View Full Version : Necromancer
map13
04-15-2008, 08:05 PM
it's been a while since I've made a unit, so I thought that I would start out small ;)
Name: Necromancer
http://i206.photobucket.com/albums/bb99/mapmeek13/Necromancer.jpg
HP: 30
Armor: 0
Power: 0
Range: 1
Block: 0%
Movement: 3
Wait: move-2, attack-3, move+attack-5
Special*: When an ally dies, the necromancer will have a purple glow around him, this means that you can attack and create a skeleton in an adjacent square to the necromancer. The glow only lasts 3 turns.
Special2**: When an allied dragon tyrant dies, then necromancer will get a red glow around him, this means that you can attack and create a skeletol dragon in an adjacent square to the necromancer. The glow only lasts 3 turns.
Special3: When the Necromancer dies all of his summoned creatures die.
*=does not include wards, wisp, skeletons, shrubs, or golems.
**=when dragon and another unit dies the glow is red, not purple
Name: Skeleton
http://i206.photobucket.com/albums/bb99/mapmeek13/Skeleton_400.jpg
HP: 30
Armor: 0
Power: 18
Range: 1
Block: 60% front, 30% side
Movement: 3
Wait: Move-0, Attack-1, Attack+Move-1
Special: Healing from a cleric damages 6 hp instead of healing 12.
Name: Skeletol dragon
http://i206.photobucket.com/albums/bb99/mapmeek13/063esqug.jpg
HP: 42
Armor: 10%
Power: 22
Range: 2, strait lines, no diagnal hit
Block: 40% front, 20% side
Movement: 4, teleportation
Wait: Move-1, attack-2, move+attack-3
Special: Healing from a cleric damages 6 hp instead of healing 12.
Special2: Dsm's do not absorb power.
__________________________________________________ _______________
This is my first unit in about 5 months so be easy on me ;)
bloodreign
04-15-2008, 09:39 PM
Good take on necromancy map13.
One question i have though is, does this GLOW last until you use it to raise a fallen comrade?
Are you constantly glowing (after the friendly dies) and this glowing ready status remains indefinetly until you use the power?
And what if a muddy pounded and a dragon and a knight died at the same time? would it automaticaly choose the better dragon special? :confused:
All in all the unit is good,A high wait time prevents this unit from going rez crazy...but the (DRAGON ) is a pretty high end summon.
cool though i like.
map13
04-15-2008, 10:03 PM
Why do you always have to find loop holes in my units blood :p
Supersmiley :-)
04-15-2008, 11:16 PM
Well when he does that it's a good thing since it means the biggest CAU noob even bothered thinking about your unit that much :)
He never even responded to my new one...
Maniacuser
04-16-2008, 01:28 AM
I like it but i think its slightly overpowered cause technically, it can survive more than one attack, which is pretty major considering its specials and wait time, plus its giving you 2 dragons during the game.
Other than that, i think it is an awesome unit. And BR, I'm pretty sure he said the glow only lasted one turn.... Which now thinking about it, kinda balances it out, same with the cleric healing thing.... ah well, im tired, think about it later lol.
farcus
04-17-2008, 09:38 PM
I take it if a skellie dies, Necro doesn't glow again? Either way, you put this guy in your formation guarded by some dudes and you virtually just stuck in another BUNCH o' guys. Do shrubs make him glow when they die? Also, the word is skeletal.
Final: WAY overpowered!!
Boreal
04-17-2008, 11:45 PM
Your wait times are wrong. Should be 2/2/4.
Loopget
04-22-2008, 04:56 PM
I Absolutley Love This Unit Idea,The Necromancer Would Add A Whole New Strategy To The Game,But It Says Move+Attack=5 turns Why Would You Attack With Something That Has 0 Power?The Special Is Ownage But Untill Your Unit Dies Then Your Necro Is Just Kinda Sittin Their,
Boreal
04-22-2008, 04:59 PM
Attacking creates a skeleton depending on the unit killed in the previous turn.
Loopget
04-22-2008, 05:02 PM
Ya But Thatd Be Horrible In Turt Games,Your Necro Would Be Sitting Their Untill A Human Or Dragon Is Killed Which Could Be A Really Long Time
flareblade58
04-22-2008, 05:07 PM
i like it becuase it order to use the special, u need an open square which is an opportunity to sneak a dragon in there and then use a scout to kill it. for grey u can use pyro or DMW for your second attack ( this part is mostly for farcus ). I also thk that it would be smart to say if the nercomancer dies, then all his skeletons/skeletal dragons die as well. good idea?
