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bigjohnson
02-26-2004, 07:18 PM
so far all of my ideas have sucked and after reading them and almost commiting harry carrie because of my stupidity, i decided to try one more time. this creture would have no blocking and no power but it would be able to use its focus ability to increase all units within range movement count.
here are some stats they are not finale so change what you like.

*hit points:35
*power:none
*armor:none
*movement range:4
*recovery time 3, plus focus for the spell
*attack pattern:increses movement range of every unit by 2 tiles if the unit is within 2 tiles of the elemental (same as enchantresses paralyze) as long as it remains focused.
*special abilitys:teleportation(it is made of wind)
and because of this the elemental is hard to hit say60%front and 30%sides.

when the elemental moves, because it is made of wind it is almost like a teleport but it kinda gust over to its tile.

please give some suggestions.

Office_Shredder
02-26-2004, 07:23 PM
Looks pretty balanced... but maybe a little on the weak side, I don't know... I could imagine an army with scouts and assassins and beast riders really tearing through enemy troops thanks to the increased movement.

Don't even get me started on mud golems (SEVEN MOVEMENT:eek: )

Omega_Paladin
02-27-2004, 12:11 AM
Fairly balanced. Just like any focus unit if you know your Scout LOS it is just a matter of time. This is could be good because it would make people look at the assassins, beast riders and knights again in combination with this thing and a stonie.

bigjohnson
02-27-2004, 06:09 AM
ok after i wrote the thing on the wind elemental i was in bead when i had an idea The FIRE ELEMENTAL AND WATER ELEMENTAL


fire elemental-
hit points-40
power-none
armor-none
movement-three
recovery time-3 turns plus focus
special abilitys- any unit around the fire elemental gains a power bonus of 5 points as long a focus is maintained.
also any unit that when it is right next to it attacks the elemental gains a very light portion of the damage back(it is made of lava)


water elemental
hit points-40
power-none
armor-15
movement-4 squares
recovery time-3 turns plus focus
special all units within range gain a plus 20 defence bonus. Also hard to hit the water elemental.

*optional moves like a trickle of water

Office_Shredder
02-27-2004, 06:34 AM
The water elemental confuses me. Maybe it's just me, but that doesn't seem very watery. And what about an earth elemental (I know, I know, they have a stone golem, but they also have a frost golem)

The fire elemental is probably too powerful. it lets pyros with a DSM out deal 32 damage... definitely too much.

someone
02-27-2004, 06:55 AM
how bout water elemental uses his water powers to heal all units in aoa about 3 per turn?