Witch

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Typhoon
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Witch

Post by Typhoon » Sat Jun 23, 2018 5:24 pm

Witch
Witch alpha.png
Witch alpha.png (1.37 KiB) Viewed 1538 times
Cost:6-Dark altar
Hp:21
Attack power:6 (poisoned)
range:3
spell range:4
Armor:1/1
Speed:3(land)
Sight:5

Spells and abilities

-Heal 10 range:3

-Lifelink range:3

-Polymorphia (turns enemy into sheep owner of said unit can move it. freely)range:3 cooldown:3 chance:60%

-Potion of weakness
range 3,chanche 100%,
Applies - 3 Attak, - 1 speed, - 1/1 armor - last 3 CD 2.
(B.if u find it too strong Weapon break : -3 attack, instant, no CD)

-Disenchant

-Transform into flying
(that could give undeads more aggresive strategy having flying units early)
Flying witch
witch flying alpha.png
witch flying alpha.png (1.64 KiB) Viewed 1538 times
Hp:21
Attack power:6(poisoned)
Armor:1/1
Speed:5
Sight:6

-cant cast spells while flying.
Last edited by Typhoon on Sun Nov 11, 2018 3:12 pm, edited 11 times in total.
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LordOfAles
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Re: Witch

Post by LordOfAles » Sat Jun 23, 2018 6:14 pm

Transform to fly mode too. (Broom) Let's not give it spells like fireball, rot or such. Usually witches use potions (burning, poison etc.) In combat. At least from my point of view.
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General Brave
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Re: Witch

Post by General Brave » Sat Jun 23, 2018 6:24 pm

Can she able to turn someone into an animal?
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Typhoon
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Re: Witch

Post by Typhoon » Sun Jun 24, 2018 1:10 pm

Polymorphia sounds like interesting concept and it may workout well disabling enemies and making them easier to kill with diffrence that unlike being cursed while under effect on Polymorphia they can move

Anyone has idea about for spell list?
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makazuwr32
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Re: Witch

Post by makazuwr32 » Sun Jun 24, 2018 2:00 pm

Polymorph i think will be a bit too op or witch must be more costly.
As for potions my suggestions:
Fire potion - poison-breath like ability with less power range (only 1 range from target and no damage), 5 turns lasts burning. Range 4 tiles.
Potion of poison - same but gives poison instead of fire.
Potion of slowness - same but gives slowness (weak one, -1 to speed, ignores spell resist).
Potion of cure - disenchant. Range 3 tiles.
Potion of love - conversion, range 4 tiles. Affected by spell resist.
Specifically for not so genious persons
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Lynx Shafir
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Re: Witch

Post by Lynx Shafir » Sat Jul 07, 2018 5:56 am

Mine :
Skills
Polimorphia - research tech 6-8 turn (building?)
Transform enemy in a random animal effect last 2 turns CD 3-4
Owner Player can move the animal ,depends on spell resistance.
Basic chance 60 %,
Potions - trow a potion to target. Range 3 CD 2
Random effect :
Poison 25 %
Slowness 20%
Fire 25%(6 fire dmg /turn last 3turn),
Heal 15 %(heals 5-10 hp even enemy)
Weakness 15 %(-5 Atk - 1/1armor) last 3 turns
Disenchant - normal
Last edited by Lynx Shafir on Tue Jul 10, 2018 10:45 am, edited 2 times in total.
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Typhoon
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Re: Witch

Post by Typhoon » Sun Jul 08, 2018 12:02 pm

Updated first post with stats tell me what you think/what to change
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Lynx Shafir
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Re: Witch

Post by Lynx Shafir » Sun Jul 08, 2018 2:48 pm

1.Posionus attack as passive is to op, anyway zombies have it. Change to potion and add Cool down
2.fire ball like attack is not fit to this unit, way to op.
Potion Wat applies burn cud work, low dmg and smaller aoE than stone shelter, needs CD
3. Range 3 for spell range not mellee! Atk 5
Since is a support.
4.disechant and lifelink are useful since undeads don't have other casters for that.

While flying can't cast this spells.
Also I would keep the Polimorphia. (IMHO it's too much fun to trow away so early)
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Typhoon
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Re: Witch

Post by Typhoon » Sun Jul 08, 2018 3:48 pm

Lynx Shafir wrote:
Sun Jul 08, 2018 2:48 pm
1.Posionus attack as passive is to op, anyway zombies have it. Change to potion and add Cool down
2.fire ball like attack is not fit to this unit, way to op.
Potion Wat applies burn cud work, low dmg and smaller aoE than stone shelter, needs CD
3. Range 3 for spell range not mellee! Atk 5
Since is a support.
4.disechant and lifelink are useful since undeads don't have other casters for that.

