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  #1  
Old 05-11-2012, 04:59 PM
mjbmitch mjbmitch is offline

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Default Elemental Invasion

I've been making a nifty little map based on the Elemental Invasion that begun at the start of the Cataclysm. Ironically, I chose to have the map centered at Wyrmrest Temple, which is where the last raid dungeon is set in World of Warcraft. I would love some input on some of the spells I will be adding.

The goal of the game is to defend against increasing waves of elementals that are attacking Wyrmrest Temple. There will be several bosses to fight. The classes should feel like a hybrid between the traditional Warcraft 3 heroes and the classes playable in World of Warcraft. Mana will be a functional resource to keep track of and will not be like how it is in WoW.

Each hero is based on a class-spec combination that you can find in WoW; subsequently, there are 30 heroes planned for the map. Each hero has a unique buff that will benefit other players as well as itself; only the hero's buff will actually show up as a buff in the buff list, but all heroes will be affected by them.

Below is a list of intended spells for the map. If it is green, it is currently implemented, with some placeholding; if it is blue, it is completely implemented; if it is red, it is proving difficult bringing it into the game, but is still planned.

Retribution Paladin

Passive Buff
Emancipation: Increases movement speed by a small amount.

Default Ability
Vengeful Strikes: A toggleable ability that causes extra damage for each attack in return for mana.

Trainable Abilities
Sword of Light: A passive ability that grants the user a Vampiric Aura-like effect for itself only.
Divine Storm: An instant AoE ability that is based off of Thunder Clap.
Judgement: A single target burst ability.
Zealotry: A "cooldown" that increases attack and movement speed.
?????: ?????


Demonology Warlock

Passive Buff
Demonic Pact: Increases damage by a small amount.

Default Ability
Banish: A targetable ability that slows the target, stopping attacks to and from it and increasing damage of certain spells against it.

Trainable Abilities
Immolation: A toggleable ability that causes damage around the user, draining mana each second of use.
Summon Felguard: A summoning spell that creates a felguard pet for an unlimited duration.
Health Funnel: An instant heal-over-time spell for the user.
Metamorphesis: A "cooldown" like move that turns the user into a demon, increasing armor, damage, etc..
Summon Infernal: A ground targetable ability that brings a meteor down on the ground, stunning nearby enemies and unleasing an infernal pet for some time.


If you want any certain spells in the game, or if you have any ideas, go ahead and post away!
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Old 05-11-2012, 05:07 PM
Timolas Timolas is offline


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Vampiric Potion ability might be worth experimenting with as a hero ability. Same goes for other item buff abilities that you can change and modify.
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Old 05-11-2012, 05:13 PM
mjbmitch mjbmitch is offline

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Yeah, I forgot why I was going to use the Vampiric Potion... I was able to modify Vampiric Aura to only affect the player who has it, so it might make having a Vampiric Potion ability useless... unless I am forgetting something.

I can confirm that Searing Arrows works for the Retribution Paladin! Yes!

EDIT: Dude, that was your 11,000th post.
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Old 05-12-2012, 07:27 AM
Timolas Timolas is offline


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Quote:
Originally Posted by mjbmitch View Post
Yeah, I forgot why I was going to use the Vampiric Potion... I was able to modify Vampiric Aura to only affect the player who has it, so it might make having a Vampiric Potion ability useless... unless I am forgetting something.

I can confirm that Searing Arrows works for the Retribution Paladin! Yes!

EDIT: Dude, that was your 11,000th post.
Screen'capd.

As for Vampiric Potion, I can't remember, but maybe there is a way to make it targetable - as in, maybe you can give vampirism to your allies like Inner Fire.

Anyway I'm back home in two weeks and then I'll be able to play test your map and help you, if you like.
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Old 05-12-2012, 09:25 AM
mjbmitch mjbmitch is offline

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Ah, that's what it was. I remembered wanting something like that for a class.

I just had a sudden realization that my map was left on another computer, but I think I may have e-mailed it to someone (the one that I am working on now is strictly for the heroes)... I'll make sure to look for it. I remember that I had the basic triggers set up so there would be waves of enemies, etc. If I need to remake that, it shouldn't be too hard.

EDIT: Does anyone have an idea of which AoE spell I should make Divine Storm based off of? Thunder Clap causes a slight movement in the screen (which I do not want) and Fan of Knives has an odd damaging system (each knife causes damage).

EDIT: I've based Divine Storm off of Fan of Knives and removed the odd damaging system (which completely removed the damage component of the ability) and implemented a trigger to deal damage to surrounding enemy units. I just need to figure out a way to have the trigger do increasing increments of damage for each level of the spell.

EDIT: I've perfected Divine Storm. I need one more spell for the retribution paladin. If you have any ideas, go ahead and post them!
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Old 05-12-2012, 12:30 PM
mjbmitch mjbmitch is offline

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If anyone could make a trigger that would select enemies 250 yards around the casting unit and damage them for 75 damage, that would be insane! I had it working then messed it up somehow. :/
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Old 05-13-2012, 10:50 AM
mjbmitch mjbmitch is offline

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I disregarded the current state of the slightly non-functional Divine Storm for the retribution paladin, making the demonology warlock. I'll update the first post with information on it.

