I think Gandalf's "Prepare for Battle" ability is not really proper as we usually get Old Wizard in late game, when you have prepared armies and rather than getting new units faster you would like to get some buffs for existing ones. Gandalf motivated Gondor soldiers to fight after they flee from the walls. Maybe some speed bonus in radius to get units to fighting place faster or (more fitting to Gondor) armor bonus and knockback resistance?
Gondor Faction Plan
#62
Posted 06 August 2018 - 04:56 AM
#63
Posted 08 August 2018 - 02:09 AM
Personally I think Gandalf the gray seems more powerful than the White, however, the last power that I do not know if it has the same impact or is different. But gandalf the gray has 1 more useful power than gandalf the white, i don't have much problem with this. A good power for gandalf would be...that he could generate a sphere of energy, that when gandalf walks it throws / pushes / crushes the enemies, like the one that can be seen in the combat of Gandalf vs The Necromancer
#64
Posted 24 August 2018 - 07:05 AM
I have a suggestion to change Gondor's spellbook.
Remove Cloudbreak spell and move Eagles to Tier 3, perhaps Gwahir and 3 eagles instead of 4 eagles to balance it out. Add a new 25pt spell along the lines of something like this:
For Frodo!
(Aragorn's black gate speech soundbite)
Temporary status effect
All Heroes and units gain +200% armour and +200% damage. Additionally all heroes and units are immune to fear, knockback, and trample.
Depending on balance this can be either global or area radius.
#65
Posted 28 September 2018 - 04:08 PM
Ideas for Imrahil's abilities:
Inspiration - all nearby allied troops earn double experience for 60 seconds.
Unscathed - for 30 seconds, Imrahil is immune to ranged damage. During this time, 50% of any melee damage dealt to Imrahil is reflected back at the attacker.
Preparations for War - target unit production building recruits fiefdoms troops with Heavy Armour and Forged Blades/Fire Arrows for 3 minutes.
Amroth for Gondor can stay.
Ideas for an ability for Forlong:
Splintering Axes - with each strike, Forlong reduces the armour of a target building by 10% for 10 seconds. Passive. The debuff can stack.
#66
Posted 16 October 2018 - 08:33 AM
Edited by The_Nazgul, 16 October 2018 - 08:35 AM.
#67
Posted 01 November 2018 - 09:40 PM
- The_Nazgul likes this
#68
Posted 03 November 2018 - 11:45 AM
Elessar:
Hands of the King - heals nearby allied heroes
Flame of the West – Aragorn temporarily gains additional damage and armour. Allied units in a small radius get increased damage and speed while enemy heroes lose armour (must stay in radius to keep the effect like a buff version of Elendil)
Days of the King – fiefdoms and Dol Amroth troops are permanently 10% cheaper. Nearby buildings have +10% armour while nearby farms have +10% production. Passive.
Activate to mount a horse.
Oaths Fulfilled – target unit is upgraded to its maximum level (will not work on heroic units). Can only be used on one unit at a time. Longish cooldown
Spirits of the Dead – sends an army of Oathbreakers at the target area, dealing damage to any enemies in its path and terrifying any survivors of the charge.
#69
Posted 05 March 2019 - 10:22 PM
Hello Age of the Ring Team,
First off all i want to say thank you for doing a great job with this mod. I really like the gameplay,
your plans for the different factions and your models are by far the best i´ve seen in any
mod for this game.
I have one suggestion about the Lossanarch axeman. I´m a fan of versatility and therefore i
would find it boring to have a second Grim Hammer unit in Gondor.
I played the Games Workshop Tabletop game in the past and i remeber, that the axeman had
spikes on their axes and got the abillity to count as pikeman for one round, if the player wanted that.
That leads to my main question. Would it be possible to give them an active abillity which allows
them to count as pikeman for a short time (and maybe add spikes to the top of their axes)?
Keep up the nice work!
#70
Posted 10 January 2020 - 09:06 AM
Citadel Guards
Gondor Barracks – 350
…
Rank 3: Recruit Citadel Guards – 1600 – Semi-Heroic infantry unit. Requires Denethor to In Service of the Steward power activated. Limited to 1 battlalion.
