View Full Version : Guardian Wisp
$20 Gold Coin
03-26-2008, 02:52 PM
It’s been awhile since I posted on these forums, but here is another idea of mine.
Guardian Wisp
HP: 39
Blocking: 0
Armor: 0
Power: 0
Ability: Removes focus effect on target (If it is paralyzed, it is no longer paralyzed. If it is stoned, it is no longer stoned. If it is poisoned, it is no longer poisoned. This does not work on barriers.) or eliminates a target’s focus.
Range: One tile from up to four tiles away, ignores LOS.
Movement: four + teleport
Recovery: 2
While not a menacing unit in terms of damage, it can greatly aid a player against the Stone Golem without having to send their units deep into enemy territory. It can also help against the occasional and annoying Poison Wisp as well as the commonly used and nightmarish Frost Golem. In fact, its lack of power is necessary in order for it to maximize its potential benefits because no one wants to go around hurting their own, especially when they can avoid it.
Snowolf
03-26-2008, 02:54 PM
Talk about popping in out of no where. Welcome back.
Its a wisp with the power of an archer?
Ol' Time
03-26-2008, 02:57 PM
I remember you. As for the unit, it's underpowered, but only original. It's pretty good. You left out range though. Or does it hit anything?
Boreal
03-26-2008, 03:23 PM
The focus effect removal is definitely needed in this game, although a mud golem is an apt focus breaker, the ability to remove the stone golem effect without breaking it's focus would make an opponent think twice about rushing in a couple of knights with no support. The only problem is that it has a huge bulls-eye because of it's ability. I doubt players would want to use this over a mud, but the idea is nice.
Ol' Time
03-26-2008, 03:32 PM
The focus effect removal is definitely needed in this game, although a mud golem is an apt focus breaker, the ability to remove the stone golem effect without breaking it's focus would make an opponent think twice about rushing in a couple of knights with no support. The only problem is that it has a huge bulls-eye because of it's ability. I doubt players would want to use this over a mud, but the idea is nice.
The thing is knights don't get stoned so actually rushing with them can make this this a waste of unit. Even with a heal 2 knight shots will destroy this.
Boreal
03-26-2008, 04:09 PM
It will survive 2 knight hits with a heal...
39+12=51
51-44=7
Ol' Time
03-26-2008, 04:12 PM
It will survive 2 knight hits with a heal...
39+12=51
51-44=7
I said destroyed. By that I meant a quake from 2 will take it as well as a scout shot. Even after being healed the knight will be there to take it. If not it will be saving itself by hiding so by destroyed I mean useless.
†Tao Veteran†
03-26-2008, 05:36 PM
I think it's cool. People can use it very strategically. It'll be neat if it were implimented.(Not going to happen but you never know) :)
Zander
03-26-2008, 05:41 PM
It should have to stay in focus while It's removing the affect. It'd be ridiculous to just completely unstone an entire formation that's now on your side of the field.
I said destroyed. By that I meant a quake from 2 will take it as well as a scout shot. Even after being healed the knight will be there to take it. If not it will be saving itself by hiding so by destroyed I mean useless.
Since it's a wisp quakes don't do anything to it right? This unit's neat if stoned it could be a problem early game, it could destone a scout or muddy and deter them from entering your form, providing time to mount an offensive.
This is a cool unit, original as someone else said, but no one would use it. It's too weak with no attack power. Even stoned it serves little purpose. The normal wisp does just as good as a job because it can even poison barriered units
Ol' Time
03-26-2008, 07:41 PM
Since it's a wisp quakes don't do anything to it right? This unit's neat if stoned it could be a problem early game, it could destone a scout or muddy and deter them from entering your form, providing time to mount an offensive.
I'm not sure if levitation would automatically apply to any wisp unit. I think if 20$ wanted that it would be included in the post.
shurtugal
03-26-2008, 07:45 PM
Nice unit, but underpowered, maybe make it reverse the effects a little? Like to unpoision and make it heal maybe 4hp a turn, until it loses focus.
Boreal
03-26-2008, 07:46 PM
4 hp a turn is a lot...I think it already unpoisons. It removes all status effects except barriers and breaks focus.
shurtugal
03-26-2008, 07:50 PM
I said maybe, doesn't have to be, like maybe half of the orignal effect ;)
So doing it on a stone golemed unit would take away 15 armor plus the original +30 armor.
Boreal
03-26-2008, 07:52 PM
That's a good idea, although you can't just do that to any unit, it would have to be stoned beforehand. So, hitting an unstoned DT wouldn't do anything, but a stoned DT would lose armor. Otherwise, this guy is overpowered.
bloodreign
03-26-2008, 10:09 PM
I love this unit like a fat kid loves cake!
Lovely breakstone,breakfrost,breakchanty effect.
1) Perhaps the Guardian Whisp if selecting STONE GOLEM or the ENCHANTRESS as a target makes them unable to USE THEIR ATTACK for 1 turn in addition to breaking their effect? the unit may move but will be confused for 1 turn.
2) Perhaps this GUARDIAN WHISP has a temporal ability to FADE.. (aka dissapear)
when an opponent tries to hit it with a BLOCKABLE ATTACK...
Say the guardian whisp has a 25% chance to FADE so that an opponents mele attack goes through it .? egh ? egh?
One or the other to Boost the guardians stats a little.
LOVE IT AS IS but it seems a little squishy or tender.
Lord Ash
04-01-2008, 05:01 AM
this is one of the best units I have seen in a long, long time.
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