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Executioner
05-29-2006, 05:01 PM
Again, simple is the way forward. Old theory, new facelift. Nothing complicated.

Rejuvenators are magicians of subtle yet immeasurable use. They were known for using their ability to aid the weakened and fatigued allies to push armies of relatively small numbers to great victories.

Name: Rejuvenator
HP: 38
Armour: 10%
Power: 0
Range: 5
Reducible: N/A
Blockable: No
Block: 55%
Movement: 3
Wait: 3
Move Aside: Yes
Unit Cost: 1

The Rejuvenator can target any 1 unit in its 5 square range, that unit loses one turn wait. This unit has no effect on wards. If you attack an enemy, it has the same effect as if you attack your own unit, it loses one turn wait. It CAN attack through barrier.

It’s a simple little unit, I know. On the strategy side, this unit is useless for units that only have 1 turn recovery. It does become useful on units with 2 or more recovery. E.g. A Scout moves and attacks, it now has 2 turn wait. On your next turn, the scout has waited a turn and is now down to 1 turn recovery. If you then use the Rejuvenator on it, it will be ready for use on your next turn.

This provides massive benefits for being able to get your units to perform much more effectively. This unit does require forward planning though, the turn recovery will need to be reduced at the correct time for another unit to take full effect of the help.


Contructive criticism welcome, as always.

shatterstar
05-29-2006, 05:28 PM
you know where this unit would pwn....next to the cleric. nice job.

TAO_Chaos1
05-29-2006, 05:31 PM
Man i was hoping someone would think of this unit, i was about to post it but i was afraid to get flamed. Nice, next to the cleric or DT it would deffinately work well. Again nice work Exe.

Deathhead
05-29-2006, 05:33 PM
good work.....again:p

Cuathon
05-29-2006, 07:47 PM
much too weak. it dies too fast and takes up a unit slot. it cant move an offensive unit without dying. its really a waste of turns. i must say exe this is not one of your better units. i cant seee how this could possibly be regarded as a new unit. why would you use this on a cleric shatter? you'd be better off using another cleric.

i defy you to name a useful situation for this unit.

Anarchy_United
05-29-2006, 07:54 PM
Sounds like some sort of sex medicene for old people.
Call now, for your free bottle of rejeuvinator! To spice up your aging sex life!


If your erection lasts longer than 4 years, please see a doctor

If your a female, do not expect to get and erection

Executioner
05-29-2006, 07:58 PM
@Cuathon

It's harder to kill than a pyro and would make an excellent support unit for things like scouts, clerics and frosties.

Better off using another cleric? Are you insane? This unit is basically an anti bezerker.

Also shatter was quite right. How many times could you of saved a unit if you didnt have a 1 turn wait on a cleric? With a bit of forward planning, this unit could easily make a difference. With this, a dragon could be attacked by a 3 turn wait (assuming it moved and attacked) unit then have 2 attacks on it before it has chance to act again!

This unit is useful. :p

@Anarchy_United

Err whatever.:dry:

Cuathon
05-30-2006, 05:19 AM
ermm? i coulda saved it with the second cleric that i used instead of your unit?

this unit is very weak, you might get the dragon out with one hit left on it, but you'd prbably lose his unit. perhaps if you dropped the wait one it might help, but mostly i tink this isnt effective enough.

shatterstar
05-30-2006, 08:36 AM
This unit would be useful standing next/near the cleric not just to speed up healing but also because a lot of players but either a frosty, LW, or some combination of all three within 4 tiles max. 1 less turn recovery on a LW can make the difference between killing a DT or not. if you use a BW at the back and you have multiple units that need barrieriing accelrating the recovery of the BW can save a unit.

that said. with a range of just 2, lowish HP, 0 armor and <50% blocking, this isnt a unit that can safely run around accelrating everyone. personally i wouldnt carry this in during freestyle where i play with 9 offensive units+ cleric; but in a predecided game this would make a fine utility player.

