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Lonely Tylenol
02-20-2005, 06:51 PM
All right, in my quest to provide as unique units as I possibly can, I have come up with another new idea, the Shaman. I haven't quite gotten the details down pat, but here's the general idea of it.

Shaman
HP: 30
Power: --
Armor: --
Blocking: --
Recovery time: 4

Movement range: Attack range: Key:
0 0 X 0 0 0 0 X 0 0 S = Shaman
0 X X X 0 0 X X X 0 X = Movement square/Attack square
X X S X X X X S X X 0 = Empty square
0 X X X 0 0 X X X 0
0 0 X 0 0 0 0 X 0 0

Healing aura: The Shaman's attack ability allows it to heal the spaces near a Shaman for 4 HP/turn in the same manner that the Wisp deals damage. The spell is a Focus ability that creates a sort of "Healing pad" around the Shaman. Units within the healing pad are not affected by the Shaman's focus, I.E. they can still move and attack normally; however, if the units within the healing pad leave the area of the Shaman's focus, they will no longer be healed at the end of each turn.

The Shaman is not affected by its own healing ability.

Tactics
The Shaman's aura only works at a limited range, so it is wise to position it in a place where its aura will be well used in the event of an attack.

The Shaman's aura will affect every unit within healing range, so be careful not to let too many units within the Shaman's range.

The Shaman's "healing pad" range makes a great space to retreat. When your units are injured in battle, retreat them to the Shaman's aura range to heal them without the danger of leaving them in enemy territory.

Since the Shaman's healing ability is a Focus spell, it is wise to try and protect it from enemy attacks as long as you plan to use him.

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Opinions and suggestions are always welcome. The Shaman, like all my other units, is subject to change based on opinion. Sorry if someone's taken the idea.

Kyir
02-20-2005, 07:20 PM
im sure this has been done befor, but tihs will become another debate about healers, im sure

Serge
02-20-2005, 07:23 PM
I haven't seen anything like this, other than the wisp. It's pretty useless though.

Lonely Tylenol
02-20-2005, 07:26 PM
It's pretty useless though.

Bummer. I was hoping this would put an end to the whining about how turtles are underpowered.

Oh well, I better keep this one in mind so I don't forget and do it again sometime.

leviathan
02-20-2005, 08:21 PM
well i appreeciate it tylonol i thought u were cooler than what u posted on my character this makes my incite on u change i didn't know u were like this, it makes me sad :(

Cross Punisher
02-21-2005, 09:03 PM
:mad: Dang it. I hate advertising Walrus' units for him, but if I don't Walrus will just show and do it himself.

http://www.tacticsarena.com/forum/showthread.php?t=10280&page=1&pp=15

Oh well, I like the fact that unlike Walrus' your's isn't a ward meaning you can maneuver it around if need be because as TheEagle pointed out in Walrus' unit the Cleric is effective because it can heal units from afar, while Walrus's Healing Ward can't move. Meaning to be healed the units must be crowded together around the ward without moving. Of course a 4 turn movement may be too much because isn't the healing constant?

Walrus
02-22-2005, 06:44 AM
actually i was thinking of my voodoo priest, which is extremely similar to this
http://www.tacticsarena.com/forum/showthread.php?p=247638#post247638

Lonely Tylenol
02-22-2005, 04:48 PM
Okay, okay, I get it, the idea's been done before.

Dang it, Walrus, there anything you didn't do? :p

Serge
02-22-2005, 09:20 PM
Walrus didn't do this. (http://www.tacticsarena.com/forum/showthread.php?t=9704)

Lonely Tylenol
02-22-2007, 02:58 AM
Second anniversary bump on the Shaman. Pooped, don't want to post much here. Will get to it later.

It's belated because my last few days have been hectic. Get over it.

I know this was done before me as well as after me in incredibly similar fashions. Comment on the concept please! :) Thanks.

scb
02-22-2007, 10:53 AM
Reminds me very much of the fairy, which I thought was a great idea. And I believe this came first, although I still like the fairy better. Good job.

Walrus's voodoo priest is also a great idea. It's a different concept, though, since it requires much more defense than an ordinary focus unit and has more impact if properly defended.

Alaric
02-22-2007, 03:02 PM
I was hoping this would put an end to the whining about how turtles are underpowered.

How can anyone not love this thread after reading this?

Alevera
10-27-2007, 02:48 PM
hmm...
passive healing is a nice idea.
this would kick ass in defensive turtles!
a simple yet great unit!
*high five*

Lord Sesshomaru
10-27-2007, 02:57 PM
Wow...
MASSIVE bump.
While I'm here i might as well say its kind of a cool idea. Use a barrier ward with it and you might have something.