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Seeker

Posted: Wed Aug 29, 2018 5:58 pm
by StormSaint373
Seeking not only to call out to unite the world against evil, but to turn evil upon itself...
Agents were dispatched to disrupt enemy movements, capture key positions and even act as ambassadors.

Human (Elite Argent) Tier 2

Gem Cost: 6

Cost: 5
Hp: 30
Attack: 13
Range: 1
Armor: 2
Pierce Armor: 2
Movement: 3,
Sight: 5
Action/Turn: 1
Dodge Arrows: 30%
Dodge Melee: 30%
Dodge Counter: 30%
Spell Resistance: 70%

Abilities:
Heal: heal rate (10), range 3
Convert: 30%, range 3

Bonuses:
Swordsmen, Spearmen, Archers, Skirmishers 50%
Undead 10%

Re: Seeker

Posted: Tue Sep 04, 2018 12:53 pm
by StormSaint373
Thought it would be a unique and interesting addition.

Re: Seeker

Posted: Tue Sep 04, 2018 7:03 pm
by General Brave
I do like it but maybe his arms need to be slightly more workable.

Re: Seeker

Posted: Tue Sep 04, 2018 7:12 pm
by StormSaint373
How do you mean?

Re: Seeker

Posted: Tue Sep 04, 2018 7:48 pm
by General Brave
You have to make his right arm which is holding the lantern a bit better without looking crooked.

Re: Seeker

Posted: Tue Sep 04, 2018 7:53 pm
by StormSaint373
He is holding it forward without holding it in front of his face and obstructing his vision, off to the side a bit.

Re: Seeker

Posted: Tue Sep 04, 2018 7:56 pm
by General Brave
Well other than that it looks fine and what exactly are these for.

Re: Seeker

Posted: Tue Sep 04, 2018 8:15 pm
by StormSaint373
Ok, I'll fix arm so it doesn't look wierd, but if I change lantern position... It will throw off shading.

I will post when completed.

Re: Seeker

Posted: Tue Sep 25, 2018 2:28 pm
by StormSaint373
Try this!

Re: Seeker

Posted: Tue Sep 25, 2018 3:09 pm
by StormSaint373
StormSaint373 wrote:
Wed Aug 29, 2018 5:58 pm
Seeking not only to call out to unite the world against evil, but to turn evil upon itself...
Agents were dispatched to disrupt enemy movements, capture key positions and even act as ambassadors.

Human (Elite Argent) Tier 2

Gem Cost: 6

Cost: 5
Hp: 30
Attack: 13
Range: 1
Armor: 2
Pierce Armor: 2
Movement: 3
Sight: 5
Action/Turn: 2
Dodge Arrows: 30%
Dodge Melee: 30%
Dodge Counter: 30%
Spell Resistance: 70%

Abilities:
Heal: heal rate (10), range 3
Convert: 30%, range 3

Bonuses:
Swordsmen, Spearmen, Archers, Skirmishers, buildings 50%
Undead 10%
Reasons for stats:
Moderate attack and hp for high cost unit, moderate armor and Dodge
No upgrades
Spells and ablities that allow for tactical advantage if used right, (Convert to break formations, Heal to allow continuous play without falling too far back)
Various bonuses, but not specialized vs any particular one.

So for comparison, similar to dwarf monk, just less Dodge, different abilities, and slightly higher hp and attack, with +1 cost

Re: Seeker

Posted: Tue Sep 25, 2018 4:20 pm
by makazuwr32
5 turn cost is too low for suggested stats and abilities.
Either lower stats to dwarven mork's ones (because of convert - it can be a bit WAAAAAAAAY too powerful ability here) or increase cost to 7 turns.

Also remember that dwarven monk needs research first - clerigy - to be trainable.

And last thing - too much bonus to undeads for unit with veteran power.

Re: Seeker

Posted: Tue Sep 25, 2018 4:28 pm
by StormSaint373
1. Raised cost to 7
2. All Argentum units (Sacred Tracker, Seeker, etc) a tech to unlock "The Coming of Dawn" cost 7 turns, still working on image. Took tech into account.
3. Lowered bonus to 10%, just so long as he gets a discernable bonus. Unless you want to have it completely removed...

Re: Seeker

Posted: Tue Sep 25, 2018 6:19 pm
by Savra
Why does he have mountain walk?

Re: Seeker

Posted: Tue Sep 25, 2018 6:29 pm
by StormSaint373
Personally, that is a flavor thing.
Tactically, it is to allow them to make semi-safe use of their convert ability.

Re: Seeker

Posted: Tue Sep 25, 2018 7:30 pm
by Savra
Umm, I think they shouldn't have it. It's one thing for a dwarf or orc to have it since its their home terrain, but for humans let's stick with just the sacred tracker having it. This guy doesn't need it because that's a little much to have vetraning, convert, and heal plus mountain walk to get away. Orcs Zurgo would be the only one that seems normal with vetraning and I'd prefer vetraning units to be modeled after him, this way they ain't op. Right now the dwarven monks pushing it but only is fine due to the extra cost and strict training area.

In other words, give vetraning to a less op unit like a hero or something. Maybe hero knight to make him more unique but not make him a unique unit.

Re: Seeker

Posted: Tue Sep 25, 2018 7:36 pm
by Savra
Or better yet a myrmidon. 8-)

Re: Seeker

Posted: Wed Sep 26, 2018 12:49 pm
by StormSaint373
Myrmadon sounds good to me!

Edited Stats: :D
• Removed mountainwalking :(
• Removed Veteran power :(
• Reduced cost to 6

Re: Seeker

Posted: Wed Sep 26, 2018 1:12 pm
by makazuwr32
Now you can increase heal rate to 10 and it will be fine for 5 turn unit.

Re: Seeker

Posted: Wed Sep 26, 2018 1:17 pm
by StormSaint373
Fixed. @Alexander, @@General Brave

Need your opinions on subject...

Re: Seeker

Posted: Wed Sep 26, 2018 1:20 pm
by makazuwr32
Also what range for abilities?
Please post it as well.

Re: Seeker

Posted: Wed Sep 26, 2018 1:21 pm
by StormSaint373
Both are range 3

Re: Seeker

Posted: Wed Sep 26, 2018 4:34 pm
by StormSaint373
StormSaint373 wrote:
Wed Aug 29, 2018 5:58 pm
Seeking not only to call out to unite the world against evil, but to turn evil upon itself...
Agents were dispatched to disrupt enemy movements, capture key positions and even act as ambassadors.

Human (Elite Argent) Tier 2

Gem Cost: 6

Cost: 5
Hp: 30
Attack: 13
Range: 1
Armor: 2
Pierce Armor: 2
Movement: 3,
Sight: 5
Action/Turn: 1
Dodge Arrows: 30%
Dodge Melee: 30%
Dodge Counter: 30%
Spell Resistance: 70%

Abilities:
Heal: heal rate (10), range 3
Convert: 30%, range 3

Bonuses:
Swordsmen, Spearmen, Archers, Skirmishers 50%
Undead 10%
Finalized stats and image. The Seeker is ready @Alexander82

Re: Seeker

Posted: Sat Oct 06, 2018 5:28 am
by Tankhead
Finish