View Full Version : Dark Cleric
Mr. Mud
02-26-2004, 05:22 PM
I just got a great idea this unit has the same stats as the cleric but it attacks your enemies instead of healing you units
i was thinkin it could look like the cleric but it would have a dark cloak
its attack would always do 12 damage reardles of armor
the name isnt that great so it could be changed.
ArcPaladinZero
02-26-2004, 05:33 PM
That has to be one of the most overpowered units I have ever seen.
Mr. Mud
02-26-2004, 05:47 PM
fine 10 damage
or maybe 7
moosey2
02-26-2004, 07:48 PM
Or maybe no
Ri'Orius
02-26-2004, 07:57 PM
It would make turtling even more powerful. A unit that can attack any single enemy unit on the field would be very powerful; one that attacks 'em all? The damage would have to be miniscule for it to not be overpowered.
moosey2
02-26-2004, 07:59 PM
Ri your a n00b hunter? or are you a fake *shifty eyes*
ArcPaladinZero
02-26-2004, 09:05 PM
It would have to do like 2 damage... if you hit 10 enemy units, unblockable, that's doing 20 damage. 3 would be to much because that's doing 30 damage total... it can't be as powerful as a lighting ward due to it's unlimited range... maybe 1 would be better, who knows.
h()()t
02-26-2004, 09:21 PM
It would be a vary good unit if it would look like this
Dark cleric
rang hit every enemy piecs
movment none
recovery can't recover after one turn
damge 18
can only be used one time a game
this way it is a vary powerfull unit BUT it is used 1 time and if used at the begining it is easy for the oponet to ues his cleric and it will get a full refull of health. it would be like the forgon a time staller or a good piece to end a game qwicker if you have like two more piecs to kill.
Omega_Paladin
02-26-2004, 11:35 PM
Do I need to use my license for it's purpose Mad? All you would have to do is take out the enemy cleric and then turtle with a couple o' these dudes and a furgon. Whoop de do. You win.
Lickitysplit131
02-27-2004, 04:42 PM
Make it a seven turn recovery, and seven damage. It is only really for finishing things off. Also if you think about it, the cleric can heal all of that damage back and has half the recovery time.
ArcPaladinZero
02-27-2004, 04:49 PM
That's doing a total of 70 damage. Way to strong, even given the recovery time.
will_stan
02-27-2004, 04:59 PM
Don't think about it as 70 total. It's 7 per unit. that can easily be recovered by the cleric. and then some. the only way it's useful is if the other cleric is dead.
ArcPaladinZero
02-27-2004, 05:01 PM
It's not that hard to protect one unit, you have to look at the big picture, imagine having 2 of those. First thing you do is use them. That's 140 damage totalled to you enemy.
will_stan
02-27-2004, 05:13 PM
Use Cleric. heal 120. Use Pyromancer. deal 30-65.
120+30=150. Damage repaid.
However, you do have a point about 2 attack to 1 heal. you sneak 2 damage in there. But the opponent has wasted a turn that you used to attack. So it evens out.
Office_Shredder
02-27-2004, 05:34 PM
The problem with this isn't while the cleric is alive, but after the cleric is dead. Plus, you can wait to use it until after the cleric is forced to heal to keep another unit alive, and the cleric is then prime meat for a scout.
will_stan
02-27-2004, 06:42 PM
hmm... That's a good point Office_Shredder.
-=Omega Prime=-
03-01-2004, 11:27 AM
Good idea, but already taken by me.
mine was the same as yours exept blocked as by the front
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