Attacking spells are the hardest spells to come up with, and I wouldn't mind if anyone could come up with a few ideas. I mainly just don't want anymore than 1 spawn spell, because then it gets old and boring. Although, depending on what the spawned units do can make a difference.
/ 4 / more spells to go
Thanks.
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Well, not sure if you can consider this an "Attack" Spell or a "Spawn" Spell but whatever.
More or less this spell summons say a scout(s) for you for a few seconds that attacks your enemies and then simply disappears. I think it could be considered "Attack" Spell.
I know I've seen this in a map called "Moon Arena" or something like that and I liked it.
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Well, not sure if you can consider this an "Attack" Spell or a "Spawn" Spell but whatever.
More or less this spell summons say a scout(s) for you for a few seconds that attacks your enemies and then simply disappears. I think it could be considered "Attack" Spell.
I know I've seen this in a map called "Moon Arena" or something like that and I liked it.
That's exactly what Newb was trying to avoid.
I suggest a spell that draws foes into the targeted location (constant move-order) until it ends. Combined with a DDS, you could have it damage them, too.
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By spawn spells, do you mean summoning spells?
AoS's shouldnt have too many direct attacking spells. Add some spells like...allying...black screen...disable spell casting...drain mana... etc.. Other wise its just WaF with spawn and no heal.
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@imagedeo: I already have those and a DDS
and yes, I am trying to avoid having 8-10 summoning spells.
@lotus: Yes summoning spells. I already have all that type of stuff made. Thanks though.
Does upgrading your scarab damage to level 255 actually increase the scarab damage past 1 upgrade?
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yeah it does increase the damage
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@imagedeo: I already have those and a DDS
and yes, I am trying to avoid having 8-10 summoning spells.
Then you could have additional cool effects, such as:
1. Ignite Mana - Explosively sets a foe's mana on fire, draining mana and damaging them and foes around them until the foe runs out of mana or is healed by a healing effect.
2. (Works best in combination with some targeting object, such as a leashed Observer or a defiler's Dark Swarm) Magic Bomb - Deals area of effect damage at the targeted location.
Without using a DDS, you can have spells that drain foes' and/or allies' mana, transfer mana from the hero to foes and/or allies, cause varying effects on summoned units such as enrage effects, cause heal-over-time effects (usually done with a medic), cause curses on foes that weaken them (there are various ways to do this depending on the circumstances), cause foes to become blind temporarily (turning the lights out), cause units to be spawned, attack, and be removed near your foe (not sure what you would call this effect, although it is sort of a damage over time effect), and there are lots of other possible spells.
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1. Ignite Mana - Explosively sets a foe's mana on fire, draining mana and damaging them and foes around them until the foe runs out of mana or is healed by a healing effect.
How would you manage to damage them? My DDS system is built for high-end damage.
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1. Ignite Mana - Explosively sets a foe's mana on fire, draining mana and damaging them and foes around them until the foe runs out of mana or is healed by a healing effect.
How would you manage to damage them? My DDS system is built for high-end damage.
Imo it's better to use smaller amounts of damage for your DDS because you can damage the unit as many times as you need to in one trigger cycle. Or you can continuously spawn units and remove them after they have a chance to attack the affected unit. It's your choice. The above system only really works with a low-damage adjustable DDS.
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