Seeker

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StormSaint373
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Seeker

Post by StormSaint373 » 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%
Attachments
Seeker.png
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Last edited by StormSaint373 on Wed Sep 26, 2018 1:21 pm, edited 7 times in total.
Beware the calm before the Tempest. . .

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StormSaint373
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Re: Seeker

Post by StormSaint373 » Tue Sep 04, 2018 12:53 pm

Thought it would be a unique and interesting addition.
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General Brave
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Re: Seeker

Post by General Brave » Tue Sep 04, 2018 7:03 pm

I do like it but maybe his arms need to be slightly more workable.
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StormSaint373
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Re: Seeker

Post by StormSaint373 » Tue Sep 04, 2018 7:12 pm

How do you mean?
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General Brave
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Re: Seeker

Post by General Brave » Tue Sep 04, 2018 7:48 pm

You have to make his right arm which is holding the lantern a bit better without looking crooked.
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StormSaint373
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Re: Seeker

Post by StormSaint373 » Tue Sep 04, 2018 7:53 pm

He is holding it forward without holding it in front of his face and obstructing his vision, off to the side a bit.
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General Brave
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Re: Seeker

Post by General Brave » Tue Sep 04, 2018 7:56 pm

Well other than that it looks fine and what exactly are these for.
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StormSaint373
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Re: Seeker

Post by StormSaint373 » Tue Sep 04, 2018 8:15 pm

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.
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StormSaint373
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Re: Seeker

Post by StormSaint373 » Tue Sep 25, 2018 2:28 pm

Try this!
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StormSaint373
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Re: Seeker

Post by StormSaint373 » Tue Sep 25, 2018 3:09 pm

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
Attachments
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Last edited by StormSaint373 on Wed Sep 26, 2018 1:20 pm, edited 6 times in total.
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makazuwr32
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Re: Seeker

Post by makazuwr32 » Tue Sep 25, 2018 4:20 pm

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.
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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StormSaint373
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Re: Seeker

Post by StormSaint373 » Tue Sep 25, 2018 4:28 pm

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...
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Savra
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Re: Seeker

Post by Savra » Tue Sep 25, 2018 6:19 pm

Why does he have mountain walk?

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StormSaint373
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Re: Seeker

Post by StormSaint373 » Tue Sep 25, 2018 6:29 pm

Personally, that is a flavor thing.
Tactically, it is to allow them to make semi-safe use of their convert ability.
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Savra
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Re: Seeker

Post by Savra » Tue Sep 25, 2018 7:30 pm

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.

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Savra
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Re: Seeker

Post by Savra » Tue Sep 25, 2018 7:36 pm

Or better yet a myrmidon. 8-)

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StormSaint373
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Re: Seeker

Post by StormSaint373 » Wed Sep 26, 2018 12:49 pm

Myrmadon sounds good to me!

Edited Stats: :D
• Removed mountainwalking :(
• Removed Veteran power :(
• Reduced cost to 6
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makazuwr32
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Re: Seeker

Post by makazuwr32 » Wed Sep 26, 2018 1:12 pm

Now you can increase heal rate to 10 and it will be fine for 5 turn unit.
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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StormSaint373
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Re: Seeker

Post by StormSaint373 » Wed Sep 26, 2018 1:17 pm

Fixed. @Alexander, @@General Brave

Need your opinions on subject...
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makazuwr32
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Re: Seeker

Post by makazuwr32 » Wed Sep 26, 2018 1:20 pm

Also what range for abilities?
Please post it as well.
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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StormSaint373
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Re: Seeker

Post by StormSaint373 » Wed Sep 26, 2018 1:21 pm

Both are range 3
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StormSaint373
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Re: Seeker

Post by StormSaint373 » Wed Sep 26, 2018 4:34 pm

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
Attachments
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Beware the calm before the Tempest. . .

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Tankhead
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Re: Seeker

Post by Tankhead » Sat Oct 06, 2018 5:28 am

Finish
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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