-Rank 1: Spear/Bow Toggle
-Rank 1: Personal Bodyguards
Pippin, Beregond, Denethor and King Elessar passively gain bonus damage around them.
Rank 4 Citadel Guards is able to summon a small Citadel Guard troop and the will protect a selected friendly hero for a short time.
-Rank 3: Guards of the Tower
Citadel Guards near Gondor towers (Gondor Battle Tower, Fortress Tower, Wall Tower) have increased vision, range, and damage. Rank 5 Citadel Guards near Gondor Siege Machines (Trebuchet, Fortress Trebuchet, Wall Trebuchet, Númenorean Engineering spellbook power Trebuchet) have increased vision, range, and damage.
-Rank 5: Númenórean Heritage
Númenórian garden that summons a garden of Mallorn tree, Laurinquë tree, Nisimaldar flowers and Athelas flowers. Nearby allied units become immune to fear and terror effects.
#71
Posted 15 May 2020 - 09:38 PM
Fortress name à Citadel
White Tree Banners – Provides leadership to nearby units.
Boiling Oil – Allows fortress to pour boiling oil on nearby enemies.
House of Healing – Heals units and heroes near the fortress. Reduces Hero revival cost and time by 20%. Unlocks the Fountain Guards in Gondor Well.
Flaming Munitions
Numenor Stonework – Increases the armor of the fortress.
Ivory Tower – Increases vision range of the Fortress, allows for the recruitment of Citadel Guards from the Fortress.
Citadel Guards – Heroic unit. Limited to 1 battlalion.
-Rank 1: Spear/Bow Toggle
-Rank 1: Personal Bodyguards
-Rank 3: Guards of the Tower
-Rank 5: Númenórean Heritage
Summons Statue of Anarion. Nearby allied units become immune to fear and terror effects.
Gondor Well
Heals and replenishes nearby units and heroes.
Rank 1: Fountain Guards
Fountain Guards
Semi-Heroic infantry unit, recruited from the Gondor Well after House of Healing is unlocked.
Rank 1: 'Faithful Guardian'
Rank 3: 'Undying Hope'
#72
Posted 06 February 2021 - 10:13 AM
Thank you for your effort in a mod that I have been following fondly for a long time.
I have an idea for Gandalf the White
- Rank 2 : The Foe-Hammer
On Enemy : Shoots out lightning bolts from Glamdring.
On Alliance : Target units temporarily gain resistance to knockback and +25% speed.
- Rank 5 : Prepare for Battle ( Foe Hammer's Passive )
Nearly structure temporarily gains + 25 % unit production speed.
Edited by Disciiples, 06 February 2021 - 10:19 AM.
#73
Posted 28 March 2021 - 12:16 PM
Hello, i do have a question regarding to berethor from gondor!
is there a reason he is not in the game anymore!
i just realised he is not in it anymore i just havent seen it in writing, its just because i always liked that hero so im just wondering if there whas a reason for it!
#74
Posted 29 March 2021 - 03:59 PM
Hello, i do have a question regarding to berethor from gondor!
is there a reason he is not in the game anymore!
i just realised he is not in it anymore i just havent seen it in writing, its just because i always liked that hero so im just wondering if there whas a reason for it!
Berethor is now a summon for Denethor.
"C'est en forgeant qu'on devient forgeron."
#75
Posted 29 March 2021 - 06:45 PM
ah i see,
thanks for the info
#76
Posted 10 June 2021 - 09:00 AM
Fountain Guards. Yup. Those heroic units aren’t as strong as they were originally supposed to be, I guess, because they are very rarely recruited. The problem with Fountains Guards is that even if their structure bonus is good, Gondor already has stoneworkers to do the trick about this specific concern, which also provide resources and don’t die easily. Fountain Guards need a buff, and buffing them isn’t only about reducing their price in my opinion, but more granting a bonus that will actually help during battles, and reward the player for keeping them alive for so long, just like other heroic units. I understand the idea of giving all abilities on lvl 1, but the actual bonuses are too inefficient to make the choice of Fountain Guards a valuable choice.
