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shatterstar
09-07-2008, 01:10 AM
eeeh...
i'll be quick. apologies if its not original. not been here in a while.

Name: Rosarius
Race: Object (I guess)
Health: 50
Armor: 0%
Power: Rejuvenate = Current HP (read below)
Range: exactly 2 or 3. 1 tile.
Block: 0%,
Movement: 3
Wait: 2

Background: Religious icon carried by Warrior Priest, now possessed by the priests martyred soul.

Abilities:


Can cast 'rejuvenate' on any single friendly unit either 2 or 3 tiles away.
Rejuvenate adds HP to target unit.
Max of 30 HP in a single attack.
Amount added = Amount target unit has lost at that moment OR how much HP rosarius has at that moment. Whichever is lower. Rosarius loses HP = amount restored to target.

Eg 1:

Pre-Rejuvenate
Knight: 33 HP
Rosarius: 50 HP

Post Rejuvenate:
Knight: 50 HP (+ 17 from rosarius)
Rosarius: 33 HP ( (- 17 from using its ability)


Eg 2:

Pre-Rejuvenate
Pyro: 15 HP
Rosarius: 10 HP

Post Rejuvenate:
Pyro: 25 HP (+ 10 from rosarius)
Rosarius: 0 HP ( (- 10 from using its ability)


Eg 3:

Pre-Rejuvenate
Dragon: 15 HP
Rosarius: 50 HP

Post Rejuvenate:
Dragon: 45 HP (+ 30 from rosarius)
Rosarius: 20 HP ( (- 30 from using its ability)

reached single-attack max of 30 HP



Attack has no effect if target at a) full HP

Attack can only be cast on friendlies.

Unit takes damage just like any other unit. Unit can be healed like any other unit

Unit cannot self-cast (duh, range is 2-3 only)

Unit is paralyzed when HP = 0. Unparalyzed when HP > 0.

Hellblazer
09-07-2008, 07:56 AM
Hm, not bad. I like the balancing factors you've added at the end. This actually seems like a better healing unit than the Cleric because it offers so much more to think about when using it. I especially like that the healing factor could be more or less advantageous depending on health levels. Very tactical, nice job!
Make up your mind as to the range, though.

Boreal
09-07-2008, 10:26 AM
I made a unit like this for the latest CAU challenge, only it dealt damage, not heal. It's a good supplement to the cleric, but if your cleric dies, this guy won't be of much use. What I did for my unit, is give it the ability to regain a small amount of health for each square it moves. I'm not saying that you shoud copy that, but it needs to be able to function independently of other units. In other words, while the DSM/pyro is supplemented by the DT, they still have a use without it. (albeit a small one)

shatterstar
09-07-2008, 12:41 PM
but it needs to be able to function independently of other units.

no it doesn't.

it has adequate abilities without the cleric. it starts with 50 HP don't it?

making it independent of the cleric is overpowered. why should i bother with a cleric at all?

shatterstar
09-07-2008, 12:43 PM
Make up your mind as to the range, though.

range of a pyro minus ability to select adjacent tiles. makes sense?

Hellblazer
09-08-2008, 05:41 AM
range of a pyro minus ability to select adjacent tiles. makes sense?

Ah! So when you select the farthest tile, it offers you one more tile ahead.

shatterstar
09-08-2008, 06:14 AM
no.

XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX

any ONE of the bold tiles.

Cross Punisher
09-09-2008, 12:14 AM
no.

XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX
XXXXXXXXXXX

any ONE of the bold tiles.

wouldn't it be:


X
XXX
XX XX
XX X XX
XX XX
XXX
X

?

shatterstar
09-10-2008, 01:53 AM
Hmm. yes you're right. im rusty at this.

Duke_Quakem
09-11-2008, 11:23 AM
If you consider the 1-unit heal, the rosary is by far, more useful than the cleric. In a global point of view, the cleric can make a max of +120HP and can heal more than 1 unit at a time, while the rosary has a max of 30HP for one single unit.

It's abillity is sending part of his own HP to the target unit, workin' more like a disposable band-aid rather than an unlimited medikit as the cleric works.

Once it's HP reaches 0 (shouldn't die and not turn paralyzed?), the rosary is useless, meaning he needs the backup of a cleric to keep going. That's a drawback, the rosary can't be an alternative cleric, but in a healing combo can almost recover any unit to it's full HP, or above 50% his total HP (30+12=42 HP).

This unit can be a good alternative for 2-clerics setups, makin' them more offensive rather beign a turtler setup.

Well played, is an excellent unit. Alone without a cleric support, is just a waste of a space.

I like it! it has a lot of chances to become a key unit in any setup :D (need some fixes thought :p)