tarvos 6
01-09-2007, 12:00 PM
As most CAU ideas have generally been talked about, discussed, and overused, this one probably falls into that category. I am taking some ideas from wc3 and placing them here.
Drow Ranger:
HP: 34
Armor: 20
Blocking: 35
Range: 4
Power: 12
Recovery: 3, 1 for move, 2 for attack.
Ability: Cripple
The Drow Ranger aims for the units ankle or foot joint or muddy base, and opens a wound.
The Drow Ranger is a special kind of unit as it damages its afflicted unit based on their movement. It damages a unit for 4 unreduceable, unblockable damage for every square that the afflicted unt moves. For example, the DR hits a knight, it would only start out by doing its normal attack. Then the knight moves forward 3 spaces to attack a scout, the knight takes 3 damage per square.
Teleporting units take only 3 damage for every time they move, thus acting as if they've only moved 1 square.
If a unit has 4 hitpoints left, and moves, and the unit would normally die from the recieved damage, it is not allowed to move until it has enough hitpoints to survive the crippling damage, or the cripple wears off.
The crippling arrows are blockable. The DR has 2 power so it is able to break focus.
When the enemy heals with their cleric, the cripple effect is removed.
All critiques, suggestions, and or opinions can either be posted here, or PMed to me. I am not able to forum alot, at least for now.
Drow Ranger:
HP: 34
Armor: 20
Blocking: 35
Range: 4
Power: 12
Recovery: 3, 1 for move, 2 for attack.
Ability: Cripple
The Drow Ranger aims for the units ankle or foot joint or muddy base, and opens a wound.
The Drow Ranger is a special kind of unit as it damages its afflicted unit based on their movement. It damages a unit for 4 unreduceable, unblockable damage for every square that the afflicted unt moves. For example, the DR hits a knight, it would only start out by doing its normal attack. Then the knight moves forward 3 spaces to attack a scout, the knight takes 3 damage per square.
Teleporting units take only 3 damage for every time they move, thus acting as if they've only moved 1 square.
If a unit has 4 hitpoints left, and moves, and the unit would normally die from the recieved damage, it is not allowed to move until it has enough hitpoints to survive the crippling damage, or the cripple wears off.
The crippling arrows are blockable. The DR has 2 power so it is able to break focus.
When the enemy heals with their cleric, the cripple effect is removed.
All critiques, suggestions, and or opinions can either be posted here, or PMed to me. I am not able to forum alot, at least for now.