Talent Suggestions
Posted: August 14th, 2006, 7:20 pm
Since most heroes don't have talents, and most of those that do don't have many, I thought we should have a thread to help come up with ideas for Yak. So please, try to keep it within reason. I will also try and keep this post updated with all those that are posted so it will be easy to see what has already been suggested. You may suggest names if you wish.
EDIT: Added Hammel and de-cross's talent ideas. Their names are credited in front of the talent.
Creep Heroes
Acid Reaver
Clinging Breath: Units hit by Caustic Breath continue to take damage after being hit. Damage is a % of Caustic Breath damage over time.
Intimidating Officer: Bane's willingness to sacrifice his own troops affects even the enemy, causing enemy units within Encouragement's affect radius to suffer the effects of Encouragement in reverse, probably at a reduced effect.
CHARGE!: Pretty simple, increases Encouragement's radius of affect, works in conjunction with the above talent.
Scarab
Sandman: If a unit is prematurely brought out of sleep when near the Scarab, % chance of them going back to sleep. Could probably use an aura to determine if the unit should be affect or something.
Life Wave Talent: Increase width of Life Wave.
Colossus
Earthquake: Increased chance of being stunned in Tremor.
Fracture: % chance of reducing movement/attack speed when hit by Rockslide.
Elder Treant
Cannibalism
: Increase health gain from Eat Tree.
Reincarnation: Units that are revived from Rebirth come back in newer, better bodies. Possible effects are rezing with more health, rezing with some mana, or perhaps some sort of mini-Promote (with one of the two other effects when on heroes).
Arboreal Crusader
Dread Shaman
Improved Totems: Bigger Earthbind radius, faster Fire Nova, faster Skyfury, increased sight on blah blah, something else
Arcane Mistress
Overcast: Increased Mind Fog radius, or stop all enemy regen while in the fog.
Spontaneous Combustion: Units hit by Black Arrow have a %chance of igniting, taking damage over time. If they die while under the effects of this and Black Arrow, the resulting explosion is larger.
Master of the Hunt
Awareness: Small passive invisibility detection, bigger Search radius.
Icespinner
Snowstorm: Units within Blizzard's radius get chance to miss.
Grim Hag
High Elf Heroes
Rune Knight
Rune of Devastation: Rune of Fortification increases the building's attack speed/damage
Rune Shell Talent: Increase % of previous Rune Shell is kept.
Blazing Priest
Cleanse the Unclean: Enemy units near Flames of the Devout take damage every second.
Mystic Swashbuckler
Fury: Increased attack speed from Flurry, but take extra damage while under its effects.
Avalanche of Blades: Increased duration of Flurry.
Time Cleric
Arcane Archer
Opposable Thumbs: The Arcane Archer's Familiar can hold 1 item, possibly with multiple levels giving more item space.
Disperse Spells: By sharing negative spells affecting her with her Familiar, the Arcane Archer can reduce the duration of the enemy spells on her.
Arcane Strength: Upgrades the Familiar's damage.
Aeromancess
[de-cross] Mana Rush talent: When using the Mana Rush spell a percentage (maybe 5/10/15) of the mana gained is also healed.
[de-cross] Tempest/Maelstrom talent: Tempest is able to hit Units affected by Mealstorm for 40/80/120/160% damage.
Divine Wizard
Energy Withdrawal: Units affected by Energy Drain also lose mana. Or maybe they lose mana instead of health until they lose mana.
Elemental Flux: The Fire Elemental created from Spellshift is weakened, but in return a Water Elemental is also created. Higher levels could also make an Earth and Air Elemental.
Retribution: Adds a Smite-like mechanic to Vengeance, draining mana for extra damage. Shouldn't be very effecient. Could also work instead by adding more damage the less mana the DW has, but again, not nearly as effecient as getting health down. Could add a max damage it could add, increasing with each level of the talent.
Infiltrator
Terrorism >_>: Sabotage inflicts % damage of damage inflicted to the building to surrounding units, discluding the Infiltrator herself, but including allied units.
Stealth: Decreases Blitz transition time.
FUCKING BITCH: Increases angle with which AoO works, though at decreased effectiveness.
Tactician
Summon Army: Increases number of Flankers.
