Orc Warmage - ANSWERED

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RandomdudeNo123
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Orc Warmage - ANSWERED

Post by RandomdudeNo123 » Thu Jan 10, 2019 3:21 pm

Hp: 50/50
Attack: 10
Def: 2/2
Movement: 3
Cost: 6
(Starts with Lifesteal, like Vampire)
Description: Despising their weak-willed brothers, Orc Warmages draw energy for their spells from their own life energy. This damages them whenever they cast a spell, but intensifies the effects of the spell.

Spells:
Frenzied Strength: Give a unit +3/+3 and Double Strike. Self Damage 10, Cooldown 3
Raging Flames: Shoot a Fireball at the opponent for double Flame Effect. Self Damage 15, Cooldown 2
Blood Magic: Target enemy unit gains Fear Effect. Orc Warmage gains +2/+2. Self Damage 5 Cooldown 3
Energy Overload: Heavily damage all units (Friend and Foe) in a 5X5 area. Self Damage 50 (Instant Kill)

Author's notes: The Orc Warmage, in order to differenciate itself from the rest of the spellcasters in the game, focuses on the "Power at a Price" principle. While it's spells are nearly flat out improvements over the regular versions (Strength, Fear, Fireball), they come at the cost of risking your Warmage, a 6 cost unit. While the Warmage is intended to also be able to fight basic units without spells, this also puts a risk on your 6 cost unit. I'm not exactly sure if I should introduce a clause that prevents Warmage from being healed by other spells, as a Troll/Orc Shaman could just keep healing off any damage taken. Thoughts?

P.S Spells still work even if the Unit can't pay the HP price. This obviously kills the unit, though.

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Savra
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Re: Orc Warmage

Post by Savra » Thu Jan 10, 2019 3:34 pm

We have warlock, we don't necessarily need anymore considering we also have pyromancer and a few new shamans coming in. For now that is.
Remember to check the unit ready list for AOF to see for any changes.
viewtopic.php?f=30&t=6289

RandomdudeNo123
Posts: 9
Joined: Sat Dec 15, 2018 3:05 am
Location: Philippines

Re: Orc Warmage

Post by RandomdudeNo123 » Thu Jan 10, 2019 3:51 pm

So what do you recommend I do? I could reskin the unit and move it to another faction suggestion, or I could just scrap another idea.

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Lynx Shafir
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Re: Orc Warmage

Post by Lynx Shafir » Thu Jan 10, 2019 7:45 pm

Currently,

None of the factions needs such unit with this set of skills.
It's very op.



Orks and humans have plenty of ideas for offence caster, previous needs a re- organisation. Latter has battle and hybrid suggesions


So best u try different idea.
U can check existing suggestions - a bit time consuming.

And don't let this discourage you ;)
Last edited by Lynx Shafir on Sat Jan 12, 2019 7:16 pm, edited 1 time in total.
For naturally blood will be of kind
Drawn-to blood, where he may it find.

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General Brave
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Re: Orc Warmage

Post by General Brave » Sat Jan 12, 2019 7:12 pm

For now I think humans should keep battle type magic uses, the rest are doing fine.
Wise, Might, Loyalty. Forever stands Warfell.

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Alexander82
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Re: Orc Warmage

Post by Alexander82 » Tue Feb 12, 2019 11:40 am

I also think that orcs don't need a warmage type unit

Combining sword and magic is something more fit for humans and on a lower degree to few other races
Age of Fantasy design leader

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