The “Prepare for battle” power of Gandalf is never truly activated. It does not really give any sort of advantage in a fight, and can be launched almost only on cavalry in order to chase more easily fleeing enemies if you want to get a proper bonus from its use. I have a preference for the actual form of Gandalf the White, with less lightnings and kabooms than the Grey of the Rivendell spellbook. But this ability in particular seems to be quite useless in most matches. Replacing it with something in the same vein, that reflects Gandalf’s leader abilities would be really cool. Maybe a passive buff to speed with the image of Narya, “Fire of Heart”, or something like that.
Also, Sworn Allegiance is the only power of the Gondor spellbook nobody ever goes with during a match. Fiefdom troops already come out of the barracks fast, and they are more expensive than spam orcs from Mordor and MM. Everytime someone wants Dol Amroth Citadel into Elessar they go Numenorean Engineering which is way better. I would suggest replacing Sworn Allegiance with whether a summon similar to Oath of Cirion, but with Fiefdom troops that are actually wearing Armaments of the White City. But maybe it’s too powerful due to the numerous buffs Fiefdoms get in the early game. Another possibility would be a Fully Armed and Filthy equivalent giving Armaments of the White City to Fiefdom Troops as a tier 2, which would be really useful for players that intend to keep on recruiting a lot of Fiefdoms in mid-game.
"C'est en forgeant qu'on devient forgeron."
#77
Posted 17 June 2021 - 08:40 AM
Sworn allegiance loses against Numenorean engineer all the time and in 7.0 you can control the trebuchet! OP OP. In favor of sworn allegiance i would say axemen are superb when they came out with the armaments of the white city. Anyway with the controlled trebuchet you don´t need to think what tier 2 will choose.
#78
Posted 02 July 2021 - 01:15 PM
This is my suggestion for a potential new inn unit for Gondor, this is why the post is long.
Again, don't be afraid by non-canon suggestions, I'm just trying to inspire devs.
Unit 1 : Annuminas Keepers
Directly equivalent to Dunedain Rangers in a gameplay perspective, but more expensive, with some abilities.
Cost : 600
Type : Archers / Swordsmen / Pikemen
Lore : "Even though the city of Annuminas had long been abandoned at the end of the Third Age, a few brave yet aging Dunedain were determined enough to protect its once most sacred towers against the corruption that slowly spread accross the North. Some of them answered the call of Isildur's heir to defend Minas Tirith."
Appearance : Dunedain with Arnor rusty armors and pikes and mostly old (gray and white hair) because young Dunedain are less involved in the preservation of Arnor remnants.
Abilities :
Lvl 1 : Northern Memories
Annuminas Keepers grant nearby towers + 10 % armor. Stacks with buffs and spells. Passive ability.
Lvl 2 : Force of Habit
Annuminas Keepers temporarily gain + 25 % speed to escape their foes. Left click to activate.
Upgrades : Equip Swords, Equip Pikes, Banner Carrier
Unit 2 : Harondor Cardaces
Cost : 400
Type : Swordsmen
Lore : "Most of Harondor territories were always disputed between Gondor and Harad kingdoms, yet from time to time fearless Southron mercenaries are hired by the rulers of Pelargir to defend them against the incursions of Black Numenoreans on their lands."
Appearance : Basically a swordsmen variation of Haradwaith Harondor units if you want to keep it simple, but you could create a new model if you have enough time.
Abilities :
Lvl 1 : Wedge formation
Units gain + 33 % armor and - 40 % speed.
Lvl 3 : Harad strategists
Harondor Cardaces give + 10 % armor to nearby archers. Stacks with buffs and spells. Passive ability.
Upgrades : Heavy Armor, Forged Blades, Banner Carrier
Edited by Nerevar42, 02 July 2021 - 02:46 PM.
"C'est en forgeant qu'on devient forgeron."
#79
Posted 25 January 2022 - 03:15 AM
Give King Elessar a mount ability?
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