Cua, 2clerics vs this+1 cleric is arguable as i think they have very different strengths.
2 clerics is a game with few offensive units committed at a time, backed up by continous healing to make 'em unkillable. you hope to heal more than he can damage while dealing damage to the opponent @ the same time.
rejuvinator improves defence as reduces time needed for regrouping after a melee. send in a 1st wave, retreat and regroup while 2nd wave moves in, 1st wave recovers faster and joins in.

uniquinous
05-30-2006, 01:25 PM
Two clerics will always be more advantageous then this unit next to a cleric. Let's think this through:

Cleric + Rejuv: Cleric heals (wait 3). Rejuv used on cleric (cleric wait 1). Wait 1 Turn, use cleric again. Total wait before re-heal: 2 turns.

2 Clerics: Cleric1 heals (wait 3). Wait 1 turn. Cleric2 heals (wait 3). Wait 1 turn. Cleric 1 heals (wait 3), etc. Total wait before re-heal: 1 turn.

As soon as you make the claim "but the Rejuv can be used on other units too not just for clerics" then he most likely isn't near a cleric, and we're talking about an entirely different situation. Furthermore, if he's near enough to walk to the other units, that increases his wait time (the above example is repeatable with a 2 turn wait between heals ONLY IF the rejuv doesn't move.)

No, by far the BETTER tactic if you want increased healing is to have another cleric.

The better tactic if you want to lessen the number of turns weaker offensive units (dsm, witch, scout, etc) are vulnerable for is to put a barrier ward on the field: It can be used from farther away (meaning it remains safe), has 100% blocking, slightly higher HP, covers a much larger range, and completely removed the possibility of your offensive unit being hurt.

Moving this unit forward to support offensive units is silly - as it simply replaces ONE wait turn of the offensive unit with THREE of it's own, making it an easy target and waste of a unit on the field.

It's just that the attack range of this unit is so short it has to be practically next to the unit it is being used on. It couldn't be used on an enchantress at all because a reparalyze will literally get your Rejuv. It would be so close to an LW that any distance unit could hit him (pyro, scout, dsm, witch, GA, frosty). Furthermore, there's a reason the LWard has such a long recovery time and you only have one on the field.

You came up with this unit to do the exact opposite of a berserker - but it doesn't, and it's not. This shouldn't be used on any ward or even support unit. A dsm that can attack every other turn is NOT a ballanced game.

bullseye
05-30-2006, 01:41 PM
When I first saw this I figured it would be some creature that gives hair to knights and pyros to boost morale or something, like the "Just For Men" hair product... Just for men: the Rejuvenator!

Anarchy_United
05-30-2006, 01:47 PM
When I first saw this I figured it would be some creature that gives hair to knights and pyros to boost morale or something, like the "Just For Men" hair product... Just for men: the Rejuvenator!
dude, check out my previous post, great minds think alike!

warkiller
05-30-2006, 02:24 PM
um i think this is a great unit. Just tink the stuff you can do with this. get a couple of this unit nexy to a Cleric or DMS or Witch and you got a powerfull machine gun going on. get about two Rejuvenators,with two Pyros, a DSM, a DT, a cleric, a frosty, and a Stoney; and you get the most powerfull turt ever.

Executioner
05-30-2006, 03:18 PM
I increased the range to 3.

Now it is more capable of supporting aggresive units as well as helping your support units.

I was never intending for this thing to replace a cleric (or claim that it is better than an extra cleric at healing). Hell, i wasnt even the one who started talking about using it on a cleric!

@ The idiots (including bulls) who think making fun of my unit name is for poops and giggles, i like your vastly better units of better naming. At least im trying.

@Uniq:

Nice to see ya :)

I wasnt trying to market it as a cleric replacement but you deftly showed the cleric is better for healing alone.

Barriers are useless in gold games and i dont know why anyone would even consider using them. Golds have too much de focussing power, hence why i made this unit a non focus. Also, you seem to be thinking this unit is more defence related, for moving easy to kill units out of the way etc.. I created this unit for attacking. Rather than thinking, this can be used to save a DSM, i was thinking, this could let you get another attack out of it.

Its not as silly to move it forward now because i increassed the range (although, not moving it is the more ideal choice).

This doesnt work on wards. It never has. I didnt want it to be able to make LW's attack faster because that would be overpowered.

This unit is insanely useful for offensive or defensive purposes. Any unit with 2 turn recovery can see a benefit from this guy. Someone who lets a DSM that can attack every other turn do so (and leave units in th way) deserves to feel the burn :p

Cuathon
05-30-2006, 03:19 PM
ah uni, thanks. thats about what i meant.

try dropping the wait and giving it 4 range.

uni? mud and DSM or wisp, mud and shit would pwn the DSM rejuv combo if they were grouped up. L-ward also screws the DSM. besides having a pyro is the better decision that using this.

