P.P. Of Legends
05-09-2005, 05:33 PM
This is my first unit post or post at all for that matter and I've thought this unit out as far as dimensions. My respect goes out to Lonely Tylenol and Mithrandir for their great units. I own a double gold account on the legends server and am an average player and enemy of the rush.
Elemental Golem (subject to change)
hp: 30
Armor: 0
Attack:Focus spell, Cross pattern similar to stoney
Blocking: 20% (10%)
Movement: 3 tiles
Recovery:2 attack 1 to move
Range of attack: 1 tile away (same as stones)
Special ability
The elemental Mage(EM) uses the elements of nature to enhance other units attacks or themselves, each of the four units recieve a different ability and can only use that ability as long as the golem remains in focus.
Elements and ability:
Fire: Raises attack by 10%
Wind: Adds 1 movment range to the unit
Ice: When a unit with this ability attacks and hits (blocks do not count as hits) an enemy it adds one recovery time*
Nature: Causes unit to regenerate 2 health a turn
Earth: adds 10 health**
*Some attacks like the assasin bomb and mud quake cannot use this affect simply because a mud could paralyze a whole team in one turn. Also furgons, enchanties, and clerics can not use either the fire or ice elements for obvious reasons.
**Always hits the Elemental Mage
This unit would be great for double frost sets where you may need to give ur scout or other range unit a longer lasting health time or more fire power to to pick off units that it other wise could not. Rushes would not be able to reap much if any benefit from this unit because once the focus is broken the spells stop and with a rushers front units on the line so to will the EM be there. Hopefully this has helped balance the unit somewhat
Unit Abbilty distribution: Attack pattern:
0 1 0
2 3 4
0 5 0
Key= 1 fire, 2 wind, 3 ice, 4 nature, 5 earth
As this is my first unit and Im finding how much time is put into each of these units I am open to all comments especially on balancing this unit.**Please forgive all grammatical errors**
Elemental Golem (subject to change)
hp: 30
Armor: 0
Attack:Focus spell, Cross pattern similar to stoney
Blocking: 20% (10%)
Movement: 3 tiles
Recovery:2 attack 1 to move
Range of attack: 1 tile away (same as stones)
Special ability
The elemental Mage(EM) uses the elements of nature to enhance other units attacks or themselves, each of the four units recieve a different ability and can only use that ability as long as the golem remains in focus.
Elements and ability:
Fire: Raises attack by 10%
Wind: Adds 1 movment range to the unit
Ice: When a unit with this ability attacks and hits (blocks do not count as hits) an enemy it adds one recovery time*
Nature: Causes unit to regenerate 2 health a turn
Earth: adds 10 health**
*Some attacks like the assasin bomb and mud quake cannot use this affect simply because a mud could paralyze a whole team in one turn. Also furgons, enchanties, and clerics can not use either the fire or ice elements for obvious reasons.
**Always hits the Elemental Mage
This unit would be great for double frost sets where you may need to give ur scout or other range unit a longer lasting health time or more fire power to to pick off units that it other wise could not. Rushes would not be able to reap much if any benefit from this unit because once the focus is broken the spells stop and with a rushers front units on the line so to will the EM be there. Hopefully this has helped balance the unit somewhat
Unit Abbilty distribution: Attack pattern:
0 1 0
2 3 4
0 5 0
Key= 1 fire, 2 wind, 3 ice, 4 nature, 5 earth
As this is my first unit and Im finding how much time is put into each of these units I am open to all comments especially on balancing this unit.**Please forgive all grammatical errors**