Uruk Hai Captain

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Savra
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Re: Uruk Hai Captain

Post by Savra » Sat Aug 11, 2018 5:39 am

Would this work?
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Sunrise Samurai
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Re: Uruk Hai Captain

Post by Sunrise Samurai » Sat Aug 11, 2018 11:17 am

Not sure I like the concept of anything spawning extra units for orcs beyond goblin spikers. Now it might be good to have uruk captain have an aura, maybe to give +1 speed at radius 3 to all uruks. That's the one stat that would be useful to them without getting too over the top.
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Savra
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Re: Uruk Hai Captain

Post by Savra » Sun Aug 12, 2018 2:23 am

It shouldn't spawn orcs and one variant seems fine, I like the idea of the morale boost but you could make it weaker then the orc leaders.

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General Brave
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Re: Uruk Hai Captain

Post by General Brave » Sun Aug 12, 2018 2:34 am

I don't think it should spawn units, instead it just boost strength and is strong unit.
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Savra
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Re: Uruk Hai Captain

Post by Savra » Sun Aug 12, 2018 3:33 am

Would these other upgrades I made be needed or are we going for something different?
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Uruk Captain XP1.png
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Alexander82
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Re: Uruk Hai Captain

Post by Alexander82 » Sun Aug 12, 2018 12:59 pm

Sunrise Samurai wrote:
Sat Aug 11, 2018 11:17 am
Not sure I like the concept of anything spawning extra units for orcs beyond goblin spikers. Now it might be good to have uruk captain have an aura, maybe to give +1 speed at radius 3 to all uruks. That's the one stat that would be useful to them without getting too over the top.
I agree that it should only give some decent side effects but shouldn't increase stats since uruks already have great stats on their own.

Speed +1 is a very strong effect but range 3 seems pretty limiting so it might not be particularly effective.

Since it will have upgrades (i'll work on my versions of the images later), what about giving the +1 speed on upgrade 3 only?

I was thinking something like

10% conversion resistance*level to all uruks in an increasing range (4/5/6 maybe) and the +1 speed might become an active ability in the same range that he can give to the uruks units in range just once in a while (maybe cooldown 3).

What do you think about it?

The idea for resistance is that uruks fear their leaders and are less inclined to betray them, the speed is just an order that is carried with haste out of fear.
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makazuwr32
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Re: Uruk Hai Captain

Post by makazuwr32 » Sun Aug 12, 2018 4:52 pm

sounds not so bad because uruks currently have 0% spell resist.
Specifically for not so genious persons
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Savra
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Re: Uruk Hai Captain

Post by Savra » Sun Aug 12, 2018 9:12 pm

That would be useful since orcs main problem is their resistance to conversion.

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makazuwr32
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Re: Uruk Hai Captain

Post by makazuwr32 » Mon Aug 13, 2018 5:20 am

Not to just "conversion".
Spell resist affects all enemy status effect single target spells – like slowing, armor break, fear, curse or scream.
And conversion spell have only undeads on lich and scaledfolks.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
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General Brave
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Re: Uruk Hai Captain

Post by General Brave » Mon Aug 13, 2018 5:21 am

Spell resistant will be helpful.
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Savra
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Re: Uruk Hai Captain

Post by Savra » Mon Aug 13, 2018 5:51 am

Yes resistance would be quit helpful, btw could you make res distance act as another armour against offensive spells so units take less damage from those kind of spells?

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makazuwr32
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Re: Uruk Hai Captain

Post by makazuwr32 » Mon Aug 13, 2018 6:14 am

Not yet.
Specifically for not so genious persons
makazuwr32 wrote:
Fri Dec 07, 2018 9:24 am
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Alexander82
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Re: Uruk Hai Captain

Post by Alexander82 » Mon Aug 13, 2018 1:40 pm

It was my intention.

I liked the idea that a mage can shield himself with magic against another wizard's spell

We need Daniel for that tough.
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Savra
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Re: Uruk Hai Captain

Post by Savra » Thu Oct 18, 2018 5:03 am

Huh, I coulda sworn we had stats for this guy?
Uruk Captain
Image
Cost:7
Hp:40/48/56/64
Atk:18/21/24/27
Rng:1
Sight:4
Spd:3
Arm:3/4/5/6
P.arm:3/4/5/6
Res:40% (he's a captain, he has some control over his mind)
Abilities:
Aura of resistance passive - rng:3 - gives allied Uruks +20% to their resistance
Haste: cool:2, rng:self, aoe:3, gives allied Uruks in range +1 speed for 1 turn.

Does not effect Olog hai.
Last edited by Savra on Thu Oct 18, 2018 3:17 pm, edited 2 times in total.

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makazuwr32
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Re: Uruk Hai Captain

Post by makazuwr32 » Thu Oct 18, 2018 7:22 am

Remove aoe, increase armor to 3/3 (normal) with same armor increase, increase spell resist that captain gives to +20% but it must affect only other uruk units only and lower cost to 7 turns and it will be fine.

Active ability also must affect only uruks.

Both things must not affect olog hais and any other units aside from uruks themselves.
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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Savra
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Re: Uruk Hai Captain

Post by Savra » Thu Oct 18, 2018 3:14 pm

I thought 2/2 armour because he has no shield?

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makazuwr32
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Re: Uruk Hai Captain

Post by makazuwr32 » Thu Oct 18, 2018 5:49 pm

But as captain it has better armor than normal uruks.
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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Savra
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Re: Uruk Hai Captain

Post by Savra » Fri Oct 19, 2018 12:48 am

This look better for the captain?
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Savra
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Re: Uruk Hai Captain

Post by Savra » Fri Oct 19, 2018 2:13 am

Honestly, I think it's probably better. More in line with how Uruk ranks look.
That little centurian helm their, actually points the Uruk out as a high ranking officer.

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Savra
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Re: Uruk Hai Captain

Post by Savra » Fri Oct 19, 2018 2:19 am

So this ready?

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makazuwr32
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Re: Uruk Hai Captain

Post by makazuwr32 » Fri Oct 19, 2018 5:59 am

Yes.
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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