View Full Version : Snake Charmer
Red Mage
03-10-2007, 09:00 PM
Name: Snake Charmer
Job Class: Human Spell-caster
Description: Snake Charmers are beings who are able to communicate to snakes. Their abnormal abilities allow them to order snakes and use their powers in battles.
Hit Points: 42
Power: 0
Armor: 12
Blocking: 0% Front, 0% Side
Movement: 3
Recovery: 2
Target: 2 (LoS Applied)
Snake Command: The Snake Charmer orders the snakes to luange at the enemy and bite at them with the intention of killing them. The snakes deal 3 unblockabke, unreducable damage to them and reduces their movement by 50% for every turn that the snakes are on the unit. The Snakes can only be destroyed if the unit is attacked by a normal attack, if they are not, the snakes can kill the unit if the damage reduces their HP to zero.
http://www.snakes.pl/pictures/main_jag.jpg
Shadowkill
03-11-2007, 05:49 AM
I see some tactical uses for this unit. It seems to me like a poison that slows movement and must be removed by attacking the POISONED unit, which seems overpowered to me. However, he has got less reach than a PW and can poison only one unit at one turn. If you can get this to the cleric, he will suffer 6 damage till you can remove the snake, and then only pyro wont kill him, but enemy scout will snipe him out anyway. Or use this on an attacking knight and make him useless slow crap. Like the idea but seems like a poison to me...
Red Mage
03-11-2007, 02:24 PM
I see some tactical uses for this unit. It seems to me like a poison that slows movement and must be removed by attacking the POISONED unit, which seems overpowered to me. However, he has got less reach than a PW and can poison only one unit at one turn. If you can get this to the cleric, he will suffer 6 damage till you can remove the snake, and then only pyro wont kill him, but enemy scout will snipe him out anyway. Or use this on an attacking knight and make him useless slow crap. Like the idea but seems like a poison to me...
Ok, you think it's a poison. So... what?
HierophantNexus
03-11-2007, 09:33 PM
How about constriction. That may be a better way to call it. I prefer unblockable reducible damage. The Wisp already has unblockable unreducible damage so I guess the armor doesn't matter idea isn't new. I'd still prefer to see this attack reducible.
Red Mage
03-11-2007, 10:17 PM
How about constriction. That may be a better way to call it. I prefer unblockable reducible damage. The Wisp already has unblockable unreducible damage so I guess the armor doesn't matter idea isn't new. I'd still prefer to see this attack reducible.
If it were reducable, then it would do about 1 damage and it would be useless.
No, usually 2, sometimes 3. Only a stoned knight/stoney would take less than 2 damage.
I think this is overpowered. How about allowing the wrapped unit to attack? Since this isn't focus, it doesn't much matter if the target attacks the snake charmer, and making the unit helpless isn't a necessary part of the effect.
Allowing the unit to attack, there is a very real chance that the unit will get down to critical health and be unsaveable, forcing it to suicide. I think that's better than making it a useless blob for a little while while it dies.
Red Mage
03-12-2007, 02:03 PM
No, usually 2, sometimes 3. Only a stoned knight/stoney would take less than 2 damage.
I think this is overpowered. How about allowing the wrapped unit to attack? Since this isn't focus, it doesn't much matter if the target attacks the snake charmer, and making the unit helpless isn't a necessary part of the effect.
Allowing the unit to attack, there is a very real chance that the unit will get down to critical health and be unsaveable, forcing it to suicide. I think that's better than making it a useless blob for a little while while it dies.
Say if I used it on a pyromancer or a lightning ward. They could attack thereselves.
warkiller
03-12-2007, 03:55 PM
Um, i was wondering since no one came up with this, When the unit is healed, does the snake leave the unit or what?
Also, How many units can you attack with the snakes?And Units like this should not have more than 30 hp, since their power is strong, they should not take more than one LW shoot to kill (excluding stoned units).
I see how you are trying to balance it out by putting a lower range, but i say, drop the hp, take of the movement ability, because it is pathetic (i.e. what if an assassin has this? it moves 2 and a half squares?). All said and done, 6 of ten for this unit.
Say if I used it on a pyromancer or a lightning ward. They could attack thereselves.
Yep. And how much would be left of them after doing that? Wasting an opponent's turn while also dealing a large amount of damage is amazingly powerful.
Take off all penalties but the damage. The damage is plenty.
Red Mage
03-12-2007, 06:41 PM
Um, i was wondering since no one came up with this, When the unit is healed, does the snake leave the unit or what?
Also, How many units can you attack with the snakes?And Units like this should not have more than 30 hp, since their power is strong, they should not take more than one LW shoot to kill (excluding stoned units).
I see how you are trying to balance it out by putting a lower range, but i say, drop the hp, increase the health, take of the movement ability, because it is pathetic (i.e. what if an assassin has this? it moves 2 and a half squares?). All said and done, 6 of ten for this unit.
Dude, if you do attack a unit with it, and they have a Pyromancer attack it, it would only do 18 without the armor. And you could even wait until the snakes did 12 damage and heal it (no, healing the unit with snakes doesn't kill them).
Yep. And how much would be left of them after doing that? Wasting an opponent's turn while also dealing a large amount of damage is amazingly powerful.
Take off all penalties but the damage. The damage is plenty.
Okay, I made it so they could attack. :P
warkiller
03-13-2007, 02:58 PM
Dude, if you do attack a unit with it, and they have a Pyromancer attack ""it"", it would only do 18 without the armor. And you could even wait until the snakes did 12 damage and heal it (no, healing the unit with snakes doesn't kill them).
