PDA

View Full Version : Storm Djinn and Jester


Banned
12-09-2004, 05:10 AM
Ok so i said i would stop posting until my ban has worn off, but in business studies i had an influx of 3 ideas, and i bet by the end of the week someone else could've thought of em.

Storm Djinn
"Elementals whose power lies in storm and lightning. It is said that within every storm in the world is a Djinn, silently controlling its path, though to what ends nobody can be sure. They are able to create such storms seemingly at will, devasting huge areas of landscape and harming anyone caught in the storm."[/i

Life : 35
Armor : 0
Blocking : 30/15
Power : 13 (15) Unblockable
Movement : 3
Recovery : 3
Attack Range : 3
Attack Shape:


- - X - - - = Empty
- X X X - X = Damaged
X X T X X T = Targetted
- X X X - S = Storm Djinn
- - X - -
- - S - -
- - - - -


Special : If a Lightning Ward is controlled on the same team as the Djinn, it channels power from the ward. The Djinn gains 2 power (bringing it to 15) and the ward loses 5 power (down to 25)





Jester
[i]"Fools and entertainers. Jesters are not thought to be the wisest choice for combat, and this holds true. The Jesters strength lies not in physical prowess or magical ability, but in his skills in showmanship and intimidation. The Jesters are capable of taunting enemies into attacking them, sparing more useful targets."

Life : 45
Armor : 15
Blocking : 70/35
Power : - Unblockable
Movement : 5
Recovery : 3
Attack Range/Pattern : Single unit within 3 squares.
Attack : Taunts the targetted unit into a rage. That unit will move towards the Jester and attack it if possible, or otherwise attack whatever unit is in its way. The unit will then suffer full recovery, and be facing towards the Jester.

Duffman
12-09-2004, 05:55 AM
The Storm Djinn has huge damage potential, but at the same time, like the pyro that is only useful in some circumstances. Either way it works better against turtle formations so I'm against it.

The jester is good. I like the idea of a purely tactical unit and it's well balanced to suit how it should be used. Might have a problem if there are units that don't move aside in the way or a unit that is occupying the space infront of the jester so the other units can't get into the attacking position. Possibly better just to have it attack the first unit it bumps into.

Banned
12-09-2004, 06:15 AM
i was thinking people would complain about another anti-turtle unit...thats what both of them are in practice. but i dont think thats really a reason to like or dislike a unit, ive made plenty of pro-turtle units too...the problem is that a pro-turtle unit will 9/10 times be another knight.
the storm djinn is designed to be similar to a pyromancer, with high damage potential, but spread over so many units that a dual cleric formation (or probably just 1 cleric) can counter virtually all its damage.
your suggestion with the jester sounds OK, ill add it

Kyir
12-09-2004, 05:21 PM
it dosnt matter if its anti turt sence the GA killed them
does the jesters taunt work on units in focus

Banned
12-09-2004, 05:33 PM
hmm...id have to say yes.

Kyir
12-09-2004, 05:37 PM
i was wondering why sence the focus is like a trance so taunting wouldent penetrate that, i mean if it takes no less then damage, why taunting?

Banned
12-09-2004, 05:41 PM
focus is a state of concentrating. if your trying to concentrate and you have someone jumping up and down in front of you insulting you, you would probably find it hard.

anyway stop making me post.

Kyir
12-09-2004, 05:52 PM
k i was just wondering

Duffman
12-09-2004, 08:00 PM
There are some units that are a bit weird when taunting them. Say you taunt a pyro... it end up moving next to the jester and targeting the jester which will actally hit himself. Also taunting a stonie would be fun. But i think with the idea of attacking any unit in the way is great. Cause you can make units attack members of their own team.

What happens if you taunt a unit that is already in recovery time?

tabula rasa
12-10-2004, 12:29 AM
o boy, wait till i get jester smurf to read this

Banned
12-10-2004, 03:02 AM
duff, out of all people, you as a mod should appreciate im trying not to post to avoid getting banned again.

but, the pyro would hit itself if taunted yes. and i was thinking that a unit in recovery be affected the same way as anything, and its recovery set back to full if not already...but its open for debate

more comments on the djinn would be cool guys :)

Duffman
12-10-2004, 04:27 AM
duff, out of all people, you as a mod should appreciate im trying not to post to avoid getting banned again.
You so aren't trying very hard :p. You just posted 4 times in CAU alone and started your own thread in GS. Out of sight out of mind man ;).

Murzor
12-10-2004, 08:40 AM
the djinn looks really good at first glance, until u think about the fact that one clerid heal can reverse pretty much all the damage, and with 4 recovery time on top of that, and only 35 hp, its pretty much dead if it goes out on a limb to attack.

the jester would be great though.

Banned
12-10-2004, 11:40 AM
the storm djinn is like the pyro taken to a greater extent. the cleric heals virtually all its damage, but the djinn has lower recovery (ill change it to 3) so can be used for weakening down turtles etc. can also be used with the scout for long range bombardment, as it has quite a high effective range, and is unblockable

Spit_101
12-10-2004, 02:20 PM
Did you get the Djinn idea from Golden Sun? No flame there, it's a good unit, same with the jester.

Banned
12-10-2004, 02:57 PM
never played or heard of golden sun. so a safe no to that

Spit_101
12-10-2004, 03:10 PM
Golden Sun is a fun RPG for the Game Boy Advance. I didn't really care if you said yes or no. They're great units.

Kyir
12-10-2004, 03:53 PM
Golden sun 1 and 2 pwn man

Walrus
03-08-2005, 05:28 AM
yes