Valkyrie

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makazuwr32
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Re: Valkyrie

Post by makazuwr32 » Sun Oct 07, 2018 12:54 pm

i think that they need instead bonus only to giants.
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: Valkyrie

Post by Tankhead » Sun Oct 07, 2018 3:49 pm

Why would a Valk that flies and semi supports units have bonus to giants?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Lynx Shafir
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Re: Valkyrie

Post by Lynx Shafir » Sun Oct 07, 2018 5:02 pm

"Aim on head"
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Tankhead
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Re: Valkyrie

Post by Tankhead » Sun Oct 07, 2018 8:03 pm

That's it?
"The smallest pebble was once the biggest stone, the biggest stone was once bigger"

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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 12:45 am

Mage hut has 2 mages, and 1 dragon.
If it is to be added their then take a arcane approach.

If we do arcane approach then it could have:

Cost:6
Hp:45
Atk:15
S.rng:4
Sight:5
Spd:4 flying
Arm:2
P.arm:2
Res:80%
Standard bonus to buildings
50% bonus to giants.

Abilities:
Lightning bolt - rng:4, dmg:9, slowing 1
Magic armour - +2/+2 to armour, lasts 2 turns
Disenchant

You don't want her to be too powerful or else you'll have to take away flying, magic armour gives her 4/4 armour and can get up to 6/6 armour with upgrades.
Disenchant is still useful
Lightning bolt isn't as strong as magic missile because of the added effect and magic missile is a powerful ball of energy.

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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 1:44 am

Here.
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Lynx Shafir
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Re: Valkyrie

Post by Lynx Shafir » Mon Oct 08, 2018 8:06 am

Again it's not arcan unit.
Flying must stand this is the unit essence.
But
The mage hut is not only for "mages" thu any magiacal creature eg werewolf wud go there.
Like blue dragons do

My stats are balanced for 7 turn
As for skill I have better than magic armor/missile - Disenchant
Last edited by Lynx Shafir on Tue Dec 25, 2018 5:01 pm, edited 1 time in total.
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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 1:19 pm

You mean the ability that has aoe 5?

That's a little much even more so then a goblin pryomancers firestorm suggestion I made that had extra costs to the ability. (You had to sacrifice 3 units to use it plus you needed a research on it and it had an aoe of 4-3)

This one doesn't have such an option and if you say it would have a long cool the answer would still be no since you can keep producing more of them. If uni was unique them maybe yes, but these skills, magic armour, disenchant, lightning bolt, they are more on the level and stick with the flying part. She does not need strengthen or self heal, because she has supporters who can do that stuff for her. The way your suggestion seems is that she must be a op warmage who can fly and has powerful abilities only for 7 cost. If aoe 5 for spell, then stats must be lowered down to simply mage. If aoe 0 and spell just targets 1 enemy then she can have stats similar to warmage but not higher. She's not a werewolf who doesn't have spells unless you want to get rid of all her spells except 1.

Mages hut is for magical creatures and mages were church is for holy creatures and users.

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StormSaint373
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Re: Valkyrie

Post by StormSaint373 » Mon Oct 08, 2018 1:33 pm

Valkryie is a divine creature, with divine appointment

1. Set recruit to CHURCH
2. Use divine stats as a base and balance them for gameplay.
3. Decide what bonuses the Valkryie will have.

More mage, and Arcane units will come, there is already mage-specialist ideas that need consideration.

Ie: cryromancer, geomancer, thunder mage, etc
Beware the calm before the Tempest. . .

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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 1:48 pm

Cryomancer is undead.

But yes, valkryie is a divine unit so she should be in church.
Savra wrote:
Sat Oct 06, 2018 11:57 pm
I rather like this valkyrie's look, btw Valkries seem to be support units so we might make them somewhat like templars, they have a lance, exorcism or smite, heal (might make this an aura) and that would be all

Stats could be:
Cost:5
Hp:44
Atk:12
S.rng:3
Sight:4
Spd:4 flying
Arm:2
P.arm:2
Res:80%
Abilities:
Smite: rng:1, aoe:1, dmg:10, 50% bonus to undead, cool:3
Heal aura passive
Standard spear men bonuses.

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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 1:50 pm

Updated-
Image
Builds at church
Cost:5
Hp:44
Atk:14
Rng:1
Sight:6
Spd:4 flying
Arm:2
P.arm:3
Res:80%
Bonus to buildings and giants.
Abilities:
Same as the comments.
Last edited by Savra on Mon Oct 08, 2018 4:16 pm, edited 2 times in total.

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StormSaint373
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Re: Valkyrie

Post by StormSaint373 » Mon Oct 08, 2018 1:51 pm

Stick with that one. Try to edit spear image. Have it be held with both hands and add more details to spear head.

Or use spear and shield.
Beware the calm before the Tempest. . .

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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 1:55 pm

Let's stick with sword and shield for now.

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StormSaint373
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Re: Valkyrie

Post by StormSaint373 » Mon Oct 08, 2018 1:59 pm

Ok. But it can use a bit of shading. I can do that if you wish...
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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 2:28 pm

Plz, do.

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Lynx Shafir
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Re: Valkyrie

Post by Lynx Shafir » Mon Oct 08, 2018 3:38 pm

No, it's not a flying templar.
(What has 6 cost)
And this unit has to be special so don't expect make clone.
And Not a church units - feels more special for that.
They' ll get plenty of holy units.

