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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**

Cube Insomniac
05-09-2005, 05:43 PM
Elemental Golem (subject to change)
hp: 60
Armor: 0
Attack:Focus spell, Cross pattern similar to stoney
Blocking: 0%
Movement: 3 tiles
Recovery:2 attack 1 to move
Range of attack: 1 tile away (same as stones)

Special ability
The elemental golem(EG) 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 20%

Wind: Cuts 1 turn off of recovery time either from movment or attack but not both i.e. a knight could attack every turn a scout every other turn and a mage every two turns considering they all moved and attacked in the same turn.

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 20 health to the unit**

*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 Golem

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 EG be there.

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**[/QUOTE]
Way overpowerd man.

Moose
05-09-2005, 05:59 PM
Not original but at least u gave it a try :).

Kyir
05-09-2005, 06:09 PM
Fire: Raises attack by 20%


uhg, 20% of the origional units power?, im not liking that one


Wind: Cuts 1 turn off of recovery time either from movment or attack but not both i.e. a knight could attack every turn a scout every other turn and a mage every two turns considering they all moved and attacked in the same turn.


im not really sure about this, a LW having 3 recovry, or a dragon with 1 for attack arnt really helping the game


Ice: When a unit with this ability attacks and hits (blocks do not count as hits) an enemy it adds one recovery time*

mabey, does it effect wards?


Nature: Causes unit to regenerate 2 health a turn

a good abbilite, but im not sure about how much this will effect rushes, in their favor


Earth: Adds 20 health to the unit**

no, no, no, no, 70 health dragons? ect. not a good idea

and very few people have 2 frosts, its a ok begginer unit, but not a very well tohught out one

P.P. Of Legends
05-09-2005, 08:46 PM
Thank you all for posting your replys any hints and tips for future units are greatly appreciated especiallly on balancing By the way its pretty cool that Kyir and Moose both reviewd my unit :bigsmile:

Cross Punisher
05-09-2005, 08:52 PM
How do you decide which unit gets which ability?

Speed_Demon
05-09-2005, 08:57 PM
How do you decide which unit gets which ability?
same thing i was wondering.. i thinck he should put like the unit infront gets this and the 1 on the left gets that ability and it would be a lil simpler..