Barbed Netting: Units that are netted take damage per second while under the effects.
[Hammel] Ensnare Talent: Less time from using the spell and the netting falling.
Soul Binder
EDIT: Added Hammel and de-cross's talent ideas. Their names are credited in front of the talent.
Creep Heroes
Acid Reaver
Clinging Breath: Units hit by Caustic Breath continue to take damage after being hit. Damage is a % of Caustic Breath damage over time.
Intimidating Officer: Bane's willingness to sacrifice his own troops affects even the enemy, causing enemy units within Encouragement's affect radius to suffer the effects of Encouragement in reverse, probably at a reduced effect.
CHARGE!: Pretty simple, increases Encouragement's radius of affect, works in conjunction with the above talent.
Scarab
Sandman: If a unit is prematurely brought out of sleep when near the Scarab, % chance of them going back to sleep. Could probably use an aura to determine if the unit should be affect or something.
Life Wave Talent: Increase width of Life Wave.
Colossus
Earthquake: Increased chance of being stunned in Tremor.
Fracture: % chance of reducing movement/attack speed when hit by Rockslide.
Elder Treant
Cannibalism

Reincarnation: Units that are revived from Rebirth come back in newer, better bodies. Possible effects are rezing with more health, rezing with some mana, or perhaps some sort of mini-Promote (with one of the two other effects when on heroes).
Arboreal Crusader
Dread Shaman
Improved Totems: Bigger Earthbind radius, faster Fire Nova, faster Skyfury, increased sight on blah blah, something else
Arcane Mistress
Overcast: Increased Mind Fog radius, or stop all enemy regen while in the fog.
Spontaneous Combustion: Units hit by Black Arrow have a %chance of igniting, taking damage over time. If they die while under the effects of this and Black Arrow, the resulting explosion is larger.
Master of the Hunt
Awareness: Small passive invisibility detection, bigger Search radius.
Icespinner
Snowstorm: Units within Blizzard's radius get chance to miss.
Grim Hag
High Elf Heroes
Rune Knight
Rune of Devastation: Rune of Fortification increases the building's attack speed/damage
Rune Shell Talent: Increase % of previous Rune Shell is kept.
Blazing Priest
Cleanse the Unclean: Enemy units near Flames of the Devout take damage every second.
Mystic Swashbuckler
Fury: Increased attack speed from Flurry, but take extra damage while under its effects.
Avalanche of Blades: Increased duration of Flurry.
Time Cleric
Arcane Archer
Opposable Thumbs: The Arcane Archer's Familiar can hold 1 item, possibly with multiple levels giving more item space.
Disperse Spells: By sharing negative spells affecting her with her Familiar, the Arcane Archer can reduce the duration of the enemy spells on her.
Arcane Strength: Upgrades the Familiar's damage.
Aeromancess
[de-cross] Mana Rush talent: When using the Mana Rush spell a percentage (maybe 5/10/15) of the mana gained is also healed.
[de-cross] Tempest/Maelstrom talent: Tempest is able to hit Units affected by Mealstorm for 40/80/120/160% damage.
Divine Wizard
Energy Withdrawal: Units affected by Energy Drain also lose mana. Or maybe they lose mana instead of health until they lose mana.
Elemental Flux: The Fire Elemental created from Spellshift is weakened, but in return a Water Elemental is also created. Higher levels could also make an Earth and Air Elemental.
Retribution: Adds a Smite-like mechanic to Vengeance, draining mana for extra damage. Shouldn't be very effecient. Could also work instead by adding more damage the less mana the DW has, but again, not nearly as effecient as getting health down. Could add a max damage it could add, increasing with each level of the talent.
Infiltrator
Terrorism >_>: Sabotage inflicts % damage of damage inflicted to the building to surrounding units, discluding the Infiltrator herself, but including allied units.
Stealth: Decreases Blitz transition time.
FUCKING BITCH: Increases angle with which AoO works, though at decreased effectiveness.
Tactician
Summon Army: Increases number of Flankers.
Barbed Netting: Units that are netted take damage per second while under the effects.
[Hammel] Ensnare Talent: Less time from using the spell and the netting falling.
Soul Binder