EDIT: The demonology warlock is looking pretty good! Everything is functional for it. I'll be adding abilities to different classes here and there.
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Old 05-17-2012, 02:13 PM
Timolas Timolas is offline


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How's it going?
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Old 05-17-2012, 05:41 PM
mjbmitch mjbmitch is offline

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Diablo 3.

EDIT: Dat ass.
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Old 05-20-2012, 10:51 AM
mjbmitch mjbmitch is offline

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Vision on Playable Heroes
Each hero should feel somewhat unique yet standardized; there will not be any dynamically unique abilities for any class -- instead, classes will have different combinations of types of abilities. I've described the mechanics of abilities in the list I made, below. As you may realize, many of the spells have similarities: this is on purpose. I will try to allow classes to have their own spin on abilities, but at the end of the day, I don't want every player choosing the same hero.

Mana will be very useful; it will be needed to stay in combat. Because of this, mana regeneration and potions will be attractive. I feel that there should be a very limited amount of regeneration for mana.

I want to have every hero have some sort of self-heal in order to stay viable whether it's participating in a solo game or a multiplayer game.



Some of the planned abilities are listed below.

DEATH KNIGHT
Blood
Blood Boil: AoE
Blood Tap: Self-heal

Frost
Howling Blast: Targeting AoE

Unholy
Death and Decay: Targeting AoE
Raise Dead: Summon
Death Coil: Hybrid nuke
Pestilence: AoE DoT
Anti-Magic Shield: Magic resistance buff
Unholy Frenzy: Active attack heal


DRUID
Balance
Starfall: AoE
Entangling Roots: Targeting AoE root
Starfire: Burst

Guardian
Bear Form: Shapeshift
Growl: Temporary taunt
Maul: Damage toggle

Feral
Cat Form: Shapeshift
Prowl: Cloak
Dash: Speed buff
Claw: Damage toggle

Restoration
Tranquility: AoE heal
Healing Touch: Targeting heal
Cyclone: CC
Wrath: Burst

HUNTER
Beast Mastery
Call Pet: Summon
Spirit Bond: Passive HoT
Bestial Wrath: Damage buff

Marksmanship
Arcane Shots: Damage toggle
Posthaste: Speed buff
Exhilaration: Self-heal
Volley: Targeting AoE
Chimera Shot: Burst

Survival
Camoflauge: Cloak
Widow Venom: Active attack heal
Serpent Spread: Cleave toggle
Noxious Stings: Passive DoT
Black Arrow: DoT

MAGE
Arcane
Arcane Explosion: AoE
Blink: Teleport
Invisibility: Cloak

Fire
Pyroblast: Burst
Flame Strike: Targeting AoE
Blazing Speed: Speed buff
Dragon's Breath: Targetable AoE

Frost
Blizzard: Targeting AoE
Summon Water Elemental: Temporary summon
Frost Nova: Targeting AoE


PALADIN
Holy
Holy Wrath: AoE
Holy Radiance: Self-HoT
Exorcism: Hybrid AoE
Holy Shock: Burst
Holy Light: Heal

Protection
Consecration: AoE

Retribution
Judgement: Burst
Divine Storm: AoE


PRIEST
Discipline
Mana Burn: Targeting manasteal
Penance: Burst

Holy
Holy Nova: AoE
Smite: Burst
Fade: Cloak
Circle of Healing: AoE heal

Shadow
Dispersion: Cloak
Mind Spike: Burst
Mana Burn: Targeting manasteal


ROGUE
Assassination
Envenom: DoT toggle

Combat
Recuperate: Self-heal
Blade Flurry: Splash toggle

Subtlety
Stealth: Cloak


SHAMAN
Elemental
Earthquake: Targeting AoE
Chain Lightning: Hybrid AoE
Lava Burst: Burst

Enhancement
Stormstrike: Damage toggle
Feral Spirit: Temporary summon
Serpent Ward: Temporary ward summon
Healing Surge: Self-heal
Fire Nova: AoE

Restoration
Earth Shield: Armor buff
Chain Heal: Hybrid AoE heal
Healing Ward: Temporary ward summon
Lightning Bolt: Burst

WARLOCK
Affliction
Drain Life: Targeting lifesteal

Demonology
Metamorphesis: Temporary shapshift
Health Funnel: Self-heal
Immolation: AoE
Banish: Cloak
Summon Inferno: Temporary summon and targeting AoE
Summon Felguard: Summon

Destruction
Rain of Fire: Targeting AoE
Hellfire: AoE
Healthstone: Self-heal
Chaos Bolt: Burst


WARRIOR
Arms
Whirlwind: AoE

Fury
Flurry: AoE toggle
Blood Craze: Active attack heal

Protection
Thunder Clap: AoE
Shockwave: Targeting AoE
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Last edited by mjbmitch : 05-20-2012 at 11:13 AM.
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  #11  
Old 05-27-2012, 12:46 PM
mjbmitch mjbmitch is offline

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Is anyone on the forums decent at modeling? I need a lightwell (a ward for the Holy Priest hero). :/
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Old 05-27-2012, 01:58 PM
Sonneillon Sonneillon is offline

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Quote:
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Is anyone on the forums decent at modeling? I need a lightwell (a ward for the Holy Priest hero). :/
*strikes a pose*
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