Death Knight (WC2): Teron Gorefiend, The First Death Knight: Melee Specialist
Trait: The Wheel Turns: Gorefiend's respawn timer is reduced by each champion he killed prior to death.
Q: Soulgem Truncheon: Strike an enemy, damaging them, dealing splash damage around them, and healing yourself.
W: Unholy Armor: Deal damage in an area around you and then shield yourself for that amount.
E: Deathshroud: Cast on yourself to increase movement and attack speed, cast on an enemy to damage and slow.
R1: Deathflame: Incinerate a target, dealing high single target damage and creating a cloud of Deathsmoke at their location that damages nearby enemies.
R2: Gorefiend's Grasp: Shadows grasp enemies in a target area, rooting them and increasing the damage they take.
Summary: Gorefiend is one of my favorite characters, I loved him in Shadowmoon Valley in TBC and the novels, not as big a fan of the WoD version since it turns into a bloated monstrosity, but WC2-TBC Gorefiend is pretty great, and surprisingly loyal to the Horde, I think if he'd had time to evaluate Illidan's... position, he'd have joined the Forsaken instead... ah but that's for another time.
Gorefiend was an interesting hero to design since a lot of his abilities from WC2 have bled over into other kits. Deathcoil belongs to Arthas, and Death and Decay is a Lich spell now, likely to be part of the unreleased Kel'thuzad kit. He's also exhibited different abilities in the novels and as a raidboss.
And so for his Q, W, and E, I made them references to both WC2 abilities and his quest in Shadowmoon.
His Truncheon functions like a melee range classic-Deathcoil. His armor is a mix of the original unholy armor spell and the whirlwind spell, while his Deathshroud (cloak), is a retooling of the WC2 Haste spell. His R1 ability is a mix of his TBC abilities, and R2 is a version of the level 90 death knight ability that bears his name.
Now I know what you're thinking: "Sky, that's all well and good but how can you have a deathknight that doesn't raise the dead!?" and you're right you wonderful nerds! Herein lies why Gorefiend is classified as a specialist instead of a warrior or assassin.
His original abilities would surely net him either of those titles, but his talents all vary along the lines of making them ranged (Soul Crush makes Truncheon ranged, Unholy Storm makes Unholy Armor castable at a range, and Deathshroud can make him 'untargetable' (still takes damage from Aoe's but not basic attacks or targeted abilities) AND raising the dead (Truncheon and armor create skeletons, Deathshroud creates a ghost).
This would allow people to decide whether they want to play him as a warior/assassin or more of a minion-master.
Last edited by Skytotem; 2015-06-02 at 05:08 PM.
Twas brillig
Alright, after reviewing the few remaining options, I think we're all set for WC2 Units, aside from Gul'dan. The only standard units left are the Ogre Magi (Cho'gall is already slated for that spot) and the "Dragon" (became an orc riding a dragon in later material), and the WC1-Necrolyte/Warlock.
Sadly WoD has not given enough detail to Mor'ghor or Dentarg to make them separate characters fulfilling the same 'unit' type, as I did with Grom and Kargath, so Blizz's Cho'gall design is pretty much the only option for now.
Dragon is tough because neither Zuluhed nor Nekros, the more prominent Dragonmaw members, ever rode dragons, and frankly they're both a pretty special kind of evil, and pretty obscure too so I'm not sure how many people would genuinely want to play either of them. (I dunno What Blizz was thinking with that WC2 plot with Alexstraza :P)
Zaela is an option but she only really rode protodrakes. Rend and Gyth are an option as well, I'll consider them at later time, but for now, here's Gul'dan!
Gul'dan Darkness Incarnate: Ranged Assassin
Trait: Corruption: Gul'dan's abilities leave a DoT on the target, if the target dies while under its effect, Gul'dan gains increased ability power.
Q: Shadow Spear: Hurl a spear of dark energy at the target, damaging them.
W: Poison Cloud: Send forward a slow moving cloud that does high damage to enemy units within it.
E: Summon Daemon: Summon a powerful Demon to attack your foes.
R1: Demonic Circle: Create a demonic circle at one location, use this ability again to teleport back to it.
R2: Hand of Gul'dan: Channel a spell at target location, raising a Fel-Volcano that deals massive damage to all enemy units and structures in the area.
Twas brillig
As a weekend treat, two heroes! Although the goal was mainly to adapt RTS units, it would be remiss of me to leave out the leaders of the WC1 factions just because they personally weren't ingame.
