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Re: King's Mage

Posted: Sun Aug 05, 2018 5:29 pm
by LordOfAles
Range 5 then? And meteor radius to 4

Re: King's Mage

Posted: Sun Aug 05, 2018 5:39 pm
by General Brave
the Mage has to be near the Blast Zone, like right next to it.

Re: King's Mage

Posted: Sun Aug 05, 2018 6:04 pm
by Tankhead
I agree with maka on this one. This unit range has to be small considering 3 actions and all those spells even as a unique unit.

Re: King's Mage

Posted: Sun Aug 05, 2018 6:13 pm
by General Brave
It's also should have the more unique versions of basic spells.

Re: King's Mage

Posted: Sun Aug 05, 2018 6:16 pm
by Tankhead
This unit alone sounds like it can change the momentum on a battlefield real quick if protected right.....very unsure of this unit

Re: King's Mage

Posted: Sun Aug 05, 2018 6:26 pm
by General Brave
That usually what these kinds of unit do.

Re: King's Mage

Posted: Sun Aug 05, 2018 6:30 pm
by Tankhead
I get that but have you seen the amount of spells it can use along with actions????
Be better if 3 spells got removed and action turns are 2. That way it doesn't need to be a unique troop but a expensive one

Re: King's Mage

Posted: Sun Aug 05, 2018 6:33 pm
by General Brave
what do you want to remove?

Re: King's Mage

Posted: Sun Aug 05, 2018 6:46 pm
by Tankhead
Poison ball and fear ( leave it for undead to do that )
Summoning a blue dragon? Sounds like that can be attach to a different unit but not this one.
Oh and of course reduce the turn to 3 to 2

Re: King's Mage

Posted: Sun Aug 05, 2018 6:50 pm
by General Brave
Is that all?

Re: King's Mage

Posted: Sun Aug 05, 2018 6:52 pm
by Tankhead
Yea, I mean I want the unit powerful considering this is gonna be the best casters in game but some of those were unfitting for this caster.

Re: King's Mage

Posted: Sun Aug 05, 2018 7:10 pm
by makazuwr32
i will suggest spells for him tomorrow.
all stats are fine exept actions/turn. too high for mage.

But he will be an intresting prototype. hopefully you will like spells for him i will choose.
only 6. AOE.

Re: King's Mage

Posted: Sun Aug 05, 2018 7:13 pm
by General Brave
Area of effect?

Re: King's Mage

Posted: Sun Aug 05, 2018 7:14 pm
by Tankhead
Alright, I trust our balancer

Re: King's Mage

Posted: Sun Aug 05, 2018 7:16 pm
by General Brave
Okay I will await your ideas, in the meanwhile I probably should try fixing up this image.

Re: King's Mage

Posted: Sun Aug 05, 2018 7:30 pm
by makazuwr32
Yes, like that spell i suggested for Emperor.

Re: King's Mage

Posted: Mon Aug 06, 2018 7:49 pm
by makazuwr32
LordOfAles wrote: Sun Aug 05, 2018 3:44 pm New stats
Cost: 10
Hp: 25
Attack: 5
Range: 1
Armor: 0/0
Spell Resistance: 100%
Speed: 3
Sight - 10
Actions/Turn: 1 (lowered)
Unique Unit
No bonuses
Builders: Castle
Abilities:
1. Globular lightning - thinderstorm like ability that deals 15 damage and gives lesser slowing (-1) and applies Disenchant effect to all affected units. Range - 6, 2 turns cooldown. Ignores spell resist on applying effects.
2. Mass slowing - Poison breath like ability that gives slowing (-3) to all affected enemy units. Range - 6, 2 turns cooldown.
3. Mass haste - Poison breath like ability that adds +1 speed and +1 actions/turn for 2 turns to all affected allied units. Affects archers, workers, casters. Range - 4, 3 turns cooldown.
4. Mass stone armor - Poison breath like ability that adds +3/+3 armor for 3 turns to all affected allied units. Range - 4, 2 turns cooldown.
5. Might of Titans - Poison breath like ability that adds +1 power range and +5 damage for 2 turns to all affected allied units. Range - 4, 2 turns cooldown.
6. Meteor strike - gives target allied unit +3 speed, +10 damage, +1 action/turn for 1 turn. Affects any none-mechanical, non building, non-unique unit.
Removed power range.
Only mass spells and one extremly powerful single buff spell.
Best caster possible.

All effects are applied to ALL human non-mechanical units exept of king's mage himself.

Re: King's Mage

Posted: Mon Aug 06, 2018 8:07 pm
by Tankhead
Ooooo the ultimate support troop. Love the updated idea

Re: King's Mage

Posted: Mon Aug 06, 2018 8:09 pm
by makazuwr32
ofc extremly vurable because of no armor and hp.

Re: King's Mage

Posted: Mon Aug 06, 2018 8:11 pm
by Tankhead
With enough war mages and healers around I'm pretty sure that won't matter

Re: King's Mage

Posted: Mon Aug 06, 2018 8:12 pm
by General Brave
Who agrees on this.

Re: King's Mage

Posted: Mon Aug 06, 2018 8:58 pm
by makazuwr32
he can be killed by 2 shots of uruk hai 3 or 3 shots of elven archer with all upgrades.
so he is for unique unit i think is pretty balanced.

Re: King's Mage

Posted: Tue Aug 07, 2018 2:30 am
by LordOfAles
Yeah i like spells stats and all that

@Alexander82 check

Re: King's Mage

Posted: Tue Aug 07, 2018 2:42 am
by Tankhead
He can be killed quickly, but its the players job to plan ahead with this unit

Re: King's Mage

Posted: Tue Aug 07, 2018 2:57 am
by Savra
Human boss unit? Or is that something like the phoinex?

Re: King's Mage

Posted: Tue Aug 07, 2018 6:06 am
by General Brave
I say this is pretty good once we make a better image.

Re: King's Mage

Posted: Tue Aug 07, 2018 6:25 am
by makazuwr32
One little tip - you can put him into tower and enemy will need firstly find a tower where he is hiding and then destroy that tower.

Re: King's Mage

Posted: Tue Aug 07, 2018 6:35 am
by General Brave
That is if he is defending, or you're able to manage to build a tower near the enemy.

Re: King's Mage

Posted: Tue Aug 07, 2018 6:39 am
by makazuwr32
One wagon with 3 workers and ambidextria and normal tower is ready.

Re: King's Mage

Posted: Tue Aug 07, 2018 6:48 am
by Savra
With his global lightning spell I don't see a need for him to leave home base. Little saurumon here can cast his lightning from the safety of a fortress and still be useful.