It? The unit with the infected snakes or the snake charmer? But i a guessing neither since none of them does 18 damage in the first attack.
Red Mage
03-13-2007, 03:06 PM
It? The unit with the infected snakes or the snake charmer? But i a guessing neither since none of them does 18 damage in the first attack.
You would take 3 damage from the snake plus 15 damage from the pyromancer.
Shadowkill
03-13-2007, 04:46 PM
18 damage to yourself just to get rid of it. Knight will take 14, scout 17, pyro 18, seems noobish. And you will have to place pyro just to get rid of snakes. I think pyros are quite useless until you use a DSM, so you will waste one unit to damage your own units. This will be like your opponent have 11 units and you 9.
Red Mage
03-13-2007, 09:27 PM
18 damage to yourself just to get rid of it. Knight will take 14, scout 17, pyro 18, seems noobish. And you will have to place pyro just to get rid of snakes. I think pyros are quite useless until you use a DSM, so you will waste one unit to damage your own units. This will be like your opponent have 11 units and you 9.
If the snake charmer attacks a unit, by going head on into their base, he will most likely die. No blocking makes it incredibly easy to kill. http://www.tacticsarena.com/forum/images/icons/icon6.gif
Yeah, but with a powerful attack like that, it doesn't matter. If this goes head on into the opponent's base, you're quite likely to kill something with it. Just get anything low-health like a cleric or poison wisp and the opponent will be hard-pressed to save his unit even if you stop hounding him and just watch.
This is harder to get rid of than poison... I don't think it's good that it kills, pleasant as that idea sounds in a more generic context.
Shadowkill
03-14-2007, 12:45 PM
If the snake charmer attacks a unit, by going head on into their base, he will most likely die. No blocking makes it incredibly easy to kill. http://www.tacticsarena.com/forum/images/icons/icon6.gif
42 HP, 12 armor? Incredibly easy to kill? Survive more than a scout - 2 knight hits! And you have a cleric or BW to let him survive more. And you will be busy destroying the snake so you wont have time to kill him most likely. And then he throw another snake and run.
Red Mage
03-14-2007, 01:32 PM
42 HP, 12 armor? Incredibly easy to kill? Survive more than a scout - 2 knight hits! And you have a cleric or BW to let him survive more. And you will be busy destroying the snake so you wont have time to kill him most likely. And then he throw another snake and run.
If you have a comman turt the Lightning Ward is strong enough to bring him down to enough HP to finish him off with another attack suck as a scout.
death of humans
03-14-2007, 02:19 PM
should be a limit then on how may he can make......
warkiller
03-14-2007, 02:55 PM
42 HP, 12 armor? Incredibly easy to kill? Survive more than a scout - 2 knight hits! And you have a cleric or BW to let him survive more. And you will be busy destroying the snake so you wont have time to kill him most likely. And then he throw another snake and run.
Very excelent point.
If you have a comman turt the Lightning Ward is strong enough to bring him down to enough HP to finish him off with another attack suck as a scout.
Noticed how you use the word IF, that is only IF that happens which is one the of the many types to play this game. Yes in a same side turt this unit would be useless, but in different side turt, just give him armor and attack everything away! In Rush this unit would do a lot, just put snakes on the rushing unit, and rush your way in. In Anti different side this unit will also own.
I think that The snakes sould be blockable, just think, if you see snakes coming at you and you have a giant shield, i am sure you have some chances of blocking the snakes.
It's not useless in a same-side turt... with a heal he takes three shots to kill, even with the most powerful attacks. He's quite likely to survive to get several shots off, and if every shot wastes an opponent's turn, this unit will be doing a lot of damage. The poison effect penalizes the opponent heavily for devoting much time to killing this unit - over time, the units that are trying to kill it are going to get eaten down by the snakes to the point where they can't kill the snake without dying themselves. This pretty much guarantees a kill on a poison wisp or cleric, and does some very serious harm to other units - say an effective 30 ignoring armor. Hmmm, walking lightning ward.
I'd better make sure I'm clear on the effect - it's every player-turn, right? Not every turn cycle?
warkiller
03-16-2007, 09:59 AM
Well, if you paralyze this unit, if will sure take down a unit, but it woul be like saying one for one. Just say your opponent has one too, then i am sure each person will hit with the snakes every unit they can, and every other unit will be kill the snaker chambers.
Shadowkill
03-16-2007, 10:49 AM
I think this unit on both sides open a new dimension of snake - infested arena... Btw, can he throw more than one snake on the same unit? If yes, its an UNSTOPPABLE WALKING DEATH! But even if not, stoned and healed can make very much mess in enemys lines.
Cross Punisher
03-16-2007, 01:54 PM
I'd have to say I would agree with everything scb said and partially of what shadowkiller said.Say if I used it on a pyromancer or a lightning ward. They could attack thereselves.Of course those are the only two units out of the 19 current units that can attack themselves... Of course most golds who use a pyro would also be using a dsm so it would do a lot more than just 15 damage; not to mention you have to waste your turn just to hurt your own units, and then it's your opponents turn to hurt your units.
not a good idea at all
warkiller
03-20-2007, 07:55 PM
I'd have to say I would agree with everything scb said and partially of what shadowkiller said.Of course those are the only two units out of the 19 current units that can attack themselves... Of course most golds who use a pyro would also be using a dsm so it would do a lot more than just 15 damage; not to mention you have to waste your turn just to hurt your own units, and then it's your opponents turn to hurt your units.
not a good idea at all
And then everything get's to complicated...
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