View Full Version : Energy Field Mage
TheDemonKing
04-01-2006, 08:58 AM
The Energy Field Mages have trained their lives to defend their fellow teammates. They are very defensive and can create huge energy fences in seconds that may spread across the whole board.
http://www-personal.umich.edu/~kevinpo/art/mage.jpg
Sorry about how big it is, it's just a little something thtacould give you an idea of how it can look.
HP:34
Armor:--
Power:Energy Fields, explained below
Blocking:--
Attack Pattern: Explained below
Recovery: 2
Movement: 2
Energy Field: The Energy Field Mage makes, yes you guessed it, energy fields! The energy fields are created in a line in one direction that ends if it hits a unit ir a wall. When it hits a unit it does 17 damage and the line stops. But you CAN walk through an energy field. You get 12 unreductable damage done and the line does not change. However if someone moves into the energy field abd stops there, 6 unreductable damage is done every turn they stay in, but the line will move until they move out. One energy field can be made at one time and if the field mage DIES then the field will go away. The energy field is a focus attack.
smokeyham94
04-01-2006, 09:04 AM
Not so bad. Im not sure if there was a unit already made similar to this one. Was there?
Smiley_Girl
04-01-2006, 09:17 AM
Is it a focus attack?
Nice Pic
Seems Balanced, I'm not sure yet, I need to know if it's a focus attack.
TheDemonKing
04-01-2006, 09:24 AM
Is it a focus attack?
Nice Pic
Seems Balanced, I'm not sure yet, I need to know if it's a focus attack.
I'm changing that, it should be, yes it is a focus attack.
Hellblazer
04-01-2006, 10:38 AM
Meh, it's ok. But how does the line move when a unit stays in the field?
TheDemonKing
04-01-2006, 10:39 AM
Meh, it's ok. But how does the line move when a unit stays in the field?
Just think about it, it shortens....shortens from the energy field mage to the unit that just walked in it.
Hellblazer
04-01-2006, 10:41 AM
Just think about it, it shortens....shortens from the energy field mage to the unit that just walked in it.
Ooooh. Just say it shortens, then, so people are less confused.
boogieman
04-05-2006, 03:40 PM
nice design man. any new updated version coming out?
TheDemonKing
04-05-2006, 04:30 PM
nice design man. any new updated version coming out?
Not sure what you mean by that...however this was in a way a remake a rather succesful unit I made before.
Link (http://www.tacticsarena.com/forum/showthread.php?t=24726&highlight=Powerline+Mage):bigsmile:
Death Shot
04-06-2006, 05:24 PM
I would use this unit, but that's just noobish ole Death Shot.
TheDemonKing
04-06-2006, 05:37 PM
I would use this unit, but that's just noobish ole Death Shot.
No, it's thank's for the compliment...ish old death shot. ^_^
Phantom_Ronin
04-06-2006, 06:56 PM
Nice pic...unit is ok...
AlabamaBoy
04-07-2006, 07:15 AM
I like the pic, did ya draw it. I like the unit, but can you go into more detail on how big the energy field is and what if you want to make another, when can you stop the focus of one energy field and creat a second. One thing I see that could be problematic is if this unit was used offensivly. If it really is as long as the board then i could send 17 damage straight into a turt and then take it apart with a muddie and scouts. Another issue is against a rush you could place this unit on the side and send 17 damage into most of their nits in one turn, not to mention that they would have to move their units to avoid the additional 6 every turn. Instead of just saying it was overpowered I thought i would offer you a fair explanation of why it is overpowered. I like it none the less. ;)
Zander
04-07-2006, 07:29 AM
me likey, first good create a unit i've seen in a while
DarkMethod GL
04-08-2006, 09:00 PM
I like the pic, did ya draw it. I like the unit, but can you go into more detail on how big the energy field is and what if you want to make another, when can you stop the focus of one energy field and creat a second. One thing I see that could be problematic is if this unit was used offensivly. If it really is as long as the board then i could send 17 damage straight into a turt and then take it apart with a muddie and scouts. Another issue is against a rush you could place this unit on the side and send 17 damage into most of their nits in one turn, not to mention that they would have to move their units to avoid the additional 6 every turn. Instead of just saying it was overpowered I thought i would offer you a fair explanation of why it is overpowered. I like it none the less. ;)
I think that it says that the energy field will stop when it hits one unit so it doesnt go through all of the units if there in a row. Anyway i think that this is a pretty good unit that can be used as a good protection piece kind of like the furgon.
Deck of Jesters
04-09-2006, 09:57 AM
Guess who's back, back, back, back again, gain, gain, Jester's back, back, back, PHEAR again, gain, gain :) Soda and Legacy still around by any chance?
Anyway... on to oiling up this ole rust bucket they call me.
HP:34
Armor:--
Power:Energy Fields, explained below
Blocking:--
Attack Pattern: Explained below
Recovery: 2
Movement: 2
Energy Field: The Energy Field Mage makes, yes you guessed it, energy fields! The energy fields are created in a line in one direction that ends if it hits a unit ir a wall. When it hits a unit it does 17 damage and the line stops. But you CAN walk through an energy field. You get 12 unreductable damage done and the line does not change. However if someone moves into the energy field abd stops there, 6 unreductable damage is done every turn they stay in, but the line will move until they move out. One energy field can be made at one time and if the field mage DIES then the field will go away. The energy field is a focus attack.
I do not like this unit for several reasons, all of them related to the attack pattern. The first is the insane amount of damage one could inflict on mages, or the front line. As I used to be a Turtler (I haven't played in ages) this is especially unappealing to me. If you were to place this unit on the back row, and leave a shot straight up the middle open, I would have to sacrafice either my Scout or Mage to break Focus. If I don't do so, you will deal not only the first 17 (I assume Armor reduceable), but the following turn, another 6, and again, and again. If I move whatever unit is in the way, your attack expands to the unit behind it. If I should be unfortunate enough to have my Cleric in the path, this would either kill it or force me to move it and, possibly, 4 or 5 other units out of the path.
Suggestions for fixing:
-Reduce damage inflicted. This would decrease the potency for overkill in a system of units that can't afford to sacrafice their ranged units just to break focus. This is especially true if you meant turns, and not rounds. See my CAU Terms if you're confused as to what I mean.
-Shorten the range. Maybe 4 or 5 squares. This would force the Energy Mage to be within range of Scouts or other attackers (Knights can get there within 2 rounds).
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