For 5 cost wud be more unbalanced and those skill are boring, most cases useless.
(5 cost units might get Disenchant weapon)

Also dosnt need any bonus to undeads.
This must stand well alone without much support.

Ur magic armor sug was op for her.

One area effect spell with hight CD for a costly unit is not Op!
Firestorm for a cheap ork TC unit wud have been op. (also burning is more damaging right now)



Final suggestion

Cost 7(max) Mage hut-temporary (Arcan sanctum) Castle.
50 HP
Attack Power 14(bonus to giants)
Range 1
Armor 2
Pierce armor 3(gets blacksmith upg)
Speed 4 - flying
Sight 6
Action/Turn 2
Spell Resistance: 80%
Size: 1x1
Builders: Mage hut /arcan sanctum /Castle!


Skill
- Strengthen - self - usual
- Weapon break ( - 3 Attak) range 3 spell pos 100%CD 1
-Wrath -dmg 3X3 area for 15 dmg
Range 3 CD 5.
Stun strike - CD 2 range 1 - 1 target
If u don't trust my judgment (ND member) ask @makazuwr32
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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 4:16 pm

Actually, the pyromancer I suggested to be put in shaman hut only. But he's not getting that spell anyways because we thought up another use for him.

As for spells, okay on magic armour, smite is actually all she needs aoe wise, she can keep lightning bolt, and she can have healing aura.

Valkryies are celestial units, that is why she should go to the church, it's stats were like that in my suggestion because it's to make up for the spells, and flying. She's fine with those stats and works as a well rounded unit in defense, support, and combat.

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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 4:17 pm

Btw, why is p.armour only affected by blacksmith upgrades?

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StormSaint373
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Re: Valkyrie

Post by StormSaint373 » Mon Oct 08, 2018 4:47 pm

Savra, here's Val! Enjoy :D
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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 5:39 pm

Wonderful.

Btw, if anyone here is familiar with heroscape ( I doubt it) one of the main races their is valkryies and they focused on auras instead of spells mainly. The rest revolves around melee or ranged attacks.

What if we do that instead of spells and then we can keep lynx's stats but only have auras instead of spells.

These are the aura choices:

Group attack aura

Aura of defense

Aura of healing

Aura of resistance

Aura of haste

You can choose 2 max.

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StormSaint373
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Re: Valkyrie

Post by StormSaint373 » Mon Oct 08, 2018 5:43 pm

What does each Aura do?
I vote...

1. Aura of Healing
2. Aura of Defense
Last edited by StormSaint373 on Mon Oct 08, 2018 5:54 pm, edited 1 time in total.
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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 5:51 pm

Okay they are called the kyrie but some of them are Valkryie.

Auras mean:

Group attack aura: +1 dmg to all allies

Healing aura: heals 2 to all allies

Defense aura: +1/+1 defense to all allies

Resistance aura: +40% resistance to allies

Aura of haste: +1 speed to all allies

She will be buildable via church and castle only though.

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StormSaint373
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Re: Valkyrie

Post by StormSaint373 » Mon Oct 08, 2018 5:55 pm

Changed from strength to defense.
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Lynx Shafir
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Re: Valkyrie

Post by Lynx Shafir » Mon Oct 08, 2018 6:18 pm

L.
Last edited by Lynx Shafir on Mon Nov 26, 2018 5:53 pm, edited 1 time in total.

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Lynx Shafir
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Re: Valkyrie

Post by Lynx Shafir » Mon Oct 08, 2018 6:21 pm

If Aura, than Heal-wud be the best
Or Group Attak 1.(Ork one)

Than I remove one offence-deebuff spell
(And add summon raven - for fun and to bother enemy with :lol: ) .

( already made that img so I posted it)
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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 6:47 pm

Ok, so that's 2 for heal, 1 for group attack, 1 for defence. Anyone else?

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StormSaint373
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Re: Valkyrie

Post by StormSaint373 » Mon Oct 08, 2018 6:49 pm

Judging by the quality of the image... It must be HUGE!

not hating on the artwork, no sir! That is an excellent drawing!

Is there a way to make it within the present parameters to be implementable?
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Lynx Shafir
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Re: Valkyrie

Post by Lynx Shafir » Mon Oct 08, 2018 8:52 pm

Lol, I posted the wrong size one....
I often do that

.
Last edited by Lynx Shafir on Tue Feb 26, 2019 7:05 am, edited 1 time in total.
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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 9:38 pm

Honestly, the defense aura and healing aura seem to fit her best:

Aura of healing

Aura of defense

Summon raven

Stun strike.

That's it. Auras are passive and she has the raven in case she has nothing to do at the moment on the battlefield.

No 2 actions, she can do fine with 1. Otherwise everything else stats wise should be fine.

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Savra
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Re: Valkyrie

Post by Savra » Mon Oct 08, 2018 9:56 pm

Just thought of something. What if we make her an imperial unit? She then benefits from imperial upgrades, can have stats similar to that of an imperial, she remains buildable through church and castle, and we get another unit added to imperial pack?

Right now the only imperial I see getting in is the imperial captain, and maybe the chariot (imperial battlewagon) someone will have to do the chariots image because I'm not good with cavalry.

If yes though, then we might have to give her an imperial look, if no then she's fine.

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