King Llane Defender of Azeroth: Melee Warrior
Summary: A lot of people don't know that Llane was actually a pretty tough old king, he used to adventure with Lothar and Medivh, even went on a trip to stranglethorn with them, and in the upcoming movie he appears to take the field again. With that in mind, I geared his abilities towards a mix of traditional combat prowess, and his skill as a strategist in Stormwind's defense (which was so good the Shadow Council had to have him assassinated, or else the Siege of Stormwind wouldn't have succeeded).
Trait: Defender: Llane takes reduced damage the closer he is to his team's Core.
Q: Sweep: Damage and knock back enemies in an arc in front of you.
W: Counter: Damage and stun the next target to attack you, or trigger again to do light damage and slow enemies in an area around you.
E: Fortify: Decreases damage taken by allied minions, heroes, and buildings around Llane for a period of time.
R1: Stout Heart: Passive: Llane takes reduced damage for each nearby allied hero or crowd control effect upon him.
R2: Adamant Wall: Slam the ground, damaging foes in an area and putting up a wall between yourself and them.
Warchief Blackhand the Destroyer: Melee Warrior
Summary: Blackhand is commonly thought of as a brutish puppet Warchief used by Gul'dan, but this is actually pretty far from the Truth, Lorewise, Blackhand knew Gul'dan was attempting to manipulate him but went along anyway because he and the Blackrock ultimately still benefited from the decisions, rising to power and prominence as they brutally crushed their foes. Blackhand was also a masterful tactician and in WoD is shown to be a skilled Blacksmith as well.
Trait: Destroyer: Basic attacks do more damage with each successive strike against a target.
Q: Brutalize: Damage and Root enemies in an arc in front of you.
W: Warbringer: Charge an enemy, making them vulnerable and slowing them as well as other enemies nearby.
E: Pillage: Increase your movement and attack speed. Gain a shield equal to the damage done while under the effect.
R1: Blackrock Juggernaught: Become unstoppable and your trait builds twice as fast on a target for a brief period of time.
R2: Shattering Slam: Damage and Knock Back all enemies in an area around you.
Twas brillig
Since Mekkatorque appears to be in the works as the Gyrocopter captain, I thought a Goblin Zeppelin hero would be appropriate.
Sky Captain Krazz Zeppelin Pilot: Ranged Specialist
Z: Hot Air: Like Falstad, Krazz is an air unit that can traverse much of the map terrain.
Trait: Load up!/Unload! : Other heroes can hitch a ride on the Zeppelin, and Krazz can load mercenaries aboard. Krazz cannot load Boss or Massive units. Units inside Krazz when he dies are deposited on the nearest available land, stunned. Though talents may instead cause them to land with a shield.
Q: Bombs away!: Krazz drops explosives around himself that deal damage when walked over.
W: Exhaust Smoke: Exude smoke, making basic attacks in an area around you miss, and causing a small amount of damage over time to units in that area.
E: Rocketpropeller: Gain an extreme boost of speed and push back enemies you come into contact with.
R1: Supply Drop: Krazz tosses out a number of supply crates which heal allies.
R2: Reinforcements!: Krazz drops off a number of powerful mercenaries to aid his allies.
Twas brillig
Rolf Flintbeard: Dwarf Rifleman: Ranged Assassin
Trait: Long Barrel: Long distance shots have a higher chance to crit.
Q: Locked and Loaded!: Fire three basic attack shots in rapid succession, doing increasing damage for each shot that lands.
W: Grapeshot: Fire a cluster of iron bullets in a cone, slowing enemies and doing damage over time. Extra damage to structures.
E: Time to go!: Gain increased movement speed and decrease effects of crowd control.
R1: Shoot to kill!: Deal massive damage to a target after taking aim.
R2: For Ironforge!: Let out a battlecry, giving all allies increased attack speed and vision.
Last edited by Skytotem; 2015-08-02 at 10:12 PM.
Twas brillig
Ballista Bob (Alliance Ballista from WC2)
Story: The enchanted groves of Ashenvale yield the finest wood, unexpectedly one specific piece of lumber was sentient, and the ballista that was built out of its wood gained consciousness. This ballista, being built for enemy siege, is a specialist much like Sgt. Hammer, except it prefers to do things the old fashioned way. With a giant arrow.
Trait: Slow Ride. Ballista's movement speed depends on its momentum. It starts off at 75% speed, then builds up to 110% over 6 seconds.
