View Full Version : monk
Mike...
09-06-2005, 10:22 AM
it looks like a pyromancer with a healing staff in 1 hand and a healing book in the other
Health: 25
Power: heals 1 unit to full health
Armor: 0
Movement: 4
Blocking: 0
Recovery: 2 if moves 3 if heals
range:5
0= monk 2=healing range
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im srry if this unit was already used or i u dont like my idea
if u dont like it tell me wht and il try to fix it
Sodamoeba
09-06-2005, 02:33 PM
Seems like a slightly modified cleric to me. Seriously, even the healing ability barely changes the amoun of health that will usually be healed...
Cardplayer89
09-06-2005, 02:43 PM
I don't like the unit simply because it's ineffective.
Using a Cleric can, potentially, heal 120 HP. This unit can heal 67. That, and it has to be within range, which is going to cause it to die if used anywhere but a turtle. A Stoner does a much better job of keeping your units health, as does a Cleric. Sorry, but this gets two thumbs down. As Legacy always says to healing units: "The Cleric does a fine job." (or something to that effect)
EmelGreenLeafer
09-06-2005, 03:13 PM
You should have done alittle search about it because the name has allready being taken by so! much people, as shown here http://www.tacticsarena.com/forum/search.php?searchid=177874&pp=25&page=3.
legacy67
09-06-2005, 04:14 PM
First off, the fact that other people alredy used a name doesn't mean that a unit is bad, just that the creator shows a lack of ingenuity in terms of esthetics.
Honestly, I saw this unit earlier and did not respond because I had hoped that people would ignore this unit and let it fade away. No offense is meant by my saying this, but obviously so little thought was put into the unit that I did not want people to validate it with a response.
This unit is too strong. You have taken away the DMW one hit kill, given it the ability to heal a unit from the edge of death at a range of 5, and given it very little wait time. I would never replace a cleric with this unit, but I can see its uses if you want to go big with all high hp units (ie DT, Knights and Golems).
Cardplayer did get it right, the cleric already does a fine job of healing and does not need anyone's help.
Jolly Rancher
09-06-2005, 04:21 PM
What I think would be better is an extra move for a cleric that can only heal one unit like five spaces away to full (or near) health. So the same attack the monk has, but used on a cleric. I guess it would be like mud pound or some other way to access this second move.
Cardplayer89
09-06-2005, 04:22 PM
Or... not :) The reason we don't want this unit is because of it's ability, lol, therefore, we don't want the Cleric to have it either.
EmelGreenLeafer
09-06-2005, 04:23 PM
What I think would be better is an extra move for a cleric that can only heal one unit like five spaces away to full (or near) health. So the same attack the monk has, but used on a cleric. I guess it would be like mud pound or some other way to access this second move.
That Would Be Cool, In A Overpowered Kind Of Way.
Jolly Rancher
09-06-2005, 04:25 PM
I gouss it would be overpwowered, but thats why I said or near in brackets. Maybe like twice or three times as much as a regular heal in case it's only one unit that needs healing.
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