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#41 The Best Guest

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Posted 31 July 2007 - 07:14 PM

My favorite ones
5pp nightwatch
10pp Oasis
15PP Djihad
25PP Moving sands
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#42 Dalf32

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Posted 31 July 2007 - 07:39 PM

i like em! a couple may need 2 b changed imo, but only lik 2 or 3.
moving sands is a great idea.

"A wizard is never late, nor is he early; he arrives precisely when he means to."

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#43 fehik

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Posted 02 August 2007 - 08:18 PM

So what do you think about my ideas, it's on page two.
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#44 Spointz2020

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Posted 03 August 2007 - 03:19 AM

The Army of the Dead concept definiteliy sticks, but i personally don't think that they should go to the inn at all, i mean enough content in squished in to that little place :) i personally think that they should come out of either the fortress or new building (i know that sounds hard) but let's not forget they helped to provide for the essential win at Pelennor fields, so i always loved them. They should be like 40% invulnerable to regular weapons (unupgraded swords, bows/arrows, pikes, etc.) but have a negative -30% armor rating against fire, ice, magic, etc. dmg whilst being extremely expensive for a single batallion. Also the "King of the Dead" abilities and such - that De ***** ( i forgot his name :lol: , ne wayz the dude with Davy Jones as ava. :lol: ) created seem nice, except lvl 10 ability to summon both Lego and gimli?? i think thats definitely too much/ even if the two would be very temporary.. but something more unique (and AotD-ish) woiuld be nice .... :)

For the Evil Men ability how bout a spell that can be cast in a big big radius called : "Quicksand" that would cause 95% speed deduction and basically draws most of the units in the set vicinity towards the middle "core" and every now and then some of the units just get sucked in all the way to the bottom and never make it out (with a max restriction on how many units can be lost like that of say... - 30% of units?)
Also the duration should be about like 40 seconds (as a big role of such an ability is to stall much of the enemy forces) I think it should be more of a higher class ability either 15 pp spell, or a 25 pp spell if it can also dmg buildings... But the problem with this is i have no idea how you would make such a thing :sad2: altho it woudl basically be like some kinda of a combination between Galadriel's tornado and the Angmar Whirlwind - but seeming staying under ground...

so basically:

"Quicksand" - 25 pp spell:

draws in + kills up to 30% (max) of units trapped by the spell

Also causes 95% speed reduction

Lasts 40 seconds in duration


4 the Wizard -

Hallucination(lol name from SC)/Illusionist - same thign as constantly mentioned b4/ cept the illusions are attackable, and in turn can attack - cept they provide no damage but still have same stat in stuff like HP and Speed (lasts maximum 90 seconds)

Plauge - All units (including siege + monsters + but excludes heroes) for the other faction costs 75% more to produce so for example: if a unit costs 100 naturally - it would now cost 175 ! (altho free units like orcs would still cost 0 ;) ) - lasts 3-4 minutes

No Reinforcements ( gives a 50% reduction in the CP for 2 minutes and/or prevents summoning abilities)/ used during assaults to prevent the enemy from summonig allies, or creating units... (might be OP so either nerf it, or make it lvl 10) (basically a different version of plauge not sure which one is better though)

Deception - (only works in battles when the enemy is a team of up to two or more players) basically disguises an enemy batallion to look like some of ur troops, thus causing confuzing, and havoc and enabling members of the enemy team to attack their allies own unit!! (lasts 5 minutes) (in MP, the unit control would be lost from the enemy for the duration? but CP cost is still ther ;) )

Okay ther !!
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#45 Vithar-133

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Posted 03 August 2007 - 06:56 AM

by the way, the person you speak of is El Kevo. Some of the Wizard powers are intresting, but I (and I'm no expert) think that those would be a little tough...

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