King's Mage

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LordOfAles
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Re: King's Mage

Post by LordOfAles » Sun Aug 05, 2018 5:29 pm

Range 5 then? And meteor radius to 4
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General Brave
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 5:39 pm

the Mage has to be near the Blast Zone, like right next to it.
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Tankhead
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Re: King's Mage

Post by Tankhead » Sun Aug 05, 2018 6:04 pm

I agree with maka on this one. This unit range has to be small considering 3 actions and all those spells even as a unique unit.
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General Brave
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 6:13 pm

It's also should have the more unique versions of basic spells.
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Tankhead
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Re: King's Mage

Post by Tankhead » Sun Aug 05, 2018 6:16 pm

This unit alone sounds like it can change the momentum on a battlefield real quick if protected right.....very unsure of this unit
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 6:26 pm

That usually what these kinds of unit do.
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Tankhead
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Re: King's Mage

Post by Tankhead » Sun Aug 05, 2018 6:30 pm

I get that but have you seen the amount of spells it can use along with actions????
Be better if 3 spells got removed and action turns are 2. That way it doesn't need to be a unique troop but a expensive one
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 6:33 pm

what do you want to remove?
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Tankhead
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Re: King's Mage

Post by Tankhead » Sun Aug 05, 2018 6:46 pm

Poison ball and fear ( leave it for undead to do that )
Summoning a blue dragon? Sounds like that can be attach to a different unit but not this one.
Oh and of course reduce the turn to 3 to 2
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 6:50 pm

Is that all?
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Tankhead
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Re: King's Mage

Post by Tankhead » Sun Aug 05, 2018 6:52 pm

Yea, I mean I want the unit powerful considering this is gonna be the best casters in game but some of those were unfitting for this caster.
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makazuwr32
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Re: King's Mage

Post by makazuwr32 » Sun Aug 05, 2018 7:10 pm

i will suggest spells for him tomorrow.
all stats are fine exept actions/turn. too high for mage.

But he will be an intresting prototype. hopefully you will like spells for him i will choose.
only 6. AOE.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
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General Brave
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 7:13 pm

Area of effect?
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Tankhead
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Re: King's Mage

Post by Tankhead » Sun Aug 05, 2018 7:14 pm

Alright, I trust our balancer
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Re: King's Mage

Post by General Brave » Sun Aug 05, 2018 7:16 pm

Okay I will await your ideas, in the meanwhile I probably should try fixing up this image.
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makazuwr32
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Re: King's Mage

Post by makazuwr32 » Sun Aug 05, 2018 7:30 pm

Yes, like that spell i suggested for Emperor.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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makazuwr32
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Re: King's Mage

Post by makazuwr32 » Mon Aug 06, 2018 7:49 pm

LordOfAles wrote:
Sun Aug 05, 2018 3:44 pm
New stats
Cost: 10
Hp: 25
Attack: 5
Range: 1
Armor: 0/0
Spell Resistance: 100%
Speed: 3
Sight - 10
Actions/Turn: 1 (lowered)
Unique Unit
No bonuses
Builders: Castle
Abilities:
1. Globular lightning - thinderstorm like ability that deals 15 damage and gives lesser slowing (-1) and applies Disenchant effect to all affected units. Range - 6, 2 turns cooldown. Ignores spell resist on applying effects.
2. Mass slowing - Poison breath like ability that gives slowing (-3) to all affected enemy units. Range - 6, 2 turns cooldown.
3. Mass haste - Poison breath like ability that adds +1 speed and +1 actions/turn for 2 turns to all affected allied units. Affects archers, workers, casters. Range - 4, 3 turns cooldown.
4. Mass stone armor - Poison breath like ability that adds +3/+3 armor for 3 turns to all affected allied units. Range - 4, 2 turns cooldown.
5. Might of Titans - Poison breath like ability that adds +1 power range and +5 damage for 2 turns to all affected allied units. Range - 4, 2 turns cooldown.
6. Meteor strike - gives target allied unit +3 speed, +10 damage, +1 action/turn for 1 turn. Affects any none-mechanical, non building, non-unique unit.
Removed power range.
Only mass spells and one extremly powerful single buff spell.
Best caster possible.

All effects are applied to ALL human non-mechanical units exept of king's mage himself.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Tankhead
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Re: King's Mage

Post by Tankhead » Mon Aug 06, 2018 8:07 pm

Ooooo the ultimate support troop. Love the updated idea
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makazuwr32
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Re: King's Mage

Post by makazuwr32 » Mon Aug 06, 2018 8:09 pm

ofc extremly vurable because of no armor and hp.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Tankhead
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Re: King's Mage

Post by Tankhead » Mon Aug 06, 2018 8:11 pm

With enough war mages and healers around I'm pretty sure that won't matter
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General Brave
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Re: King's Mage

Post by General Brave » Mon Aug 06, 2018 8:12 pm

Who agrees on this.
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makazuwr32
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Re: King's Mage

Post by makazuwr32 » Mon Aug 06, 2018 8:58 pm

he can be killed by 2 shots of uruk hai 3 or 3 shots of elven archer with all upgrades.
so he is for unique unit i think is pretty balanced.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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LordOfAles
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Re: King's Mage

Post by LordOfAles » Tue Aug 07, 2018 2:30 am

Yeah i like spells stats and all that

@Alexander82 check
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Tankhead
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Re: King's Mage

Post by Tankhead » Tue Aug 07, 2018 2:42 am

He can be killed quickly, but its the players job to plan ahead with this unit
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Savra
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Re: King's Mage

Post by Savra » Tue Aug 07, 2018 2:57 am

Human boss unit? Or is that something like the phoinex?

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General Brave
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Re: King's Mage

Post by General Brave » Tue Aug 07, 2018 6:06 am

I say this is pretty good once we make a better image.
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makazuwr32
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Re: King's Mage

Post by makazuwr32 » Tue Aug 07, 2018 6:25 am

One little tip - you can put him into tower and enemy will need firstly find a tower where he is hiding and then destroy that tower.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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General Brave
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Re: King's Mage

Post by General Brave » Tue Aug 07, 2018 6:35 am

That is if he is defending, or you're able to manage to build a tower near the enemy.
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makazuwr32
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Re: King's Mage

Post by makazuwr32 » Tue Aug 07, 2018 6:39 am

One wagon with 3 workers and ambidextria and normal tower is ready.
makazuwr32 wrote:
Mon Sep 16, 2019 7:54 am
Please when you ask to change something argument why do you want that change. ...
Put some numbers, compare to what other races have and so on. Some real info why it must be done.
© by Makazuwr32™.

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Savra
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Re: King's Mage

Post by Savra » Tue Aug 07, 2018 6:48 am

With his global lightning spell I don't see a need for him to leave home base. Little saurumon here can cast his lightning from the safety of a fortress and still be useful.

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