Boreal
04-22-2008, 05:20 PM
i like it becuase it order to use the special, u need an open square which is an opportunity to sneak a dragon in there and then use a scout to kill it. for grey u can use pyro or DMW for your second attack ( this part is mostly for farcus ). I also thk that it would be smart to say if the nercomancer dies, then all his skeletons/skeletal dragons die as well. good idea?
I agree. I would also suggest that the necromancer has to be focused while he has a skeleton alive. He shouldn't be allowed to run away and just churn out skeletons.
map13
04-22-2008, 08:23 PM
actually that's pretty smart... If the necro dies so do all his minions...
TGR Leader
04-23-2008, 07:34 AM
Nice work. But it would look better with an image to match it though. Don't you think ?
map13
04-23-2008, 08:51 PM
... *looks for images*
Edit: :cool:, like the pics?
Supersmiley :-)
04-23-2008, 09:21 PM
Hm, Games sample ?
bloodreign
04-23-2008, 10:08 PM
I like this take on necromancy a lot.
I am currently judging it for induction to gold status.
It seems pretty balanced for the fact that it only has 30 hp and no blocking so it dies quickly ( probably going to be a early target...just like a cleric would).. it has a big penalty if it moves just like the cleric and that makes it incognito for 5 turns.
I think the one turn penalty for the glow may be too quickly dissipated.
perhaps 2-3 turns for the glow? after all you may need to heal, or finish off an opponents unit at a crucial juncture...having a 1 turn window to summon a dead freind is just too small for a unit that has to wait for units to die, and then has the 3rd longest recovery for moving and (attacking)
As someone else stated this thing has to have open spaces to summon the "skeletons" and dragons thus leaving it open to attack.
It will always be in the back row of forms like the cleric....
Best take on necromancy so far.
WOW GOOD CHOICE FOR THE FIRST PIC! it's like they are surrounding the necromancer from all 4 tiles of summonability. lol.
One thing that swayed my vote was the HURT ON HEAL factor if you still have cleric healing it automaticaly damages your skelles dropping them to 18 hp..( 30-12 =18) so you could use any ranged/melle unit to potentialy knock these guys out before they do any damage... it's almost one of the units better traits that no other unit benefits from.....> a lack of a cleric. <
Then again a lack of a cleric puts this unit at grave risk ( lolzed grave risk) since it would be very vulnerable.
Hunt ^^
04-24-2008, 07:45 AM
Use the cleric the Skeletons are dead don't use it the necros dead kind of a delema :huh:
Nice pic though and a lot of thought into it.
You should make a skeletal cleric
Also perhaps make it so that when a skele takes damage it heals the necro how bout it?
map13
04-24-2008, 07:02 PM
I like this take on necromancy a lot.
I am currently judging it for induction to gold status.
It seems pretty balanced for the fact that it only has 30 hp and no blocking so it dies quickly ( probably going to be a early target...just like a cleric would).. it has a big penalty if it moves just like the cleric and that makes it incognito for 5 turns.
I think the one turn penalty for the glow may be too quickly dissipated.
perhaps 2-3 turns for the glow? after all you may need to heal, or finish off an opponents unit at a crucial juncture...having a 1 turn window to summon a dead freind is just too small for a unit that has to wait for units to die, and then has the 3rd longest recovery for moving and (attacking)
As someone else stated this thing has to have open spaces to summon the "skeletons" and dragons thus leaving it open to attack.
It will always be in the back row of forms like the cleric....
Best take on necromancy so far.
WOW GOOD CHOICE FOR THE FIRST PIC! it's like they are surrounding the necromancer from all 4 tiles of summonability. lol.
One thing that swayed my vote was the HURT ON HEAL factor if you still have cleric healing it automaticaly damages your skelles dropping them to 18 hp..( 30-12 =18) so you could use any ranged/melle unit to potentialy knock these guys out before they do any damage... it's almost one of the units better traits that no other unit benefits from.....> a lack of a cleric. <
Then again a lack of a cleric puts this unit at grave risk ( lolzed grave risk) since it would be very vulnerable.
Yea, the 2-3 turns thing would be a good idea. Perhaps 3 turns so that the necro can recover after healing another one of his allies and it gives the person a chance to use the furgies special instead of choosing between it and the skeleton/skeletol dragon. I also think that healing damage should be reduced to dealing only 6 damage so that it's not THAT bad, but then again a shield does block the healing or in this case damaging...
Use the cleric the Skeletons are dead don't use it the necros dead kind of a delema :huh:
Nice pic though and a lot of thought into it.
You should make a skeletal cleric
Also perhaps make it so that when a skele takes damage it heals the necro how bout it?
I actually picked a random pic :confused:, but I suppose my luck happend to help me out in that lol :rolleyes:
As for the healing thing, I don't think so... Really once the skeleton dies it should just stay dead (balancing issues ya know).
Hmmm... This would be good with the assassain bomb xD
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