Dj2006
12-16-2006, 05:07 PM
This will probably be last attempt at improving my Flame Manipulator. If this doesn't work I will just move on the something else.
Background: The Flame Manipulator studies magical scolls for many years in order to master the element of fire. Like pyromancers Flame Manipulators can use their element of fire to attack the enemy, however all of their studies allow the Flame Manipulators to have access to a new ability: the mental control over fire itself. By using this ability the Flame Manipulator can create anything from a homing fireball that relentlessly follows its target to a whirling tornado of fire.
HP: 30
Power: 18, 10, and 5(all unblockable and armor reduceable see below)
Armor: none
Movement: 2
Blocking: 28%(14% side)
Range: single target within 3 squares(LOS applies)
Recovery: 2(1 for move, 1 for attack recovery could be higher see below)
Special ability: Fire summon
When the FM attacks a square that is not occupied by a unit, fire will appear on that square. A unit can walk over or stand on a fire square but for every turn(yours and opponent's) the unit remains on the square it will take 5 damage. You can summon as many fires as you want but when a fire is summoned it will disappear on your 4th turn unless you detonate the fire (explained below).
Second ability: Fire manipulation
Like the name suggests, the FM can control any existing fire that you've created. When there is one or more fires on the field you can detonate them all by clicking and holding the mouse over the FM and releasing. (You can only control your own fires, they will be in your team color.) Detonating a fire will cause flames to spread out in a cross shaped pattern reaching 3 squares away. All units within the area of effect will receive 10 damage. For each fire that is detonated, the FM will receive 2 recovery.
Additional information:
You can only have 1 FM per team.
The FM does not gain any bonuses from the DSM's dragonspeak ability.
Background: The Flame Manipulator studies magical scolls for many years in order to master the element of fire. Like pyromancers Flame Manipulators can use their element of fire to attack the enemy, however all of their studies allow the Flame Manipulators to have access to a new ability: the mental control over fire itself. By using this ability the Flame Manipulator can create anything from a homing fireball that relentlessly follows its target to a whirling tornado of fire.
HP: 30
Power: 18, 10, and 5(all unblockable and armor reduceable see below)
Armor: none
Movement: 2
Blocking: 28%(14% side)
Range: single target within 3 squares(LOS applies)
Recovery: 2(1 for move, 1 for attack recovery could be higher see below)
Special ability: Fire summon
When the FM attacks a square that is not occupied by a unit, fire will appear on that square. A unit can walk over or stand on a fire square but for every turn(yours and opponent's) the unit remains on the square it will take 5 damage. You can summon as many fires as you want but when a fire is summoned it will disappear on your 4th turn unless you detonate the fire (explained below).
Second ability: Fire manipulation
Like the name suggests, the FM can control any existing fire that you've created. When there is one or more fires on the field you can detonate them all by clicking and holding the mouse over the FM and releasing. (You can only control your own fires, they will be in your team color.) Detonating a fire will cause flames to spread out in a cross shaped pattern reaching 3 squares away. All units within the area of effect will receive 10 damage. For each fire that is detonated, the FM will receive 2 recovery.
Additional information:
You can only have 1 FM per team.
The FM does not gain any bonuses from the DSM's dragonspeak ability.