View Full Version : Auramancer
dracomageat
12-07-2006, 09:48 AM
Auramancer
Human Spell-caster
Hit Points 28
Power: 8 Unblockable healing
Armor: None
Blocking: 24% Front, 12% Side
Recovery: 4
Movement 3
Focus Magic Attack:
Effects a cross-shaped area of 5 tiles like the Pyromancer.
This spell cannot be blocked except by barriers.
While Focused effected units get +10% blocking Front, +5% Side
Some Humans forsake their physical trainings to study arcane magic for the purpose of war but the Auramancers have a different aproch to magic. Although they do not wear any battle armor, the Auramancers have learnt to defend themselves and others with their magic.
Shamus
12-07-2006, 10:29 AM
I think it's kind of a weak unit.
It's refreshing to see underpowered units every now and then.
This is an inferior form of cleric. The blocking bonus migh tbe nice, but it would have to be higher to be worth it.
Focus can't be blocked, not even by barriers. That's part of what Focus is.
Helaing has to be weaker per-turn than regular attacks, but otherwise more flexible. The magnificent cleric sets a high standard for helaing units.
Hellblazer
12-07-2006, 01:27 PM
Besides the fact that hit from, like, any unit would kill it, this'd make a pretty tough combo with a Stone Golem.
-!- Elite -!-
12-07-2006, 01:42 PM
Oooo interesting, kind of like a super Cleric. One hit kill by a Knight though :p
EDIT:
Besides the fact that hit from, like, any unit would kill it, this'd make a pretty tough combo with a Stone Golem.
Never thought of stoning it hehe, good idea.
Silver Coast
12-07-2006, 04:41 PM
so he increase blocking AND heal s8 hp....nice :D
Quicksilver12
12-07-2006, 04:46 PM
Meh it's underpowered, I like the concept though.
Supersmiley :-)
12-07-2006, 06:20 PM
It is way weaker than a cleric. Even with the blocking bonus 20% is still pretty low. Thats the same as a witch, and thats one of the biggest disadvantages if the witch, low blocking.
Silver Coast
12-07-2006, 06:23 PM
It is way weaker than a cleric. Even with the blocking bonus 20% is still pretty low. Thats the same as a witch, and thats one of the biggest disadvantages if the witch, low blocking.
thats a good point, i think that this unit should be a little more powerful. how? idk...but just somehow make t a little more powerful :D
I love the idea of a blocking bonus, but it's hard to do it effectively. Maybe give it a "force block" ability - if the unit has any blocking percentage (i.e. after the blocking +/-), it blocks (only if not focused or paralyzed, of course). Also, the unit regenerates 1hp per player-turn. This is focus, and if this unit loses focus, the target loses all wait time instantly. Target area: One friendly unit within range 5 in a straight line, plus all friendly units within 2 tiles of that unit in a straight line from that unit (so sort of a ranged wisp area). Units may move while under the focus, but any unit that is not within two tiles of the original target does not get any benefits from the focus.
I know, I'm completely replacing the unit. To finish the job, how about a rule that no attack deals more than 15 damage to this unit after armor?
dracomageat
12-08-2006, 10:18 AM
ok, I know it's weak but I suggested it with 10 healing and +15 block to all sides a couple of years ago and it was shot down within seconds for being "overpowered" so...
I don't see what you mean by 1 heal per turn, the healing is a normal attack, the blocking bonus is the focus attack, it just so happens that they both happen at the same time from the same unit
I was suggesting that the whole attack become focus - a wisp-like 1 healing per turn along with the blocking bonus. I don't see who could call +15 blocking and 10 healing single target overpowered. If it hit all friendly units, I would have agreed that it was overpowered.
Lonely Tylenol
12-09-2006, 02:25 AM
I was suggesting that the whole attack become focus - a wisp-like 1 healing per turn along with the blocking bonus. I don't see who could call +15 blocking and 10 healing single target overpowered. If it hit all friendly units, I would have agreed that it was overpowered.
Uh, scb? It's AoE...
Actually, I do have to concur that this unit is underpowered, not because of the attack ability (I would rather enjoy having a second healer that did something ELSE), but instead because of its other stats (20 health? Mud Golem is instant-kill, and that's with 5 teleport movement). Perhaps THOSE stats can be buffed to make it a little more usable? :)
dracomageat
12-09-2006, 02:30 PM
maybe you have a point
there
Silver Coast
12-09-2006, 05:27 PM
i think that maybe this unit's hp could be bumped up to maybe 25, then it will be
a little more durable :D
Uh, scb? It's AoE...
Actually, I do have to concur that this unit is underpowered, not because of the attack ability (I would rather enjoy having a second healer that did something ELSE), but instead because of its other stats (20 health? Mud Golem is instant-kill, and that's with 5 teleport movement). Perhaps THOSE stats can be buffed to make it a little more usable? :)
AoE range 3 just isn't the same as all friendly. I figure heal 10, +15% block focus is abut as good as heal 12. But five targets best-case, two targets average with the need to move into danger is far weaker.
And if this attack were all friendly, the low durability wouldn't matter nearly so much.
Yeah, 20 hp is low though. Seeing as how it's weaker than the cleric, maybe 36 hp. That's enchantress health, really, the 1hp doesn't make much difference in this case. Well, it prevents being killed by dragon+heal+BR...
dracomageat
12-10-2006, 10:37 AM
I've upped it a bit but you might well be right, just remember it can heal up to 5 units in a + shape
Asianpride55
12-10-2006, 11:15 AM
This unit is kind of under powered and do we really need another healing unit i think the cleric is a fine unit.
I think this unit's just a suped-up cleric.
dracomageat
12-11-2006, 11:21 AM
suped up? it heals less hp and heals less units
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