Executioner
05-30-2006, 03:34 PM
3 Range and 3 wait i feel is balanced.

4 range and 2 wait is stupidly overpowered cua.

Cuathon
05-30-2006, 03:52 PM
nah, it is currently underpowered. if you wont raise the range, at least drop the wait. the unit is too vulnerable for too little effect if the enemy has four chnaces to attack it before it moves(plus you might have to make some other move, making it even more vulnerable.)

uniquinous
05-30-2006, 03:59 PM
I was never intending for this thing to replace a cleric (or claim that it is better than an extra cleric at healing). Hell, i wasnt even the one who started talking about using it on a cleric!Right, but I'ma shoot down bad logic whether it comes from the unit maker or anyone else.

Barriers are useless in gold games and i dont know why anyone would even consider using them. Golds have too much de focussing power, hence why i made this unit a non focus. Also, you seem to be thinking this unit is more defence related, for moving easy to kill units out of the way etc.. I created this unit for attacking. Rather than thinking, this can be used to save a DSM, i was thinking, this could let you get another attack out of it.Right, barriers are useless, because golds don't like taking turns on keeping units alive and out of danger when they can just attack instead. Similarly, this unit will be treated the exact same way. I think if you or anyone else closely considers *why* they don't use a barrier, they will realize why they wouldn't use this unit also. I'd rather make my unit invinsible then remove a wait turn at the cost of a support unit dying for still being rather close (3, compared to the BW 6).

EDIT: in fact, I would probably place invisibility and losing a wait turn on par with each other as far as tactical advantages go. This says a lot, comparing the rest of their stats...

Executioner
05-30-2006, 04:02 PM
Why do i always end up arguin with the people who are right?

:(

Rightyho.

I:

Increased its range to 5. Meaning it can now help from a lot safer of a distance.
Increased its HP by4.
Increased its armour by 10%
Increased its blocking by 15%.

Hopefully, with these changes, It should now be able to help friends and still live.

Cua, i will do anything but decrease this units turn wait.

Hopefully, this unit being slighty more tougher and more useful would help golds steer away from the constant attacking. Although, this is my pet hate of TAO at the moment. He who doesnt play aggresively loses, it shouldnt be like that. People should be able to have a defensive form which can fairly stand up to an offensive one, alas thats another issue.

Cuathon
05-30-2006, 04:13 PM
maybe heal the unit by like 5 points as well, i.e. rejuvenate "fatigue" AND "health." this is in fact more like what rejuvenation(sp?) means.

Uni? this is better than a b-ward in its current form. i def use a b-ward if gold didnt have so much damn range anyway.(i hate all the range. it ruins the enchantress b-ward and many other things)

seriously either a hit counter or a biut of healing would improve this thing alot.

uniquinous
05-30-2006, 04:19 PM
the fact is, as this unit was, it bought 1 turn for the supported unit at the expense of its own life due to proximity.

A barrier ward similarly buys AT LEAST 1 turn for the supported unit with a smaller chance of affecting its HP. What I mean is that I realize what happens with the ranged units against a BWard - that's my point. The opponent needs to take a turn HITTING the BW instead of your supported unit. Thus, the supported unit has the exact same number of vulnerable turns between these two situations if the opponent hits your BW asap. Now if the opponent doesn't hit the BW right away, the BW scenario is more advantageous.

(all of the above speaking about the original unit stats)

Cuathon
05-30-2006, 04:22 PM
which is why they were changed uni...

this does something else though. they can attack more quickly as well. this affect in my opinion is far more valauble than the b-wards as as a non focus the unit can still block with the affect active.

uniquinous
05-30-2006, 08:20 PM
Yes, attacking really quickly seems to dominate the common gold game nowadays over such things as tactical planning. Yet the fact remains: those large-damage-dealing units (such as the dsm/pyro) will still be killed in the 2 turns it's just sitting out there. The non focus unit is closer, and thus much more vulnerable, despite still having armore.

This will do well for the golds who are only about rushing, bombing, and hitting as fast as possible. Otherwise, it doesn't really build too much of a tactical advantage past a barrier ward.

