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Denouement
08-26-2004, 10:23 PM
Healer
hp: 30
armor:0
blocking:0
recovery: 2 turns
Power:20
special ability: Heals one unit adjacent to the healer (like knights attack).

I figured some players could use a healer effectivly in combat given its increased life and lower recovery. Also, two healers healing each other could be a deadly combo.

chaos king77
08-27-2004, 12:03 AM
2 things. 1 im guessin the power is just for the healing special and is not really a atk power. 2. maybe if it was 3 turns recovery because 2 turns is just to low because if the healer would only have to wait one turn and could be used again after the next turn. dont know though, other then those i would say its a decent suggestion.

Edit: O ya whats its movement?

Moose
08-27-2004, 12:57 AM
probably the eaiset target to, besides who needs healers when u can have clerics :)


Moosey

Denouement
08-27-2004, 10:50 AM
3 movement like the cleric, the only reason I put the power in is because they do the same thing for the cleric, and an easy target yes, but possibly the addition of armor might make it possible to bring with a knight into enemy lines. Also possibly to make it less of a target without adding armor, one could give the healer a range of 3 (like a pyro) to heal friendly units.

meggahizu
08-27-2004, 11:39 AM
maybe you should call it charlatan, or something :D

well, its quite underpowered, you should make no recovery for moving, but 2 for healing, and increase life to 35. that would be nice.

*think 10 armour would be ok

Denouement
08-27-2004, 03:07 PM
Unfortunatly I don't think that it would be in accordance to the current rules for the 2 recovery for healing 0 for movement, however, I agree with the armor, but thats more than the archer and assassin, so maybe 8 would be better. Healing 35 would be a bit too much though, being more than any unit can hit for. anyways thanks for the input.

Frank
08-27-2004, 03:26 PM
Originally posted by Denouement
Unfortunatly I don't think that it would be in accordance to the current rules for the 2 recovery for healing 0 for movement, however, I agree with the armor, but thats more than the archer and assassin, so maybe 8 would be better. Healing 35 would be a bit too much though, being more than any unit can hit for. anyways thanks for the input.

A scout has 8 armor and an assassin has 12. Also, he meant increasing HP to 35, not power.

Denouement
08-27-2004, 04:39 PM
alright then, I agree, increasing his life to 35 would be a good idea, sorry about the misunderstanding, and the bad info.

teester
08-27-2004, 08:27 PM
A cleric can heal less often but it heals all units.

I can see where this would come in handy. But, a melee or mage unit could make short work of it.

meggahizu
08-29-2004, 12:11 PM
well, maybe the pimp-charlatan should look like that



w00t (http://www.lostbrain.com/graphics/bush-pimp.jpg)

and have 4 fields range :D yer, that would rawk

*40 block rulez

*i advert on tacticscore enemy cleric

chaos king77
08-30-2004, 09:51 AM
i dont think you ever answered my question... Whats its movement?

Edit: Nevermind i just found it.. i overlooked it.

Swartzstrom
08-30-2004, 10:13 AM
Um...I don't think so. A good 2 Clerics would be used over this anyday. Hell I'd use one over this thing. Greys have enough defensive units. Nobody really wants a unit that a DMW and a Pyro could take out in two hits. And since you start off with two Pyros anyways...

Denouement
08-30-2004, 10:18 PM
All good points, this unit might prove ineffective given the clerics ability to heal all units, however i think one suggestion might have been overlooked that might make this unit a viable alternative to a cleric, and also a possible addition to a cleric. Giving the "healer" a range of lets say, 3 squares, could pretty much make a turtle player take it every time over a cleric. Considering it would be able to heal one unit every other turn (if it didnt move), enough damage to undo all but a BMW, well i don't need to describe the effectiveness of such a unit. Even using it in addition to the cleric, keeping it slightly behind the front lines. The opposing player would have to make the choice of attacking the healer (and moving its spell casters out of a defensive formation) and attacking the threat directly. It seems to me that some new almost invincible strategies could be formulated, but I am just defending my own unit. Anyways, any suggestions on this idea are appreciated.

Swartzstrom
08-31-2004, 04:50 AM
Now with 3 squares range, I think that I would use this and a Cleric instead of 2 Clerics. Nice one!

Dark*Demon
08-31-2004, 07:46 AM
ummmm do we really need more healers?

Asmodeus
09-02-2004, 07:10 PM
YES! :)