how pros use stragity to win a war, not simply charging in and praying.
proof i am second best BA player
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Old 01-04-2010   #82
 
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Re: Level 15 Spells for Heros

Quote:
Originally Posted by Chrance View Post
King Leo: Banner of the King
King Leo erects a large banner which inspires his troops. Raises nearby friendly units dmg by 15. banner is similar to a ward. can be destroyed. lasts 30 seconds.

Trajan: Rapid Redemption
when trajan casts rapid redemption he remains stationary and casts holy light on all units within a 900 aoe. he casts 7 charges of holy light over 5 seconds to all the nearby units, each charge healing 100 hp. (so instead of healing units individually, he heals the mass of them). the spell is so devastating that in doing so it drains 100hp on each charge cast.

Blitz: Battle Fury
Blitz and all his images will atk 400% faster for 5 seconds.

Karnash: HaRa KiRi
Karnash takes his own life along with all nearby units within a 200 radius regardless of health.
or
Bushido Blade
Karnash Leaps toward a target unit and unleashes a deadly strike dealing 600 dmg.

Crassus: Plunder
All units within a 500 radius of crassus will earn 10 extra gold from each kill.

Pathas: Meteor
Pathas brings down a mighty meteor which falls from the sky and rolls forward in a line damaging all units in its path for 300 dmg. Cast time takes 8 seconds and pathas should do something obvious to show hes casting it.

Dwarf watever his name is: Axe Throw
Dwarf throws his axe at a target unit dealing 100 damage. In doing so the spell also immediately refreshes the cooldowns of his storm bolt and thunderclap abilities.
Combo Possibility: thunderclap -> storm bolt -> axe throw -> Storm Bolt -> thunderclap total dmg: 900 + watever the thunderclap dmg is x2

Farseer: Force of Nature
The farseer remains stationary and conjures a random natural disaster in a 700 aoe.
1: Cyclone - All units (friend and foe) caught within the aoe will be drawn to it and will not be able to atk. deals 20 dmg a second for 10 seconds
2: Thunder - random bolts of lighting within the aoe will strike the ground. each individual bolt deals 50 dmg in a 20 aoe. summons 8 bolts over 10 seconds
3: Volcanic Eruption - creates a volcano which unleashes 3 bursts of lava and debris. each burst deals 75 dmg in the aoe and burns the ground. units on the burning ground recieve 15 dmg a second. lasts 10 seconds

Califax (greens hero): Ancestral Spirit
Califax summons an ethereal spirit that the player can move and control. the spirit can pass through units but cant atk. it deals 30 dmg/second to units it touches. the spirit can either run through various units or sit in a concentrated location. lasts 15 seconds

Tauren Chief: Chief's Charge
the tauren chief charges forward, all units in his path will be moved to the side and recieve 75 dmg. the chief clears a path with a width of 400.
Combo possibility: avatar -> charge -> warstomp. also a good way to infiltrate and storm bases.

Dangrash: Minions of Hell
Dangrash summons 2 permanent Pitlords with 20% cleaving atks.
dmg: 40, HP: 850, armor: 5. cooldown = 5 minutes

just suggestions that i thought would be interesting.

EDIT: Looking back, some of the numbers my spells inflict r kinda devastating. tweak the stats to whatever suits the map. but the general ideas still stand!
i agree with the skills of trajan and crassus and not with blitz... blitz is alredy godly...
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