View Full Version : Sage of Time
lazerslug
04-05-2005, 03:10 PM
Sage of Time
HP:40
Power:25/5
Armour:0
Blocking:40(20)
Movement:3
Range:3 (like pyro)
Recovery:3
i)If you have this unit on the field and your opponent does not you will always have the first turn no matter what. If your opponent does then who gets first turn will be randomnized again.
ii) When it attacks the attack will not come immediately instead it will strike 2 turns after. If the attack doesn't do a direct attack the shockwaves will do 5 damage to area surounding the target regardless of armour (armour won't affect much anyways
O O O O O
O O X O O
O X T X O
O O X O O
O O O O O
O=0 damage
X=5 damage
T=25 damage(-armour)
Because of its 2 turn delay of the attack you'll need to be smart to use it rather than rushing up and striking the first guy you see.
iii) When a unit that is right beside the sage (or infront/behind) is being attacked the sage will slow down time and allow it to react better to the attack. +10% to blocking from ALL sides even back
Hellblazer
04-05-2005, 03:15 PM
The second ability is just a really long explanation of recovery. :rolleyes:
The third ability is the only one that interests me. It would be a good tactical move. Now, does this time-effect happen automatically all throughout the game or do you have to activate it?
Final Thoughts: A bit overpowered, but it still has potential.
lazerslug
04-05-2005, 03:22 PM
thx hell
The second effect isn't about recovery its about the attack the attack will come 3 turns after it is targeted i wrote all those crap because i thought people will get confused about what i meant by 3 turns :D
and the 3rd effect is passive just make an unit stand beside him
Hellblazer
04-05-2005, 03:26 PM
Cool. Keep the third power and trash the second. It really is just the recovery.
Admiral Moor
04-05-2005, 04:12 PM
i agree with hell. the second is complicated, and it hurts my brain.
lazerslug
04-05-2005, 04:51 PM
I took out the turn1 turn2 crap i might be better now but what i wanted to say is that when it targets a space or unit the attack will not immediatly come instead the attack will come 2 turns later.
For example if you used a pyro as the target but if the next turn it moves the attack will not hit since the attack is due the turn AFTER it moves.
If you attacked a empty space and the pyro moved to the space in the turn it will get hit because the attack will be fired after it moves.
killer50078
04-05-2005, 05:03 PM
about the first turn thing.....what happens if both players have one?
Lonely Tylenol
04-05-2005, 05:10 PM
Ironically, the second ability (the future strike attack) is my favorite. It would give you a wide range of opportunities for the unit.... For instance, you could future strike a space that your opponent might be considering moving, to make them think twice about that critical Cleric move, or you can move it to a position where it has the chance to attack one of many targets, to keep your opponent guessing on which you chose.
The first ability flat out sucks, and the third, well, it's okay, but the second one is the one I'm fascinated with.
My opinion: Remove the first ability, make the second a primary attack, and the third a passive effect.
lazerslug
04-05-2005, 05:16 PM
about the first turn thing.....what happens if both players have one?
acutally i already said it but just to make it clear, if both players have one it will sort of cancell each other's effect (a random player will go first)
Cross Punisher
04-05-2005, 07:23 PM
I too favor the 2nd ability above the rest. The first ability is ok, but with the 3rd ability it shouldn't be able to blockfrom the front. Maybe it could add 20% blocking to the front giving it 60% front blocking and 30% side blocking from one square away.
killer50078
04-05-2005, 07:27 PM
the two turn thing is ok i guess....
however doing only 5 damage? clerics heal twice and half of that. that one spot in the middle may be good for high recovery but it isnt good enough for something like a knight
Lonely Tylenol
04-05-2005, 07:33 PM
Well, Killer, the thing is, in order to prevent damage, they would have to estimate where the attack would land.
killer50078
04-05-2005, 07:39 PM
so.....
u mean you have to estimate where the attack will land because its invisible or do you they have to remember where the TS casted the attk
lazerslug
04-05-2005, 07:45 PM
so.....
u mean you have to estimate where the attack will land because its invisible or do you they have to remember where the TS casted the attk
yah you have to guess where its gonna land but if a pyro wtih 23 hp left started to move cuz the thought an attack was placed there but instead moved to the place where the attack is REALLY placed then he'll get killed so i sort of has an psychological effect on the opponenet
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