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Callaway
06-17-2009, 12:26 AM
HP: 35
Armor: 0
Blocking: 16% front, 8% sides (carries a mace)
Movement: 4
Recovery: 1 Movement, 2 Attack

Special: This unit heals over time, for a total of 18 health. It starts out quickly, healing for 10, and goes down to 5 and then 3 in the next two turns.

If the unit is barriered after the heal is cast, the heal keeps going, however you cannot heal through a pre-existing barrier.

Note: You have to wait until the heal is done on a unit before casting it on the same unit again.

Hellblazer
06-17-2009, 07:22 AM
This is horribly overpowered and cheap. This means for three subsequent turns you can't really do a hell of a lot to the unit getting healed; it'll just gain back nearly half of whatever damage you do to it.
Secondly, taking off a recovery turn from a unit is a horrible idea. Units have those stats so they can be balanced and not overused.

Callaway
06-17-2009, 08:59 AM
Eh, I can take the recovery out, but I don't know if it's that overpowered, seeing as it heals one unit at a time, but I suppose I could drop healing done.