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Heroes Community > Heroes 7+ Altar of Wishes > Thread: New hero specialisations
Thread: New hero specialisations
Nirual
Nirual


Famous Hero
Imbued Ballista
posted November 19, 2007 09:29 AM
Edited by Nirual at 09:30, 19 Nov 2007.

New hero specialisation ideas

If there is one thing that disappointed me for the add-on campaigns, it's the lack of new specialisations (other than the new factions, of course). As such, I've thought up some new possible hero specialisations and would like to hear some opinions on them. Note that they are intended to be on par with the normal specialisations, as opposed to some of the clearly overpowered campaign-only ones.
Of course, this is all hypothetical since there is no real way to implement them into the game.
Comments in italics

War Veteran(Haven):
Training is discounted by a further 5+1/Level %
Mentoring provides 5% more exp
Starting skills: Basic Counterstrike, Expert Trainer, Basic Enlightment
I felt Haven was a bit lacking on specials focusing on their racial.Paragon Knight is campaign only, Cavalry Commander is only partly doing so. Note that the discount is applied after the normal calculation, different from Suzerain. Secondarily, this hero provides easy access to Enlightment

Guided by Elrath(Haven):
Whenever a stack under the hero's command takes losses greater than 5% of it's initial stack size, they are automatically blessed with Regeneration(SP=Hero Level, Expert).
Additionally, spellpower for the Ressurection spell is increased by 1 every 3 levels and the hero automatically learns Ressurection at level 15.
Starting skills: Basic Counterstrike, Advanced Light Magic. Hero starts with Regeneration.
Even though Haven isn't quite a spellcasting faction, I felt that it could at least use a Light Magic specialist

Forest Stalker(Sylvan):
Silent Stalker ability is improved and will display a random stack rather than the strongest, and will even hide a few stacks from enemy heroes with Scouting.
Movement points are increased by 1% every 3 levels.
Starting skills: Basic Avenger, Basic Logistics, Silent Stalker
Sylvan is arguably one of the most Logistics-focused factions, yet there is no specialist. While this special is the weakest compared to the existing 3 in terms of movement, it provides a great scouting advantage early on, and also works as a kickstart towards the Elven Ultimate to compensate for that fact later on.

Technocrat(Sylvan):
Ballista initative is increased by 1% per hero level. Imbued Ballista shots consume 1 less mana.
Starting skills: Basic Avenger, Imbue Arrow, Basic War Machines. Hero starts with Ballista and Eldritch Arrow.
Obviously, this special is intended to make use of Imbue Ballista, a powerful skill few Rangers can access due to the low chance of War Machines.

Pain Leecher(Necropolis):
Mark of the Necromancer is improved: Every 150 damage suffered by the target will restore 1 mana to all liches in the hero's army, every 500 damage will increase the spellpower of the hero and liches by 1 for the duration of the battle
Starting skills: Advanced Necromancy, Mark of the Necromancer. Hero starts with Ammo Cart and Weakness.
A lich specialist, if you will, only achieved in a special way.

Queen of the Darkness (Necropolis):
Decreases morale of all troops present in battle by 1 (does not affect undead, elemental or mechanical enemies).
Spellpower for Dark spells is increased by 1 every 5 levels.
Starting skills: Basic Necromancy, Advanced Dark Magic. Hero starts with Decay.
Essentially Ornella the way I would've prefered her, rather than having a recycled special but a perk Necromancers normally can't even access. The morale modifier might be a bit much, but then again, Necromancers don't really need more spellpower for Dark Magic with the exception of Decay, Vampirism and Curse of the Netherworld.

Vessel of the Elements(Dungeon):
Whenever a spell or a creature under the hero's command deals extra damage due to Elemental Chains, there is a certain chance (2% per Hero Level) for a beneficial effect to occur for the dealer depending on the element
The hero always gains a 10% spellpower bonus for spells of that elements for his next turn.
Fire: Righteous Might, Air: Haste, Earth: Endurance, Water: Regeneration. Spells are cast at Basic level and SP of 3.
Starting skills: Advanced Irrestistible Magic, Elemental Vision.
As if Dungeon didn't already have enough racial specialities... but anyway, I thought this would be an interesting special

Torturer of the Damned(Inferno):
Mark of the Damned is improved. Every creature making an attack against the marked stack will deal double damage with Hellfire and drain 5% of the damage done. Every hero attack on the marked stack has a 2%xLevel chance to increase the Hero's Spellpower by 1 for the duration of the battle
Starting skills: Advanced Gating, Mark of the Damned.

Artisan(Academy):
Mini-Artifacts equipped by creatures under the hero's command are more effective in combat (as if the knowledge of the crafter was 20% higher).
Consume Artifact additionally removes all negative effects currently affecting the targeted stack.
Starting skills: Advanced Artificier, Consume Artifact.
I found it odd that the whole effect of Artificier can just be transfered over to a foreign hero, so this hero is sort of my answer to that. Better mini-artifacts might just warrant using this guy late game over a foreign might hero

Determination(Fortress):
Renders all units under the hero's command immune to any Initative-reducing effects aswell as forced movements (Force Arrow, Bear Paw)
Starting skills: Basic Runelore, Advanced Defense.
Not sure about this one, but it was all I could think of for a Fortress Hero. Might be overpowered especially against Dark Magic users

Magic Defyer(Stronghold):
Whenever an enemy hero casts a spell, the hero will try to interupt with a Warcry. Chance depends on hero level and the circle of the spell being cast.
Only works if the hero knows a Warcry powerful enough (Level 1-3: Level 1 Warcry, Level 4: Warcry Level 2, Level 5: Warcry Level 5).
If he succeeds, the spell is canceled at the expense of the manacost of the Warcry being used to counter.
Starting skills: Advanced Blood Rage, Might over Magic. Hero starts with Call of Blood.
Essentially the orcish version of Counterspell, and a counter special to amend the orcs vulnerability to Dark Magic
____________
In ur base killing ur doods... and raising them as undeads.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted November 19, 2007 01:11 PM

Sylvan should not have anything to do with technology since they do not like it.
____________
How exactly is luck a skill?

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Nirual
Nirual


Famous Hero
Imbued Ballista
posted November 19, 2007 02:49 PM

I know. This hero is supposed to be the exception (as a matter of fact, I considered a stronger bonus with a morale penalty). There might be a better name for a ballista specialist, though...
____________
In ur base killing ur doods... and raising them as undeads.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 20, 2007 01:23 AM

I've always believed a hero should specialize in Liches. But thats just my "i love necropolis" thing talking

As for your specializations, the Necropolis morale thing is wierd. Machines, elementals, and undead are already unaffected by morale.

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Asheron
Asheron


Famous Hero
Ancient
posted November 20, 2007 01:32 AM

I believe he meant ALL troops,not just the one you own
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted November 20, 2007 02:29 AM

I know, but just saying "except Undead, mechanical, and elementals" is redundant.

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Moonlith
Moonlith


Bad-mannered
Supreme Hero
If all else fails, use Fiyah!
posted November 20, 2007 03:33 AM
Edited by Moonlith at 03:34, 20 Nov 2007.

You seem rather keen on Spellpower increasing specialities

Here's a Warlock ability I thought up:

"Mark of the Warlock": Binds the Warlock's mind to the target stack (can be either friendly or foe) in order to share its power, boosting the Warlock's Spellpower during the battle. The boosted Spellpower decreases as the stack decreases in size. Boosted Spellpower = 0,01% of the stack's total powerrating.

Usefull in endgame when stacks keep growing where the Warlock's Spellpower reaches its natural maximum.

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