Q: Ballista Bolt. Fires a ballista bolt at the target location from a long distance, dealing heavy damage in a small area.
mod 1: Big bolt - Makes radius bigger
mod 2: Blunt bolt - briefly stuns enemies hit
W: Ballista Block. Gives Ballista a 200 point shield and brings Ballista's momentum to 100% movespeed if it isn't there already.
mod 1: Plated armor - Increase shield amount by 100
mod 2: Enchanted rubber - momentum increased to max on activation
E: Ballista Blast. Fires a series of ballista bolts in a cone that deal damage.
mod 1: fiery blast - small DoT after hitting enemy
mod 2: focused blast - cone narrows and knocks the first enemy back
R: Bjorn the living Ballista - The ballista transforms into a humanoid lumber-creature that uses melee attacks and has increased armor.
Mod 1: Frightening presence - Bjorn's uncanny presence frightens enemies within 10 yards, reducing all damage they deal by 25%
Mod 2: Bjorn's battering ram - Transforms Bjorn's head into a giant battering ram that does extra damage to forts and minions.
Ask and ye shall receive
Cairne Bloodhoof: Tauren Chieftain: Melee Warrior
Trait: Endurance Totem: Cairne increases the movement speed of allies around him with the totem he carries
Q: Shockwave: Deal Damage to all enemies in a line.
W: Warstomp: Damage and stun nearby enemies.
E: Runespear: Cairne throws his spear at a target and roots them.
R1: Reincarnation: A few seconds after death, Cairne will revive at the location of his death, he will not give an EXP for a period after resurrection.
R2: Wrath of the Earthmother: Send a massive cascade of stone crashing down upon your enemy, damaging those in the area and briefly creating impassible terrain.
Twas brillig
Mal'Ganis - The Dread Lord
I wanted to keep the dread lord faithful to the WC3 variant, with the abilities used there. The dread lord is a basic attack powerhouse, using the vampric leech to sustain himself and controlling the battlefield with debuffs.
Assassin
Trait: Vampric Aura. You and your allies within 40 yds deal 2% of the targets max hp and heal for 2% hp on each auto attack.
Q: Carrion Swarm. Launch a swarm to the target area. All players caught in the area are afflicted with a DoT dealing X damage. The swarm reduces healing taken by 50%.
W: Sleep. Put the target to sleep for 2 seconds. The target will be woken up by direct damage. DoT's and AOE's do not wake the target.
E: Demonic Flight. Fly a short distance to the target area. Upon landing, you lash out your wings, dealing X damage in a 5yd radius.
R1: INFERNO!: Summon three infernals, choosing 3 seperate landing destinations. After a 1 second delay, the infernals will land, causing X damage within a 5yd radius, and then continue to pulse with fel fire dealing Z damage for 10 seconds in a 20yd radius. The infernals slowly move toward a target player.
R2: Disguise. Global Range. Choose an enemy to be disguised as. You gain allied status to both teams, appear as friendly, and can not be discovered by enemy structures. Upon breaking your disguise, you leap onto the target, stunning them for 2 seconds. Lasts 30 seconds.
Whilst disguised, you can be broken out of it by a directed auto attack (Attack target, basic attack) but can not be broken out of it by abilities.
I would like a Kodo
No, Footman and Knight were separate units in the RTS so they're separate here.
- - - Updated - - -
Kadrak and Brutusk: KodoRider: Ranged Support (Basic attack is thrown axes)
Z: Rush: Kadrak spurs Brutusk to greater speed.
Trait: War drums: Drumbeat gives a different passive based on most recently used ability. Q: Increases speed, W: Increases damage resistance and health regen E: Increases damage dealt
Q: Chaaaarge!: Kadrak spurs Brutusk into slamming into foes in a line, knocking them back
W: Warbeat: Kadrak pounds the drums causing Brutusk to stomp, rooting enemies around him.
E: Brutal Howl: Kadrak urges Brutusk to roar at the enemy, slowing them and causing them to take more damage in a cone in front of him.
R1: Devour: Consume a target enemy (ala Stitches) and Spit them out if not digested after a certain amount of time.
R2: Thunderblood: Brutusk was bred with thunderlizards, with training Kadrak has him spit lightning, replaces basic attack but is fired at a slower rate. Can be activated again to fire in the manner of a forked lightning blast that strikes multiple foes.
Twas brillig
[QUOTE=Skytotem;35125523]No, Footman and Knight were separate units in the RTS so they're separate here.
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Yeah but their concept is extremely similar to the point their only difference being soical status.
I think just having a named Human character warrior with the class of Knight would be okay.