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Walrus
10-14-2005, 07:26 AM
Attention! This unit was originally posted on the Archmage thread created under my "Banned" account. The reason i am reposting it is because due to that account actually being banned, i couldnt edit it, and i had some changes in mind (which i have now done).


Note : There are 3 potential versions of this unit which i am undecided on, more later.
Later Note: I am leaning towards version 3 of the Archmage (ie Attack 1 as a primary move with Attack 2 as a special)

Archmage
"Ancient masters of magic, they have learned how to concentrate their magical energies into powerful blasts of raw mana. Such concentration is required for them to properly cast their magics, that they are physically weak and need protection on the field."

Life : 26
Blocking : 24/12
Armor : --
Power : See versions/attacks
Range : See versions/attacks
Movement : 3
Recovery : See versions/attacks
Attack Shape : See versions/attacks


Attack 1
The Archmage sends a powerful, but slow moving blast of energy from his hands, dealing great damage to whatever it comes across.
Power : 40* Unblockable
Movement : 1*
Life : 1
Recovery (for Archmage) : 3
Range (for Archmage) : 1*
Attack Shape : Knight*
The Archmage creates a large blast of magic, which slowly travels in the direction he casts it. The energy blast occupies a single square and automatically moves another square at the end of the Archmages turns. The Archmage does not need to retain focus to keep this attack working.
The energy blast deals 40 damage, minus 5 for every square it has travelled, as the magic gradually weakens over time.
The energy blast may be attacked and killed like a normal unit, however it may not be the target of focus effects. Howeve, if attacked, the blast will disperse for 15 damage in the 4 adjacent tiles to where it was.

_____________________________

Attack 2
The Archmage is able to create a mighty expanding ring of magic around himself, damaging anything it comes into contact with.
Power : 25 Unblockable. Requires focus
Recovery (for Archmage) : 4
Range : 0*


Code:

-----4-----
----434----
---43234---
--4321234--
-4321A1234-
--4321234--
---43234---
----434----
-----4-----


The numbers illustrate which turn after the initial attack the attack will occupy.
When the mage casts the spell initially, the 4 surrounding tiles are damaged, and on the opponents next turn, any units occupying or moving into/over those 4 squares will also be damaged.
On the Archmages next turn (the mage himself is in focus) the ring expands at the end of the turn, to the "2" squares. This continues until the nova reaches the final "4" squares, and after that the attack ends and the Archmage comes out of focus. If the Archmage is attacked while focusing, the nova is negated.
The recovery for this move is 4 turns.
Simple hey?


Version 1 of the mage has only attack 1.
Version 2 of the mage has only attack 2.
Version 3 of the mage has attack 1 as his primary attack, supported by attack 2 as a special ability.

If you decide to comment, please state which version you think would have the best balance.

Walrus
02-23-2006, 01:46 PM
i know i said i would stop bumping but i really think this unit never got as much recognition/feedback as i think it deserves.

AlabamaBoy
02-23-2006, 01:55 PM
Bump all you want walrus, but check out my Rain Caster. I like it but it would only have one of these attacks right? I think the first one is best, personaly i like the first one.

Walrus
02-23-2006, 01:58 PM
i made the two attacks but i am still undecided on how to allocate them to the mage.
either just attack 1, just attack 2, or attack 1 with attack 2 as a special ability.

so far im inclined to choose the latter, whereby he will have the first attack as his normal one, with the second attack as a special ability.

AlabamaBoy
02-23-2006, 02:00 PM
This would tear through a turt set walrus, and the defender wold have to waste a turn killing the thing and they would take damage when they attacked the ball thingy. During their turn.

Walrus
02-23-2006, 02:03 PM
that depends on the positioning of the archmage. because his attack (i assume you mean the first one) gets weaker as it travels, if you positioned the AM (archmage) too close to the enemy formation he would simply get slaughtered, but if too far away the attack would be pitifully weak by the time it reached the enemy lines.
as for the secondary attack, he has to focus to use it, so could be easily sniped off before it did much damage.


on a side note, where is this rain caster of yours.

The Traveler
02-23-2006, 02:04 PM
not bad it seems very overpowered but isnt in many ways - recovery, chance of hit, and decresion of damage but if use with alot of enemy units around can be way too overpowered

AlabamaBoy
02-23-2006, 02:06 PM
I dont think it is overpowered at all imagine useing it in a game then you see how fast it would die if not used right. I think i would stone it personaly, Walrus use the search in the upper right corner "Rain Caster" make sure spell it wrong like I did.

Phantom_Ronin
02-25-2006, 11:10 AM
Hmmm, Nice unit...

ScarletRose
02-25-2006, 11:40 AM
Why is Walrus so good at CAU?

Nova
02-25-2006, 11:44 AM
i like it walrus... its overpowered in a way and then its balanced out... it would make people think twice about attacking the unit with a knight except for a final blow... i think it should have both attacks, giving u a range of attacks... but i really like it and it would take both skill to use it and skill to defeat it... nice unit