Executioner
05-31-2006, 08:39 AM
Yes, attacking really quickly seems to dominate the common gold game nowadays over such things as tactical planning. Yet the fact remains: those large-damage-dealing units (such as the dsm/pyro) will still be killed in the 2 turns it's just sitting out there. The non focus unit is closer, and thus much more vulnerable, despite still having armore.

This will do well for the golds who are only about rushing, bombing, and hitting as fast as possible. Otherwise, it doesn't really build too much of a tactical advantage past a barrier ward.

Sadly, as i already said somewhere recently, attacking is everything in TAO now. Although, i feel this unit could aid defence too. Im not saying it could relace a second cleric (as it cant) but it can really help in those tough situations where you need a frosty to have one less turn wait, a scout to be able to get one last shot in or a cleric to only have a 3 turn wait total for moving and healing (the worst idea ever but it does have to be done on occasion.)

Although, i would like to take the barrier ward debate a little further.

I feel that, compared to a BW, this unit is of equal tactical value. BW's are excellent for defece purposes and are also useful for barriering an aggresive unit. My unit is alot less capable at these set tasks but has benefits of being more versatile and mobile.

warkiller
05-31-2006, 09:28 AM
Two clerics will always be more advantageous then this unit next to a cleric. Let's think this through:

Cleric + Rejuv: Cleric heals (wait 3). Rejuv used on cleric (cleric wait 1). Wait 1 Turn, use cleric again. Total wait before re-heal: 2 turns.

2 Clerics: Cleric1 heals (wait 3). Wait 1 turn. Cleric2 heals (wait 3). Wait 1 turn. Cleric 1 heals (wait 3), etc. Total wait before re-heal: 1 turn.


this is very true but what if :

Cleric+cleric+Rejuv: Clerics heals (wait 3 turns) Rejuv does his thing meaning the cleric would have 1waiting turn after your done. Then the other cleric heals and you have the first cleric to heal all over agian. total waiting re-heal turn= 0

so in this case it would be smart to have two clerics and a rejuv.
but on the contrast it would be a waste of units

shatterstar
05-31-2006, 01:08 PM
hmm....he has a point.

with 5 range. the rejuv can stay away from the front line and aid the offense.

2 clerics doing their thang, frosty, rejuv, stone. 3 offensive units + DT. all offensive units stoned. i so do not want to face that.

i like the unit as it is now. its v. versatile but its highish wait means that max. benefit comes from using this without moving it around. which means higher skill and planning is needed for positioning. which is good.

i should mention that in my 1st post when i said this would pwn next to a cleric i didnt mean its better than 2 clerics. 2 clerics have their strengths, rejuv+cleric has its own strengths. 2 clerics reduces the attrition rate of units. rejuv+cleric reduces attrition rate (less than w/ 2 clerics) and also aids attacking ability.

warkiller
05-31-2006, 01:43 PM
hmm....he has a point.

with 5 range. the rejuv can stay away from the front line and aid the offense.

2 clerics doing their thang, frosty, rejuv, stone. 3 offensive units + DT. all offensive units stoned. i so do not want to face that.

i like the unit as it is now. its v. versatile but its highish wait means that max. benefit comes from using this without moving it around. which means higher skill and planning is needed for positioning. which is good.

i should mention that in my 1st post when i said this would pwn next to a cleric i didnt mean its better than 2 clerics. 2 clerics have their strengths, rejuv+cleric has its own strengths. 2 clerics reduces the attrition rate of units. rejuv+cleric reduces attrition rate (less than w/ 2 clerics) and also aids attacking ability.
Man dont worry i got your back :P. Any ways this unit would come in handy (like you said) for defence. I dont see a point in using this unit on a dsm or spellcaster with a big waiting turns. I mean if you rush, this unit would be back with your cleric in a defensive position with the cleric while you have the DSM and other units in front. So you wouldn't take out the Rejuv all the way to the front to help reduce the waiting turn on the DSM(if you use it or have one). In that case you rather have a barrier like uniq said. One thing i would of loved is if it were a golem in that case it wouldn't block but it would have 60 HP (like every other golem) and no blocking at all would make it more stable.Well that is all i got to say about this unit. Other than that i give it a 9 out of 10 i lke it.
-wk