While flying can't cast this spells.
Also I would keep the Polimorphia. (IMHO it's too much fun to trow away so early)
Implemented
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makazuwr32
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Re: Witch

Post by makazuwr32 » Sun Jul 08, 2018 4:36 pm

Why do you think that poison weapon passive is op?
Dwarven alchemists, dryads, poison archers have this as well as hydra.
Specifically for not so genious persons
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Lynx Shafir
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Re: Witch

Post by Lynx Shafir » Sun Jul 08, 2018 6:03 pm

It's not Op by its own just aside the rest. I think if has Potions and buffs don't need a poisonous weapon.
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LordOfAles
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Re: Witch

Post by LordOfAles » Mon Jul 09, 2018 12:51 am

It's ranged (poison potion). The poison on attack is melee.
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Typhoon
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Re: Witch

Post by Typhoon » Mon Jul 09, 2018 10:29 am

Actually passive ranged poison attack makes more sense than spell since she has 1 action per turn anyway
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Lynx Shafir
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Re: Witch

Post by Lynx Shafir » Tue Jul 10, 2018 10:50 am

Since it has only 15 hp and 1/1 armor if gets big counter dmg dies just to apply a descent posion effect . instead of supporting with the rest of spells.
That why needs ranged not mellee.
Although throwing potion with CD would be better imho to prevent overuse.
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Typhoon
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Re: Witch

Post by Typhoon » Tue Jul 10, 2018 11:16 am

Her passive poisonous attack is ranged
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Lynx Shafir
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Re: Witch

Post by Lynx Shafir » Tue Jul 10, 2018 11:41 am

Sorry, my wrong
I see.

Anyway what I meant is that I don't like the passive potion effect for wich , just my opinion - makes her used as an posionus Archer(though 3 range weak for perhaps not effective)

Its up to you.

May b add the weakness potion(trow)
-5atk - 1/1arm good combo.
Last 2 ,CD 3
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patroid
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Re: Witch

Post by patroid » Tue Jul 10, 2018 3:04 pm

Hi

lil suggestion.

Patroid
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General Brave
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Re: Witch

Post by General Brave » Tue Jul 10, 2018 3:08 pm

Maybe she needs a eye.
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patroid
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Re: Witch

Post by patroid » Tue Jul 10, 2018 4:34 pm

Hi,
it was an edit of typhoons version.

Most units in aos and aof dont have eyes drawn out.so id say no.
patroid

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Typhoon
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Re: Witch

Post by Typhoon » Thu Jul 12, 2018 6:11 pm

updated first post with new image and improved stats
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LordOfAles
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Re: Witch

Post by LordOfAles » Wed Jul 18, 2018 8:22 am

This looks ready. Accept?
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General Brave
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Re: Witch

Post by General Brave » Wed Jul 18, 2018 1:10 pm

The only people who can accept is us, at least for now I think.
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LordOfAles
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Re: Witch

Post by LordOfAles » Wed Jul 18, 2018 2:12 pm

Well ye. I'm waiting for complainers lol.
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Re: Witch

Post by General Brave » Wed Jul 18, 2018 3:21 pm

I accept this also.
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Re: Witch

Post by General Brave » Wed Jul 18, 2018 3:22 pm

Perhaps it needs a better flying witch image.
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makazuwr32
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Re: Witch

Post by makazuwr32 » Wed Jul 18, 2018 4:46 pm

Polymorphia ability must have not 100% chacne and be affected by spell resist.
i think 50% chance will be good.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
IT IS ALWAYS EASIER TO CORRECT EXISTING THINGS THAN TO MAKE SOMETHING NEW FROM SCRAP. © by Makazuwr32™.

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General Brave
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Re: Witch

Post by General Brave » Wed Jul 18, 2018 5:10 pm

Sounds reasonable, but I don't know how to force transform, I will ask.
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Tankhead
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Re: Witch

Post by Tankhead » Fri Jul 27, 2018 6:29 am

I support the idea
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Lynx Shafir
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Re: Witch

Post by Lynx Shafir » Fri Nov 02, 2018 6:45 pm

General Brave wrote:
Wed Jul 18, 2018 3:22 pm
Perhaps it needs a better flying witch image.
We can use perhaps pigs ;) :twisted:
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LordOfAles
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Re: Witch

Post by LordOfAles » Tue Nov 06, 2018 3:22 pm

I want this. I'm tired of my death knight getting hit by 2 turn halberdier and barely surviving, with absolutely no way to effectively heal besides sitting in TC or bone tower for like, 10 turns.
Fear not death, for it is a path we all must take. May the Emperor guide you to the right way.

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